Level Clearing
- yogui
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Re: Level Clearing
[enable_hats][/enable_hats]
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Re: Level Clearing
Hey guys, I finally have my level doneish. Here's the link
http://www.mediafire.com/?qv9822jond5iu84
But, know that raocow told me that I could do the graphics after the deadline, so I focused on the gameplay. The background, music, and the garbage sprites will all be fixed in due time.
Also, the box with a feather in it above the green exclaimation point block is only there for testing.
That's about it, enjoy playing my level!
EDIT: Oh, yeah, and the reason I'm putting this here without and testing in the testing thread, is because I left it there for 5 or 6 hours and no one tested it. I know that that isn't very long, but it is the deadline day, and I still want time to fix anything.
http://www.mediafire.com/?qv9822jond5iu84
But, know that raocow told me that I could do the graphics after the deadline, so I focused on the gameplay. The background, music, and the garbage sprites will all be fixed in due time.
Also, the box with a feather in it above the green exclaimation point block is only there for testing.
That's about it, enjoy playing my level!
EDIT: Oh, yeah, and the reason I'm putting this here without and testing in the testing thread, is because I left it there for 5 or 6 hours and no one tested it. I know that that isn't very long, but it is the deadline day, and I still want time to fix anything.
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Re: Level Clearing
7TC7: You're cleared! Difficulty is still ★★★. but fix a couple things first:
spitznagl:Change these things and report back here. However, I don't think I'll be clearing you next time: I feel I know too much about the level and can no longer properly judge whether something's cheap. Hopefully limepie or argumentable will have the time to clear you.
Oh, and about the music: yes, you can replace your old music later, but have working music for now. Choose another temp track that fits, or PM me the song being used right now and I'll fix it.
fireyblaze: I spent 500 seconds on the level's first half and over 400 on the second half. 999 seems about right!
I'm out of time so that's all for now. I gotta say, I'm impressed at how many of you are following through!
List of people needing feedback:
Septentrion Pleiades
Jesuiscontent
shdwdrgnix
JellyBlock
TomPhanto
Kevinskie555
cmbheadquarters
yogui
Leifytwig123
-I figured out the deal with the brightness: BSNES has an option called "Enable NTSC gamma ramp simulation" which is on by default, and supposedly simulates what the game would look like on an actual TV; I guess TVs make the greens blend together. Funny thing is, now that I know that the ground is difficult, not impossible, to see, I actually see it as more of a flaw than before. Near-invisible gimmicks are the worst; If a person with a non-crt monitor can't see properly, the easiest fix is to look at the monitor from a weird angle, which is zero fun. You should just make the grass tiles completely visible, as I don't think that would take away from the level at all.
spitznagl:
Oh, and about the music: yes, you can replace your old music later, but have working music for now. Choose another temp track that fits, or PM me the song being used right now and I'll fix it.
fireyblaze: I spent 500 seconds on the level's first half and over 400 on the second half. 999 seems about right!
List of people needing feedback:
Septentrion Pleiades
Jesuiscontent
shdwdrgnix
JellyBlock
TomPhanto
Kevinskie555
cmbheadquarters
yogui
Leifytwig123
- Lv27MarkerMMan
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Re: Level Clearing
Here's what I have. Technically it should be complete. There are changes that need to be made like adding a third digit to the counter and to put it in front of everything. However, the level should still be able to be played just as well as with these fixes.
There is a chance that the graphics will screw up, and I'm not sure why it happens. If the graphics screw up suddenly a rewind should fix it. If anyone could tell me why this might happen and how to fix it, please let me know.
I still need to deal with music stuff, but I'm sure that can be done later.
If I forgot anything please let me know.
There is a chance that the graphics will screw up, and I'm not sure why it happens. If the graphics screw up suddenly a rewind should fix it. If anyone could tell me why this might happen and how to fix it, please let me know.
I still need to deal with music stuff, but I'm sure that can be done later.
If I forgot anything please let me know.
Don't be afraid to check out my Youtube channel.
I am making let's plays now!
I am making let's plays now!
- raocow
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Re: Level Clearing
Just so we're clear: anyone who puts their level here to be cleared, and aren't cleared for whatever reason,are subject to the 'one week' rule that new level makers are given. So if you have something to fix, you have no more than a week to have your level fully cleared (with some leniancy given if it's due to clearing delays, of course).
Just making sure things are clear!
Just making sure things are clear!
the chillaxest of dragons
Re: Level Clearing
Suppose it's about time I get this in, under the wire as usual! I included everything possibly needed for submission (optimistic much?), although primarily you'll want the IPS file. Some of the graphics are outdated as I've been using an older base ROM, but those will be fixed when inserted. Except for the OW and some graphics, the level should be all set.
Accepting any and all ASM requests for A2MT. Just send me a PM.
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
- Lobster_Horde
- Posts: 0
- Joined: 12 years ago
Re: Level Clearing
I incorporated the feedback I got. Thanks for the input!
Link: http://files.chemicalservers.com/downlo ... TFinal.ips
Link: http://files.chemicalservers.com/downlo ... TFinal.ips
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- TheGuyWhoIsSitting
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Re: Level Clearing
http://dl.dropbox.com/u/14987784/Gelatin%20Factory.ips
My level is the blank named level on the bottom row at the end, I don't know why the name wont show up, I'm guessing either level names were re-pointed or I just did something wrong.
Wow, it took me over a year but I finally have a fully playable level.
There are a few things I think should be changed, but I'll wait and see from the feed back.
Anyways, I'm putting how to get to the bonus area in this spoiler
I'll give feedback on other levels later, it's currently 2:30 am. I need to go to bed.
My level is the blank named level on the bottom row at the end, I don't know why the name wont show up, I'm guessing either level names were re-pointed or I just did something wrong.
Wow, it took me over a year but I finally have a fully playable level.
There are a few things I think should be changed, but I'll wait and see from the feed back.
Anyways, I'm putting how to get to the bonus area in this spoiler
- Jesuiscontent
- Tsundere
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Re: Level Clearing
(I hope I'm still allowed to give feedback even if it isn't the testing thread !)capefeather wrote:Well, here is my level again with suggested fixes:
http://bin.smwcentral.net/u/12461/1a.ips
Re: Level Clearing
I'm not Clearing or anything, but leifytwig, you know, that treasure chest procedure is WAY too hard, both figuring it out and pulling it off
Re: Level Clearing
I was said, "Once you fix this thing, you're cleared". So if I fix that thing, will I automatically be fully cleared and allowed to send my level to submission, or do I still have to run it through the clearing thread? Obviously, in any case, I have one week to fix that thing.raocow wrote:So if you have something to fix, you have no more than a week to have your level fully cleared
- raocow
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Re: Level Clearing
Yes, this is what a 'if [x], then' statement usually means
the chillaxest of dragons
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Argumentable
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Re: Level Clearing
I don't really "get" or like this level. I'm not comfortable clearing or not clearing it in either sense. Hopefully someone else can come along and say something definite. Here's some thoughts though:Septentrion Pleiades wrote:I would like to change the level name from "Broken Reality" to "Change the World"
http://www.mediafire.com/?xgdjq84kkw0m9sp
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
Re: Level Clearing
Jesiuscontent:
The entrance to the sublevel after the scrolling vertical one has its camera set too high. Also, your little midpoint area has cutoff on one of the corners because of water. You don't really need a midpoint area so, if you want, you can just take it out and I will put in a midpoint using the MMP patch that sends you straight to the vertical room. Just make sure to remind me in the readme of your submission. You're cleared.
shdwdrgnix:
I really don't like the background. It's way too black and I don't think black looks good. Definitely have the background be some sort of blue and, if you want, find a yoshi's island snow background to fit with the theme. The left midpoint bar has an ugly palette. You need to fix that. The second sublevel of the castle part doesn't look too good because of all the 1 tile blocks. That really doesn't look good. They should be one big block. Overall, I liked your level but the one problem I had with it was the snow/castle switch. It just really takes away from the level. I think the most important part of a level is having one central theme and yours doesn't have one. It's snow, and then halfway through, it's castle. You should pick one of the two and fix your level accordingly.
JellyBlock:
The way your upside down slopes act like full solid blocks kinda bothers me. It makes it hard to predict how to jump. Also, I don't know whether you are aware, but the new parrot coins don't give you any coins, so you should fix your level to be beatable without them. Otherwise, it's a nice, easy level. After, that is fixed, you are cleared.
The entrance to the sublevel after the scrolling vertical one has its camera set too high. Also, your little midpoint area has cutoff on one of the corners because of water. You don't really need a midpoint area so, if you want, you can just take it out and I will put in a midpoint using the MMP patch that sends you straight to the vertical room. Just make sure to remind me in the readme of your submission. You're cleared.
shdwdrgnix:
I really don't like the background. It's way too black and I don't think black looks good. Definitely have the background be some sort of blue and, if you want, find a yoshi's island snow background to fit with the theme. The left midpoint bar has an ugly palette. You need to fix that. The second sublevel of the castle part doesn't look too good because of all the 1 tile blocks. That really doesn't look good. They should be one big block. Overall, I liked your level but the one problem I had with it was the snow/castle switch. It just really takes away from the level. I think the most important part of a level is having one central theme and yours doesn't have one. It's snow, and then halfway through, it's castle. You should pick one of the two and fix your level accordingly.
JellyBlock:
The way your upside down slopes act like full solid blocks kinda bothers me. It makes it hard to predict how to jump. Also, I don't know whether you are aware, but the new parrot coins don't give you any coins, so you should fix your level to be beatable without them. Otherwise, it's a nice, easy level. After, that is fixed, you are cleared.
- TheGuyWhoIsSitting
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Re: Level Clearing
Alright, I've played your level and I've gotten almost five game overs on it.capefeather wrote:Well, here is my level again with suggested fixes:
http://bin.smwcentral.net/u/12461/1a.ips
Re: Level Clearing
alright, just so the right people see it, I'll post it here.
Once again for everyone,
If you have fireball spitting plants in your level with black plant heads:
They are using the last 5 colors of a sprite palette, the plant is currently set to use palette C.
If colors C,B to C,F are black in your level palette, the plants are black.
Here is how you can fix it: Palette A has the correct colors, you can copy them over with Ctrl+Left Click/Right Click.
The plants that throw out 3 fireballs use palette B, same goes for those.
Of course you can choose your own colors for the plants (C,B - C,F and B,B - B,F), but the ones from palette A are always better than just black.
Once again for everyone,
If you have fireball spitting plants in your level with black plant heads:
They are using the last 5 colors of a sprite palette, the plant is currently set to use palette C.
If colors C,B to C,F are black in your level palette, the plants are black.
Here is how you can fix it: Palette A has the correct colors, you can copy them over with Ctrl+Left Click/Right Click.
The plants that throw out 3 fireballs use palette B, same goes for those.
Of course you can choose your own colors for the plants (C,B - C,F and B,B - B,F), but the ones from palette A are always better than just black.
Last edited by Paralars 12 years ago, edited 1 time in total.
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Re: Level Clearing
Last edited by Septentrion Pleiades 12 years ago, edited 1 time in total.
Re: Level Clearing
it's not about what raocow would do, it's about what an average player of this hack would do.
Re: Level Clearing
TomPhanto:
Really, I found no problems. I had a lot of fun playing this. You're cleared.
Kevinskie:
I don't like how the pipes in the room you start out in are the exact same color as the background. It really looks odd. Try to make them look more distinct. Now, there are a few minor problems but there is one big problem I'd like to address. Don't get me wrong, I liked the level design and I thought the castle transition was very clever but the problem lies within the castle transition. It's the fact that there is a castle transition. I really liked the idea (the room itself was kinda annoying because there were way too many bros) but it ultimately takes away from the level because it strays from the levels theme: thwomps and castles. I liked the individual rooms, but as a whole level, it doesn't come together. Honestly, I think you can make a really good level that focuses on the castle transition theme because its an original idea that works well on its own. You could make condensed castle segments with the little story telling going on on the bottom, too. That works because the theme isn't grassland, it's the castle destruction cutscene theme. If you'd rather just have a thwomp level, you could take out the transition or whatever, but I'd be a little upset because I thought it was a really neat idea. I know you can do it, and do it well, at that.
Cmb:
Uh, the sliding koopas literally right at the beginning get stuck in the stack of blocks they slide into. Was there supposed to be a chest in the little hole in the wall with the mushroom next to the midpoint? When I took the door to there, a sprite just fell off screen. I suppose if that was intentional and you just have an older baserom, it'll fix itself when inserted into the baserom. I do think it is a bit unfair how it makes you restart the second half, though. It would be better if instead of having the door, just replace the door with the chest and mushroom. It's virtually the same thing (plus fairness). I think you also have the wrong sprite memory because some of the thwomps and spikeballs near the end lost one of their corners. I didn't really like the vertical scrolling room at all. It was boring most of the time because you were just waiting and I couldn't figure out how to get past the first two spikeballs (one of which was missing a corner). I say scrap it because there's not a lot of good to salvage from it. You can replace it or just have it fully removed. The boss room is very bland. It's just a few blocks and a solid black background. You could make it look a lot nicer. And beating the boss takes you to a ghost house from smw.
This is completely preference, but I don't really like how you combined the castle and cloud tilesets. It just seems weird to me having floating castle blocks in the sky. I mean you don't have to change it if you don't want to; I just think it looks really odd. Just making it a full blown sky level (with a cloud foreground) could be for the better. And then make the boss sit on a cloud instead of a little machine.
yogui:
Ah, this level. I'm glad you decided to go ahead and finish it. Yeah, a nice short level, really no problems. You're cleared.
Leifytwig:
So I guess all I can judge here is the level design. Sorry to say, but I wasn't too fond of the level design. I was just standing on a moving platform with absolutely nothing else in the level and enemies coming at you. It was very repetitive and wasn't fun. I don't really like rail levels but this one just goes for too long. You're standing on a platform, dodging an enemy, waiting for the next one. You could still pull it off and make it work, but it would require a lot of reparation and fun twist. I really don't know what else to say except that I think you could come up with something more creative and fun than a rail level.
Really, I found no problems. I had a lot of fun playing this. You're cleared.
Kevinskie:
I don't like how the pipes in the room you start out in are the exact same color as the background. It really looks odd. Try to make them look more distinct. Now, there are a few minor problems but there is one big problem I'd like to address. Don't get me wrong, I liked the level design and I thought the castle transition was very clever but the problem lies within the castle transition. It's the fact that there is a castle transition. I really liked the idea (the room itself was kinda annoying because there were way too many bros) but it ultimately takes away from the level because it strays from the levels theme: thwomps and castles. I liked the individual rooms, but as a whole level, it doesn't come together. Honestly, I think you can make a really good level that focuses on the castle transition theme because its an original idea that works well on its own. You could make condensed castle segments with the little story telling going on on the bottom, too. That works because the theme isn't grassland, it's the castle destruction cutscene theme. If you'd rather just have a thwomp level, you could take out the transition or whatever, but I'd be a little upset because I thought it was a really neat idea. I know you can do it, and do it well, at that.
Cmb:
Uh, the sliding koopas literally right at the beginning get stuck in the stack of blocks they slide into. Was there supposed to be a chest in the little hole in the wall with the mushroom next to the midpoint? When I took the door to there, a sprite just fell off screen. I suppose if that was intentional and you just have an older baserom, it'll fix itself when inserted into the baserom. I do think it is a bit unfair how it makes you restart the second half, though. It would be better if instead of having the door, just replace the door with the chest and mushroom. It's virtually the same thing (plus fairness). I think you also have the wrong sprite memory because some of the thwomps and spikeballs near the end lost one of their corners. I didn't really like the vertical scrolling room at all. It was boring most of the time because you were just waiting and I couldn't figure out how to get past the first two spikeballs (one of which was missing a corner). I say scrap it because there's not a lot of good to salvage from it. You can replace it or just have it fully removed. The boss room is very bland. It's just a few blocks and a solid black background. You could make it look a lot nicer. And beating the boss takes you to a ghost house from smw.
This is completely preference, but I don't really like how you combined the castle and cloud tilesets. It just seems weird to me having floating castle blocks in the sky. I mean you don't have to change it if you don't want to; I just think it looks really odd. Just making it a full blown sky level (with a cloud foreground) could be for the better. And then make the boss sit on a cloud instead of a little machine.
yogui:
Ah, this level. I'm glad you decided to go ahead and finish it. Yeah, a nice short level, really no problems. You're cleared.
Leifytwig:
So I guess all I can judge here is the level design. Sorry to say, but I wasn't too fond of the level design. I was just standing on a moving platform with absolutely nothing else in the level and enemies coming at you. It was very repetitive and wasn't fun. I don't really like rail levels but this one just goes for too long. You're standing on a platform, dodging an enemy, waiting for the next one. You could still pull it off and make it work, but it would require a lot of reparation and fun twist. I really don't know what else to say except that I think you could come up with something more creative and fun than a rail level.
- shdwdrgnix
- Posts: 1
- Joined: 13 years ago
Re: Level Clearing
limepie20 wrote: Overall, I liked your level but the one problem I had with it was the snow/castle switch. It just really takes away from the level. I think the most important part of a level is having one central theme and yours doesn't have one. It's snow, and then halfway through, it's castle. You should pick one of the two and fix your level accordingly.
How about a transition? would that work well enough?
- Saturn Moriya
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Re: Level Clearing
There we go: http://bin.smwcentral.net/u/13354/A2MT%2Bpatch.ips
The 3-up moon should be replaced with a chest, and banzai bill should be replaced by a the steak. I can't do this by myself though.
The 3-up moon should be replaced with a chest, and banzai bill should be replaced by a the steak. I can't do this by myself though.
Re: Level Clearing
No, you've got to understand. You can't have two unrelated themes in one level. Sure, you can throw in a transition and it isn't as bad, but in the end, it takes away from the level.shdwdrgnix wrote:limepie20 wrote: Overall, I liked your level but the one problem I had with it was the snow/castle switch. It just really takes away from the level. I think the most important part of a level is having one central theme and yours doesn't have one. It's snow, and then halfway through, it's castle. You should pick one of the two and fix your level accordingly.
How about a transition? would that work well enough?
- raocow
- the death of the incredible huge
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Re: Level Clearing
Basically limepie is asking if you could take one 'half' of your level and just change it looks to fit the other half, whichever one you prefer.
the chillaxest of dragons
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Re: Level Clearing
Well...okay. I guess I didn't realize that my level was so bad. Are you suggesting that I should try and make the level more fun, or are you saying change the entire gimmick. If you're saying the latter, I'm not really sure if I can do it. I only have a week now, and that level took me a lot longer to make. Could you maybe give me a suggestion on how I could make it more fun?limepie20 wrote:Leifytwig:
So I guess all I can judge here is the level design. Sorry to say, but I wasn't too fond of the level design. I was just standing on a moving platform with absolutely nothing else in the level and enemies coming at you. It was very repetitive and wasn't fun. I don't really like rail levels but this one just goes for too long. You're standing on a platform, dodging an enemy, waiting for the next one. You could still pull it off and make it work, but it would require a lot of reparation and fun twist. I really don't know what else to say except that I think you could come up with something more creative and fun than a rail level.
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