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Level Clearing

Anthrax 2 Multiply Themodynamics
limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

You can't literally turn the sprite into a block, but you can just make a map16 tile out of tile F8 and make it act like 130.

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tenta
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Re: Level Clearing

Postby tenta » 7 years ago

Here try this one...

La joie de glisser..AGAIN!
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swirlybomb
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Re: Level Clearing

Postby swirlybomb » 7 years ago

Okay, I think I ought to toss this here since I'm probably at the end of what the Testing thread can provide.

http://dl.dropbox.com/u/14760273/Talkha ... ntroV3.ips

Since the last time I put it up in the Testing thread (a couple days ago), Diortem provided me with the ASM to remove the HUD for the whole intro.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

tenta:
You didn't fix the path to the treausre chest. Remember: do what was in my picture.

swirlybomb:
It's really great. As you know, I never played the second part where everything breaks or the last part, but it REALLY sets the tone for the game. I love it; you're cleared. Before you submit, though, I'd like you to reconsider the music for the "VIDEO GAMES" part. I'm not sure how well the regular goal theme fits. Maybe just the regular intro theme is good for that part?

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Diortem
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Re: Level Clearing

Postby Diortem » 7 years ago

How about "the price is right"..? XD
The bonus game end tune would work better.

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Re: Level Clearing

Postby Frozelar » 7 years ago

I don't mean to like, suddenly break in, or sound rude, or anything of the like, but... it's been over a week since I posted, and, nothing? :P

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Re: Level Clearing

Postby limepie20 » 7 years ago

Diortem wrote:The bonus game end tune would work better.
I would say yes use this theme, but I don't know whether it will change in the future because our bonus room theme will be the SMRPG fight theme. But either way, I'd say just use the bonus end theme anyway or the regular intro. The regular intro will fill up the entire time with music, so there's that.

frostyfish:
No, no, not at all! I'm sorry I missed your level; I didn't notice I had. I'll play it as soon as I can.

SyStemkraSh5642
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Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

Let me get that for ya.
@ swirlybomb:
I love the intro you've made; it's creative, and strange (which is pretty much normal for this hack). At first, I thought that the intro level's vertical scroll wasn't enabled, but I realized it was done on purpose for the cutscene.I've tested to see if I could screw up the intro in any way, and it doesn't seem like I can. You're cleared for insertion.

EDIT: Oh shit, I mixed up swirlbomb and frostyfish88 by accident; my apologies.

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Re: Level Clearing

Postby Frozelar » 7 years ago

SyStemkraSh5642 wrote:Let me get that for ya.
@ frostyfish88:
I love the intro you've made; it's creative, and strange (which is pretty much normal for this hack). At first, I thought that the intro level's vertical scroll wasn't enabled, but I realized it was done on purpose for the cutscene.I've tested to see if I could screw up the intro in any way, and it doesn't seem like I can. You're cleared for insertion.
Uhh? I apologize if I'm missing something huge here, but... I just made a switch palace half, it didn't have any cutscene or anything like that. Are you sure you're criticizing me on the right thing?

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Argumentable
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Re: Level Clearing

Postby Argumentable » 7 years ago

If it's the thing from the pipe in the yoshi house, I'd say it's ok for the most part. I heard switch palaces were supposed to be endgame difficulty and I would say this is not that. I won't say it's clear or not because 1) I'm not sure if it's what I was supposed to be playing and 2) what I just said in the previous sentence. Here's a couple thoughts which you can ignore or whatever (especially if I played the wrong thing)
-I like the flashing idea, but I really don't think it does anything. Everything flashes too much to make it a trick or have you pay attention, I'd suggest making things more static and having everything that flashes (including munchers and coins or whatever) be fake

-Speaking of which, if you do that I think adding more munchers would make it more difficult, and make you have to pay a little more attention. Make it all about the platforming

-I'd probably remove the second munchers you have to run through with the silver P-Switch. I'd hate to get to that part and realize "Oh I didn't go fast enough gotta reset and do all this item dragging bullshit again"

-PS I hate item dragging

-Probably should remove the star I think it's pretty dumb to be able to kill the phantos when they're the hardest thing about the level

-I don't know it feels pretty empty

-PPS I hate item dragging

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Re: Level Clearing

Postby Frozelar » 7 years ago

Argumentable wrote:If it's the thing from the pipe in the yoshi house, I'd say it's ok for the most part. I heard switch palaces were supposed to be endgame difficulty and I would say this is not that. I won't say it's clear or not because 1) I'm not sure if it's what I was supposed to be playing and 2) what I just said in the previous sentence. Here's a couple thoughts which you can ignore or whatever (especially if I played the wrong thing)
-I like the flashing idea, but I really don't think it does anything. Everything flashes too much to make it a trick or have you pay attention, I'd suggest making things more static and having everything that flashes (including munchers and coins or whatever) be fake

-Speaking of which, if you do that I think adding more munchers would make it more difficult, and make you have to pay a little more attention. Make it all about the platforming

-I'd probably remove the second munchers you have to run through with the silver P-Switch. I'd hate to get to that part and realize "Oh I didn't go fast enough gotta reset and do all this item dragging bullshit again"

-PS I hate item dragging

-Probably should remove the star I think it's pretty dumb to be able to kill the phantos when they're the hardest thing about the level

-I don't know it feels pretty empty

-PPS I hate item dragging
Oh, yeah, that's the right thing. Sorry, I guess I forgot to specify.

Anyways, those ideas actually aren't bad, I'll consider some of them. Thanks!

But one last thing, did you mean the level was too hard or too easy? I'm assuming the latter?

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Argumentable
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Re: Level Clearing

Postby Argumentable » 7 years ago

Let me ask you: how would "too hard" NOT be "endgame"?

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swirlybomb
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Re: Level Clearing

Postby swirlybomb » 7 years ago

frostyfish88 wrote:
SyStemkraSh5642 wrote:Let me get that for ya.
@ frostyfish88:
I love the intro you've made; it's creative, and strange (which is pretty much normal for this hack). At first, I thought that the intro level's vertical scroll wasn't enabled, but I realized it was done on purpose for the cutscene.I've tested to see if I could screw up the intro in any way, and it doesn't seem like I can. You're cleared for insertion.
Uhh? I apologize if I'm missing something huge here, but... I just made a switch palace half, it didn't have any cutscene or anything like that. Are you sure you're criticizing me on the right thing?
Systemkrash was actually referring to my piece, but mistakenly used your name.



[also regarding mine] I like the regular goal theme, because I think it sounds silly to have a victory tune playing when you just (almost) fell into an inescapable pit of lava, but it is kind of awkward to have it not last for the whole designated intro time. Then again, the regular intro theme does also have this non-chalantness quality in the same situation. I'll set it to the regular intro theme for submission, and then if something else comes up later that seems better, it's an easy change.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Level Clearing

Postby Frozelar » 7 years ago

Alright. I took some of Argumentable's criticism into consideration, and well,

here we go

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Re: Level Clearing

Postby Argumentable » 7 years ago

I like it a lot better. As a side note that doesn't have to do specifically with this level (but does effect it), you guys should use YCZ's improved phanto cause it doesn't hurt you when you don't have the key and it just feels more natural that way.

For the most part, I like it. I still feel like it's pretty sparse with the enemies, but that's not really bad. With this version I ran into more saws which is what I wanted. To be nitpicky I'd probably tweak the animation just a little bit, but it's fine how it is. I'm still not going to clear you, I'd prefer someone who actually gives a shit about the project to play it and give their input, but if for some reason they don't I guess you can say I'd clear it, but don't be surprised if someone down the line has a little bit of input.

limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

frostyfish:
I like it more now. I think you did a good job. You're cleared. One error I found though was that if you bring the key to the top half of the door, the top half and the block above it will be removed. All you have to do is make the top half of the door act like 130 instead of the locked door block. Fix that, and you're good.

ninja'd:
Yeah actually the improved phanto could probably improve the gameplay. I'd use it. Just claim a sprite slot or whatever. Still cleared.

Frozelar
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Re: Level Clearing

Postby Frozelar » 7 years ago

Oh, thank you Argu and limepie!

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Re: Level Clearing

Postby S.N.N. » 7 years ago

Huh, I wouldn't have cleared it just yet, mostly because I'm inclined to agree with Argumentable. There seems to be a heavy over-emphasis on saws, rendering any and all sprites you used totally pointless and frustrating to deal with. I can't even remember how many times I got destroyed by arandom Missle Bill come out of nowhere (and having to deal with that + figuring out the animation in certain areas + avoiding other saws made things rather killer, bordering unfair in certain parts).

I rather enjoyed the concept of the level - that is, the animation portion of it. I really feel like the idea was underutilized though, and you merely repeated the same set-ups throughout the entire area without mixing up the gimmick a bit. It got to the point where I was actually asking "is this over yet", which probably isn't what you were trying to pull off. Isn't there anything else you can do with it besides spamming saws? Even mixing up some other tiles into it (eg. the climbing net) would be really cool.

Oh, also, it's possible that both Phantos will stop in the locked door opening immediately after you unlock it. Since your key is gone at that point, they'll both be permanently there and you'll be forced to either reset or die. This would probably drive a player to quit right there and not finish the level at all.

I dunno. Interesting idea, poor execution in my opinion. If people really think it's ready to be cleared, then by all means go for it, but I can already imagine several others will find this one rather boring and/or frustrating.

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shdwdrgnix
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Re: Level Clearing

Postby shdwdrgnix » 7 years ago

S.N.N. wrote: Oh, also, it's possible that both Phantos will stop in the locked door opening immediately after you unlock it. Since your key is gone at that point, they'll both be permanently there and you'll be forced to either reset or die. This would probably drive a player to quit right there and not finish the level at all.
Wasn't there a way to have the phantos disappear when the key does?

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Argumentable
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Re: Level Clearing

Postby Argumentable » 7 years ago

Lets ignore the better phanto I linked and code something entirely new

limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

Argumentable wrote:Lets ignore the better phanto I linked and code something entirely new
Yeah just inserting the new phanto fixes that, so definitely do it, frostyfish. Also, there was a star that could kill the phantos but yeah that's a problem nonetheless.

Even though the level was mostly saws, I still had fun with it and didn't find it unfair.
The homing bills could be improved on though, yeah. Frostyfish, maybe you could replace the homing bills with a bullet bill generator or something? My main problem with the homing bills was being caught off guard. If they made a noise it may be okay, but I spent a lot of time planning my moves before I did them (especially during the key segment). Try something out, and let us give it another spin. I already cleared you, so you have nothing to lose.

Frozelar
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Re: Level Clearing

Postby Frozelar » 7 years ago

That's some very good criticism... Thanks everyone, I'll get crackin' on it

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Re: Level Clearing

Postby Frozelar » 7 years ago

I tried inserting the Phanto Argu suggested, but it just acts like a regular Phanto... any ideas on what could be going wrong? I've been using the phanto_r one with Romi's sprite tool and I've tried the extra bits on both 2 and 3.

Thanks!

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Re: Level Clearing

Postby Frozelar » 7 years ago

Alright, well, I guess I'll plop my switch half here... although I didn't change the phanto because, well, see above.

ah yeah

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Daizo
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Re: Level Clearing

Postby Daizo » 7 years ago

After some slight worries about The Great Pit not being in this collab, I am kind of wondering if TGP is inserted into the game still. Or did it get removed some how.
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.


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