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Re: Level Clearing

Posted: 30 May 2012, 03:51
by Septentrion Pleiades
Edit: Yeap wrong thread

Re: Level Clearing

Posted: 30 May 2012, 06:08
by SyStemkraSh5642
@ capefeather:
I ran into two problems with the level.
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Do you plan on leaving the heads of the piranhas black?
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It's a blind jump from this net to the one below.
Your level is cleared, but fix these things first.

@ Septentrion Pleiades: Are we talking about the same level? You said something about capefeather's level being a switch palace level.

Re: Level Clearing

Posted: 30 May 2012, 22:58
by Frozelar
Well alrightie then... I got assigned the selection room and all four switch rooms for the switch palaces. Pretty nervous man. I hope my stuff checks out okay.

Welp. http://www.mediafire.com/?8hyjtt946qpyub0

Thank you!

Re: Level Clearing

Posted: 30 May 2012, 23:32
by limepie20
frostyfish:
Hey man, I think you did a pretty nice job. No need to worry. There were a few graphical issues I'd like you to fix though. In the blue room, the grabbable blocks were too dark, and the switch itself looked odd. The white was a big contrast from the blue, and the main switch part above the base seemed to dark. Also, all of the switch's sprite palettes are different from their block palettes. By that I mean when you press the switch it becomes brighter. You have to edit the palettes for the sprites too, so that doesn't happen. Those palettes are somehwere between 8 and F. Just look for the red, green, blue, and yellow there. Also, there's one last thing I'd like to address. The blue and yellow rooms shouldn't have pipe entrances because demo goes through a door to get there. Otherwise, it was a nice surprise with only minor errors.
After you fix all of this, it'll be ready to be submitted. Make sure the readme in your submission explains what everything is clearly, so Systemkrash understands he is inserted a part of the switch levels.

Re: Level Clearing

Posted: 01 Jun 2012, 04:10
by Lv27MarkerMMan
Here is what I have for my switch palace portion. It's been through the testing thread. Do I need to make modifications or am I ready to submit?

Re: Level Clearing

Posted: 01 Jun 2012, 21:02
by Isocitration
I think my switch level might be ready for clearing as well.

http://dl.dropbox.com/u/68067696/LevelFA-.ips

Re: Level Clearing

Posted: 01 Jun 2012, 22:51
by Frozelar
Mmkay so as I said before just changing the pressed switch sprite's palette won't work because parts of Demo uses the same palette, so I had to do bunches of fiddling around with a lot of other palettes to get the (mostly) desired results. I say "mostly" because I had to make some compromises.

So in other words I tried my hardest. ;)

hoHO~

http://www.mediafire.com/?rdotq6vbr54xooo <don't mind all the other stuff in there, this is gonna be the file I put in the submissions thread if it checks out okay here.

Thank you!

EDIT: Hmm, Isocitration very generously gave me some criticism and said the yellow switch could be more yellower, so I just brightened the color of the switch a bit. So that's all you'll be missing with the above download. :)

Re: Level Clearing

Posted: 02 Jun 2012, 03:04
by Septentrion Pleiades
Ready for judgement. I made changes based on suggestions.

http://www.mediafire.com/?4lx86d79drx5c5i

Level below yoshi's house.

Re: Level Clearing

Posted: 02 Jun 2012, 07:30
by SyStemkraSh5642
@ FrostyFish88:
You're cleared, but I've got two nitpicks that I don't think limepie (Man I never would've caught those) addressed. First off, did you set the Red Switch room's music to the Boss Battle song intentionally? Second, the Yellow Switch room's background pillars look similar to the ones in the foreground and it somewhat screws with the eyes. Can I ask you to make them contrast a bit more, please? Also, you don't have to put all of your files/resources in the Level Clearing thread, since I have to ask you to post in the Level Submissions thread.
@ Lv27MarkerMMan:
You're cleared, but I've ran into a few problems, two of them concerning the Sumo Bro.
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First off, the flame can somehow spawn a shell. I'm assuming that the shell actually came from the top-left side of the screen where it'd be kicked by the blue shell-less koopa.
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Second, the Sumo Bro somehow teleported from the top floor to the bottom through the same method as the first.
Third and lastly, are the body of the Chucks/Charlies and the Pokeys supposed to be made of the fireball sprite, or is it a glitched sort of thing?
@ Isocitration:
You're cleared, but you should get this checked out.
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For some strange reason, layer 2 shifted up and down at different spots in each of my runs.
@ Septentrion Pleiades:
You're cleared, although I think it'd be better if you remove the Dry Bones in this area:
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It's an extremely precise jump to make and there's very, very little room for error. Much less if you're Super-sized.
Also, I'm adding more to my Switch Palace section since it's too short and easy compared to the others.

Re: Level Clearing

Posted: 02 Jun 2012, 13:02
by Lv27MarkerMMan
@SyStemkraSh5642

The sumo bro's issues occurred when I tested the level as well. I did not think they really mattered that much, because they do not occur more than they occur, and even when they do occur it is never to the player's misfortune in an unfair way. Also I would imagine that the player would get past this part quickly. If someone knows how to fix these issues with these guys I would like to know about how to fix it.

The sprites are correct. They are supposed to be made of plasma (what stars are made of), at least in my imagination. I didn't think that the universal versions (Flowers/Totem poles) of these guys fit with my level at all.

Re: Level Clearing

Posted: 02 Jun 2012, 15:03
by limepie20
SyStemkraSh5642 wrote:@ FrostyFish88: First off, did you set the Red Switch room's music to the Boss Battle song intentionally?
Actually, the music will be changed for all the switch palace levels at the end, so what it currently is doesn't matter.

Re: Level Clearing

Posted: 02 Jun 2012, 15:25
by Frozelar
@SyStemkraSh: Alrightie, I'll fix the problem in the yellow switch room. And I am aware that I need to post in the submission thread, I just have all that stuff there so that if there weren't any problems with this one I could just submit this file straight to submissions. Although I guess I could have taken them out and been less lazy about it, sorry. :P

Re: Level Clearing

Posted: 12 Jun 2012, 19:29
by Jolpengammler
Switch Palace Level 123
I think it's ready

Re: Level Clearing

Posted: 14 Jun 2012, 21:02
by Wyatt
I hope this is ready for clearing! As before, enter the door in the parrot house.

Limepie, this is almost identical to the last version, I just optimized stuff and spaced out the last two gas bubbles so you can go between them more easily. (The easiest way before was to spinjump between or over them.) Also, I'm using a generator to do the layer 2 thing: is it possible to convert that to levelasm? I tried getting levelasm to work myself and could only make it work on OW levels, not sublevels. If it's not possible then I suppose I'd like to reserve a sprite slot; I'm using sprite DA right now.

Re: Level Clearing

Posted: 15 Jun 2012, 00:18
by limepie20
Wyatt:
Everything seems fine; you're cleared. Also, converting the sprite to levelasm form is very possible. If you pm me the sprite, I can put it into levelasm form, so you can submit the level like that. Also, when you submit your level, can you include the song used and also this one? Those are the two songs we will use for the switch levels, and it would be nice to have them inserted into the rom.

Re: Level Clearing

Posted: 15 Jun 2012, 01:24
by Wyatt
Hooray! Thanks for clearing me!

Jolpengammler: I love your style of level design. You're cleared!

Re: Level Clearing

Posted: 15 Jun 2012, 08:20
by SyStemkraSh5642
I would've put this in clearing earlier, but I tried to optimize the level and I reduced the level's size by about 10 KB.
Here's F9 again.
Link

Re: Level Clearing

Posted: 15 Jun 2012, 14:05
by Wyatt
Systemkrash: I have no idea why, but when I started the level, my first instinct was to walk left. I think I thought the background was a wall or something? Looking back it was probably just me being stupid, but I figured it was worth mentioning in case anyone else reacts the same way. Anyway, the level was awesome; really fun, unique, nice-looking and a great difficulty. You're cleared.

Re: Level Clearing

Posted: 20 Jun 2012, 19:39
by tenta
Septentrion said i can put my level to clearing again after a fix a little thing.

Removed the watermelon thing that make you run on wall when you run on it.
Also i removed every homing bullets (There is only a generator now).

La joie de glisser

Re: Level Clearing

Posted: 20 Jun 2012, 20:58
by Wyatt
There are 6 parrot coins. A2 appears on screen 0C and screen 12.

The slopes on screen 0D and 0E should extend down a tile further.

There are still homing bullets, is this an old version? If you really want homing bullets, use homing killer (sprite 3A). The regular homing bullet is bullshit and shouldn't be in the rom in the first place.

I don't like the way the chest is gotten. It's boring to have to run all that way with no danger around. You should make the entrance through the floor at screen 1A instead of through the ceiling at screen 16.

Honestly, the invisible coin blocks are still not fun. They're effectively invisible; I can't see them even if I know they're there. It makes the level frustrating, the player has to take their time looking for them and they're so hard to see that they never find them. I've already given you two ways you could go about fixing this (indicate blocks with weird architechture like ground-embedded cement blocks, or make them look like background stars). If you don't like those solutions, you're gonna have to come up with something else, because the coin blocks aren't fun to deal with now.

Re: Level Clearing

Posted: 20 Jun 2012, 22:10
by Septentrion Pleiades
Wyatt wrote:Honestly, the invisible coin blocks are still not fun. They're effectively invisible; I can't see them even if I know they're there. It makes the level frustrating, the player has to take their time looking for them and they're so hard to see that they never find them. I've already given you two ways you could go about fixing this (indicate blocks with weird architechture like ground-embedded cement blocks, or make them look like background stars). If you don't like those solutions, you're gonna have to come up with something else, because the coin blocks aren't fun to deal with now.
Third option: Animate the blocks slightly so that they change color or the border rotates.

Re: Level Clearing

Posted: 20 Jun 2012, 23:41
by limepie20
I haven't played the new version of the level, but if the color of the coin block outline is still the same color as the background, that's no good. The reason for the outline is so you know where coin blocks are. Please try making the color very visible.

Re: Level Clearing

Posted: 21 Jun 2012, 02:16
by Septentrion Pleiades
Could it just be black dashed outline Tenta? I don't think it would make it too easy, simply making slight changes to the color isn't going to create much progress.

Re: Level Clearing

Posted: 21 Jun 2012, 04:30
by tenta
Black dashed outline? Do you mean just simply change the color to...black? the thing is that i wanted to make things very challenging. Not a level that need to be done fast.

Re: Level Clearing

Posted: 21 Jun 2012, 12:04
by limepie20
Hey that's not a problem. Trust me; your level is already very challenging, but a visible outline will make the level more fun and less frustrating. It'll be a better level that way, and people will enjoy it more.