Level Clearing
Re: Level Clearing
Well, it seems that cliff koopa really was a bit confusing, I removed it.
The lakitu was being problematic anyway, so i moved it to appear a bit later, when you aren't as high anymore.
Okay, I took care of everything you mentioned and I think everything should be fine now, but just to make sure, here is a last version, you can just look for your mentioned things in LM if you want. by the way, this level contains 10 hidden 1-ups, why am I so generous?
My other level had 2 unneeded stars and 8 1-ups
The lakitu was being problematic anyway, so i moved it to appear a bit later, when you aren't as high anymore.
Okay, I took care of everything you mentioned and I think everything should be fine now, but just to make sure, here is a last version, you can just look for your mentioned things in LM if you want. by the way, this level contains 10 hidden 1-ups, why am I so generous?
My other level had 2 unneeded stars and 8 1-ups
Re: Level Clearing
Just reposting on the new page, as it seems to have been overlooked.7TC7 wrote:tc:If thats the case, wonderful.
Now, there is but one last question I am having. About that chest, all levels have.
Right now it still has that placeholder 3up replacing it. I'm asuming I should do something about that, or will that be done in insertion, which I kinda doubt? I'm not really up to searching through long threads for an answer so... is the chest already in the baserom, how do I get at it and put it in the level. I'm asuming it's again some map16 stuff, but a short explanation would be great nontheless.
- Isocitration
- Posts: 34
- Joined: 14 years ago
Re: Level Clearing
7TC7:
I'm sure someone would insert the chest for you after you submit it, but you can do it yourself if you want.
The chest is a custom sprite (5C), and assuming you're using base rom 2.16 or higher for your level, it should already be inserted. Dunno if you know how to insert custom sprites, so I'll just give some brief instructions.
Make sure you're in sprite insertion mode in the level that you want the chest in. Press the insert key on your keyboard (or go to Edit > Insert Manual...) and a window should pop up. For Command, type 5C and for Extra Bits, type 2. Leave the rest as 0 and hit ok. The sprite will appear in the top left corner of screen 00 as a black box with a pink X. Simply drag that sprite to the desired location and test if it works.
I'm sure someone would insert the chest for you after you submit it, but you can do it yourself if you want.
The chest is a custom sprite (5C), and assuming you're using base rom 2.16 or higher for your level, it should already be inserted. Dunno if you know how to insert custom sprites, so I'll just give some brief instructions.
Make sure you're in sprite insertion mode in the level that you want the chest in. Press the insert key on your keyboard (or go to Edit > Insert Manual...) and a window should pop up. For Command, type 5C and for Extra Bits, type 2. Leave the rest as 0 and hit ok. The sprite will appear in the top left corner of screen 00 as a black box with a pink X. Simply drag that sprite to the desired location and test if it works.
raocow wrote:you are dommed iso.
- Schnurmanator
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Re: Level Clearing
Level: 117
Sublevels: BB, 34, C4
User: Schnurmanator
Title: Demo's Wondrous Pitfall!
*Exits: 2
*Difficulty: Medium (I think)
*Type: forest/cave
Exgfx files: FC-FF
*Sprites: 80, 81, and 8B
What I've done: I've inserted the 1-Up block instead of using 3-Up moons; I've changed the cave section so it's not that annoying; I've changed the time; I've inserted all the correct blocks/sprites. Also, I'm using the original dragon coins, not the block/sprite ones.
I think I'm ready for this testing in the Level Clearing section :D
http://bin.smwcentral.net/u/8017/level117_1.3.ips
Enjoy!
Sublevels: BB, 34, C4
User: Schnurmanator
Title: Demo's Wondrous Pitfall!
*Exits: 2
*Difficulty: Medium (I think)
*Type: forest/cave
Exgfx files: FC-FF
- All the EXGFX files were drawn by me, but were inspired by Pitfall! on Atari 2600.
*Sprites: 80, 81, and 8B
- 80 - 00coins.asm - made by Darkguitar4life
81 - cointele.asm - made by Iceguy
8B - Muncher.asm
- Tile 40F - Block ID 380 - DownPass.asm - Made By Sonikku
Tile 110E - Block ID 381 - powerup.bin
Tile 2E8B - Block ID 382 - hurt.bin
Tile 1163 - Block ID 383 - 1-Up.asm - Made by Paralars
- 83 - Pitfall! 2 Main Theme - ported by W4mp3/ShUriK KiD
5D - Super Pitfall! Main Theme - Port by Wyatt
What I've done: I've inserted the 1-Up block instead of using 3-Up moons; I've changed the cave section so it's not that annoying; I've changed the time; I've inserted all the correct blocks/sprites. Also, I'm using the original dragon coins, not the block/sprite ones.
I think I'm ready for this testing in the Level Clearing section :D
http://bin.smwcentral.net/u/8017/level117_1.3.ips
Enjoy!
- yogui
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Re: Level Clearing
Finally, here is my level. Again. And I hope it will be the last time I will post it.
Nothing new compared to the previous version, except that I changed the map16 that were used by someone else and I added the parrot coin objects and the treasure.
Also my level was made on the baserom 2.17 so the parrot coin are glitched in the vertical level, but it will be fixed when inserting to the baserom.
Download the ips, with all the resources here (so if this level pass the clearing, I can submit the same link in the submission thread) :
http://www.mediafire.com/?iey2c184i4opb36
Edit: And I added some informations about my level in the A2MT wiki.
Nothing new compared to the previous version, except that I changed the map16 that were used by someone else and I added the parrot coin objects and the treasure.
Also my level was made on the baserom 2.17 so the parrot coin are glitched in the vertical level, but it will be fixed when inserting to the baserom.
Download the ips, with all the resources here (so if this level pass the clearing, I can submit the same link in the submission thread) :
http://www.mediafire.com/?iey2c184i4opb36
Edit: And I added some informations about my level in the A2MT wiki.
[enable_hats][/enable_hats]
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Re: Level Clearing
So apparently people forgot about my level that I had posted.
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- 1a.rar
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Re: Level Clearing
yogui: You're cleared! Just to be safe, mention in the submissions thread that you're using the old dragon coins. Difficulty: ★★raocow wrote:Hey jerks, there's a pretty big clearing backlog building up.
schurmanator: I like this level a lot, really nice aesthetic! Difficulty: ★★★
For convenience, his post:Wyatt wrote:Can somebody clear miguel's level? I'd do it, but only two people have given him any feedback and I'm one of them.
Also, is there anyone whos level needs clearing that I didn't mention in this post? If so please someone tell me.miguel21450 wrote:Okay, there's my level (AGAIN), this time all the issues are fixed. The lava is acting now like tile 1FF and the lava's color was made a little blueish, compared to the rest of the level.
http://bin.smwcentral.net/u/12792/CIC%2BV1.3.zip
Re: Level Clearing
Double posting!
capefeather: Man, this level is toned down like crazy from the version I remember. Really close to being finished! Difficulty: ★★☆
Paralars: Fun level! Difficulty: ★★☆
There we go, the clearing backlog is taken care of! EXCEPT FOR MIGUEL'S LEVEL COME ON SOMEBODY CLEAR IT IT'S NOT EVEN LONG AT ALL
capefeather: Man, this level is toned down like crazy from the version I remember. Really close to being finished! Difficulty: ★★☆
Paralars: Fun level! Difficulty: ★★☆
-It always looks wrong when demo collides with the left side of these tiles (the land mass ones, which she's facing in the screenshot), there's a reason SMW never let you go inside landmasses that use them. Use the walk-through sides where possible.
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Re: Level Clearing
My situation hasn't really changed from my last outburst at Testing, but perhaps I can still make the changes.
I shortened the first room, and I remembered to move everything... except the midpoint spawn point...
I was going to use an ON/OFF switch, but I couldn't find any switch-dependent blocks, and I don't know if I can pick up SpriteTool or BlockTool or whatever I need to make them in my current real life situation.
It's been hard to gauge the different opinions on my level. The coin trails in the last room are an example where I tried to attend to the many "blind jump" issues that people were bringing up. It's kind of ironic that you mention the bottom part because I intended for the player to see the vine and drop toward that. The best solution is probably a lot simpler than that, though.
Dealing with the different criticisms has been a big part of the trouble that I've experienced with this level. With all the people saying basically that it's still too hard/unfair, I end up regretting the changes somewhat when you comment on how toned down it is. I get that criticism, even contradictory criticism, is a large part of projects in general. If I had had the opportunity to test other people's levels like raocow keeps suggesting to get better feedback, maybe this would have been easier to handle and better handled.
I feel like I'm just rambling at this point so I'll just end here.
I shortened the first room, and I remembered to move everything... except the midpoint spawn point...
I was going to use an ON/OFF switch, but I couldn't find any switch-dependent blocks, and I don't know if I can pick up SpriteTool or BlockTool or whatever I need to make them in my current real life situation.
It's been hard to gauge the different opinions on my level. The coin trails in the last room are an example where I tried to attend to the many "blind jump" issues that people were bringing up. It's kind of ironic that you mention the bottom part because I intended for the player to see the vine and drop toward that. The best solution is probably a lot simpler than that, though.
Dealing with the different criticisms has been a big part of the trouble that I've experienced with this level. With all the people saying basically that it's still too hard/unfair, I end up regretting the changes somewhat when you comment on how toned down it is. I get that criticism, even contradictory criticism, is a large part of projects in general. If I had had the opportunity to test other people's levels like raocow keeps suggesting to get better feedback, maybe this would have been easier to handle and better handled.
I feel like I'm just rambling at this point so I'll just end here.
Re: Level Clearing
Wyatt, first off, I appreciate your efforts!
Welp, even thought, I got like 2 "Do this and this and you're cleared" responses before and already posted in submission, I'll change the level a bit more.
I will try to "break" the first part of the level by going over the ceiling and see if you win any time by doing so (considering the level is relatively short).
edit: Looks like I won 20 seconds, it is fixed now.
And even though the player has no reason to cloud-fly over the world, I'll try to fix it if it doesn't turn out too complicated.
The treasure chest and new parrot coins don't exist in the baserom I'm using though, so the key stands for the chest and the coins will have the correct GFX when inserted.
edit:
okay, it really wasn't much to do, I fixed all those minor things, the bigger problems have been taken care of as well:
And I added a messagebox that tells you to remember the places that you've passed, so you don't go back from the midpoint area (If you pay any attention at all)
Also, the midpoint thing was necessary because it didn't work when the midpoint entrance was on a lower screen number than the main entrance.
And as far as I can tell, there are only 5 parrot coins (4 in main level and 1 in the brown level)
And here is yet another ips if necessary
Welp, even thought, I got like 2 "Do this and this and you're cleared" responses before and already posted in submission, I'll change the level a bit more.
I will try to "break" the first part of the level by going over the ceiling and see if you win any time by doing so (considering the level is relatively short).
edit: Looks like I won 20 seconds, it is fixed now.
And even though the player has no reason to cloud-fly over the world, I'll try to fix it if it doesn't turn out too complicated.
The treasure chest and new parrot coins don't exist in the baserom I'm using though, so the key stands for the chest and the coins will have the correct GFX when inserted.
edit:
okay, it really wasn't much to do, I fixed all those minor things, the bigger problems have been taken care of as well:
Also, the midpoint thing was necessary because it didn't work when the midpoint entrance was on a lower screen number than the main entrance.
And as far as I can tell, there are only 5 parrot coins (4 in main level and 1 in the brown level)
And here is yet another ips if necessary
Re: Level Clearing
capefeather: Hadn't read your post in testing & dev, sorry to hear about your situation. I know that isocitration's inserted level uses switch-dependent blocks so you could look there and see which block he's using.
Hoping you're up for making the last few changes, but if you're really not, someone else can probably take care of them.
Paralars: You've handled all the changes very well. You're cleared.
A couple things to add to my old critique:
-Yep, there's 5 raocoins. My bad.
-Never did find the key, is it in the pipe with the yellow switch blocks under it?
Also, a couple new, really minor problems I noticed:
-One time, the P-switch (the one under the springboard) didn't spawn. It was really easy to respawn it by just going back and forth once, but to be safe you might want to remove one of the enemies near it. -Collecting coins, then leaving the sublevel and coming back to it, occasionally caused dirt patches to appear where the coins were. This might be more trouble to fix than it's worth, if you don't know what's causing it then don't worry about it.
That's it, fix what you can then go to level submissions. Make sure to mention that your level uses a banzai bill since the plan was to graphic swap the banzai bills in each level they appear in.
Hoping you're up for making the last few changes, but if you're really not, someone else can probably take care of them.
Paralars: You've handled all the changes very well. You're cleared.
A couple things to add to my old critique:
-Yep, there's 5 raocoins. My bad.
-Never did find the key, is it in the pipe with the yellow switch blocks under it?
Also, a couple new, really minor problems I noticed:
-One time, the P-switch (the one under the springboard) didn't spawn. It was really easy to respawn it by just going back and forth once, but to be safe you might want to remove one of the enemies near it. -Collecting coins, then leaving the sublevel and coming back to it, occasionally caused dirt patches to appear where the coins were. This might be more trouble to fix than it's worth, if you don't know what's causing it then don't worry about it.
That's it, fix what you can then go to level submissions. Make sure to mention that your level uses a banzai bill since the plan was to graphic swap the banzai bills in each level they appear in.
Re: Level Clearing
Thanks a lot.
The key place can be seen by dropping down to the springboard in the bonus 1-up area in the brown sublevel, there is a hidden tunnel through the landmasses, I will give a small hint..
The P switch used to despawn a lot, that's why I moved it near the bottom, it didn't despawn for me since then, but I will check that.
The problem here is that there area a lot of very mobile sprites like bouncing charlies, disco shells and hopping koopas, so they easily get all on the same screen and make the p despawn, but I think I might just replace the springboard with a Tofu block there.
Yeah, the coins. Same problem was had in my other level and near the goal in this sublevel.
It's because there is a huge patch of dirt in that area and I just put the coins and diagonal tiles to put little aesthetic holes into it.
Now when you take away the coins and reload the level, the dirt behind shows up.
I'll probably just remove the coins because I don't feel like rearranging those stacked cliffs all over.
And the banzai bill, yeah I originally added it because it would fit and I noticed there aren't many levels with banzai bills to replace. I will point it out when submitting.
Thanks again for you time, Wyatt. I will submit after some small changes
The key place can be seen by dropping down to the springboard in the bonus 1-up area in the brown sublevel, there is a hidden tunnel through the landmasses, I will give a small hint..
The P switch used to despawn a lot, that's why I moved it near the bottom, it didn't despawn for me since then, but I will check that.
The problem here is that there area a lot of very mobile sprites like bouncing charlies, disco shells and hopping koopas, so they easily get all on the same screen and make the p despawn, but I think I might just replace the springboard with a Tofu block there.
Yeah, the coins. Same problem was had in my other level and near the goal in this sublevel.
It's because there is a huge patch of dirt in that area and I just put the coins and diagonal tiles to put little aesthetic holes into it.
Now when you take away the coins and reload the level, the dirt behind shows up.
I'll probably just remove the coins because I don't feel like rearranging those stacked cliffs all over.
And the banzai bill, yeah I originally added it because it would fit and I noticed there aren't many levels with banzai bills to replace. I will point it out when submitting.
Thanks again for you time, Wyatt. I will submit after some small changes
- Cmbheadquarters
- Posts: 0
- Joined: 13 years ago
Re: Level Clearing
I've been told my level is up to clearing standards, so here is my submission:
http://bin.smwcentral.net/u/15352/Final ... locity.ips
http://bin.smwcentral.net/u/15352/Final ... locity.ips
Re: Level Clearing
Awesome work, cmb. I could only find a few problems in your level, most of them aesthetic. Fix them up, report back here with an ips or LM screenshot, and you'll be cleared.
EDIT: Wow, just realized you made this in less than a month. Great job!
EDIT: Wow, just realized you made this in less than a month. Great job!
- Cmbheadquarters
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- Joined: 13 years ago
Re: Level Clearing
Hm, the cutoff fix at the midpoint spawn leaves a gap which demo falls in if the player isn't paying attention. Probably make the mushroom on the left a little bigger to fill that gap. Also, the cutoff issue is still there on screen 1D.
Should've noticed this last time, but the palette on the fuzzy is too bright. Darken/desaturate it a bunch so he doesn't stick out so much.
Should've noticed this last time, but the palette on the fuzzy is too bright. Darken/desaturate it a bunch so he doesn't stick out so much.
- Cmbheadquarters
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- Joined: 13 years ago
Re: Level Clearing
Just watched that was expecting it to be a total mess, but Ashton's character actually made me smile a couple times. Doubt I'll watch many upcoming episodes, but I'm still curious to see how the show pans out.
Okay back on topic: Fuzzy looks good and that gap is bridged, awesome. You're cleared. But before you submit, there are still a couple stalks that cut off at LM's bottom row that you need to extend, specifically in screens 06-08, 0A, 0D and 1E. Fix those and you can go straight to submissions, no need to report back here.
Okay back on topic: Fuzzy looks good and that gap is bridged, awesome. You're cleared. But before you submit, there are still a couple stalks that cut off at LM's bottom row that you need to extend, specifically in screens 06-08, 0A, 0D and 1E. Fix those and you can go straight to submissions, no need to report back here.
Re: Level Clearing
Diortem said I was ready for clearing, so I'm here. I would like to point out that when the Multiple Midway Point patch is added in, the ground at the beginning won't be an issue, as I'll be able to remove the midway room a few screens below the ground that is forcing the camera to scroll downwards. Also, the music for any sideroom other than the purple one is not final, so keep that in mind.
http://bin.smwcentral.net/u/1089/SaganL ... urface.ips
http://bin.smwcentral.net/u/1089/SaganL ... urface.ips
Re: Level Clearing
For clearing.
http://www.mediafire.com/?zbteeiytgo8esun
I double checked with limepie, there are a few things to be taken care of, but they'd be better handled by the management side of things. Like Ometeotl, one is the multiple midpoints patch. The first midpoint will use the midpoint from level 67 and it takes you back to the entrance of the house (since it's not patched yet, testers can place a save state as soon as they see the house). The second midpoint will be dealt with later, since someone would need to take the boss into account and balance it accordingly (if it's needed or not etc). And that leads to the second thing. The current plan is to add a certain sibling boss to the end, so that's the assumption I designed around.
http://www.mediafire.com/?zbteeiytgo8esun
I double checked with limepie, there are a few things to be taken care of, but they'd be better handled by the management side of things. Like Ometeotl, one is the multiple midpoints patch. The first midpoint will use the midpoint from level 67 and it takes you back to the entrance of the house (since it's not patched yet, testers can place a save state as soon as they see the house). The second midpoint will be dealt with later, since someone would need to take the boss into account and balance it accordingly (if it's needed or not etc). And that leads to the second thing. The current plan is to add a certain sibling boss to the end, so that's the assumption I designed around.
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Re: Level Clearing
Incase anyone couldnt tell, I wanna be co- A2MT gfx guy.
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Re: Level Clearing
Hi, uh, I'm really sorry for missing the deadline. I made a few more changes, mostly the ones that Wyatt suggested. The switch thing in the second room is just gone now considering it barely does anything (I couldn't get the switch blocks to show the right sprites, anyway), so the second parrot coin is "guarded" by turn blocks instead. The fourth room is modified a bit, too, and the ceilings have been (mostly) removed or lowered in the horizontal rooms. The first room is a bit harder, though, due largely to more Thwomps, but getting past the whole thing without a hit is definitely doable. Besides, there's already a copious amount of powerups that make sections significantly easier if you happen to have fire or a cape... Again, I'm sorry for the delay.
It's kind of a shame that most of the plant enemy sprites were actually replaced in this hack :( The level might have become really evil with Volcano Lotuses thrown into the mix, heh. I see that the munchers were replaced as well; it's a bit more fitting in the fourth room, I guess, especially considering I'm using grinders there, anyway.
It's kind of a shame that most of the plant enemy sprites were actually replaced in this hack :( The level might have become really evil with Volcano Lotuses thrown into the mix, heh. I see that the munchers were replaced as well; it's a bit more fitting in the fourth room, I guess, especially considering I'm using grinders there, anyway.
- raocow
- the death of the incredible huge
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Re: Level Clearing
You know you could exgfx some enemies back into plants, right?
the chillaxest of dragons
Re: Level Clearing
miguel21450: You're cleared. Really sorry we took so long!
cup: I've always loved this level, and I'm really glad that it'll be making it into the game. But it does still need a little touching up:
Ometeotl, flareblade26, capefeather, sorry I didn't have time to clear your levels! We're low on active clearers, but just be patient and someone (maybe me) will get to them.
cup: I've always loved this level, and I'm really glad that it'll be making it into the game. But it does still need a little touching up: