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Level Clearing

Anthrax 2 Multiply Themodynamics
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Argumentable
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Re: Level Clearing

Postby Argumentable » 7 years ago

limepie20 wrote:Here I go...
This is ok except the second area still has invisible enemies, so if you can fix that to a decent point then it's would be cleared but it is not cleared also I already told you this

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GanonTEK
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Re: Level Clearing

Postby GanonTEK » 7 years ago

Hi posting my level here now. Think it's finished. Let me know what to do next. Thanks.

Here is the ips - click click

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limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

GanonTEK:
The lock is hard to hit, it should be possible from the bottom, too, so it's kinda weird. The swirly teleporter is unexplained and to close to the lock. Someone who is playing the first time will probably touch the swirly thing even if they have the key. I went into the thwomp room with a cactus in my reserve box and it had a really bad palette. And... after all the thwomps are dead, nothing happens. Apparently, you just need to hit a p switch and walk through the lock. What? The midpoint looks really weird with the dark blue part in segments like that. You should keep it how it normally is. I really think it's weird how you used those pendants only in the second half. They would be fine if they were throughout the whole level. In fact, it's better because then it doesn't seem like it was thrown in randomly; it's part of the level. Also, I think they would be fine unexplained. The message box tells you what they do, but it's easy to figure out just by touching them.
Otherwise, I thought it was fine. The graphics were nice and I like those spiraling teleports, but you've all this from me before...

So yeah fix those.

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Re: Level Clearing

Postby Argumentable » 7 years ago

I would say it is not finished. What is the p-switch in the first room for? I didn't notice that it did anything, it's just kind of there.

The second room has a floor on the very bottom level of lunar magic, which means you can't see it. Also some of it is munchers so you will get hurt or probably die if you're wandering around down there like me. That definitely needs fixed. Also your magikoopa never respawns once i jump on him and there is for some reason a lot of slowdown when the upside down podoboo appears. The chest is surprisingly simple but I kept overthinking it.

The thwomp room is really stupid? I don't understand it. At first I thought I had to kill all the thwomps, but nothing happened. Then on complete accident I found you just need to hit a switch and run at the lock. That's completely different from what was taught in the first room. Definitely needs fixed.

The fourth room is okay, I didn't find anything really wrong with it.

I don't know why your goal room has boss music since all you pretty much do is run at the goal but hey whatever.

Anyway, fix up some stuff and we'll talk

Edit: Also, why are the teleports exanimated in the last rooms but not the first ones?

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GanonTEK
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Re: Level Clearing

Postby GanonTEK » 7 years ago

Thanks for the feedback guys, really appreciate it.
Ok now to respond.

limepie
- I never found the 1st lock hard to hit but I've removed it as it's pointless anyway
- I've put a textbox [the pendants one] at the start to explain the teleports
- I never had a powerup in reserve at that point so that's why I never noticed that :) fixed now
- Boss room, yeah two things. My keygen has stopped working and yeah the pswitch breaks it
so I have changed the boss room completely. It's now a 3 screen room with thwomps and you have to bring a key to the keyhole.
- No idea what happened the midpoint. Fixed now though
- I like my powerup/down blocks and i've removed the fireflower in the first room. I'll remove the pendants if you want but i like the blocks.

argumentable
- p switch is for the first dragon coin through the cracked wall to the left of it
- fixed the 2nd room with the bottom floor. New puzzle there now to get the chest
- I thought it would be too difficult if the magikoopa kept coming back. in fact i've replaced it now
- I removed the podaboo. i didnt have slowdown though, i did when i had about 4 of them i kept reducing until it stopped lagging.
- thwomp room broke. changed now completely.
- I'll get the proper numbers from the music thread and put them as the music for the rooms. It was music #91 I'm using and I've set 91 in the music bypass for all my levels/sublevels now
- First ones aren't animated as they are meant to be subtle reset points. The later ones are spinning to be highlighted as a sort of threat and have to be avoided

and here is the new ips :)

Click here for ips

p.s. the door at the start is a shortcut to the part of the level that now replaces the boss room for your convenience.

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Re: Level Clearing

Postby capefeather » 7 years ago

So I was playing other people's levels and I realized that the Chuck sprites had been changed. I decided to give this level another go.

The introduction of the flower-pot Chucks has turned out to have a lot of advantages, largely because I feel it would be kind of cheesy to replace non-plants with plants just for the sake of my level. It allows for more enemy variation without resorting to random things like grinders. This brings less of a need to go overboard on level design variety, as that seems to have caused cohesion problems. I'm still not really sure on what to do about that, though. I just find it a really vague criticism that doesn't really tell me much.

I've made a lot of changes, especially to the third room. In fact, it's entirely skippable if you don't care about parrot coins. I've made attempts to remove the more "well-positioned to troll" enemies as well as the camo effect on some of the non-throw fire traps. (I thought that those were supposed to use a different palette and not be black...) Additionally, what was once pretty much a placeholder for the last room is now an actual room. I'm not sure if I'm also supposed to indicate a treasure chest location, but a purple coin indicates a tentative location.

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Re: Level Clearing

Postby limepie20 » 7 years ago

GanonTEK:
I was going to play your level, but it just doesn't download for me. I don't know where you uploaded it to, but the attachment uploader built into talkhaus works fine or really any other upload site. It just didn't work for me.

capefeather:
I will also play your level soon.

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Re: Level Clearing

Postby Argumentable » 7 years ago

limepie20 wrote:GanonTEK:
I was going to play your level, but it just doesn't download for me. I don't know where you uploaded it to, but the attachment uploader built into talkhaus works fine or really any other upload site. It just didn't work for me.
webs.com or whatever that shit is is really awful. Limepie had enough time to download the thing and re-upload it to talkhaus and PM it to me all while I was waiting for mine to finish from your shitty fuck website just FYI

edit: capefeather I can't even play yours I get a bad rom error

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Re: Level Clearing

Postby GanonTEK » 7 years ago

Argumentable wrote:
limepie20 wrote:GanonTEK:
I was going to play your level, but it just doesn't download for me. I don't know where you uploaded it to, but the attachment uploader built into talkhaus works fine or really any other upload site. It just didn't work for me.
webs.com or whatever that shit is is really awful. Limepie had enough time to download the thing and re-upload it to talkhaus and PM it to me all while I was waiting for mine to finish from your shitty fuck website just FYI

edit: capefeather I can't even play yours I get a bad rom error
the upload limit on the forum here is 500kb. it's bigger than that even zipped. not sure why it's being slow to download now. It wasn't a problem before. Anyway, I'm guessing you both have it now then from what you said? Just in case it's here

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Re: Level Clearing

Postby limepie20 » 7 years ago

No we had it for your last update where we both played your level.
Neither of these links are working for me. Can you just upload it to rapidshare or megaupload or something?

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GanonTEK
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Re: Level Clearing

Postby GanonTEK » 7 years ago

limepie20 wrote:No we had it for your last update where we both played your level.
Neither of these links are working for me. Can you just upload it to rapidshare or megaupload or something?
that's strange since the google link downloaded really fast for me but yeah the webs was hit and miss.
anyway here it is on ifile. i used this alot for getting ebooks and things http://ifile.it/0n7sce1

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Re: Level Clearing

Postby limepie20 » 7 years ago

Ganon:
Make sure you take that test door out later. I also think that you should exanimate the portals in the first part, too. It's weird that they are different in both areas and if they were exanimated, they would be a lot easier to see because they kinda blend in with the foreground. You should also take out the first portal out (the one after the thwimp). It's pointless becdause you took out the first key. What's the point of the row of coins behind the first maverick thwomp? If you're big, it's hard to get out of there. Your chest is invisible. If you are using GFX00 for SP1, it's okay because it'll be fixed in the new baserom but if you are using exgfx for SP1, you need to get the chest gfx from the baserom's GFX00 and put it in your exgfx. The spring board palettes are really weird in the chest room.
You're new room doesn't look good. It's completely made of cement blocks, and that's not good. Make it like the other rooms. Cement blocks shouldn't be used like that. Something is wrong with the sprite memory in that room, too. One of the thwomps on the last screen got half cut off when I played the level. I think the room itself is just too easy. You have those green powerup blocks everywhere. I'd say two at most fit in that room. The little section on the midpoint bar where the midpoint gets cut off is red and that annoys me. If you can't fix the palette, I think replacing the cutoff tile with a regular tile would be better.
I feel like the second half is a lot easier and shorter than the first. I liked the thwomp boss room you had in the last version and I think something like that should be added to the end of the second half. There are plenty of no sprite on screen generators that should work fine. I think you should try to use them.

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Re: Level Clearing

Postby GanonTEK » 7 years ago

Thanks limepie, here's what i've done

- Animated the portals
- Removed 1st portal
- Removed coins beside thwomp
- Fixed the ExGFX. I forgot by changing SP1 from GFX00 I'd lose the chest. Good now
- I fixed the springboard palette, it affected my fireflower one too so I've had to make sure
it's not possible to have a fireflower in this part of the level now.
- Brought back the boss room. Redesigned it. Removed the cement blocks.
Found out why my keygen sprite stopped working. Don't see any sprite problems there now
- Fixed red midpoint dot

About the rooms after the midpoint being too easy. I've been told a few times in the testing
thread that it was too hard so it's been made easier because of that. Do you want me to make it harder? Also i've changed it so after the 2nd room [with the chest] you now go to the midpoint. Then you go to the portal room and to the boss room then. That way i think it's split better.

here is the new ips on ifile again.

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Re: Level Clearing

Postby Paralars » 7 years ago

I'm done.
It's long and hard and I'm pretty satisfied.
If anyone wants to see it: It's the first level tile under Yoshi's house with no level name.
Yeah, it's with the baseROM, because I really didn't want to export everything needed into a new ROM yet.
You can delete it after playing if it's too big.
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Re: Level Clearing

Postby Ometeotl » 7 years ago

Paralars wrote:It's long and hard and I'm pretty satisfied.
That's what she said.

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Re: Level Clearing

Postby Paralars » 7 years ago

And I thought this coincidental sexual innuendo would be ignored
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Re: Level Clearing

Postby limepie20 » 7 years ago

Ganon:
The red koopa palette in the first room doesn't look good. It has some weird black in it. When I said the coins behind the first maverick shouldn't be there, I meant the space the coins were in shouldn't be accessible because big Demo gets stuck in there. You have two fire flowers right in the beginning of the second room. And I think it's unfair how when you get the silver p switch, you have a 1/2 chance of landing on a piranha plant and dying. Also, I couldn't figure out how to get out of the second room. I think you accidentally removed the pipe to get out. Or I'm just being dumb.

Paralars:
I think the cheese lava falls would look better if they were exanimated faster. It's almost akward how slow they move. Also, when they go into lava, it would look better if you made a cheese fall/lava transition or just had them go to the bottom of the screen. Also, the midpoint entrance traps you. After you fix that, you're cleared. I thought it was a great level and I laughed at every monkey replacement.

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Re: Level Clearing

Postby Paralars » 7 years ago

did I seriously post my level in Clearing already? :shock: Was a little mistake but whatever now.
In the midway entrance you are supposed to go down into a pipe, I know that I didn't make this clear in any way, but I expected the player to just try, well, I can add a door.
The cheese falls just ending in the lava were a little experiment, I'll make them go to the bottom.
But I really can't make them animate faster, I tried it and it doesn't look right.
And they're supposed to be a little viscous after all. (By the way, the whole tileset makes me feel awkward, but I like that feeling in that context :mrgreen: )

Did you find the secret vertical room?
It's on the screen of the 2nd messagebox
(There is a bug at the end there, but I fixed that)
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Re: Level Clearing

Postby GanonTEK » 7 years ago

limepie20 wrote:Ganon:
The red koopa palette in the first room doesn't look good. It has some weird black in it. When I said the coins behind the first maverick shouldn't be there, I meant the space the coins were in shouldn't be accessible because big Demo gets stuck in there. You have two fire flowers right in the beginning of the second room. And I think it's unfair how when you get the silver p switch, you have a 1/2 chance of landing on a piranha plant and dying. Also, I couldn't figure out how to get out of the second room. I think you accidentally removed the pipe to get out. Or I'm just being dumb.
Sometimes when I change a palette I forget the implications. Anyways...
- Removed the space
- Replaced red flying koopas with flying green ones
- Removed the 2 power ups i left in the 2nd room by accident and the other two also as
I have 2 at the start of the level instead.
- Moved the plant over to the next pipe
- Oops, yeah i took out the pipe and meant to put a door there. It's back now
- I forgot to reinsert my exgfx. chest appears again
- Also, i changed a few little things here and there

For handiness I put a 2nd testing door in on the 2nd screen.
1st door goes to the boss room [which is now after the portal one]
2nd door goes to the chest room.

ips time woo! :)

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Re: Level Clearing

Postby limepie20 » 7 years ago

Paralars wrote:Was a little mistake but whatever now.
I didn't call you out on it because you already had two levels cleared so I trusted that what you were putting here was good.
Did you find the secret vertical room?
No, actually I didn't. I just played it and I liked it except for the falling platforms part. It's almost impossible and then them being stuck causes a lot of slowdown. You should really replace that part with something else.

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Re: Level Clearing

Postby Argumentable » 7 years ago

GanonTEK wrote: ips time woo! :)
I'd say it's mostly clearable, but you're still not quite there.

-The main issue I have is all of the slowdown in the second room. You've got a ton of in-place jumping thwimps and possibly upside-down fireballs in the lava? At least I remember there being some at one point or maybe I'm making it up since there's none there now. Anyway, you gotta fix the slowdown in this room
-Mushroom pendants are red before the midpoint, then blue after. Red for fire makes more sense, but I know you had palette issues before. I'd suggest having the pendants use some unused colors (possibly on the right side of the palette thingy) if possible to avoid clashing with other stuff
-I still don't see a point of that stupid P-Switch in the first room. Just remove it already
-Also I think your level would highly benefit from either getting rid of the powerup/down blocks entirely or somehow coming up with a proper gimmick for them. At this point I'd say just remove them. They really serve no purpose especially when you have a powerup one right after a powerdown one. Plus, the one in the thwomp room negates all danger/strategy (not that this was a particularly difficult level in any aspect anyway)
-I still think the portals shouldn't be gray

You really don't have much to do, I'd say. Also, if possible, I REALLY recommend requesting a block that does what your lock block does only 2 high because that would help out greatly.

Edit: If you want to throw in more zelda shit, I just had an idea, you should totally use this beamos sprite (and exanimate the eye to spin around) to use as a bullet bill shooter (you totally have two bullet bills coming out of portals for no reason at the end)

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Re: Level Clearing

Postby Saturn Moriya » 7 years ago

http://bin.smwcentral.net/u/13354/103%2Bpatch.ips

Actually my level's not finished yet, but I don't know how to insert the Steak Banzai Bill Replacement, so let's just get to clearing the level. raocow's update video's are hurting me.
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Your blood their blood serves the same!!

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Re: Level Clearing

Postby GanonTEK » 7 years ago

Argumentable, I've told you. That p switch is to get the dragon coin. Don't you see the cracked wall and brown blocks to the left of it? You can't get the 5 coins without it so I can't remove it.

I'm not removing my power up power down blocks. That's one thing I'm keeping.
I've said before I'm not removing them. Maybe I'll use more of them. Then so they are more prominent.

I removed the fireballs already thinking that would help. How will I fix the slowdown? I spread the thwimps out so there were less per screen.

Don't see why there is something wrong with grey portals. they are spinning now so it's not like you'll accidentally not see them like before.

I'll fix the palette for the mushrooms.
I'll do something with the bullet bills.
I'll see about a different lock then


Thanks

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Re: Level Clearing

Postby Paralars » 7 years ago

limepie20 wrote: the falling platforms part. It's almost impossible
I expected this reaction honestly.
I was sitting there and thought "how about you have to jump up falling brown platforms" and put them in and tried it and it was almost impossible
Then I moved them around a bit and tried it a couple times and soon figured out that this is the kind of thing that looks hard but is totally doable after some learning time.
Personally, I can do this jump about 50% of the time after about 10 times trying at the very beginning.
I want the treasure path to be difficult and feel rewarding after you finally manage it, and this jump really makes most of the difficulty and it's perfect in the sense of "overwhelmingly seemingly difficult".
Please try it out a bit and you will see that it's manageable.
limepie20 wrote: and then them being stuck causes a lot of slowdown.
I think that's the main problem. Now, I removed one platform and rearranged the enemies and now there is just very little slowdown there.

See, I don't want to seem braggy and just ignore everything you say is important to change,
but this very part.. I really like how it works. It is so unusual for a level to give you falling platforms to jump up and then they slowly float up again to serve as a boat later.
I'd change that whole sublevel expect for this part.

Here, this is what I changed to fix the slowdown, the difficulty is fine, trust me.
http://www.mediafire.com/?4zf2nxallpogg94
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Re: Level Clearing

Postby limepie20 » 7 years ago

Alright well I replayed it and was able to beat the part after about 8 tries with a savestate at the beginning of the room. I guess you can leave it in there. It really isn't that bad if you learn it, I just don't know how hard it would be having to restart the level every time and without the bit of practice I had prior to playing it again today. Maybe you could have the midpoint take you to the end of the first part so you can just go backwards a bit to get to the chest part.
Also, one more thing I forgot to say yesterday:
I think the chest should be where the goal point is and the goal point should be moved back because if you hold on the jump button during the cannon thing (which I often do), you will land on the goal point and miss the chest entirely.


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