Testing and Development: Deadline-one week after comments
- raocow
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Re: Testing and Development: Deadline Nov. 17th
'Goopas' is the official unofficial name.
the chillaxest of dragons
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Re: Testing and Development: Deadline Nov. 17th
I've been trying to make the platforms switch rails like you said, Paralars, but I can't seem to make it work. The attachment is the closest that I got, but the platform on the bottom that goes up seems to just hit a wall and fall straight down. Do you know why?
There are 10 kinds of people in the world, those who know binary, and those who don't!
Re: Testing and Development: Deadline Nov. 17th
As far as I can tell, the platform should fly up a bit and then land back on the lowest rail, because there is a hole in the middle one.
In case you wanted it to transfer the lowest platform to the middle line and vice versa, you need a piece of a line that catches the bottom platform when it flies up.
But I'm not sure what problem you are actually talking about, if you don't get it to work properly, just finish the rest of the level first.
In case you wanted it to transfer the lowest platform to the middle line and vice versa, you need a piece of a line that catches the bottom platform when it flies up.
But I'm not sure what problem you are actually talking about, if you don't get it to work properly, just finish the rest of the level first.
Re: Testing and Development: Deadline Nov. 17th
You'll either have to explain this in detail (like, with steps) or give me a link to a description, as I have not worked with exGFX yet.Paralars wrote:- Super GFX Bypass (red poison mushroom) -> slot SP1 contains the turn block sprite graphic, if you want it to be a grey block as in the rest of your level, paste that graphic over the turn block in an exGFX file and insert it for SP1, the same goes for ?-Blocks and moving brown blocks.
(For the turn block, the sprite only shows up for a brief moment when being hit, or on turn block bridges and blue pick up blocks)
Re: Testing and Development: Deadline Nov. 17th
When you open the 8x8 tilemap (next to the map16 button), you will see all the graphics currently chosen to be loaded for this level.
Every page consists of two graphic files (=> 1 graphic file is 8x4 16x16 tiles)
The order in which those graphic files are placed within the 8x8 tilemap are
FG1 first
FG2 page
BG1 second
FG3 page
BG2 third
BG3 page
^^^^^^^^^^
used for object tiles
used for sprites
vvvvvvvvvv
SP1 fourth
SP2 page
SP3 fifth
SP4 page
You can change the ones that are loaded by changing the tileset (purple mushroom, that will change several of them altogether.
If you want one specific graphics file to be loaded in a slot, use GFX bypass.
Go to the red poison mushroom
Enable GFX bypass
The turnblock sprite gets its graphics from SP1, so that is the slot you need to change.
You can insert any graphics file you want in there by choosing one from the dropdown menu, but you will obviously want to choose one with graphics that make sense, i.e. a mushroom, flower, smoke puffs etc. in the right place. (Because every graphics file contains several graphic tiles, 32 16x16 tiles or 128 8x8 tiles)
But you only want to change one 16x16, so you need to make a new exGFX file to be inserted into SP1, that has only the turnblock sprite changed and the other tiles still correct
-= Guide on making graphic files here =-
I can make you one so you can skip that part. (you need to rename it)
Click the 3rd of the colored mushrooms to show up an exGFX folder in your ROM folder, put your exGFX file in it, name it "exGFXzzz.bin" (zzz stands for a hex number, 80+).
Now click the 4th colored mushroom to insert all exGFX placed in the exGFX folder into the ROM.
Now you can go the the GFX bypass thing and choose your exGFX file to be used for SP1 (the number you replace zzz with).
The same goes for enemies for example, if you want different koopa graphics, you need to put something else into SP2.
I'm running out of time, so I'll explain everything else later and make you an ExGFX file then,
you will have to request one to be used in A2MT, though.
Every page consists of two graphic files (=> 1 graphic file is 8x4 16x16 tiles)
The order in which those graphic files are placed within the 8x8 tilemap are
FG1 first
FG2 page
BG1 second
FG3 page
BG2 third
BG3 page
^^^^^^^^^^
used for object tiles
used for sprites
vvvvvvvvvv
SP1 fourth
SP2 page
SP3 fifth
SP4 page
You can change the ones that are loaded by changing the tileset (purple mushroom, that will change several of them altogether.
If you want one specific graphics file to be loaded in a slot, use GFX bypass.
Go to the red poison mushroom
Enable GFX bypass
The turnblock sprite gets its graphics from SP1, so that is the slot you need to change.
You can insert any graphics file you want in there by choosing one from the dropdown menu, but you will obviously want to choose one with graphics that make sense, i.e. a mushroom, flower, smoke puffs etc. in the right place. (Because every graphics file contains several graphic tiles, 32 16x16 tiles or 128 8x8 tiles)
But you only want to change one 16x16, so you need to make a new exGFX file to be inserted into SP1, that has only the turnblock sprite changed and the other tiles still correct
-= Guide on making graphic files here =-
I can make you one so you can skip that part. (you need to rename it)
Click the 3rd of the colored mushrooms to show up an exGFX folder in your ROM folder, put your exGFX file in it, name it "exGFXzzz.bin" (zzz stands for a hex number, 80+).
Now click the 4th colored mushroom to insert all exGFX placed in the exGFX folder into the ROM.
Now you can go the the GFX bypass thing and choose your exGFX file to be used for SP1 (the number you replace zzz with).
The same goes for enemies for example, if you want different koopa graphics, you need to put something else into SP2.
I'm running out of time, so I'll explain everything else later and make you an ExGFX file then,
you will have to request one to be used in A2MT, though.
Re: Testing and Development: Deadline Nov. 17th
Okay, so it feels like it's been forever since I posted a demo of my level, but I finally got my sprite working the way I want it. For those interested in playing it: download here. I would greatly appreciate any feedback with the looming deadline. I think the level is done, although I'm completely open to suggestions/criticism.
To play, go down on the overworld to Cookie Mountain (will be renamed).
To play, go down on the overworld to Cookie Mountain (will be renamed).
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
Re: Testing and Development: Deadline Nov. 17th
Level Update. Changed the right half to make it more unique.
http://bin.smwcentral.net/u/9567/Level11E.ips
http://bin.smwcentral.net/u/9567/Level11E.ips
Keys are important. When a key is lost, all madness shall break loose.
Re: Testing and Development: Deadline Nov. 17th
Videoguy: Oh hey it's this level! Glad it's coming together, it's a lot of fun.
These flaws are all fairly minor though, the level at its core is well-designed and fun. Keep it up man, you're so close!
- Fireyblaze
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Re: Testing and Development: Deadline Nov. 17th
I liked both parts equally actually but would probably pick the fire one just so I don't have to deal with ice physics.TomPhanto wrote:Level Update. Changed the right half to make it more unique.
http://bin.smwcentral.net/u/9567/Level11E.ips
The palletes on the ice level kind of make the timed platforms hard to judge. Other than that, I can't really complain about many things in the level.
ANYWAYS, I have another version of my level. Some difficulty is taken down, and it is longer near the end. I need criticism, or I will just submit it like this. I don't really feel that it is ready, but I am cutting it close on time.
Re: Testing and Development: Deadline Nov. 17th
Wyatt - Thanks, glad you like the level. Fun was actually one of my main concerns, but I'm glad to hear you liked it.
Noted, I'll fix that.Wyatt wrote:
...how about that. I'll fix that one.Wyatt wrote:
I'll be honest, the number of times that I had to test this level made me sick of the default music, so I just muted it so I could play my own music while testing. I will have a custom soundtrack in my level, I just haven't inserted it yet.Wyatt wrote:
Wyatt wrote:
Noted. And removed.Wyatt wrote:
Oh gee. I occasionally did have sprite issues in this section, but that never happened to me. I'll see what I can do to fix that.Wyatt wrote:
Haha whoops, that was my early draft of the "dialogue", I didn't mean for that to make it into the final. I will change that though, I agree with you.Wyatt wrote:
Yeah, I wasn't sure what the best way to do the midpoint was (compromise: don't put one in at all? yeah, that won't work). I suppose between the 2nd and 3rd would be the best part. I tried to make the sublevels progressively harder, so I suppose that would make the most sense.Wyatt wrote:
Thanks!Wyatt wrote: These flaws are all fairly minor though, the level at its core is well-designed and fun. Keep it up man, you're so close!
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
Re: Testing and Development: Deadline Nov. 17th
Well guys, I finally fixed all the bugs, so far changed:
-The theme is changed allot, Abyss to mines.
-Second part restarted
-lots of bugs fixed
Issues:
-in the second part, its easy to stop spin jumping while your invincible from damage.
-If you wall catchin the 2nd part of the level, then you will also stop spin jumping, apply the Anti Wall jump patch to fix this (or that's what I think that's called).
Download me ^^
-The theme is changed allot, Abyss to mines.
-Second part restarted
-lots of bugs fixed
Issues:
-in the second part, its easy to stop spin jumping while your invincible from damage.
-If you wall catchin the 2nd part of the level, then you will also stop spin jumping, apply the Anti Wall jump patch to fix this (or that's what I think that's called).
Download me ^^
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.
Re: Testing and Development: Deadline Nov. 17th
I don't know why the timed platforms show different palettes when I play the level.fireyblaze wrote:I liked both parts equally actually but would probably pick the fire one just so I don't have to deal with ice physics.TomPhanto wrote:Level Update. Changed the right half to make it more unique.
http://bin.smwcentral.net/u/9567/Level11E.ips
The palletes on the ice level kind of make the timed platforms hard to judge. Other than that, I can't really complain about many things in the level.
ANYWAYS, I have another version of my level. Some difficulty is taken down, and it is longer near the end. I need criticism, or I will just submit it like this. I don't really feel that it is ready, but I am cutting it close on time.
Keys are important. When a key is lost, all madness shall break loose.
Re: Testing and Development: Deadline Nov. 17th
I like the new icy part a lot better, the ice physics work out well now.TomPhanto wrote:Level Update. Changed the right half to make it more unique.
http://bin.smwcentral.net/u/9567/Level11E.ips
The timed platforms, it seems the colored dots are kinda weird with color usage because they were intended to be yellow (in LM the dots show up as if they used palette 9, but they use D), you should keep them blue, but maybe you can find a way around that, if nothing works, just paste the lightest blue of palette D over the orange color and every black color to the right.
You will need to use some other graphics for breakable bricks, maybe you can just make a map16 tile with existing graphics for that, just make it behave like the block the blocktool code for breakable bricks is inserted on (420).
And as a piece of advice, when submitting, make sure to point out there is a banzai bill.
Everything else can be done is Clearing, you can go there now or on the deadline.
- Cmbheadquarters
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Re: Testing and Development: Deadline Nov. 17th
http://bin.smwcentral.net/u/15352/024%2BAir%2BArena.ips
Done. small room through door is where chest should be, but i cant find the correct sprites, the only one i have is he boss. can be put in when insered
Done. small room through door is where chest should be, but i cant find the correct sprites, the only one i have is he boss. can be put in when insered
- Kevinskie555
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- Joined: 14 years ago
Re: Testing and Development: Deadline Nov. 17th
So I'm kinda sorta 100% finished with my level. So if it could get tested so I can submit it tormorrow, that'd be great. I've got 1 question though: How do the chests work? Do I get to choose the message it displays?
Anyways, download link: Edit: Whoops, this IPS was corrupted.
New link : http://www.mediafire.com/?m3stnkkk4wipnfr
Anyways, download link: Edit: Whoops, this IPS was corrupted.
New link : http://www.mediafire.com/?m3stnkkk4wipnfr
Last edited by Kevinskie555 12 years ago, edited 1 time in total.
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Re: Testing and Development: Deadline Nov. 17th
Can someone please just post a screenshot of how you need to set up the line guides to make two platforms switch places. I can't figure it out.
Edit: Well, since I posted that ^^^, I've basically finished my level, so here's the link, http://www.mediafire.com/?gwordog3m5zlwtq
I have some notes though.
1. The pipe at the beginning of the second part will be hidden
2. The graphics, music, sprites, objects, everything will be custom made by me at a later date
3. The platforms may switch places during the second part sometimes as soon as I figure out how to do that ^^^
4. Parrot coins #3 and #5 will have burnable blocks in front of them at a later date.
5. The block above the green exclaimation point block won't be there in the final version, it's only there for testing.
Anyway, there's a spoiler for where everything is if you can't find it, enjoy!
Parrot Coin #1
Parrot Coin #2
Parrot Coin #3
Parrot Coin #4
Parrot Coin #5
Treasure Chest
Edit: Well, since I posted that ^^^, I've basically finished my level, so here's the link, http://www.mediafire.com/?gwordog3m5zlwtq
I have some notes though.
1. The pipe at the beginning of the second part will be hidden
2. The graphics, music, sprites, objects, everything will be custom made by me at a later date
3. The platforms may switch places during the second part sometimes as soon as I figure out how to do that ^^^
4. Parrot coins #3 and #5 will have burnable blocks in front of them at a later date.
5. The block above the green exclaimation point block won't be there in the final version, it's only there for testing.
Anyway, there's a spoiler for where everything is if you can't find it, enjoy!
Parrot Coin #1
Last edited by Leifytwig123 12 years ago, edited 1 time in total.
There are 10 kinds of people in the world, those who know binary, and those who don't!
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- Floof Incarnate
- Posts: 28
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Re: Testing and Development: Deadline Nov. 17th
Here's my level's "Final 1.00 Rough Draft"; it's beatable and has all five parrot coins and the chest (not inserted in my version of the base ROM for some reason though...) but I might want to revise a few things and possibly add if there's time before the Final Final FINAL content freeze.
Oh, and it needs a name. (It's kind of a big (though vague) reference toif that helps)
Oh, and it needs a name. (It's kind of a big (though vague) reference to
- shdwdrgnix
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Re: Testing and Development: Deadline Nov. 17th
Final version with difficulty much more balanced
- JellyBlock
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Re: Testing and Development: Deadline Nov. 17th
Whoo! After a whole year and a half of endless procrastination, my level is finally done! Wait. No! My level is .05 MB too big to upload to this site! Is there any other way I can get my level to who ever's in charge of this thing?
- AUS
- Toni#4796
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Re: Testing and Development: Deadline Nov. 17th
Smwcentral.net has a place to upload files. http://www.smwcentral.net/?p=files <-- If you're registered.
If not, you can always use some place like host-a.net
If not, you can always use some place like host-a.net
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
- yogui
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Re: Testing and Development: Deadline Nov. 17th
I said I was working on the unfinished level by DMII, but before I throw this into the clearing thread, I wanted to post it here because there are some things I am not sure.
About the level, in fact DMII have made 3 unfinished levels, and two of them were called LMD (I don't know why he chose this name but whatever). Since they were both good, I decided to mix them into one single level. Basicaly, you play the second LMD's level, and there is a pipe that send you in the first LMD's level where the chest and the secret exit is. Like I said, these are differents levels, and if you think they doesn't fit at all, I can chose to keep only one.
Also I haven't choosed a custom music yet, tonight I will look what custom musics are inserted in the baserom can fit those levels, but if you have some suggestions, then suggest me.
So here is the link:
http://bin.smwcentral.net/u/410/A2MT%2B ... eltest.ips
Then if you think it's alright I will go in the clearing thread.
About the level, in fact DMII have made 3 unfinished levels, and two of them were called LMD (I don't know why he chose this name but whatever). Since they were both good, I decided to mix them into one single level. Basicaly, you play the second LMD's level, and there is a pipe that send you in the first LMD's level where the chest and the secret exit is. Like I said, these are differents levels, and if you think they doesn't fit at all, I can chose to keep only one.
Also I haven't choosed a custom music yet, tonight I will look what custom musics are inserted in the baserom can fit those levels, but if you have some suggestions, then suggest me.
So here is the link:
http://bin.smwcentral.net/u/410/A2MT%2B ... eltest.ips
Then if you think it's alright I will go in the clearing thread.
[enable_hats][/enable_hats]
- Kevinskie555
- Posts: 0
- Joined: 14 years ago
Re: Testing and Development: Deadline Nov. 17th
For everyone who downloaded my level today; sorry, the IPS was corrupted, but here's the correct file: http://www.mediafire.com/?m3stnkkk4wipnfr
Re: Testing and Development: Deadline Nov. 17th
yogui:
Oh man, things are really coming together now, it looks fantastic.
So I opened the level and muted my computer because that standard music ruins everything for me, then I played it with absolutely no sound, which was very awkward, but it has something fitting, just saying.
Well, the shadowy thing being the main part and the grey sublevel the optional thing, that feels weird.
The transition is okay, but the order doesn't feel right.
You can leave it as is, but IMO it would make more sense to start in the grey part and have a junction to the black/white part.
Minor things:
- The 4 bullet wall is almost impossible to dodge the first time you see it, and after that, it's still unproportionally tough, maybe remove the topmost one.
- The white solid pipe looks weird, but it's an outstanding object because it's so bright, maybe you can just make teleporter blocks out of them (map16 tile 470), like a ray of light breaking into this abstract underground world from the surface (that way the level transition would make some more sense)
It's a really nice and solid level overall
;;;
;;;
It's pretty good, and would make a perfect level for Science.
The jump down to the maverick thwomp where you have to outrun it on the conveyer blocks doesn't always work the same.
The time limit should be reset to a new value when entering the second sublevel.
I didn't play everything, but about what I saw, I have nothing bad to say, everything looks very good.
Oh man, things are really coming together now, it looks fantastic.
So I opened the level and muted my computer because that standard music ruins everything for me, then I played it with absolutely no sound, which was very awkward, but it has something fitting, just saying.
Well, the shadowy thing being the main part and the grey sublevel the optional thing, that feels weird.
The transition is okay, but the order doesn't feel right.
You can leave it as is, but IMO it would make more sense to start in the grey part and have a junction to the black/white part.
Minor things:
- The 4 bullet wall is almost impossible to dodge the first time you see it, and after that, it's still unproportionally tough, maybe remove the topmost one.
- The white solid pipe looks weird, but it's an outstanding object because it's so bright, maybe you can just make teleporter blocks out of them (map16 tile 470), like a ray of light breaking into this abstract underground world from the surface (that way the level transition would make some more sense)
It's a really nice and solid level overall
;;;
;;;
Oh man, amazing how things work with the deadline.JVyrn wrote:Here's my level's "Final 1.00 Rough Draft"; it's beatable and has all five parrot coins and the chest (not inserted in my version of the base ROM for some reason though...) but I might want to revise a few things and possibly addif there's time before the Final Final FINAL content freeze.
Oh, and it needs a name. (It's kind of a big (though vague) reference toif that helps)
It's pretty good, and would make a perfect level for Science.
The jump down to the maverick thwomp where you have to outrun it on the conveyer blocks doesn't always work the same.
The time limit should be reset to a new value when entering the second sublevel.
I didn't play everything, but about what I saw, I have nothing bad to say, everything looks very good.
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- Floof Incarnate
- Posts: 28
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- Pronouns: she/they
Re: Testing and Development: Deadline Nov. 17th
oh derp, I completely forgot about the time limit!Paralars wrote:The time limit should be reset to a new value when entering the second sublevel.
Re: Testing and Development: Deadline Nov. 17th
Umm... Todays the deadline and this is not tested :(Diddyboy100 wrote:Well guys, I finally fixed all the bugs, so far changed:
-The theme is changed allot, Abyss to mines.
-Second part restarted
-lots of bugs fixed
Issues:
-in the second part, its easy to stop spin jumping while your invincible from damage.
-If you wall catch in the 2nd part of the level, then you will also stop spin jumping, apply the Anti Wall jump patch to fix this (or that's what I think that's called).
Download me ^^
Can somebody test this please
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.