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Level Clearing

Anthrax 2 Multiply Themodynamics
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raocow
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Re: Level Clearing

Postby raocow » 8 years ago

Yeah, 'invisible floor so use enemies to figure what the hell' are generaly pretty terrible, at least every instance of similare gimmicks that I've played.

If the two 'halves' are so disconnected, though, there is no harm in splitting it into two short levels. Short levels are good, I don't know why people are so unwilling to clear short levels!!
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Paralars
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Re: Level Clearing

Postby Paralars » 8 years ago

about the glossy pipes, you can probably easily make the colorful ones look better by just making an actual fitting palette for them (make the purple/blue ones just purple, remove the flashiness)

If you want, you can try this palette
palette.zip
just load it into the level to fix the purple and green ones, for the yellow ones I suggest removing the flashy coin color from the level first(coin button on the very right, disable original palette animations)
or, if you want to keep the coins flashy, use a different color for the yellow pipes.

I actually think the semi-transparent colorful pipes look fine.

by the way, just to clear this up to raocow, the level does not entirely leave you with enemies to figure stuff out, that's more like a last resort if you lose your momentum.
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Septentrion Pleiades
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Re: Level Clearing

Postby Septentrion Pleiades » 8 years ago

I totally think that splitting the levels is an excellent idea. It gets rid of the need for the teleport block midpoint.

I see how the pipes are weird, but i don't see how it's unacceptable because it's sort of cool. It was mostly an accident and I don't know how to set them to be the default pipes. With the palette file and instructions from paralas I'll fix that.

Did anyone get the secret exit yet? It will probably end up with the second part in their own level.
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limepie20
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Re: Level Clearing

Postby limepie20 » 8 years ago

Wyatt:
If you want to clear it, go ahead. My opinion stands but if you think it's fine, I'm not arguing.

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Re: Level Clearing

Postby Wyatt » 8 years ago

Hmm...I'm definitely comfortable clearing the first half. Gameplay wise I feel it's perfectly fleshed out, and I really was expecting a goal tape where the midpoint was. Try out Paralars' palette though; while I do like the pipes now, I seem to be in a minority, and it'd be dumb to ignore everyone's suggestions. Also, make sure to have 5 parrot coins in the new level!

As for the second half, maybe you could flesh it out into a bigger level? It doesn't feel substantial enough to be a level on its own.

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Re: Level Clearing

Postby limepie20 » 8 years ago

Wyatt wrote:Hmm...I'm definitely comfortable clearing the first half. Gameplay wise I feel it's perfectly fleshed out, and I really was expecting a goal tape where the midpoint was. Try out Paralars' palette though; while I do like the pipes now, I seem to be in a minority, and it'd be dumb to ignore everyone's suggestions. Also, make sure to have 5 parrot coins in the new level!

As for the second half, maybe you could flesh it out into a bigger level? It doesn't feel substantial enough to be a level on its own.
That's pretty much how I feel about it... well, aside from liking the pipes.

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Re: Level Clearing

Postby Septentrion Pleiades » 8 years ago

I made some slight changes so it could be a respectable 2 exit level.

http://www.mediafire.com/?rd8f4gnopscu06o
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Paralars
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Re: Level Clearing

Postby Paralars » 8 years ago

so, uhm.
The Gelatin Factory:
It looks like this level was finished and the only thing that was said about it in Clearing was
- looks nice
- theme could be more exploited

and then nothing else ever happened to it.

here it is again
http://www.mediafire.com/?779pzv2tcidk64d
have a look, I think there is no reason not to use this level
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Re: Level Clearing

Postby flameofdoubt » 8 years ago

Septentrion Pleiades: Are those pipes that are in now the old pipes or the new palette pipes from paralars? (If they're the old ones I like them and if they're the new ones I never saw the old ones, but either way I like them a lot) Really cool level, nice job. It gets really tricky to work out where the platforms are by the coins, but that's the challenge part so that's fine. The only problem is that it's not immediately obvious that coins denote invisible blocks. I would recommend just at the start putting a jump that is clearly too huge for the player to make, with non-p-switch-enabled invisible blocks and denoting coins. That way the player has to learn that coins = platforms before they start the p-switch run, and when they do they won't be worried that the coins should be blocks and that it's all gone wrong somehow (i figured it out fairly quickly and most people might do as well, but I don't know if that's because of my familiarity with mario hacks, and would just like to make it so that people are sure of what is and isn't the challenge and etc. Also on playing it through again I noticed that you had a green koopa bounce off the new floor so the player can notice it just as they run to the right, which might be an adequate substitute, but seems a bit risky, plus they're panniced because of the p-switch run (I at least didn't notice the green koopa bounced off ground before, or rather, never made the mental connection that ground was there)).
EDIT: Oh, I should have probably mentioned, apart from that change (if you agree it's necessary or useful), you're cleared.


Paralars: Dragon coins need fixing, and it could do with a few more trapped enemy background graphics (not too many, but just having two in the level looks weird, like something was planned but never finished). More could be done with the theme I agree, and it would be nice if we could get more, but unless we can find the creator or you or someone else is willing to work on it, I'm willing to clear it as it is now. It's a jokey level, not very difficult but lots of variety of play.
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Re: Level Clearing

Postby Paralars » 8 years ago

It's not like I'm not willing to work on it a bit more, but I don't really wanna participate in this whole process of overextending.
I think it uses some levelasm in the layer 2 part, because it does some weird things there, I will try to export everything into another rom and work around that until it works properly.
Maybe I can even flesh it out a bit, we'll see..
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Re: Level Clearing

Postby Septentrion Pleiades » 8 years ago

I decided not to extend the second half of the split level since it was 22 screens. I also felt like the secret room of the original design didn't do the rest of the level justice

http://www.mediafire.com/?g1mu174hx6c85wm

It's the Yoshi's house place on the OW.
Paralars wrote:It's not like I'm not willing to work on it a bit more, but I don't really wanna participate in this whole process of overextending.
I could extend some levels if it just involve adding of what is already available using lunar magic.
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limepie20
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Re: Level Clearing

Postby limepie20 » 8 years ago

I will repost TurboPup's level here; I didn't get opinion last time.
download/file.php?id=5646

Now, the yoshi coins and chest are in here but they aren't visible/interact-able because this is using a dated baserom.

Septentrion Pleiades
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Re: Level Clearing

Postby Septentrion Pleiades » 8 years ago

limepie20 wrote:I will repost TurboPup's level here; I didn't get opinion last time.
download/file.php?id=5646

Now, the yoshi coins and chest are in here but they aren't visible/interact-able because this is using a dated baserom.
Septentrion Pleiades wrote:
limepie20 wrote:Yo, yo

Phase Out by TurboPup
The yoshi munchers in the lava phase flash like the lava does. It also need to have new dragon coins. I think there was cutoff at screen 0f of level 18, but I didn't noticed it during game play.
I'm not sure if my opinion counts as enough of a thing for clearing, but it thought the level was great. The secret path was had to find, and you wont find it unless you commit to looking in what is the right place.
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Re: Level Clearing

Postby flameofdoubt » 8 years ago

Septentrion Pleiades: I'm not exactly sure what this level is, and how it relates to the level you were showing previously that was all-but cleared. In any case this is fantastic; it feels a little short for a level to me but by normal mario-game standards it's just right (that's why I ask if it's a standalone level or part of the previous one or..?). You can jump over the goal at the end, and the way the platform drops suggests to the player that there's something below the goal post. Either make it impossible to jump over (difficult because it's by going above the screen that they avoid the goal tape 'barrier'), or put some kind of secret with a springboard below and past the goal tape. Fix that and whatever this level is, it's cleared.

Turbopup C/O Limepie20:
"insantiy" in the first messagebox should be "insanity". Other than that, cleared.
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Septentrion Pleiades
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Re: Level Clearing

Postby Septentrion Pleiades » 8 years ago

flameofdoubt wrote:. In any case this is fantastic; it feels a little short for a level to me but by normal mario-game standards it's just right (that's why I ask if it's a standalone level or part of the previous one or..?).
I had an idea to make the level longer, but it won't be as original as my other work. I'll work on that. I'll also more the goal away a bit.
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raocow
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Re: Level Clearing

Postby raocow » 8 years ago

He did say it was okay though. If you're going to make it longer, that's okay, but make sure it's not, like, tacked on or whatever.
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Septentrion Pleiades
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Re: Level Clearing

Postby Septentrion Pleiades » 8 years ago

It think nearly anything really different would ruin the feeling of the level. If anything just extending it to a longer version of itself would be the only thing that would work, but it's already steep in difficulty. Do any of the testers think that my level is already too hard for this? I'm fine with the length if everyone else is.

Note: midpoint won't really work.
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Re: Level Clearing

Postby Wyatt » 8 years ago

Yeah making it longer with no midpoint would just be tedious. The level explores its idea thoroughly, so no need to extend it.

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Re: Level Clearing

Postby Septentrion Pleiades » 8 years ago

I notice a problem with this level.
right now I noticed the the level is easily passed over in some areas. I have to work on making that difficult to do.
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capefeather
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Re: Level Clearing

Postby capefeather » 8 years ago

I guess the message at the beginning is kind of an artifact from when I used a goal sphere at the end. At this point, I think it could refer to the secret treasure box (the one that's supposed to be on every level), but then I still run into the problem of having to put in another message at the end "somehow"... It also made a lot more sense when I was planning a boss and when the last room was just a lava flooding thing. I don't know what to do with the message, and it really represents the communication failures that I have had with this level.

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Re: Level Clearing

Postby Paralars » 8 years ago

Completely remapped, organized the horrible file mess, minor level changes.
The music will have to be changed, I don't know what could fit.

http://www.mediafire.com/?ffe97f3von1efgu
(Gelatin Factory, Yoshi's House tile)

Please check if everything is alright.
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Re: Level Clearing

Postby Paralars » 8 years ago

so am I just gonna submit it?
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Re: Level Clearing

Postby SyStemkraSh5642 » 8 years ago

@ Paralars: I'll give it a go when I get the chance, although I can't get to it today.

SyStemkraSh - Lakitrouble in the Lakitundra
This is level 12F, ready for clearing. It's a simple level that you can guess by its name: it's icy and it's full of Lakitu enemies. Be warned, the level is fairly difficult.

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Re: Level Clearing

Postby limepie20 » 8 years ago

Systemkrash:
Well, I didn't really notice any errors. I really liked how lakitus were the only enemies throughout the level (other than the spinies of course). You stuck to a theme and you did it well. The level was hard, but it was hard consistently but still fun in the end. I like the name. I just don't know whether those enemies are actually called lakitus (i.e. our graphical replacement). Either way, I think it's fine and doesn't really matter; I'm fine with keeping the name as is. So yeah, you're cleared. Thanks.

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Re: Level Clearing

Postby SyStemkraSh5642 » 8 years ago

Alright, thanks for clearing limepie.

@ Paralars:
I really enjoyed the idea of the level, but it seemed a bit empty. More enemies in 116 would be better.
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When the layer 2 is down all the way, I can stand on it at the bottom and not see what I'm doing.Image
You can jump over the wall here; putting a ceiling would fix this.
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The treasure chest is really simple and easy to get. Can you make it challenging to get to?
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I think you know what the problem is here.

Also how do you get into the Worker's Area? I'm assuming you can't, since I took a peek at it in Lunar Magic.
Once these problems are fixed, it should be good to go for insertion.
EDIT: I forgot to mention that the music is 68 is probably wrong.


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