I will do that as soon as I balance the chest room a little better, currently it requires a little too much timing compared to what is seen on hard.Septentrion Pleiades wrote:
You could post an isp so we can test the other three difficulties. I don't see a need to wait until all four are done to start testing.
Testing and Development: Deadline-one week after comments
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Re: Testing and Development: Deadline-one week after comment
- Jesuiscontent
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Re: Testing and Development: Deadline-one week after comment
There you go.tenta wrote:Well im just waiting till someone test it, and if its still not good enough, Il let someone do it for me (Dotted lines thingy)
http://bin.smwcentral.net/u/17829/la%2B ... %25E9s.ips
The dotted invisible block is in map16 page 33, tile 00 (it is available according to the wiki), don't forget to reserve it in the other thread. Also I replaced the first few blocks with for quick testing purposes, but I'll let you take care of the rest.
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Re: Testing and Development: Deadline-one week after comment
(probably not proper forum, but I'll ask anyway)
With the A2MT 2.6 ROM. Do you need to re-insert every FG, BG graphic, music, ASM and all that?
(haven't hacked in awhile, that would be why I'm asking this)
With the A2MT 2.6 ROM. Do you need to re-insert every FG, BG graphic, music, ASM and all that?
(haven't hacked in awhile, that would be why I'm asking this)
Re: Testing and Development: Deadline-one week after comment
The IPS has everything in it already. Although, if you plan on inserting anything else, make sure you insert it with the resources given. Otherwise, you will be taking out a lot of the stuff from the IPS. So you should probably extract ExGFX right away. So next time you insert it, all the other Exgfx will still be there.
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Re: Testing and Development: Deadline-one week after comment
So, the graphics are supposed to look slightly garbled and not work? That's what I'm getting right now.
Am I just supposed to go into the Super GFX Bypass and set the correct slot for the graphics, and music (not related to Super GFX bypass) and all that?
Am I just supposed to go into the Super GFX Bypass and set the correct slot for the graphics, and music (not related to Super GFX bypass) and all that?
Re: Testing and Development: Deadline-one week after comment
I don't understand your question. What specifically are you trying to do?
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Re: Testing and Development: Deadline-one week after comment
Forget my question. I figured it out.
There was no real reason to ask it in the first place.
There was no real reason to ask it in the first place.
Re: Testing and Development: Deadline-one week after comment
Is it possible to put the dots less visible? this is going to make the level waaay too much easier...
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Re: Testing and Development: Deadline-one week after comment
The invisible blocks were not really a problem for me, the level was hard enough. Ice mixed with projectiles and jumps are fine. You don't have to make this level hard as hell.
But otherwise you could have someone edit the box's to make the dots a bit smaller, or just use the coin thing. Put coins under or over the blocks.
But otherwise you could have someone edit the box's to make the dots a bit smaller, or just use the coin thing. Put coins under or over the blocks.
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Re: Testing and Development: Deadline-one week after comment
Yeah that was also my impression. A solution might be changing the palette of the dotted blocks to something darker so that they are slightly "camouflaged" with the background.
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Re: Testing and Development: Deadline-one week after comment
I agree, that is another thing you should try tenta. It will be easier then asking someone else to edit the graphics, and may look better then adding coins.
Re: Testing and Development: Deadline-one week after comment
Eh, camouflaging the dots in that way would just make the player strain their eyes. It'd be annoying.
I have an idea! It's been a while since I've played the level, but I think it had a starry night-time background, right? If so, you could use stars to indicate question blocks! They would camouflage in a sense, but since they're in the foreground, they'd scroll twice as fast as the background stars, so an attentive player would notice them. Try it out!
I have an idea! It's been a while since I've played the level, but I think it had a starry night-time background, right? If so, you could use stars to indicate question blocks! They would camouflage in a sense, but since they're in the foreground, they'd scroll twice as fast as the background stars, so an attentive player would notice them. Try it out!
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Re: Testing and Development: Deadline-one week after comment
Here is a .ips of my first version of a part of the switch palace thing. Tell me, what you think about it, it might be short...
level121
its bottom right on the map
also the door leads to the same level because i don't know which level numbr comes after this
level121
its bottom right on the map
also the door leads to the same level because i don't know which level numbr comes after this
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Re: Testing and Development: Deadline-one week after comment
It felt very youtube-hackish. Munchers shouldn't be the biggest threat and the bonzai bills are placed in a unfair way. It should be less about low ceilings and munchers and more about enemies. You also shouldn't rely on the naked koopas for jumps you might need to do twice. The floating saws are also ugly, and you really shouldn't really on something like that anyways.Jolpengammler wrote:Here is a .ips of my first version of a part of the switch palace thing. Tell me, what you think about it, it might be short...
level121
its bottom right on the map
also the door leads to the same level because i don't know which level numbr comes after this
You also don't have much content other than the unfair kills. You really should invest more effort and time into this.
Also, A munchersaw was floating beyond the end of the level.
Re: Testing and Development: Deadline-one week after comment
Wyatt wrote:Eh, camouflaging the dots in that way would just make the player strain their eyes. It'd be annoying.
I have an idea! It's been a while since I've played the level, but I think it had a starry night-time background, right? If so, you could use stars to indicate question blocks! They would camouflage in a sense, but since they're in the foreground, they'd scroll twice as fast as the background stars, so an attentive player would notice them. Try it out!
Well since the BG repeat after some screens. I don't have any idea how i would make this.
Re: Testing and Development: Deadline-one week after comment
You have to use FG not BG. Use map16 to make those star tiles foreground.
Re: Testing and Development: Deadline-one week after comment
Well il try the idea i had in mind and if its not good enough then il try the other idea.
Re: Testing and Development: Deadline-one week after comment
First iteration of my switch palace segment thing. Too hard? Too easy? Too short/long? Honestly at this point I'm the worst judge of this sort of thing. The level segment ends at the point at which... well, it ends; the switch/door would be there.
Image of the level is here. No video of me playing through it because I always end up messing up one point on the run, no matter how many times I manage to get through that one part beforehand.
The level itself is got to from level 105 (which is the level on its own on the bottom); there's a door at the starting point, which should hopefully lead to F8.
Image of the level is here. No video of me playing through it because I always end up messing up one point on the run, no matter how many times I manage to get through that one part beforehand.
The level itself is got to from level 105 (which is the level on its own on the bottom); there's a door at the starting point, which should hopefully lead to F8.
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Re: Testing and Development: Deadline-one week after comment
I like the graphics, but the gameplay is quite unbalanced. It was extremely easy except for two parts that were quite hard.
The first one(marked by the red arrow) took me many tries, and I basically had to rely on the hidden ceiling. The second hard part( purple arrow) I couldn't even pass in a decent amount of tries. The rest of level was not even threatening. I also suggest more creative enemy use in those parts.
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Re: Testing and Development: Deadline-one week after comment
I just had one issue. I thought a coin trail was misleading.
It should be more subtle, but I think it's a winning idea.
Re: Testing and Development: Deadline-one week after comment
Wait; I don't understand what your idea is.Septentrion Pleiades wrote: I however, had the greatest idea for your level.
It should be more subtle, but I think it's a winning idea.
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Re: Testing and Development: Deadline-one week after comment
limepie20 wrote:Wait; I don't understand what your idea is.Septentrion Pleiades wrote: I however, had the greatest idea for your level.
It should be more subtle, but I think it's a winning idea.
Re: Testing and Development: Deadline-one week after comment
Septentrion Pleiades wrote:limepie20 wrote:Wait; I don't understand what your idea is.Septentrion Pleiades wrote: I however, had the greatest idea for your level.
It should be more subtle, but I think it's a winning idea.
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