Septentrion Pleiades wrote:How ever did this become the most controversial level?
Testing and Development: Deadline-one week after comments
Re: Testing and Development: Deadline-one week after comment
-
- Banned
- Posts: 0
- Joined: 13 years ago
- First name: Stephen
- Location: Holstaurus Heaven
Re: Testing and Development: Deadline-one week after comment
Come on Sept... I want to finally clear my level. Lol. Its been forever.
-
- Banned
- Posts: 0
- Joined: 13 years ago
- First name: Stephen
- Location: Holstaurus Heaven
Re: Testing and Development: Deadline-one week after comment
One easy change you should make before you post is the fire flower by the P switch. It seems unneccessary.
Another issues that was that bothers my is the coin path below the red koopa(see picture in previous posts). It should lead to land.
FIx these things and you can post striaght in clearing. I cannot clear this being a normal member and all.
Another issues that was that bothers my is the coin path below the red koopa(see picture in previous posts). It should lead to land.
FIx these things and you can post striaght in clearing. I cannot clear this being a normal member and all.
- Lv27MarkerMMan
- Posts: 7
- Joined: 14 years ago
Re: Testing and Development: Deadline-one week after comment
Here is my post for my half of a switch palace level. Here is what I have made so far. YES I know the pipe at the end is ugly and it WILL be fixed before this level is turned in.
3 questions remain
Is this difficult enough?
Is there anything I may have missed or misunderstood about the switch palaces?
Do we need to worry about the dragon coins and treasure chest stuff in the switch palaces?
3 questions remain
Is this difficult enough?
Is there anything I may have missed or misunderstood about the switch palaces?
Do we need to worry about the dragon coins and treasure chest stuff in the switch palaces?
- Attachments
-
- A2MTswitchmarker.ips
- (452.17 KiB) Downloaded 48 times
Don't be afraid to check out my Youtube channel.
I am making let's plays now!
I am making let's plays now!
- ProfessorDemetri
- Posts: 0
- Joined: 14 years ago
- Location: BC, Canada
Re: Testing and Development: Deadline-one week after comment
Alright team! Back from vacation, and back with progress~
Spoiler'd
If anyone has anything they'd like to add, then please let me know on skype at profdemetri@hotmail.com, as I'm on that more then I'm on the talkhaus. If I don't get any messages, then I'll just carry on doin' what I'm doin' lol
Happy hacking guys!
Spoiler'd
Inside Bonus Castle~
Level Designer Lane: [Not finished yet]
This will then go back into the castle for a quick sublevel where you'll be able to either go find the chest, or come back outside and progress into a court yard or something with the following much like the level designers:
Happy hacking guys!
Re: Testing and Development: Deadline-one week after comment
looking good man, looking real good. :)
I don't understand the category "editors", though. What does that mean?
Oh, and I just noticed you wrote AshanmarilL, it's just one L
I don't understand the category "editors", though. What does that mean?
Oh, and I just noticed you wrote AshanmarilL, it's just one L
Last edited by Paralars 12 years ago, edited 1 time in total.
-
- Banned
- Posts: 0
- Joined: 13 years ago
- First name: Stephen
- Location: Holstaurus Heaven
Re: Testing and Development: Deadline-one week after comment
It seems too difficult. Can you even pass it without savestates? Enemy placement seems to be mostly base on killing the player at death passages. It should be playable at a much more organic way.Lv27MarkerMMan wrote:Here is my post for my half of a switch palace level. Here is what I have made so far. YES I know the pipe at the end is ugly and it WILL be fixed before this level is turned in.
3 questions remain
Is this difficult enough?
Is there anything I may have missed or misunderstood about the switch palaces?
Do we need to worry about the dragon coins and treasure chest stuff in the switch palaces?
Many of the enemies don't fit at all with the aesthetics. Clouds definitely stick out in this sort of place. Also, the moles do not fit at all, and are a cheap death as it's impossible to comprehend what is happening beforehand. You should consider changing theme of the enemies.
The purple block arrow wouldn't be necessary if you didn't put a place to land on up there.
Also, you should end the level with a door(this was decided as the method of ending switch half-levels) so don't worry about the pipe.
- Lv27MarkerMMan
- Posts: 7
- Joined: 14 years ago
Re: Testing and Development: Deadline-one week after comment
Yes, I can beat this without savestates. It took me several tries, but I beat it. The arrow is there to let sprites through, not the player without using a sprite block.Septentrion Pleiades wrote:It seems too difficult. Can you even pass it without savestates? Enemy placement seems to be mostly base on killing the player at death passages. It should be playable at a much more organic way.
Many of the enemies don't fit at all with the aesthetics. Clouds definitely stick out in this sort of place. Also, the moles do not fit at all, and are a cheap death as it's impossible to comprehend what is happening beforehand. You should consider changing theme of the enemies.
The purple block arrow wouldn't be necessary if you didn't put a place to land on up there.
Also, you should end the level with a door(this was decided as the method of ending switch half-levels) so don't worry about the pipe.
The directions said end or post game difficulty (I forget which). Have you played limepie's level or one of raocow's two levels? Those are MUCH harder than what I have.
However, I guess it could be fun to alter the asthetics of some blocks and enemies a bit. Also I will add coins and other things to make blind jumps less blind.
Don't be afraid to check out my Youtube channel.
I am making let's plays now!
I am making let's plays now!
-
- Banned
- Posts: 0
- Joined: 13 years ago
- First name: Stephen
- Location: Holstaurus Heaven
Re: Testing and Development: Deadline-one week after comment
I was talking about this arrow, and how you don't need to allow the player up there.Lv27MarkerMMan wrote: Yes, I can beat this without savestates. It took me several tries, but I beat it. The arrow is there to let sprites through, not the player without using a sprite block.
The directions said end or post game difficulty (I forget which). Have you played limepie's level or one of raocow's two levels? Those are MUCH harder than what I have.
However, I guess it could be fun to alter the asthetics of some blocks and enemies a bit. Also I will add coins and other things to make blind jumps less blind.
- Lv27MarkerMMan
- Posts: 7
- Joined: 14 years ago
Re: Testing and Development: Deadline-one week after comment
I took what I was told and modified my level based on the feedback.
@Septentrion Pleiades
That arrow was originally designed to show that you need to go straight down to be safe since it was a blind drop.
Rushing can make it easier to get past the moles. In a lot of my test runs after jumping on the red parakoopa I often went under the baseball chuck and it is a clear run from there. If you jump up the stairs right you should be able to get to spot where nothing can hurt you.
@Septentrion Pleiades
That arrow was originally designed to show that you need to go straight down to be safe since it was a blind drop.
Rushing can make it easier to get past the moles. In a lot of my test runs after jumping on the red parakoopa I often went under the baseball chuck and it is a clear run from there. If you jump up the stairs right you should be able to get to spot where nothing can hurt you.
- Attachments
-
- A2MTswitchmarkerver2.ips
- (452.14 KiB) Downloaded 38 times
Don't be afraid to check out my Youtube channel.
I am making let's plays now!
I am making let's plays now!
-
- Banned
- Posts: 0
- Joined: 13 years ago
- First name: Stephen
- Location: Holstaurus Heaven
Re: Testing and Development: Deadline-one week after comment
The arrow could be replaced by a barrier that prevents you from going up there. Also my problem with moles was that they were too confusing(fixed now), not hard to get by.
New stuff: The clouds are quite nice now, but I think transparency between the lines instead of black would make it look perfect. A lot of your enemies seem out of place, graphically, but I'm sure you can fix that easily.
Design flaws: You should consider making a nicer beginning. It's unlikely that the music for the switch places will start on such a dramatic note so your level shouldn't either. Screen 08-09 has empty a huge empty space if the player decides to go up. Avoid using certain types of enemies only once.
Finally, I would like to say that you should try making it less linear, as switch palaces are traditionally puzzles in hacks. It doesn't even have to be a puzzle, but do something more than left to right.
This is the most developed level for the switches we have so far, and we should really get some of the leadership to comment on what's being done right.
New stuff: The clouds are quite nice now, but I think transparency between the lines instead of black would make it look perfect. A lot of your enemies seem out of place, graphically, but I'm sure you can fix that easily.
Design flaws: You should consider making a nicer beginning. It's unlikely that the music for the switch places will start on such a dramatic note so your level shouldn't either. Screen 08-09 has empty a huge empty space if the player decides to go up. Avoid using certain types of enemies only once.
Finally, I would like to say that you should try making it less linear, as switch palaces are traditionally puzzles in hacks. It doesn't even have to be a puzzle, but do something more than left to right.
This is the most developed level for the switches we have so far, and we should really get some of the leadership to comment on what's being done right.
Last edited by Septentrion Pleiades 12 years ago, edited 1 time in total.
- Lv27MarkerMMan
- Posts: 7
- Joined: 14 years ago
Re: Testing and Development: Deadline-one week after comment
Aren't the 2 music choices that are narrowed down in rule#2 of the switch palaces forum relatively dramatic?Septentrion Pleiades wrote: Design flaws: You should consider making a nicer beginning. It's unlikely that the music for the switch places will start on such a dramatic note so you level shouldn't either.
Don't be afraid to check out my Youtube channel.
I am making let's plays now!
I am making let's plays now!
-
- Banned
- Posts: 0
- Joined: 13 years ago
- First name: Stephen
- Location: Holstaurus Heaven
Re: Testing and Development: Deadline-one week after comment
Neither of them of the death right away types, and compared to SMW boss music, are quite tame.Lv27MarkerMMan wrote:Aren't the 2 music choices that are narrowed down in rule#2 of the switch palaces forum relatively dramatic?
- Kevinskie555
- Posts: 0
- Joined: 14 years ago
Re: Testing and Development: Deadline-one week after comment
Level 107: Glitched running GFX
Re: Testing and Development: Deadline-one week after comment
...Yeah, there's a lot of glitched graphics in my level for some reason. They weren't there in the testing or development, so something had to go wrong on insertion.
Re: Testing and Development: Deadline-one week after comment
Glitched graphics could either be caused by one of two things:
1. Someone (in their infinite wisdom) overwrote ExGFX files or Map16 reserved by other people in the ROM. As long as someone has kept a base ROM archive handy, this should be fairly simple to fix.
2. The ROM is getting too full, and as such, something like levelASM is overwriting ExGFX files. Having taken a look at the base ROM, this seems like it could be likely. It can typically be fixed by extracting and reinserting graphics, but the best solution would be that transfer to a fresh ROM which is (apparently) being worked on.
Hopefully it's the first one.
1. Someone (in their infinite wisdom) overwrote ExGFX files or Map16 reserved by other people in the ROM. As long as someone has kept a base ROM archive handy, this should be fairly simple to fix.
2. The ROM is getting too full, and as such, something like levelASM is overwriting ExGFX files. Having taken a look at the base ROM, this seems like it could be likely. It can typically be fixed by extracting and reinserting graphics, but the best solution would be that transfer to a fresh ROM which is (apparently) being worked on.
Hopefully it's the first one.
- Kevinskie555
- Posts: 0
- Joined: 14 years ago
Re: Testing and Development: Deadline-one week after comment
I think the graphics are glitched because you overwrote SP1 with something entirely different. (SP1 contains running particles and other important stuff)
-
- Banned
- Posts: 0
- Joined: 13 years ago
- First name: Stephen
- Location: Holstaurus Heaven
Re: Testing and Development: Deadline-one week after comment
It's my switch room, on the level below yoshi's house. I've been having a lot of work to make sure the enemies didn't break the level.
http://www.mediafire.com/?1kcmqfar1r6c03t
http://www.mediafire.com/?1kcmqfar1r6c03t
- Isocitration
- Posts: 33
- Joined: 13 years ago
Re: Testing and Development: Deadline-one week after comment
My switch room is also ready for testing. It's pretty hard, but I think the difficulty is warranted considering at what point in the game the switches are at. It might also be a bit on the long side, but after playing through a few other levels in the base rom the length seems about average for half a level.
The level on the overworld you'll want to play is Yoshi's House.
Also it's based on the WtH2 room in this video: http://youtu.be/vMhosqEp9Ek?t=3m45s
Anyway, download link: http://dl.dropbox.com/u/68067696/LevelFA.ips
The level on the overworld you'll want to play is Yoshi's House.
Also it's based on the WtH2 room in this video: http://youtu.be/vMhosqEp9Ek?t=3m45s
Anyway, download link: http://dl.dropbox.com/u/68067696/LevelFA.ips
raocow wrote:you are dommed iso.
Re: Testing and Development: Deadline-one week after comment
I'm also designing a switch room, FB to be exact. Just wanted to release a demo and see if I'm going the right direction with it. The music isn't final of course.
http://bin.smwcentral.net/u/9567/A2MT%2BFB%2BDemo.ips
http://bin.smwcentral.net/u/9567/A2MT%2BFB%2BDemo.ips
Keys are important. When a key is lost, all madness shall break loose.
Re: Testing and Development: Deadline-one week after comment
Well alrightie then, I got the role of making the switch rooms and the room in which you get to pick what switch you want to press. To access my content, just go to "PARROT'S PAD" and walk to the right until you come to a pipe that's just kinda there. Also they're completely vanilla (OH NO), I'm just a vanilla type person I guess.
Also I didn't touch the music at all because the switch palace music is universal. That IS what I was supposed to do right?
So here it is: http://www.mediafire.com/?689rha590xycl0c
Man. I'm preeetty nervous. Man.
Also I didn't touch the music at all because the switch palace music is universal. That IS what I was supposed to do right?
So here it is: http://www.mediafire.com/?689rha590xycl0c
Man. I'm preeetty nervous. Man.
Re: Testing and Development: Deadline-one week after comment
The rooms are very nice and unique, I like that vibe of arbitrary safe platforming in a no-challenge reward area.
The music should probably be changed to support the different themes even better.
What I don't like, personally, is the glowy tile between background pipes in the yellow room (it looks glitchy) and the background palette in the red room (it's flat and looks too much like an open area)
Very creative choconilla (we still need a word for that) use, by the way ;)
The music should probably be changed to support the different themes even better.
What I don't like, personally, is the glowy tile between background pipes in the yellow room (it looks glitchy) and the background palette in the red room (it's flat and looks too much like an open area)
Very creative choconilla (we still need a word for that) use, by the way ;)
Re: Testing and Development: Deadline-one week after comment
Okay, so I'll change the yellow switch room's background completely.Paralars wrote:The rooms are very nice and unique, I like that vibe of arbitrary safe platforming in a no-challenge reward area.
The music should probably be changed to support the different themes even better.
What I don't like, personally, is the glowy tile between background pipes in the yellow room (it looks glitchy) and the background palette in the red room (it's flat and looks too much like an open area)
Very creative choconilla (we still need a word for that) use, by the way ;)
Hmm, how would I change the palette to not look "flat" and "too much like an open area"? Or did you mean the whole background in general and not just the palette?
Also it's all 100% vanilla EDIT: Okay, I'm a bit wrong... the springy arrow blocks in the choice room aren't vanilla.
Thanks for the feedback!