They are al cleared. One still needs to be inserted.Septentrion Pleiades wrote:We even have the 4 switch entrances right?
Level Finalization/QA List (Tweaking of Inserted Levels)
Re: Final Tweaking of Inserted Levels
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Re: Final Tweaking of Inserted Levels
I'm also liking the OP format, but I'm going to edit the name of the colors in because I have trouble telling colors apart, if that's okay. Also, what do the stars next to the names mean?
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Re: Final Tweaking of Inserted Levels
those stars are the old rating for difficulty level. I didn't want to erase information when converting to a new format.SyStemkraSh5642 wrote:I'm also liking the OP format, but I'm going to edit the name of the colors in because I have trouble telling colors apart, if that's okay. Also, what do the stars next to the names mean?
Go ahead with any changes you feel fit.
Re: Final Tweaking of Inserted Levels
What does a yellow comment mean on your level, doesn't say anything about that =/ But I am guessing I should shape up the level more, correct? Talking about Irritating...
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Re: Final Tweaking of Inserted Levels
They are functionally light orange.Camoslash wrote:What does a yellow comment mean on your level, doesn't say anything about that =/ But I am guessing I should shape up the level more, correct? Talking about Irritating...
Edit: It is low priority and might not even be changed. If the author agrees then we would gladly accept a resubmitted level.
Re: Final Tweaking of Inserted Levels
Not have been here for around 5 months, and I missed AxemJinx and MrDeePay's tests of my level, so I would like to know if it is still possible to edit my level as I don't know at what point the game is actually.
If I read your tests correctly, I might change a lot of things in my level, so it may take a while to edit, and I am pretty busy with work right now. So I request your patience. Well, I guess I'll just make it more simple and put more sprites then, but I like this gimmick except I don't really know how to deal with it. So if you can give me if possible some advises by MP it would pretty helpful to me and you would have my deep gratitude.
I might start this week-end as I am free (ans this is why I am posting here) and submit some results if possible before Monday.
Thanks for your attention.
If I read your tests correctly, I might change a lot of things in my level, so it may take a while to edit, and I am pretty busy with work right now. So I request your patience. Well, I guess I'll just make it more simple and put more sprites then, but I like this gimmick except I don't really know how to deal with it. So if you can give me if possible some advises by MP it would pretty helpful to me and you would have my deep gratitude.
I might start this week-end as I am free (ans this is why I am posting here) and submit some results if possible before Monday.
Thanks for your attention.
I see what you did there...
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Re: Final Tweaking of Inserted Levels
Your level is considered at passing quality. I'm trying to organize all current issue in the First post on this thread. Right now we haven't had a serious Cooperative go through of the entire game. I suppose that will be done when the final normal level gets put in.muuma wrote:Not have been here for around 5 months, and I missed AxemJinx and MrDeePay's tests of my level, so I would like to know if it is still possible to edit my level as I don't know at what point the game is actually.
If I read your tests correctly, I might change a lot of things in my level, so it may take a while to edit, and I am pretty busy with work right now. So I request your patience. Well, I guess I'll just make it more simple and put more sprites then, but I like this gimmick except I don't really know how to deal with it. So if you can give me if possible some advises by MP it would pretty helpful to me and you would have my deep gratitude.
I might start this week-end as I am free (ans this is why I am posting here) and submit some results if possible before Monday.
Thanks for your attention.
Here is what we have, from misterdeepay. I found these to be very subjective, so don't worry about it too much. Really, I would only suggest worrying about your level if there is something you know you want to change.
\- Level could really use a checkpoint at the start of the auto-scroll. The sublevel goes on for quite a bit.
- Boss is a pain in the ass for what I suppose would be obvious reasons.
Re: Final Tweaking of Inserted Levels
If you want to edit your level, go ahead. When you're done, post it in clearing again, and we'll check it out.
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Re: Final Tweaking of Inserted Levels
I started going through the levels and making edits to the OP. Red is of course highest priority, but I found the level 6's gimmick is completely screwed up. Its insertion into the rom didn't go well apparently, because it worked in testing.
I will try to give each level a color in the meantime. The goal is finding gamebreaking stuff, and not complete reviews at this stage.
I will try to give each level a color in the meantime. The goal is finding gamebreaking stuff, and not complete reviews at this stage.
Re: Level Finalization List (Tweaking of Inserted Levels)
Criticism is valid no matter when during the hack's development it is. (Design/Alpha, Beta, post-release, etc.) If you're talking about level authors who are initially "No, it's fine!" only to later go "On second thought, maybe...", especially if it's post-release, then that's another story. I haven't bothered with any base ROM updates since I posted the last time here (hence lack of activity on A2MT), so I don't know how seriously you are taking my commentary. (I know Cup pretty much blew off my gripes with his levels, for sure.) If I were to "go all out" on my commentary, (I was told by one of your own to "lower my standards/expectations.), this hack would definitely never be released in a timely manner.I'm sorry, but my point is criticism is more of an accept quality during development. After ASMT came out the was a sublevel (zaqaar's hell) that everyone suddenly started to have a problem with. I spend more time in the collab area, so I was going of SNN's impression of you.
Re: Level Finalization List (Tweaking of Inserted Levels)
We are planning to take every criticism you gave into consideration. We are currently in the process of fixing levels, but everything is going very slowly because of school. So yeah.
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Re: Level Finalization List (Tweaking of Inserted Levels)
I couldn't agree with the first part more. However, I don't think that your criticism will delay the hack that much, as we could always disregard more little things.MrDeePay wrote:Criticism is valid no matter when during the hack's development it is. (Design/Alpha, Beta, post-release, etc.) If you're talking about level authors who are initially "No, it's fine!" only to later go "On second thought, maybe...", especially if it's post-release, then that's another story. I haven't bothered with any base ROM updates since I posted the last time here (hence lack of activity on A2MT), so I don't know how seriously you are taking my commentary. (I know Cup pretty much blew off my gripes with his levels, for sure.) If I were to "go all out" on my commentary, (I was told by one of your own to "lower my standards/expectations.), this hack would definitely never be released in a timely manner.
I have created 4 level of level acceptiblity: Red, Yellow, Green, and Blue. I might not even elevate any levels to blue status before A2MT even comes out.
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Re: Level Finalization List (Tweaking of Inserted Levels)
Might I ask what the difference is between Green/Passing and Blue/All Good?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Level Finalization List (Tweaking of Inserted Levels)
Green means that there are likely issues that could be brought up. Blue means that it's been heavily tested, and that other levels should be focus on if you are a tester. The blue/green difference is for testing.swirlybomb wrote:Might I ask what the difference is between Green/Passing and Blue/All Good?
Re: Level Finalization List (Tweaking of Inserted Levels)
Excuse me sept. But you made a little mispell in my level name. Its La joie de glisser and not La jole de glisser :).
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Re: Level Finalization List (Tweaking of Inserted Levels)
I'm probably to blame for that. I'd fix it, but Septentrion beat me to it.tenta wrote:Excuse me sept. But you made a little mispell in my level name. Its La joie de glisser and not La jole de glisser :).
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Re: Level Finalization List (Tweaking of Inserted Levels)
Systemkrash, could you at the very least, leave a note in the OP if you edit. I put a section at the bottom for that. It's a too many hands in the cookie jar sort of situation.
I've haven't seen any red cleared. Have you had no time to fix anything, or just haven't updated?
I've haven't seen any red cleared. Have you had no time to fix anything, or just haven't updated?
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Re: Level Finalization List (Tweaking of Inserted Levels)
Truthfully, I actually didn't know I was supposed to fix the levels in the red yet. I thought we were going through all of it first... Also, my finals are over now, so I should be fine to work on these.Septentrion Pleiades wrote:Systemkrash, could you at the very least, leave a note in the OP if you edit. I put a section at the bottom for that. It's a too many hands in the cookie jar sort of situation.
I've haven't seen any red cleared. Have you had no time to fix anything, or just haven't updated?
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Re: Level Finalization List (Tweaking of Inserted Levels)
Your not close to overtaking the testing, so don't worry about fixing them too quickly. Red levels are stuff like crashes, and unacceptable yoshi coins. It would be most logical to focus on them.SyStemkraSh5642 wrote:Truthfully, I actually didn't know I was supposed to fix the levels in the red yet. I thought we were going through all of it first... Also, my finals are over now, so I should be fine to work on these.
Also I've found a couple of levels not on the overworld even, plus alex's level isn't in the baserom.
Let me and other people worry about testing. The work you do is too important to lay that burden on you. The list was organized for your convenience, after all.
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Re: Final Tweaking of Inserted Levels
I don't know how the samples didn't get inserted, but if you need them, then you can download them from here.MrDeePay wrote: Demo Kong Country:
It wouldn't make sense to replace a Donkey Kong Country song in a Donkey Kong Country themed level. xD
This problem has come up in the past, and I believe that the block I used on that screen might've been overwritten. I was using one of the .bin animated hurt blocks. Re-inserting the block will probably fix the problem.MrDeePay wrote:
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Re: Final Tweaking of Inserted Levels
From what I remember, I think that the samples WERE inserted, but were then removed in a later version to make more space in the ROM. The only samples that have been inserted are Chrom1um's, I believe.Karatekid5 wrote:I don't know how the samples didn't get inserted, but if you need them, then you can download them from here.
It wouldn't make sense to replace a Donkey Kong Country song in a Donkey Kong Country themed level. xD
Re: Level Finalization List (Tweaking of Inserted Levels)
Yeah, don't worry about it. It'll be inserted.
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Re: Level Finalization List (Tweaking of Inserted Levels)
Every level has a color now. Just because a level is green doesn't mean it doesn't have anything to be fixed. I could change the green w/slight problems to yellow if preferred by SystemKrash.
Re: Level Finalization List (Tweaking of Inserted Levels)
Alright, getting on that fix now, completely forgot about it, heh...
Re: Level Finalization List (Tweaking of Inserted Levels)
so, I recently played Mansion of Onoffness in the current baseROM, and I noticed that it is for some reason a lot harder than it was when I tested it.
Back then I found the autoscroll segment difficult, but doable.
So, I searched through my folders and found the uninserted test version of that level, and the autoscroll was much better.
For some reason, in the baseROM version, the first two switches in 170 are one block higher, so as soon as you hit those, you are usually dipped into the on/off block by just a bit, and when they turn solid, you slip completely through.
I'd recommend lowering those two switches again, the current state is unreasonable and this really makes it a lot better, I don't think noseman would mind, that's how he originally submitted it, after all.
EDIT:
Some other issues:
-Skyway to Wonderland
you can skip at least one of the pipe mazes by walking on the top row of tiles after bouncing off an enemy, just letting you know
The messagebox is empty, this also applies to a lot of other levels, like Gelatin Factory, I don't know if those didn't get inserted yet on purpose or it was just overlooked.
-Goofy Grotto
getting the first dragon coin reveals a glitched graphic.
The no yoshi intro should be removed, also applies to a lot of other levels.
- Tangled grounds
at the part where you jump on many tofu spring blocks, there is a single coin that looks like it indicates a block, judging by the surroundings, but there is none underneath
- A.D.D.
Running really fast into the bonus/water transition crumbling blocks can easily kill you for no reason
Back then I found the autoscroll segment difficult, but doable.
So, I searched through my folders and found the uninserted test version of that level, and the autoscroll was much better.
For some reason, in the baseROM version, the first two switches in 170 are one block higher, so as soon as you hit those, you are usually dipped into the on/off block by just a bit, and when they turn solid, you slip completely through.
I'd recommend lowering those two switches again, the current state is unreasonable and this really makes it a lot better, I don't think noseman would mind, that's how he originally submitted it, after all.
EDIT:
Some other issues:
-Skyway to Wonderland
you can skip at least one of the pipe mazes by walking on the top row of tiles after bouncing off an enemy, just letting you know
The messagebox is empty, this also applies to a lot of other levels, like Gelatin Factory, I don't know if those didn't get inserted yet on purpose or it was just overlooked.
-Goofy Grotto
getting the first dragon coin reveals a glitched graphic.
The no yoshi intro should be removed, also applies to a lot of other levels.
- Tangled grounds
at the part where you jump on many tofu spring blocks, there is a single coin that looks like it indicates a block, judging by the surroundings, but there is none underneath
- A.D.D.
Running really fast into the bonus/water transition crumbling blocks can easily kill you for no reason