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Level Clearing

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Awakenyourmind
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Re: Level Clearing

Postby Awakenyourmind » 6 years ago

He's right about the thwomp thing. I've already created a level that heavily uses them, it's been inserted for awhile now. Though it's because of the line guided sections and other things that made it pass just barley. So you're gonna have to mix it up and keep the attention off the thwomps unless they are custom scripted or something of that nature.

For example: http://www.youtube.com/watch?v=lcnx9E12HR0
This is not my inserted level just an example.

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limepie20
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Re: Level Clearing

Postby limepie20 » 6 years ago

muuma:
I'm actually fine with the twomps. I think they add a bit to the gameplay.
The part I didn't like was that hallway right before the midpoint. It really isn't fun at all to be facing one enemy at a time, and it isn't creative level design either. You should really come up with a way to have many enemies on screen but in a way that their positions help you figure out where to go or what to do or something. You know, gameplay conducive to the gimmick.
Also, you used a falling platform at one point. I could tell it would fall because of the rounded edges, but I'm sure three-fourths of the people playing would die the first time they saw it. You can do one of two things (or both) to fix this problem. Either have a part beforehand where you use the platform but in a harmless manner like having it over the ground rather than a pit, but if you jump off it you can bypass some enemies or something. In fact, this falling platform is only used once in the entire level, you should try to incorporate it more. The other thing you can do is add diagonal lines to the platform, so people can recognize it more.
Another problem is the moving pits. The first time I saw it (in that cave before the midpoint), I thought it was just a regular pit, so I died to it. I really do think they are unfair in this level because while enemy patterns are predictable (koopas turn at ledges, sparkies turn at corners) the moving platform moves x number of spaces (that most people don't know) and turns depending on its place in Lunar Magic (which no one knows except for you). You can't see, so it just feels like luck most of the time, and is kind of annoying.
I felt that the boss was almost impossible. This is probably solely because of the moving pit. I really don't have a sense of where it is, and I can't even get up on top of one grabbable block. I think the boss will really benefit and be more fun rather than frustrating if you remove the moving platform. It is still creative without it because you have to predict the boo's movement.
Although I had many complaints, I still like the level a lot. The gimmick is great and thought-provoking. You really need to be circumspect, and that's interesting. I liked the level up to that cave before the midpoint. Everything there is fine, and I don't think it requires any big changes.

Now I know this is probably harsh considering I cleared it before, but if you think about it, there's not much to do. Just change a small section before the boss and remove one sprite from the boss. When I cleared this I probably still had under-developed thoughts on level design, but I've learned a lot since then. Please bear with me because my main goal is to make the level as fun as possible. I thought the first half was really fun, but the parts after it were a bit frustrating. Just think of what you can do to make it really fun.

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Septentrion Pleiades
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Re: Level Clearing

Postby Septentrion Pleiades » 6 years ago

limepie20 wrote:I felt that the boss was almost impossible. This is probably solely because of the moving platform. I really don't have a sense of where it is, and I can't even get up on top of one grabbable block. I think the boss will really benefit and be more fun rather than frustrating if you remove the moving platform. It is still creative without it because you have to predict the boo's movement.
Almost impossible? I'm not sure we've fought the some boss. I had no problems getting up there. I don't even remember a moving platform in that room.

I also like the enemy placement as it fits with the level very well. It's all about standing in the right place on the screen when lights go out.

Also, while the falling platform could be used more, I thought that the "!" was a fair enough indication.(I agree that the platform itself could use a facelift)

The long twomp section could have a better use of them as it's jump a simple spin jump challenge at this point.
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limepie20
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Re: Level Clearing

Postby limepie20 » 6 years ago

Septentrion Pleiades wrote:Almost impossible? I'm not sure we've fought the some boss. I had no problems getting up there. I don't even remember a moving platform in that room.
Well I meant the moving pit incase there's any confusion. That was my main problem with it.
I also like the enemy placement as it fits with the level very well. It's all about standing in the right place on the screen when lights go out.
See, it's just that I found that part boring because you can't deny that most of it was waiting for the next enemy to come. I'd like something with more thought than a hallway with one enemy on every other sceen.
Also, while the falling platform could be used more, I thought that the "!" was a fair enough indication.(I agree that the platform itself could use a facelift)
Yeah, now that you mention it, I remember the exclamation point last time I played this level. I didn't see it when I just played it, though, which is odd. I may check back on that, but the "!" is good enough indication if it is there then. Sorry!

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Septentrion Pleiades
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Re: Level Clearing

Postby Septentrion Pleiades » 6 years ago

limepie20 wrote:
Septentrion Pleiades wrote:Almost impossible? I'm not sure we've fought the some boss. I had no problems getting up there. I don't even remember a moving platform in that room.
Well I meant the moving pit incase there's any confusion. That was my main problem with it.
That pit in the baserom and not the IPS patch muuma linked, So problem is already fixed.
limepie20 wrote:See, it's just that I found that part boring because you can't deny that most of it was waiting for the next enemy to come. I'd like something with more thought than a hallway with one enemy on every other sceen.
Any more enemies and it would be quite difficult. I don't know about what's in the baserom now but it's essentially enemies showing up not on the side of the screen, but from the darkness.
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Paralars
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Re: Level Clearing

Postby Paralars » 6 years ago

well, I liked the dark hallway part. It's not exactly the most action-filled stage, but I really liked the feel of being afraid. Often times I would look really cautiously for incoming enemies, then, when the lights turned back on I'd have a spark enemy in my face, but it really sets the tone for this.

Sure, the hallway could be better or more interesting, but it's definitely good as it is.
The boss is really tough, but definitely beatable and you also get a midpoint just before that.
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limepie20
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Re: Level Clearing

Postby limepie20 » 6 years ago

Alright, I see where you guts are coming from. I'll try it out again tomorrow and see.

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alex2
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Re: Level Clearing

Postby alex2 » 6 years ago

Someone should actually fully test my level for bugs, breaks, (ry. Everything should be fine, but I'd like some actual feedback before it gets inserted so I can touch it up if it needs to be. It was already cleared, so I can't imagine anything breaking.

Limepie is the only one with the "final" product, so link it up man!

/wrongthread
Warning: Opinions expressed by alex2 or others in this post do not necessarily reflect the views, opinions, or position of alex2 himself on the matter(s) being discussed therein.
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muuma
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Re: Level Clearing

Postby muuma » 6 years ago

Thanks limepie for the PM about the answers here about my level, I kinda forgot.

Haha limepie, you tested the WRONG level, the one in the baserom in fact, I put a mediafire link in my post on the previous page with my re-edition of the level, I really lol'd and had a mindfuck first because I was wondering what you were talking about. :)

Okay so, I can do a few things first:
-Franky, Septentrion Pleiades: The thwomps at the end of the level before the boss? Well yeah, I wanted to add a little final thing before the boss involving spinjumps, I tried different things and in the end, this "flat" spinjump section with the light on and off was the more stable thing I could get, and staying in equilibrium on a thwomp when the light is off is already challenging for me, as you have to travel on them while the light is off by moments, well I'll think about it, if I can't find anything, I'll just remove this part.
(edit: no really, I don't know many ideas, if you have some ideas, please tell me.)

-limepie20: the falling platform? Yes, I can edit it like a "flat" one, so people will be sure it falls, along with the "!" warning.

-about the hallway: well, I changed this part in my re-edition of the level, it's more short here and you just deal with a few ennemies (4 to be precise) and the last two ennemies in the hallway (eeries and koopa kick shell) have a good surprising effect, and it's fast enough, so I guess I'll let it like that.

Well I'll try to modify that first, and I'll wait for limepie's comment on my new version before reuploading something (if he says there is something to modify).
I see what you did there...

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limepie20
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Re: Level Clearing

Postby limepie20 » 6 years ago

muuma:
What happened is I keep all the roms I play, and when I downloaded the new one I named it something like "muuma new" and I must've accidentally played "muuma" which would be the one originally posted in the clearing thread. Sorry!
The first thing I saw is that you used the placeholder "down only" blocks. I recommend using a different graphic for them, but it is not necessary. Also, I think it is more intuitive if the "!" is right above the falling platform. I like it there. In addition, I recommend using the midpoint bar from the extended objects, so it reappears unless you can't because it is the custom midpoint. But I think the two should be compatible. I feel the boss is difficult, but fair. It's actually fun and a bit of a mental challenge.
So none of the problems of the version I criticized are present here. I really enjoyed playing this.
This remake is cleared, and you can submit it! Just fix those minor errors first, though.
Allow me to make a small suggestion, though. I did enjoy the first sublevel more than the first. I'd like it if you made the first sublevel a little longer. But that's your choice.

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limepie20
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Re: Level Clearing

Postby limepie20 » 6 years ago

Alex:
I just played the level and it's cleared. There's a few minor bugs I have to fix, and then I'll submit it.

edit:
Everything is fixed. I just need levelasm code that will make it so that you start with the stone suit and dashoes on sublevel 62 (for the midpoint).

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Lv27MarkerMMan
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Re: Level Clearing

Postby Lv27MarkerMMan » 6 years ago

Based on the suggestions, behold version 3!
https://dl.dropbox.com/s/p099criart6l4p ... 3.ips?dl=1
go in the second door in the house level

@Limpie20
about that difficult jump

Is it okay if there are 3 different ways past that part? The podoboo is not the only way across. There are other things you can spin jump on. I think I made things more reasonable in this version.

No one responded to my previous post in the testing thread, so here is what I have.
Don't be afraid to check out my Youtube channel.
I am making let's plays now!

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limepie20
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Re: Level Clearing

Postby limepie20 » 6 years ago

Lv27:
Sorry for the long wait!
You know I kind of found it fun this time around just to spin jump on the enemies. The one part I'm confused about is the section with alternating blocks every space and the two floating sparkies (right before the 3 or 4 podoboos in a row). I couldn't figure out how to jump on the sparkies so I just did a running jump to the next platform.

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Lv27MarkerMMan
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Re: Level Clearing

Postby Lv27MarkerMMan » 6 years ago

The one part I'm confused about is the section with alternating blocks every space and the two floating sparkies (right before the 3 or 4 podoboos in a row). I couldn't figure out how to jump on the sparkies so I just did a running jump to the next platform.
Those sparkies are only there to make it safer to do the run across single block length holes trick than it is to cautiously jump from platform to platform. If you want them removed or something that should be no problem. Am I cleared?
Don't be afraid to check out my Youtube channel.
I am making let's plays now!

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Re: Level Clearing

Postby limepie20 » 6 years ago

I kinda don't like that entire segment. It's just a bit awkward. Could you make it a uniform bridge and add some obstacles?
Yeah, you're cleared.

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Lv27MarkerMMan
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Re: Level Clearing

Postby Lv27MarkerMMan » 6 years ago

I know I got cleared, but I edited it a little more anyway. I shortened the block/empty space bridge and added some more obstacles. If this is better I'll submit it.
https://dl.dropbox.com/s/hpso4xkilbuzow ... 6cLAw&dl=1
Don't be afraid to check out my Youtube channel.
I am making let's plays now!

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limepie20
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Re: Level Clearing

Postby limepie20 » 6 years ago

I like it. It's good to go.

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Kerkec
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Re: Level Clearing

Postby Kerkec » 6 years ago

I guess I shouldn't keep this waiting any longer, since it's more or less been 'done' for a while, save for a few adjustments

If this isn't really the kind of thing you're looking for in a Sibling Hall, then I probably shouldn't keep this slot all to myself and delay things any further

Sublevel B5 (I stuck a door in Parrot's pad for testing purposes)

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limepie20
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Re: Level Clearing

Postby limepie20 » 6 years ago

Kerkec:
I'm not sure I really like the gimmick too much. The graphics are great, and I thought that was awesome about the level. But you yourself know you just borrowed the gimmick from on/off level because it used the same graphics. The level isn't necessarily bad; it's just that the whole on/off switch idea has been done many time before (even right in this hack), and in this particle instance, I don't think there was anything new about it. Most of the level is throwing shells at the switches. Again, it wasn't badly made, but I've just played a level like this many times. I'd suggest trying to move away from the on/off switch gimmick. I can tell you took a lot of influence from noseman's level, and that's a good start. I think if you think of a new, fresh, cool idea, you can make something even you yourself will be impressed with. If you really like the on/off switches, you can certainly try making something else with them. But as you can probably tell, it comes with the caveat that you need to impliment them in a creative way. The whole shell thing won't bring something new to the table. If you look at some of the vip levels, they can have the gimmick of blue koopas hitting on/off switches. That's something different. Try coming up with something interesting like that. Or you can abandon the on/off switches entirely.
One thing I found interesting was those crane graphics, and how they appeared to be holding the on/off switches. If you can think of an idea involving that, that would be really cool as the environment would compliment the gameplay. You could have the cranes holding some other sort of blocks, or something else, I'm not sure. Whatever suits you would work best, as you are the one designing the level.
If I remember correctly, this level had no enemies. You may not necessarily need enemies under certain circumtances (like a good gameplay gimmick that compensates), but definitely try throwing enemies in there. It can really spice up the gameplay. And I'm not talking about a goomba on every other platform that you can easily dodge. Experiment with new combinations of enemies like, as a very simple example, a goomba on a platform and a flying koopa above it so you have more to worry about than just jumping over the goomba. On the topic of enemies, you can abandon the idea of a gameplay gimmick altogether if you want. Just fun gameplay dodging enemies, staying alive can be fun. Obviously, not every single level needs (or should have) a gimmick. Just do what suits you best. Do you understand what I'm trying to convey? If you think there's something I don't understand, tell me. Maybe I missed something in the level, and you can make that something more clear in a future version.

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tenta
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Re: Level Clearing

Postby tenta » 6 years ago

I don't know where i had to put this so yeah. I changed a message in my level because i didn't like it after all.

http://www.mediafire.com/?2j7nqjjyy3gluup
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Paralars
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Re: Level Clearing

Postby Paralars » 6 years ago

if you just changed the message why not just post the message and where it belongs?
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tenta
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Re: Level Clearing

Postby tenta » 6 years ago

Paralars wrote:if you just changed the message why not just post the message and where it belongs?
Well, i was not sure about what to do about this.

Unless i just do it your way right now.
The message go in box 113-1 ->
Tes cheveux sont
tres jolie
aujourd'hui. Tu
t'es lave avec du
shampooing cette
fois?
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spitznagl
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Re: Level Clearing

Postby spitznagl » 6 years ago

@tenta

Don't know if you're french or not, but it should be;
Tes cheveux sont
tres jolies
aujourd'hui. T'es-
tu
lave avec du
shampooing cette
fois?
Just trying to help. ;)
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tenta
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Re: Level Clearing

Postby tenta » 6 years ago

spitznagl wrote:@tenta

Don't know if you're french or not, but it should be;
Tes cheveux sont
tres jolies
aujourd'hui. T'es-
tu
lave avec du
shampooing cette
fois?
Just trying to help. ;)
Yes i am. French Canadian. But my spelling is not the best :/. I type better in english for some reasons.
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yogui
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Re: Level Clearing

Postby yogui » 6 years ago

No it's
Tes cheveux sont
tres jolis
aujourd'hui. T'es-
tu lave avec du
shampooing cette
fois ?
Cheveux is masculine in french. No e.
In french, there is a space before the ? (but not in english, and not in canadian french, so it depend if you want your message to be in french french or french canadian).
Last edited by yogui on 26 Apr 2013, 10:52, edited 1 time in total.
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