Bugs, Testing, and Help (Oh My!)
Re: Bugs, Testing, and Help (Oh My!)
I played it and spin jumping was disabled.
Also so far none of the global and local scripts would do anything weird if they overlapped. They just set direct values so they'd just set the values twice. Now if you had global wind (great idea) and local wind at the same time, you would be pushed twice as fast.
Also so far none of the global and local scripts would do anything weird if they overlapped. They just set direct values so they'd just set the values twice. Now if you had global wind (great idea) and local wind at the same time, you would be pushed twice as fast.
DON'T PM me. Ask your question in the help thread so everyone can be answered.
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Re: Bugs, Testing, and Help (Oh My!)
I remembered that Lost Levels introduced jumping paratroopas, so with their addition 9-4 is now substantially harder. Also the upside-down piranha plants have been fixed. I have no idea what could be causing the Lakitu spawning issue. I know that sometimes he refuses to spawn if he starts on the same screen as the player but he doesn't in this case.
- swirlybomb
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Re: Bugs, Testing, and Help (Oh My!)
Aw man, I thought the first version of 9-4 was just right. Guess I'll have to try the new version soon...
LEVEL REVIEWS AND JUNK, sorry I've been taking so long - I tried to cut things down to the key elements... kind of:
both waters: Wow, you actually took the time to change all the water!! It looks very nice.
Water 1:
Water 2:
--Flagpole doesn't stop the music
It's hard to say which should be 2-2 and which should be 7-2. Water 1 is very open, but has more pits and bloopers and only one powerup, while Water 2 is a bit more 'claustrophobic' and feels like it has more fish density (though they're probably about the same)...
3-1:--Visible solid blocks in the air behind the flagpole, but it works otherwise
4-1:
5-2:
--No flagpole
5-3:--No Player 2 start position; Flagpole events should have 'No Smoke' checked.
5-4:--No Player 2 start position; the Bowser Clear event should hide Spawned NPCs
8-1:--Not likely to be possible to complete with two players, due to the Red Goopa bounce near the end
8-2:--No castle at the start
8-3:--No Player 2 start position; vines at Flagpole are visible
9-3:--No correct level end/Flagpole; Not likely to be possible to complete with two players, due to the Red Paragoopa bouncing near the end
The original version of 9-4:--No castle at the start
9-5:
I haven't written up a review for 8-4 yet because there's a LOT going on that needs to be analyzed, but the short version is that I still think it's WAY too long and difficult.
I'm also learning that it would seem that I have very different views of what the appropriate difficulty level should be for world 8/9 than others do...!
Also, I notice there haven't been any World 1 levels done yet!!
LEVEL REVIEWS AND JUNK, sorry I've been taking so long - I tried to cut things down to the key elements... kind of:
both waters: Wow, you actually took the time to change all the water!! It looks very nice.
Water 1:
It's hard to say which should be 2-2 and which should be 7-2. Water 1 is very open, but has more pits and bloopers and only one powerup, while Water 2 is a bit more 'claustrophobic' and feels like it has more fish density (though they're probably about the same)...
3-1:
4-1:
5-3:
5-4:
8-1:
8-2:
8-3:
9-3:
The original version of 9-4:
9-5:
I'm also learning that it would seem that I have very different views of what the appropriate difficulty level should be for world 8/9 than others do...!
Also, I notice there haven't been any World 1 levels done yet!!
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: Bugs, Testing, and Help (Oh My!)
before you do that, have another draft.swirlybomb wrote: I haven't written up a review for 8-4 yet because there's a LOT going on that needs to be analyzed, but the short version is that I still think it's WAY too long and difficult.
8-4
http://puu.sh/7c9q5.rar
-changed the direction of the first firebar
-section 8 'deleted', its just not gonna work and ended up being hella messy and unfair
-replaced the section 8 pipe with section 4's
-section 5 deleted
-section 5 is now bananasnake artillery
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Re: Bugs, Testing, and Help (Oh My!)
Uh, none of the jumps in my level are pixel perfect. The hardest one gives you at least 5 pixels to do the jump in and is entirely optional because of how hard it is to do that.swirlybomb wrote: 9-3:--No correct level end/Flagpole; Not likely to be possible to complete with two players, due to the Red Paragoopa bouncing near the end
Both sections you thought were impossible are entirely possible to get through without injury, though they are both really hard. Probably should make those two a bit easier.
And knocking the shell to the right doesn't kill you, the Goopas are placed such that you can just jump on the next one if you do that. I went out of my way to make sure of it when I noticed you could do that.
It is possible to get across the Goopa hopping segment hitting only half the Goopas. The other player can hit the other half.
It totally works. In theory; I don't have anyone to play 2-player with, but both routes of 2 Goopas worked when I tried them individually in 1-player.
Re: Bugs, Testing, and Help (Oh My!)
Responses bolded.swirlybomb wrote:8-1:--Not likely to be possible to complete with two players, due to the Red Goopa bounce near the end
-Added a Paratroopa to that jump, I can't exactly test how helpful that is in 2-player mode but it's doable with either one of them single-player so it's an improvement?
Also since I apparently have a lot of time on my hands here's the new version.
9-2 to come in the next couple days. For real this time, now that I've figured out why the right-walking wasn't stopping I can actually get something done with it.
Re: Bugs, Testing, and Help (Oh My!)
I guess I'll bold my responses too!
Also it seems like other people made their World 8 levels a lot harder than I made mine. I... I'm pretty sure I don't want to make 8-3 even harder though. Or need to.
Thanks for the review! Even if I'm too stubborn to agree with some things right off the bat, reviews are always great to hear.swirlybomb wrote: 8-3:--No Player 2 start position; vines at Flagpole are visible
I am a scatterbrain and a fool
Also it seems like other people made their World 8 levels a lot harder than I made mine. I... I'm pretty sure I don't want to make 8-3 even harder though. Or need to.
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Re: Bugs, Testing, and Help (Oh My!)
Basically the gist of this: Diggertron's a ninny who needs to remember how to set up a level properly.swirlybomb wrote:
5-3:--No Player 2 start position; Flagpole events should have 'No Smoke' checked.
Skynet.That makes raocow a victim of proprietary software.
- WestonSmith
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Re: Bugs, Testing, and Help (Oh My!)
Updated 5-1 and First Draft of 9-1
I've been stumped on what to do with 9-1. Originally I was going to make a hard but fairly standard level, but that seemed boring after what others have been doing. Then I thought of some super gimmicky levels, but they just screamed "romhack." So I finally settled on an idea, but I'm... uncertain about its quality. Its all about vertical movement in a game with no vertical scroll. Its short, but seems fairly difficult (and hopefully in a good way, not a frustrating way). I might go back to the drawing board on this one.
4-4 will be coming sometime this weekend.
I've been stumped on what to do with 9-1. Originally I was going to make a hard but fairly standard level, but that seemed boring after what others have been doing. Then I thought of some super gimmicky levels, but they just screamed "romhack." So I finally settled on an idea, but I'm... uncertain about its quality. Its all about vertical movement in a game with no vertical scroll. Its short, but seems fairly difficult (and hopefully in a good way, not a frustrating way). I might go back to the drawing board on this one.
4-4 will be coming sometime this weekend.
- QuantumPhysicsMan
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Re: Bugs, Testing, and Help (Oh My!)
So, long story short, I kind of forgot about this, and threw a level together in the last couple of days. It's not very good, but here's what I ended up with.
World 3-4
http://www.mediafire.com/download/s9cjw ... 5w/3-4.zip
World 3-4
http://www.mediafire.com/download/s9cjw ... 5w/3-4.zip
Warning: It is now too late to not read my signature.
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Re: Bugs, Testing, and Help (Oh My!)
Fixed version of 8-2 to make it easier.
It also has a rather uglily implemented invisible "Spiny Shield" over the exit and adds a background castle to the start.
I've also graphically fixed 9-4 but will refrain from uploading it until the most recent gameplay change is reviewed, since there's not much point updating now if I have to do a larger update right after.
It also has a rather uglily implemented invisible "Spiny Shield" over the exit and adds a background castle to the start.
I've also graphically fixed 9-4 but will refrain from uploading it until the most recent gameplay change is reviewed, since there's not much point updating now if I have to do a larger update right after.
- Clamestarebla
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Re: Bugs, Testing, and Help (Oh My!)
That's because if there is a whirlpool where the warp is, crazy shenanigans happen. That's why there isn't a whirlpool in the 2x2 square below the warp pipeswirlybomb wrote:There's a whirlpool zone under the first pipe, but no pit below it, and there are bits and pieces of the biggest pit with pipes above it (where the entrance to the bonus room is) that don't have whirlpool zones. This might be due to reconstructing the level or something.
Train harder, run faster, be stronger, better, evolution never over.
- Clamestarebla
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Re: Bugs, Testing, and Help (Oh My!)
Fixed some things Swirly told me to fix. How about now bomb boy?
https://www.mediafire.com/?7uev9a9kwlda9n8
https://www.mediafire.com/?7uev9a9kwlda9n8
Train harder, run faster, be stronger, better, evolution never over.
Re: Bugs, Testing, and Help (Oh My!)
so when's a beta
I'll review all the levels too if they are compiled into one thingy
Also in 9-5 (or maybe anytime you get hit while above a whirlpool) there's a thing where you get dragged down through solid objects. Changing the #1000+ events to this seems to work
Basically it checks if demo is in a normal state before calling the down push event which is now 1001, or else it doesn't push you.
I'll review all the levels too if they are compiled into one thingy
Also in 9-5 (or maybe anytime you get hit while above a whirlpool) there's a thing where you get dragged down through solid objects. Changing the #1000+ events to this seems to work
Code: Select all
#1000
OnPlayerMem,0x122,1,2,1001,1,w
#1001
PlayerMemSet,0,+0xC8,1,1,1,df
TriggerRandom,1002,9999,9999,9999,1,0
#1002
PlayerMemSet,0,+0xC8,1,1,1,df
DON'T PM me. Ask your question in the help thread so everyone can be answered.
- WestonSmith
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Re: Bugs, Testing, and Help (Oh My!)
Once I have all levels submitted to me, I'll be doing a once through and compiling them into something playable. Depending on free time, that could be anywhere from a few days to a couple of weeks. My hope is to have a fully playable game (minus hard mode) done no later than March 23rd, but that will mostly be dependant on folks finishing their levels by March 9th (which I'm not convinced will be everyone, since some folks haven't bothered contacting me or posted anything in this thread yet).
So in short, mid-to-late March will be a beta. A final product will hopefully come in early April.
So in short, mid-to-late March will be a beta. A final product will hopefully come in early April.
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Re: Bugs, Testing, and Help (Oh My!)
Well, it may be a day later than the original deadline, but here is 4-2. I'm pretty sure I used some elements that I wasn't supposed to, but I don't care.
https://www.mediafire.com/?ogjmbwqcdsocv7x
NOTE: There is a glitch relating to the 7th warp zone that I do not know how to fix. You will know it when you see it. If it is unfixable, I can move the warp zone somewhere else.
https://www.mediafire.com/?ogjmbwqcdsocv7x
NOTE: There is a glitch relating to the 7th warp zone that I do not know how to fix. You will know it when you see it. If it is unfixable, I can move the warp zone somewhere else.
Last edited by Compound Fraxure 10 years ago, edited 1 time in total.
Their tusks can shatter rocks. Since a broken tusk will not grow back, they diligently sharpen their tusks on river rocks after they've been fighting. Territory battles between [name omitted] can be intensely violent.
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Re: Bugs, Testing, and Help (Oh My!)
Skynet.That makes raocow a victim of proprietary software.
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- swirlybomb
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Re: Bugs, Testing, and Help (Oh My!)
I was referring to that whole big pit in general being inconsistent, not just the spot under the pipe (which is totally understandable, of course). Though it's not really that noticeable.Clemasterable wrote:That's because if there is a whirlpool where the warp is, crazy shenanigans happen. That's why there isn't a whirlpool in the 2x2 square below the warp pipeswirlybomb wrote:There's a whirlpool zone under the first pipe, but no pit below it, and there are bits and pieces of the biggest pit with pipes above it (where the entrance to the bonus room is) that don't have whirlpool zones. This might be due to reconstructing the level or something.
didnt i say never to call me that in publicClemasterable wrote:Fixed some things Swirly told me to fix. How about now bomb boy?
GOSH DANG I really need someone to take over for me; I still haven't been able to start on 9-7 yet because of all the reviewing to be done mixed with RL stuff gaaaaaaaaaaahhhhhhhhh
UPDATE: apparently small castles are semi-translucent throughout the game, not just in 8-3. What be the deal, yo...?
I WANT TO MENTION that all of my reviews are totally based on my own ideas of what level design and difficulty for this game should be like, and they don't have to be necessarily taken as gospel. Please use your own judgement as well. And stuff.
2-2:
5-3:
Ah... looks like you didn't upload an updated version! It's the same as before, and the date on it is Feb 21.
8-1:
revisiting 8-3:
I... I really can't keep this up! I need time to work on my own level...!
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Re: Bugs, Testing, and Help (Oh My!)
Speaking of world 9 difficulty, I'm pretty sure I SEVERELY overshot it for 9-2.swirlybomb wrote:
I'm not 100% done testing it yet, but it's definitely beatable with Demo or Iris. Unless, of course, I uploaded the version that got corrupted when my computer BSoDed randomly or I forgot to make one of the small tweaks I made between conveniently copying my level file and the BSoD. I don't think I did, but I'm way too tired/burnt out to check at the moment, so I'm just going to hope I didn't.
- WestonSmith
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Re: Bugs, Testing, and Help (Oh My!)
I'm already in the process of toning 9-1 down. The generators are being sped up and I'm trying to find a way to keep the shell from stating on the elevator.
For me, the intent of World 9 is not to be impossible, just greatly stepped up in difficulty.
For me, the intent of World 9 is not to be impossible, just greatly stepped up in difficulty.
- Clamestarebla
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Re: Bugs, Testing, and Help (Oh My!)
Is this coral threatening enough?
Train harder, run faster, be stronger, better, evolution never over.
- swirlybomb
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Re: Bugs, Testing, and Help (Oh My!)
Kinda, it's hard to say. On one hand it looks kinda 'fluffy'(?) to me like it's just background detail, but on the other it does definitely stand out from the normal coral... and I'm sure you put a lot of work into it so I don't want to say 'no' outright >_> It's entirely possible it looks fine within the context of the level, but I guess I don't know that myself.
If you want to get really obvious with zero ambiguity, here's a potential shape to use: Now tell me you'd want to touch that :v
But if you think it looks good and clear, then use it.
If you want to get really obvious with zero ambiguity, here's a potential shape to use: Now tell me you'd want to touch that :v
But if you think it looks good and clear, then use it.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Re: Bugs, Testing, and Help (Oh My!)
Here's a thing. http://www.gamearchaeology.com/9-6.zip Maybe it's too easy. If your lunadll isn't working the level won't make any sense.
DON'T PM me. Ask your question in the help thread so everyone can be answered.
- Clamestarebla
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Re: Bugs, Testing, and Help (Oh My!)
Tried the shape you suggested how does this look?
Train harder, run faster, be stronger, better, evolution never over.