Multiperson sections
Re: Multiperson sections
It's great. A maybe suggestion is to remove a few obstacles to make it shorter, but make the fish jumps required. As of now you can just jump over a lot of them or spinjump on a thwimp/podoboo. Maybe replace the thwimp with a bowser statue that breathes fire?? idk
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Re: Multiperson sections
I forgot to submit this weeks ago
bowser room CD
bowser room CD
- snoruntpyro
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- snoruntpyro
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Re: Multiperson sections
Multiperson stage 075 (for RNG, probably too hard for Bowser's Castle, and thematically it fits RNG more).
(also, because I forgot to put AddMusic track list, the track is "7B Gaze Up at the Darkness.txt")
IPS: https://i.xfix.pw/pellmell.ips (not enough space on talkhaus, asdf?)
(also, because I forgot to put AddMusic track list, the track is "7B Gaze Up at the Darkness.txt")
IPS: https://i.xfix.pw/pellmell.ips (not enough space on talkhaus, asdf?)
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Last edited by Sugar 7 years ago, edited 2 times in total.
- morsel/morceau
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Re: Multiperson sections
Bug report: If you hold left or right and run against a wall, on certain frames the switch status won't change when you jump.era64 wrote:Multiperson stage 075
dont wanna jihad no more
Re: Multiperson sections
Wow, somehow managed to break this while moving ASM code to a custom sprite (due to UberASM hijack being in the wrong spot).morsel/morceau wrote:Bug report: If you hold left or right and run against a wall, on certain frames the switch status won't change when you jump.era64 wrote:Multiperson stage 075
Fixed download. If it somehow managed to be very quickly inserted into base ROM, sprites/pellmell.asm was changed (no other changes done).
Thanks for playing, by the way :). I really liked your level, so I figured I would put a level based on M/M to have some of that JUMP feeling (sorta unfortunate that there is no level by you in JUMP 1/2, but oh well).
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Re: Multiperson sections
Can I claim a section for RNG?
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Re: Multiperson sections
I'll give you 15BMECHDRAGON777 wrote:Can I claim a section for RNG?
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Re: Multiperson sections
Is there still room in either of the sections that I could claim?
Re: Multiperson sections
Sublevel D0 for RNG
I'll be honest here - I don't know if this type of level works on every hardware/emulator out there. I've tested it on two different PCs and with a bunch of different emulators but I can't test all of them, so...
Let's just say that if it turns out that it actually is inconsistent for anyone out there, I will naturally scrap it and come up with something else.
I'll be honest here - I don't know if this type of level works on every hardware/emulator out there. I've tested it on two different PCs and with a bunch of different emulators but I can't test all of them, so...
Let's just say that if it turns out that it actually is inconsistent for anyone out there, I will naturally scrap it and come up with something else.
this is getting laundromatic
- snoruntpyro
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Re: Multiperson sections
It's not a matter of emulators, it's the fact that Mario's pspeed is randomly generated between 5 values (i think). So sometimes the whole chain just randomly doesn't work. Also there's like no indication at the end that you need to divebomb the lotuses. So, uuuhh.... :v
Re: Multiperson sections
Well that's annoying then. It still seemed pretty consistent to me (maybe one try in thirty wouldn't work), but I get that it's annoying when it doesn't work out. A possible solution would be to add a powerup and teleporter blocks throughout the entire level, but then it would be actually impossible to fail.Pyro wrote:It's not a matter of emulators, it's the fact that Mario's pspeed is randomly generated between 5 values (i think). So sometimes the whole chain just randomly doesn't work. Also there's like no indication at the end that you need to divebomb the lotuses. So, uuuhh.... :v
The end with the lava lotuses is automatic if you hold Y&B like the rest of the sequences.
Edit: It can't be one in five. It's way too consistent if that were the case. Even if it were one in ten it wouldn't make sense. But I realize that it doesn't actually matter what the variable is, as long as there is RNG evolved.
Maybe the real issue aren't pspeed variables but the exact spot were you jumped off? It's not pixel perfect or anything, but if you jumped off "too late" the chain would break at the green koopa I believe. At what exact spot did the chain break for you?
this is getting laundromatic
Re: Multiperson sections
I have a few things and ideas to note.
First chain, jump too late -> miss green parakoopa
otherwise, I think there's two frames that work...?
Second chain: I miss the paragoomba falling from the sky a lot. I think that one's frame perfect. Also, I missed the wall triangle once as well.
After going up the wall triangle, my initial reaction was to jump, which was incorrect--I should have just fell and jumped on the flying super koopa. To prevent such reactions, maybe put two munchers hanging from a ceiling pipe so that the player won't want to jump.
Dive bomb section: I never even knew there were lotuses because I killed them before anything happened, lol. Not an issue or anything.
Maybe put a few super koopas or something before the ultimate dive bomb?
After the dive bomb, you have to go through this weird one-tile gap that's reminiscent of Kaizo 1's feather trap. It's kind of funny and annoying... idk what to think about it.
Flying into the pipe: After exiting the pipe, Mario still has P-speed, so he continues to fly. Perhaps make some sort of gimmick out of that?
First chain, jump too late -> miss green parakoopa
otherwise, I think there's two frames that work...?
Second chain: I miss the paragoomba falling from the sky a lot. I think that one's frame perfect. Also, I missed the wall triangle once as well.
After going up the wall triangle, my initial reaction was to jump, which was incorrect--I should have just fell and jumped on the flying super koopa. To prevent such reactions, maybe put two munchers hanging from a ceiling pipe so that the player won't want to jump.
Dive bomb section: I never even knew there were lotuses because I killed them before anything happened, lol. Not an issue or anything.
Maybe put a few super koopas or something before the ultimate dive bomb?
After the dive bomb, you have to go through this weird one-tile gap that's reminiscent of Kaizo 1's feather trap. It's kind of funny and annoying... idk what to think about it.
Flying into the pipe: After exiting the pipe, Mario still has P-speed, so he continues to fly. Perhaps make some sort of gimmick out of that?
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Re: Multiperson sections
Thank you very much for your feedback.
Version 2
The only thing that I'm unsure about is whether or not the kicked shell is actually more consistent than the falling paragoomba. I guess if it doesn't work I can always replace it with a super koopa or a regular winged koopa, they seem to be the most consistent...
I've added reset doors/pipes if the following elements fail: Green koopa at the first chain, wall triangle at the second chain, jumping off the wall at the second chain / gliding straight down once you get cape, first super koopa at the third chain. The last goomba at the first chain is the most inconsistent for me, which is why it's not necessary.
If any other element breaks for anyone else, please let me know (fixing stuff with reset doors is a lot easier than I initially thought).
(The lava lotuses are borrowed from VIP1, although the kaizo reference is very similar)
Version 2
The only thing that I'm unsure about is whether or not the kicked shell is actually more consistent than the falling paragoomba. I guess if it doesn't work I can always replace it with a super koopa or a regular winged koopa, they seem to be the most consistent...
I've added reset doors/pipes if the following elements fail: Green koopa at the first chain, wall triangle at the second chain, jumping off the wall at the second chain / gliding straight down once you get cape, first super koopa at the third chain. The last goomba at the first chain is the most inconsistent for me, which is why it's not necessary.
If any other element breaks for anyone else, please let me know (fixing stuff with reset doors is a lot easier than I initially thought).
(The lava lotuses are borrowed from VIP1, although the kaizo reference is very similar)
this is getting laundromatic
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Re: Multiperson sections
Made this. It was intended for the RNG section but might be too easy? Feedback appreciated.
EDIT: Fixing stuff
EDIT: Fixing stuff
Last edited by MiracleWater 7 years ago, edited 2 times in total.
Re: Multiperson sections
MiracleWater: 3 tries, takes about 120-150 SMW seconds to beat, which is slightly long, but whatever.
I have a lot to say about this room (well, first, it doesn't feel like a room. It feels like a gimmick that is going to be drawn out in every possible way in an actual level.)
Disabling spinjump is an unnecessary variable in my opinion.
The introductory part at the beginning is kind of weird. Perhaps instead drop Mario down a chute and have only the pipe at the bottom. Right now, the layout is open in an awkward way.
Bowser statue obstacle with vines: I always tanked this. Actually trying to do it without getting hurt is super precise.
I would be happier if the pipe shot you out immediately or something instead of having to memorize the timing of it. Avoiding the grinder feels really random to me. Also, the whole building a bridge concept in general lol. The on/off switch blocks in this obstacle serve no actual gameplay purpose either.
The next obstacle where you have to react quickly to the coin trails. I died once here because I couldn't react quickly enough. Maybe you can introduce some sort of thing where blocks that are offscreen are "reflected" so that it isn't blind. worldpeace did this in his vldc9 level and a lot of JUMP levels... but that might be too many gimmicks in one room. I saw that kind of applied in the next challenge with two grinders and the on/off block in the ceiling, where there's an on/off block on the ground that shows where the position of the ceiling one is. Also, that grinder that comes at you when you hit the switch is too fast. Give some reaction time.
Final obstacle: This is probably just me being dumb, but I blindly followed the coin trails both times, so I hit the switch twice lol. Maybe just have one switch. Also, you kind of have to learn the timing by trial and error (thankfully I had two hits).
I have a lot to say about this room (well, first, it doesn't feel like a room. It feels like a gimmick that is going to be drawn out in every possible way in an actual level.)
Disabling spinjump is an unnecessary variable in my opinion.
The introductory part at the beginning is kind of weird. Perhaps instead drop Mario down a chute and have only the pipe at the bottom. Right now, the layout is open in an awkward way.
Bowser statue obstacle with vines: I always tanked this. Actually trying to do it without getting hurt is super precise.
I would be happier if the pipe shot you out immediately or something instead of having to memorize the timing of it. Avoiding the grinder feels really random to me. Also, the whole building a bridge concept in general lol. The on/off switch blocks in this obstacle serve no actual gameplay purpose either.
The next obstacle where you have to react quickly to the coin trails. I died once here because I couldn't react quickly enough. Maybe you can introduce some sort of thing where blocks that are offscreen are "reflected" so that it isn't blind. worldpeace did this in his vldc9 level and a lot of JUMP levels... but that might be too many gimmicks in one room. I saw that kind of applied in the next challenge with two grinders and the on/off block in the ceiling, where there's an on/off block on the ground that shows where the position of the ceiling one is. Also, that grinder that comes at you when you hit the switch is too fast. Give some reaction time.
Final obstacle: This is probably just me being dumb, but I blindly followed the coin trails both times, so I hit the switch twice lol. Maybe just have one switch. Also, you kind of have to learn the timing by trial and error (thankfully I had two hits).
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Re: Multiperson sections
165 - RNG
Thanks for the feedback. I've updated the room (mostly the first half) to fix some of the issues.
Thanks for the feedback. I've updated the room (mostly the first half) to fix some of the issues.
Disabling spin jumping was actually to facilitate some of the original obstacles (and to avoid a bug with the pipes). I completely changed the first half of the level and fixed the bug so no need for spin jumping to be disabled anymore.ft029 wrote: Disabling spinjump is an unnecessary variable in my opinion.
Cleaned up the starting to be less cluttered so figuring out the gimmick is easier.ft029 wrote: The introductory part at the beginning is kind of weird. Perhaps instead drop Mario down a chute and have only the pipe at the bottom. Right now, the layout is open in an awkward way.
I personally never had a problem with the vines, but I had to change this obstacle (to something similar) anyway because spin jumping kind of defeats the challenge.ft029 wrote: Bowser statue obstacle with vines: I always tanked this. Actually trying to do it without getting hurt is super precise.
The game now freezes when you enter a pipe so that you're shot out of the pipe facing the same state as when you entered. I never really meant the gimmick to be timing based, I meant it to be more of a dodge the saws in midair kind of thing.ft029 wrote: I would be happier if the pipe shot you out immediately or something instead of having to memorize the timing of it. Avoiding the grinder feels really random to me.
Most of this stuff has been fixed or replaced with something different.ft029 wrote: Also, the whole building a bridge concept in general lol. The on/off switch blocks in this obstacle serve no actual gameplay purpose either.
The next obstacle where you have to react quickly to the coin trails. I died once here because I couldn't react quickly enough. Maybe you can introduce some sort of thing where blocks that are offscreen are "reflected" so that it isn't blind. worldpeace did this in his vldc9 level and a lot of JUMP levels... but that might be too many gimmicks in one room. I saw that kind of applied in the next challenge with two grinders and the on/off block in the ceiling, where there's an on/off block on the ground that shows where the position of the ceiling one is. Also, that grinder that comes at you when you hit the switch is too fast. Give some reaction time.
Final obstacle: This is probably just me being dumb, but I blindly followed the coin trails both times, so I hit the switch twice lol. Maybe just have one switch. Also, you kind of have to learn the timing by trial and error (thankfully I had two hits).
Re: Multiperson sections
added one more reset pipe to d0. hopefully dying in my sublevel can now be contained to a minimum
download is the same as for level 15
download is the same as for level 15
this is getting laundromatic
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Re: Multiperson sections
Made this for RNG.
Thanks idol for ripping the Zinger GFX.
Thanks idol for ripping the Zinger GFX.
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Re: Multiperson sections
op is a mess, here are the current stats. green is ft
Bowser:
RNG:
tell me if I forgot a room
-very good
Bowser:
tell me if I forgot a room
-very good
Last edited by Lazy_ 6 years ago, edited 14 times in total.
is there an integer overflow when you become 256 years old
Re: Multiperson sections
wow this is like 8 months overdue
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is there an integer overflow when you become 256 years old
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Re: Multiperson sections
Can I take RNG? I could make a hub