Level testing and discussion
- KobaBeach
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Re: Level testing and discussion
Mirroring here.
Name to be determined.
Ice blocks can be melted, I was inspired by three stages in Romancing Mario:
雪景色 (Snowscape), for its ice blocks and snowy vibes.
クリスタルケイヴ (Crystal Cave), for the RomaSaGa3 aurora background (borrowed from carol's hack in my case) and for the ethereal feel.
ナルシェ! (Narshe!), for the wintery evening feel, gave me a sort of festive vibe, which reminded me of Christmas, which reminded me of worldpeace's Money Money Money port from TalesWeaver, which I'm using rn.
Other inspirations include ポドールイの千の夜 (One Thousand Nights of Podorui) in VIP5, Unjust... from Luigi's Adventure: The Lost Levels (just the burning things part, not the stupid difficulty part), and the ice theme from A2MT, which I could have used since we do have access to the A2MT txt files... But I wanted to use the TW song.
Shout out to carol and StanTheMackiar for making the graphics... Which technically I kind of stole from the former along with the palette exanimation. Some crimes can never be forgiven
Also thought about making a town level with RPG tiles similar to Narshe!, the DQ5 stage in VIP4, R-ACK's Spiderman level... It'd be tough but it'd be a neat exercise in level design. just need to find a neat tileset, thought about Tales of Phantasia or Star Ocean, personally.
I'm pulling an all nighter because I woke up at 3:30 PM!!!!!!!!!!!!!!!!!!
could really use som coffee w/ milk ;x;
Name to be determined.
Ice blocks can be melted, I was inspired by three stages in Romancing Mario:
雪景色 (Snowscape), for its ice blocks and snowy vibes.
クリスタルケイヴ (Crystal Cave), for the RomaSaGa3 aurora background (borrowed from carol's hack in my case) and for the ethereal feel.
ナルシェ! (Narshe!), for the wintery evening feel, gave me a sort of festive vibe, which reminded me of Christmas, which reminded me of worldpeace's Money Money Money port from TalesWeaver, which I'm using rn.
Other inspirations include ポドールイの千の夜 (One Thousand Nights of Podorui) in VIP5, Unjust... from Luigi's Adventure: The Lost Levels (just the burning things part, not the stupid difficulty part), and the ice theme from A2MT, which I could have used since we do have access to the A2MT txt files... But I wanted to use the TW song.
Shout out to carol and StanTheMackiar for making the graphics... Which technically I kind of stole from the former along with the palette exanimation. Some crimes can never be forgiven
Also thought about making a town level with RPG tiles similar to Narshe!, the DQ5 stage in VIP4, R-ACK's Spiderman level... It'd be tough but it'd be a neat exercise in level design. just need to find a neat tileset, thought about Tales of Phantasia or Star Ocean, personally.
I'm pulling an all nighter because I woke up at 3:30 PM!!!!!!!!!!!!!!!!!!
could really use som coffee w/ milk ;x;
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
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MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: Level testing and discussion
That looks neat!
- KobaBeach
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Re: Level testing and discussion
i think i made the main gimmick avoiding losing your cactus and there's now a secret exit where you wrangle a fishin boo and it's Totally Not A Rip Off of anikiti's stage in aspe (ghost valley, 1-2)
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
- PSI Ninja
- Posts: 571
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- https://psininja.talkhaus.com/
Re: Level testing and discussion
This happened to me too. It seems to occur whenever one of the generated Bullet Bills comes into contact with it as it crosses over:EllenHouraisan wrote: ↑2 years ago 3- I don't know how it happened or how to fix it, but one of the fence goopas on screen 09 escaped the fence and was climbing the air right on top of the lineguide. Probably not a big deal, since it didn't affect the platforming much and only happened exactly once for me, but... I dunno, I thought it was amusing, at the very least.
Here are some more level reviews. I wrote them before reading anyone else's comments on these levels, so I may be repeating some stuff that was already said. I played using this version of the base ROM.
James Turner by SAJewers (Level 103)
Re: Level testing and discussion
Gonna fix in baserom, nice catch. I'll leave the rest to SAJewers since it's design-related.PSI Ninja wrote: ↑2 years agoAlso, the background has cutoff at the very bottom. I used the same ActRaiser background for my MaGL4 level, and what I did was to shift everything one tile down (and add an extra row of solid blue sky tiles at the top). This is not an issue in the original game, because it's hidden behind the Sky Palace foreground tiles.
I actually think the secret exit is neat, as you need to observe the enemies to find it.PSI Ninja wrote: ↑2 years agoHere are a couple of level design concerns I had. Regarding the secret exit, I'm not sure that it adds much? You reach it by shooting off the main path a few screens after the midpoint, shoot diagonally upwards, and then you're already at the keyhole with a key. It's not super obvious to find, but I don't know... it seems like the secret exit path could be a bit fleshed out more.
It can't be visible because of the layer 3 (which still needs to be fixed as you pointed out), unless we would use sprite status bar which apparently doesn't work well with SA-1 and takes a lot of sprite tiles away.
It was my intention to make it so the player needs to execute specific timings and facing the right directions to affect big boos, etc. I tried to make it clear enough with coins, but this is supposed to be the main challenge of the level.PSI Ninja wrote: ↑2 years agoI think there are some sections where it's easy to box yourself in and get hit by enemies, due to how narrow the up/down arrow cage is. And there were some parts in the second section that I thought were a bit too tight. You kind of have to know in advance how to move through those parts without taking a hit.
The boss is doable by just standing on two blocks and grabbing one, that way you don't need to jump-grab. If you mess up (like losing one block) you can still jump-grab though (or tank a hit at the bottom) to still beat it.PSI Ninja wrote: ↑2 years agoAs for the boss fight, I guess you're meant to jump-grab the throw blocks in order to make it back inside the up/down arrow cage before the hurt block floor rises? I'm pretty consistent at it, but I don't know how much trouble that would potentially give other players. Out of all the submissions, this is definitely the hardest level I've played so far.
Nah, I really like how it looks. I think the outline being colored instead of white makes it look super cool.PSI Ninja wrote: ↑2 years agoOne more thing - I know that this is an artistic choice that you made, but I think those hurt blocks that are placed throughout the level should just be the Ghost House spikes or something similar. I never really liked it when the "used" block graphics are employed as hurt blocks in Mario hacks - probably because it makes me think of Kaizo or Pit hacks that use them extensively.
You're supposed to let yourself get pushed out of the arrow corridor again, as indicated by the coins.PSI Ninja wrote: ↑2 years agoThis section is very tight. The player has to realize that they need to start running to the right as soon as Demo's feet are planted on the ground. If you dawdle even a little bit, you won't make it. Even if you realize that you would be too late to dash to the right, you can't recover to a safe position unless you run back towards the left where the Big Boo is. It's possible that I'm doing some things wrong, though.
Thanks a lot for testing! :3
Re: Level testing and discussion
Hello, I'm 4season. I changed a Layer 3 BG setting. Therefore, the status bar is hidden and some bg tiles are glitched. The great engineers will make a patch for this. "She'll go back into the barrel" -> That's my purpose actually. =) I know barrel sprite's properties. Yes, it's really janky and unstable.PSI Ninja wrote: ↑2 years ago Demo in thornbush scrumble by 4season (Level 15)
The status bar is missing. Also, the background appears to be missing some tiles near the top of the screen, and the join between some of the brambles look messy (it's more conspicuous in other locations).
Seems kind of jank, but if you shoot diagonally upwards from this barrel, it counts as Demo making contact with the brown blocks, and she'll go back into the barrel. This also happens in other places, especially at junctions between thorns. Probably not a big deal.
Araragi Marisa's Anime List: MAL List
- PSI Ninja
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Re: Level testing and discussion
Status update: 16 levels have been inserted into the base ROM, and 41/95 level slots have been claimed. For those of you who might want to make a level but haven't reserved their spot yet, there are still plenty of openings! Here's the spreadsheet again: https://docs.google.com/spreadsheets/d/ ... 1122672625
Since this post, Levels 19, 14, and 11F have been inserted. Level 106 is pending insertion.
Some of the newer submissions haven't gotten much feedback yet. If you have some free time, you can download the latest base ROM patch and check them out: https://github.com/lion65816/aat/blob/m ... ck_bps.bps
Since this post, Levels 19, 14, and 11F have been inserted. Level 106 is pending insertion.
Some of the newer submissions haven't gotten much feedback yet. If you have some free time, you can download the latest base ROM patch and check them out: https://github.com/lion65816/aat/blob/m ... ck_bps.bps
I didn't have a problem with how the secret exit was hidden. I meant that, once you branch off the main path, I was kind of expecting there to be a bit more content. To be fair, the original SMW does this too, with the key and keyhole only being slightly off the main path in some levels (e.g., Vanilla Dome 1 and Star World 3). I guess I was a bit surprised at how short the secret path in 4season's level was, because I've gotten so used to hacks that make the secret exit such a big deal.
Yeah, I acknowledged that it was part of the difficulty. I just thought it would be worth pointing out the stuff that gave me some trouble, because authors are usually not aware of these things when playtesting their own levels. I'm pretty happy with the level overall.
Ah, I didn't realize that was you. Good to know! Regarding the brown blocks, I'd probably put one or two more of those blocks over that barrel so it makes a bit more sense (as long as it doesn't break anything).Jongseok wrote: ↑2 years ago Hello, I'm 4season. I changed a Layer 3 BG setting. Therefore, the status bar is hidden and some bg tiles are glitched. The great engineers will make a patch for this. "She'll go back into the barrel" -> That's my purpose actually. =) I know barrel sprite's properties. Yes, it's really janky and unstable.
Re: Level testing and discussion
Some observations from watching Maks play the level:
On screen 0B, the goal arrow implies that there is ground under it (seen multiple people run into this issue). Maybe you could either place it a tile higher and have ground under it, or put an upside down arrow on the ceiling instead (it's on map16 page 5 if you need it).
On screen 1C, it would be nice to remove the 2 eeries at the top, since the screen is already quite crowded with enemies and it feels slightly unfair how it is now.
Let me know what you think :D If you're gonna make changes, make sure to use the latest baserom version.
Re: Level testing and discussion
Thanks for letting me know about the things that I can improve. :)Nao wrote: ↑2 years agoSome observations from watching Maks play the level:
On screen 0B, the goal arrow implies that there is ground under it (seen multiple people run into this issue). Maybe you could either place it a tile higher and have ground under it, or put an upside down arrow on the ceiling instead (it's on map16 page 5 if you need it).
On screen 1C, it would be nice to remove the 2 eeries at the top, since the screen is already quite crowded with enemies and it feels slightly unfair how it is now.
Let me know what you think :D If you're gonna make changes, make sure to use the latest baserom version.
I fixed the things you mentioned in your post, so here is the new version.
Also thank you to everyone who tested my level!
- Attachments
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- how eerie, an eerie (V2).zip
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- EllenHouraisan
- Cat llama enthusiast
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Re: Level testing and discussion
Some more testing:
Fishing Grounds:
Chrystal Caves:
Lucifer's Lava Lamp:
This Cave is no Ghost House!:
Fishing Grounds:
- PSI Ninja
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- https://psininja.talkhaus.com/
Re: Level testing and discussion
Thanks for the review. Nao also mentioned this on the Discord. If more people have trouble with this particular section, I'll see about extending the height/width of those corridors by one more tile. In the chat, SAJewers thought that the time limit was too low, and I agreed, so we should increase it from 300 to 400.EllenHouraisan wrote: ↑2 years ago One issue I do have is that on screen 0D, it's a bit awkward getting through the cheep-cheep if you're big (the fact you can kill it isn't obvious when you're not as familiar with SMW), so I'd suggest raising the ceiling a little bit (or lowering the ground) to give you more room.
Here are some more level reviews. Changes to levels pending insertion happen too quickly on the server for me to test them in time. So I've decided to only do these reviews once the levels have been inserted into the base ROM. I played everything using this version.
sttlimimvdkm-lmwiw9 by Sam Deluxe (Level 14)
- PSI Ninja
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Re: Level testing and discussion
Since raocow is LPing an official Touhou game for the first time, let's mark the occasion with a review of a Touhou-themed SMW level. Only one level review this time, because I haven't had a lot of free time lately. I played the level using this version of the base ROM.
Who put Touhou in my hack? by 4season (Level 136)
Who put Touhou in my hack? by 4season (Level 136)
- PSI Ninja
- Posts: 571
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- https://psininja.talkhaus.com/
Re: Level testing and discussion
I have two new levels ready for testing:
https://psininja.talkhaus.com/smw/Thwom ... ilding.bps
https://psininja.talkhaus.com/smw/Coast ... s_A3MT.bps
The first is my "high effort" level that I've been working on since the very start of the collab. The second is a modified version of my OLDC2 contest entry. Be warned, though - these are not friendly like my fish level.
Read after testing:
https://psininja.talkhaus.com/smw/Thwom ... ilding.bps
https://psininja.talkhaus.com/smw/Coast ... s_A3MT.bps
The first is my "high effort" level that I've been working on since the very start of the collab. The second is a modified version of my OLDC2 contest entry. Be warned, though - these are not friendly like my fish level.
Read after testing:
Re: Level testing and discussion
https://bin.smwcentral.net/u/17388/gbreeze_a3mt.zip
Sorry if this is the wrong place to submit my levels, but I wasn't sure where to do it. Patch is also included in case anyone wants to test. If you have feedback, it would be helpful to post it here, as I am not in the discord. Thanks
Sorry if this is the wrong place to submit my levels, but I wasn't sure where to do it. Patch is also included in case anyone wants to test. If you have feedback, it would be helpful to post it here, as I am not in the discord. Thanks
- KobaBeach
- screw it lion time. we are so f***ing back
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Re: Level testing and discussion
Any place is fine. Thanks for submitting <3
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: Level testing and discussion
These are great. I'm not sure if the Key Exit in the Goal Post level is needed as it just adds some tedium (that has to be repeated when getting the third exit) but then again, it could be viewed as the Normal Exit while the 3rd one is the Secret Exit i suppose (and the 1st exit is going to be essentially useless since it's trivial)gbreeze wrote: ↑2 years ago https://bin.smwcentral.net/u/17388/gbreeze_a3mt.zip
Sorry if this is the wrong place to submit my levels, but I wasn't sure where to do it. Patch is also included in case anyone wants to test. If you have feedback, it would be helpful to post it here, as I am not in the discord. Thanks
- Super Maks 64
- Just your usual SMW hacker
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Re: Level testing and discussion
Weird Teal House
-The Mushroom palette is incorrect
-If you respawn from the checkpoint, then the 2 Fire Flowers are free
-The No Yoshi intro is actually the athletic one instead of the Ghost House one due to the level number being above 12D
-The Mushroom palette is incorrect
-If you respawn from the checkpoint, then the 2 Fire Flowers are free
-The No Yoshi intro is actually the athletic one instead of the Ghost House one due to the level number being above 12D
Re: Level testing and discussion
Thanks. Yeah that was the idea, secret exit is the "normal" exit while the normal exit is just trivial. If others agree that it's tedious, it can be removed.Nao wrote: ↑2 years agoThese are great. I'm not sure if the Key Exit in the Goal Post level is needed as it just adds some tedium (that has to be repeated when getting the third exit) but then again, it could be viewed as the Normal Exit while the 3rd one is the Secret Exit i suppose (and the 1st exit is going to be essentially useless since it's trivial)gbreeze wrote: ↑2 years ago https://bin.smwcentral.net/u/17388/gbreeze_a3mt.zip
Sorry if this is the wrong place to submit my levels, but I wasn't sure where to do it. Patch is also included in case anyone wants to test. If you have feedback, it would be helpful to post it here, as I am not in the discord. Thanks
I can't say I particularly mind the no yoshi intro not being a ghost house. If it's absolutely required that I fix it though, I can fix it. I can fix the others, thanks for the report.Super Maks 64 wrote: ↑2 years ago Weird Teal House
-The Mushroom palette is incorrect
-If you respawn from the checkpoint, then the 2 Fire Flowers are free
-The No Yoshi intro is actually the athletic one instead of the Ghost House one due to the level number being above 12D
Re: Level testing and discussion
I inserted your levels to the baserom, and fixed the mushroom palette. If you want to fix the powerups and/or entrance, just send an update for the .mwls.
- KobaBeach
- screw it lion time. we are so f***ing back
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Re: Level testing and discussion
World 1 - Alberta (like florida? bayside/island):
sttlimimvdkm-lmwiw9 - pretty good intro stage, but the length is a bit too much. not bad though
matcha ampersand avocado - simple chill stage. i can vibe to it
Fishing Grounds - i like the pier log in water tiles, very good. again, simple stage for world 1
THE OBSTACLE - slight increase in difficulty, wonder if it's not best for world 3... i still felt anxious despite knowing the podoboos and bullet bills were signposted
This Cave Is No Ghost House! - i don't get this stage. it's meant to be a non-puzzle but it's not fun or engaging or fun to play. it just feels like a troll stage. i guess it fits the vip vibe but. i don't really like it at all. sorry raekuul (star world material)
World 2 - British Columbia (mountain):
The Feeling of a Freshman - throwback to newbie hazing in smw yeah... I like the rambunctious feel really puts the "romp" in "romp level". really fun to play
Chrystal Caves - Tokyo Crystal Mew representation. a bit too long, but overall kind of fun if a smidge unfocused, not bad
Horse Adventure - i really like how the focus wasn't on catnip at all. poor thing, never to have top billing in a broadway special... anyway the fucking seed cannon (bullet seed if you're a pokemon fan) bonanza that happens twice in the stage is completely bonkers and i can't believe it's on world 2. mario newbies are gonna go through hell with that lmao.
Demo in the Sky (no diamonds) - cute breather stage. i really didn't do much with this
Warning! It's A Red Radish Morning - i like how it's a completely different stage with the red blocks. super cute and kind of tough, i really like this one despite it feeling a bit weird with the platforming. thumbs up!
The Castle of Spirits - really precious stage. i do feel lao khao, as I call the boss, is a bit jank? i'd remove maybe one podoboo. earthquakes are annoying so you gotta adjust for them. that's true for architecture and boss design. i'd also suggest a second midpoint at the boss door? just so you don't have to do like five screens after you die at the boss. i'd also tone it down to like three shots?
baby catnips get tragic concussions - extremely clever puzzle. still love it (star world material)
World 3 - Cypress Hills (mayoi no mori)
A Warm Welcome - so begins the journey to capture the jade duck... i ate a duck pasty from lidl today and yesterday and it was good. anyway really fun stage, appreciate the goemon graphics usage and how the foreground looks a lot like new super marisa land, but the "run full speed jumping above pits" part in the middle didn't feel too clear to me? i thought you had to jump on the parabombs. oh well it's minute, no need to change it
NO VEGETABLES, ONLY TREES - still a clever stage. really fun too, top notch. do feel the changkey hopping part is a bit rng though...
how eerie, an eerie - really simple ghost house, i like the use of the paralars (eerie) for the secret exit. very cool
James Turner (temp name, might keep it) - wah, things are heating up! really like the update this stage got, even if a hamster powered ladder despawned on me (had to finagle the l and r scrolling). very short though
Use of a Goal Posts - extremely creative level, as expected of gbreeze. i really like how everything is just cement blocks, however the stage is like really exhausting and any small mistake can set you back to the start. couldn't beat the third exit (star world material)
sttlimimvdkm-lmwiw9 - pretty good intro stage, but the length is a bit too much. not bad though
matcha ampersand avocado - simple chill stage. i can vibe to it
Fishing Grounds - i like the pier log in water tiles, very good. again, simple stage for world 1
THE OBSTACLE - slight increase in difficulty, wonder if it's not best for world 3... i still felt anxious despite knowing the podoboos and bullet bills were signposted
This Cave Is No Ghost House! - i don't get this stage. it's meant to be a non-puzzle but it's not fun or engaging or fun to play. it just feels like a troll stage. i guess it fits the vip vibe but. i don't really like it at all. sorry raekuul (star world material)
World 2 - British Columbia (mountain):
The Feeling of a Freshman - throwback to newbie hazing in smw yeah... I like the rambunctious feel really puts the "romp" in "romp level". really fun to play
Chrystal Caves - Tokyo Crystal Mew representation. a bit too long, but overall kind of fun if a smidge unfocused, not bad
Horse Adventure - i really like how the focus wasn't on catnip at all. poor thing, never to have top billing in a broadway special... anyway the fucking seed cannon (bullet seed if you're a pokemon fan) bonanza that happens twice in the stage is completely bonkers and i can't believe it's on world 2. mario newbies are gonna go through hell with that lmao.
Demo in the Sky (no diamonds) - cute breather stage. i really didn't do much with this
Warning! It's A Red Radish Morning - i like how it's a completely different stage with the red blocks. super cute and kind of tough, i really like this one despite it feeling a bit weird with the platforming. thumbs up!
The Castle of Spirits - really precious stage. i do feel lao khao, as I call the boss, is a bit jank? i'd remove maybe one podoboo. earthquakes are annoying so you gotta adjust for them. that's true for architecture and boss design. i'd also suggest a second midpoint at the boss door? just so you don't have to do like five screens after you die at the boss. i'd also tone it down to like three shots?
baby catnips get tragic concussions - extremely clever puzzle. still love it (star world material)
World 3 - Cypress Hills (mayoi no mori)
A Warm Welcome - so begins the journey to capture the jade duck... i ate a duck pasty from lidl today and yesterday and it was good. anyway really fun stage, appreciate the goemon graphics usage and how the foreground looks a lot like new super marisa land, but the "run full speed jumping above pits" part in the middle didn't feel too clear to me? i thought you had to jump on the parabombs. oh well it's minute, no need to change it
NO VEGETABLES, ONLY TREES - still a clever stage. really fun too, top notch. do feel the changkey hopping part is a bit rng though...
how eerie, an eerie - really simple ghost house, i like the use of the paralars (eerie) for the secret exit. very cool
James Turner (temp name, might keep it) - wah, things are heating up! really like the update this stage got, even if a hamster powered ladder despawned on me (had to finagle the l and r scrolling). very short though
Use of a Goal Posts - extremely creative level, as expected of gbreeze. i really like how everything is just cement blocks, however the stage is like really exhausting and any small mistake can set you back to the start. couldn't beat the third exit (star world material)
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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- Grass/Rock type
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Re: Level testing and discussion
https://cdn.discordapp.com/attachments/ ... vel113.zip
Here is my level submission, this is my first time using lunar magic, so feedback is appreciated.
Here is my level submission, this is my first time using lunar magic, so feedback is appreciated.
- KobaBeach
- screw it lion time. we are so f***ing back
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Re: Level testing and discussion
Thanks Kiki! If you want to make a second level, please include a link to the music as well for convenience and the ID number if you haven't yet! Haven't checked if you have custom graphics or not, but I assume not. Again, huge thanks. <3MexicanCradily wrote: ↑2 years ago https://cdn.discordapp.com/attachments/ ... vel113.zip
Here is my level submission, this is my first time using lunar magic, so feedback is appreciated.
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
- PSI Ninja
- Posts: 571
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- https://psininja.talkhaus.com/
Re: Level testing and discussion
One of my levels is ready for insertion: https://psininja.talkhaus.com/smw/Coast ... 3MT_v2.zip
Changelog:
- Fixed the bush corner tiles.
- Fixed the Pitchin' Chuck graphics.
- Fixed the disappearing coins issue (needed to change the Item Memory Index between levels/sublevels).
My other level (the Thwomp level) needs a little reworking. I don't think the first two vertical parts are fair, so I'm thinking of tweaking the mechanics a bit. Because of that, I changed the level status in the spreadsheet from "Pending" back to "In Progress".
Changelog:
- Fixed the bush corner tiles.
- Fixed the Pitchin' Chuck graphics.
- Fixed the disappearing coins issue (needed to change the Item Memory Index between levels/sublevels).
My other level (the Thwomp level) needs a little reworking. I don't think the first two vertical parts are fair, so I'm thinking of tweaking the mechanics a bit. Because of that, I changed the level status in the spreadsheet from "Pending" back to "In Progress".
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- Grass/Rock type
- Posts: 2
- Joined: 2 years ago
- First name: Kiki
- Location: Mexico
Re: Level testing and discussion
https://cdn.discordapp.com/attachments/ ... 3_ver2.zip
Took note of Nao's feedback in the discord and made some changes to the level.
Wanted to finish this days ago, but irl stuff sort of got in the way.
Changelog:
-Raised ceiling around 3 tiles.
-Removed and changed positions of the enemies.
-Changed locations of the 2nd and 3rd dragon coin, while the 1st and last one require spin jumping while big to get.
-Screens 8-9 were redesign into a chargin chuck room.
-Screen 0C was changed into a pool with an aggro rip van fish.
-Removed the springs.
-Redesigned screen 17.
-The cheep-cheeps in screens 18-19 were removed in favor of 3 rip van fish.
-The rip van fish and splitting chuck at the end of level were turned into just a singular charging chuck.
Took note of Nao's feedback in the discord and made some changes to the level.
Wanted to finish this days ago, but irl stuff sort of got in the way.
Changelog:
-Raised ceiling around 3 tiles.
-Removed and changed positions of the enemies.
-Changed locations of the 2nd and 3rd dragon coin, while the 1st and last one require spin jumping while big to get.
-Screens 8-9 were redesign into a chargin chuck room.
-Screen 0C was changed into a pool with an aggro rip van fish.
-Removed the springs.
-Redesigned screen 17.
-The cheep-cheeps in screens 18-19 were removed in favor of 3 rip van fish.
-The rip van fish and splitting chuck at the end of level were turned into just a singular charging chuck.
Re: Level testing and discussion
That is a huge improvement! Good job. I'm going to insert the level to the baseromMexicanCradily wrote: ↑2 years ago https://cdn.discordapp.com/attachments/ ... 3_ver2.zip
Took note of Nao's feedback in the discord and made some changes to the level.
Wanted to finish this days ago, but irl stuff sort of got in the way.
Changelog:
-Raised ceiling around 3 tiles.
-Removed and changed positions of the enemies.
-Changed locations of the 2nd and 3rd dragon coin, while the 1st and last one require spin jumping while big to get.
-Screens 8-9 were redesign into a chargin chuck room.
-Screen 0C was changed into a pool with an aggro rip van fish.
-Removed the springs.
-Redesigned screen 17.
-The cheep-cheeps in screens 18-19 were removed in favor of 3 rip van fish.
-The rip van fish and splitting chuck at the end of level were turned into just a singular charging chuck.
Difficulty I would now put a 3, although the level "feels" a lot more intimidating than it is because of the flopping fish filling the screen