Testing and Level Discussion

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kilon
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Re: Testing and Level Discussion

Post by kilon »

Personalness wrote:
kilon wrote: I'm still a bit confused at the part with all the p-switches. (to the left of here. Couldn't return and didn't want to redo the level just now)
But it is doable or are you talking about inside the piramide?
I stretched the climbing net to the left so its possible to return, and added a P symbol telling you to bring it with you.
Any other problems in that area?
After playing through it again some tiny issues (some hardly worth mentioning):

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Those vines sometimes (very rarely though) don't spawn. Mostly at heavy slowdown. Probably fixed in main rom but still mentioning it.

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It might not always be possible to easy tell that you need the shell. Maybe in the spirit of the level a drawing of a shell in the BG? Not really necessary but might come in handy.

Seeing as that the real puzzle starts in the second area, Image
here, it might be better to move the checkpoint closer to this spot. Maybe near the first p-switches you encounter (the part I mentioned in a previous post)

---
Just now I managed to beat the level. And I loved it.
Great innovative puzzle. Only a way to reset would be nice. Sometimes it's quite hard to understand what to do next (and in what order)

A few more things:

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I assume here are supposed to be shell kicking koopas?

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Boss battle is glitchy. Dissapearing springboard and throwing blocks (not shown here)
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Anyway to tell me that the left one is the boss boo? If your intentions where that both boos needed to be defeated: it failed.

Also as you can see: time is of great essence. Without knowing what to do or without savestates it's really hard. Maybe add 100 seconds.
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Re: Testing and Level Discussion

Post by Argumentable »

Oh, so THAT's why those random shells are there.

I had few problems running the boss fight at the end, I find it very easy to tell (while playing) which boo is which. Sometimes during the fight things would vanish, but I think the patch would fix that. I don't know what sprite memory you're using, maybe play with that a little bit if this isn't the best that you could get (which it could possibly be)

Back to me, now. Does this look like a beeswax color? (I'll get the windows later)
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AnimeRules
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Re: Testing and Level Discussion

Post by AnimeRules »

I've successfully turned the message block, blue koopa, spike top, red koopa, and green koopa all black an white. I just need to find Demo's clothes palette to turn everything black and white. Perhaps someone could help?
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Chdata
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Re: Testing and Level Discussion

Post by Chdata »

Raaaar you'll have to see my other post instead now.
Last edited by Chdata 16 years ago, edited 1 time in total.
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Re: Testing and Level Discussion

Post by AnimeRules »

Man, I changed every freaking color in the palette, but her clothes didn't turn white, so I guess demo and the turn blocks will forever be colored.
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kilon
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Re: Testing and Level Discussion

Post by kilon »

AnimeRules wrote:I've successfully turned the message block, blue koopa, spike top, red koopa, and green koopa all black an white. I just need to find Demo's clothes palette to turn everything black and white. Perhaps someone could help?
[images]
Actually I kinda liked that one spike top that was red. It stood out amongst other things.
Also, what reason is there for Demo to be black and white as well? She just entered the cave so she still has the life in her. At least, that's what I understand from the message block: the creatures need colors to survive. Or am I forgetting something?
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Re: Testing and Level Discussion

Post by AnimeRules »

Nah not really, I guess I'll change back if more people want me to, otherwise, I'll leave the spike top colorless as well.
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Re: Testing and Level Discussion

Post by Argumentable »

chdata wrote:Part one of a nearly done final ghost house

Part two of said house

It's supposed to be hard so I don't want to remove that one part with the spinning the mushroom and bringing the blue shell there. All normal looking doors are reset doors. The part with the yoshi jump at the end... I think I'm going to remove the homing bullet bills, since I decided to use them for something else. By that I mean just the graphics that looks like a cursor. But I think I will add something to stop Yoshi from jumping into the hole like some kind of stupid horse... (incase you lose him) Because that reset door doesn't help much.
Oh man, can I comment about the video itself? Its really distracting with all the rewinds, I'd suggest making a movie using ZSNES and savestates instead of rewinding a billion times. Then you can just play the video back and things can be smooth. Also please find another way to add in "sub"title text, youtube's annotations work fine. I've only watched the second part (cause the first is processing as of this posting), and when I wasn't wondering why you were rewinding all the time I thought it looked like it might be pretty tough and done well. I'll get back to you on taht later

@AnimeRules: Don't try to make demo black and white, keep her colored as she it. I'm pretty sure you can make the turn blocks black and white, though
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Chdata
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Re: Testing and Level Discussion

Post by Chdata »

I think having one enemy colorful when everything else isn't is just kind of............. But yeah demo should still be colorful. I guess the turn and messege blocks being colorful is OK too. Maybe you could try making Demo a complete silhouette?


edit: I guess I'll just play through the level at normal speed because I was at a rush to not make the video too long. Except this one will probably be around 20 minutes then. I do use zsnes. No idea where to even get snes9x or whatever it's called.

I made a better video. It'll take about another hour though to process through everywhere.

note to self: Take out those stupid flying question blocks and red koopas. And random reset door.
Last edited by Chdata 16 years ago, edited 3 times in total.
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Re: Testing and Level Discussion

Post by Argumentable »

So wait, is it Demo uses the same palette as the turn blocks, or you just can't find the turn block colors?

Edit: whoops I uploaded that before I had second thoughts. Anyway it shows where the turn block colors are
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Re: Testing and Level Discussion

Post by AnimeRules »

I know that those are the turn block colors, I meant her clothes, but thanks =)
Also, one turn block color is Demo's skin
Last edited by AnimeRules 16 years ago, edited 1 time in total.
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Re: Testing and Level Discussion

Post by Argumentable »

Yeah I know you couldn't find her clothes, but you said "demo and the turn blocks will be forever colored," I was helping with the second part!
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Re: Testing and Level Discussion

Post by AXDS »

If anybody wants me to, I can test out your levels

I am good at analyzing mistakes and pointing out key features\

just send me a message, and I'll post my review either in this thread or send you a message
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Re: Testing and Level Discussion

Post by AnimeRules »

One of the turn block colors is Demo's skin.
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Re: Testing and Level Discussion

Post by yoshicookiezeus »

AnimeRules wrote:One of the turn block colors is Demo's skin.
ExGFX, anyone?
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Re: Testing and Level Discussion

Post by AnimeRules »

yoshicookiezeus wrote:
AnimeRules wrote:One of the turn block colors is Demo's skin.
ExGFX, anyone?
Man, why am I so stupid today?
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kilon
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Re: Testing and Level Discussion

Post by kilon »

chdata wrote: I made a better video. It'll take about another hour though to process through everywhere.

note to self: Take out those stupid flying question blocks and red koopas. And random reset door.
I'll wait till the video to give full comments, but from what I've seen in the 2nd video you had before:
-Can you remove the pipe warp sound to make it look like you go trough a corridor instead of a pipe? Or just make it a black pipe?
-Since you're gonna remove the last reset door, I think it's obvious that you need to Yoshi jump so nothing to say there anymore.
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Re: Testing and Level Discussion

Post by Chdata »

Yeah umm how do I remove the pipe noise? I think I may as well make it a door but it'd look stupid.
I'm also removing the blue wall right after the letter "P" made with coins. I think I'll also move the coins. (You'll see what I'm talking about in the next video)

edit:

Now heres a better vid

Part two


edit 2: @Argumentable I don't think the savestations should just be a keybutton like the word "F2", because not everyone has save state set to that key (I don't at least). I think we should have it introduced somewhere in a messege box the the graphics for it is like something.
Last edited by Chdata 16 years ago, edited 1 time in total.
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Re: Testing and Level Discussion

Post by Argumentable »

Ok, I think the rest of the changes are up to you guys. Watch it or test it out yourself

I'm making the part before the boss one of those save stations, but I didn't think we had a graphic for it so hopefully this will do

Only mushroom powerups are supposed to be able to be used in it, so don't ask me why there's a powerup station in the IPS

http://www.youtube.com/watch?v=RQm8XFuQNMc
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Re: Testing and Level Discussion

Post by Machoman »

I like it. And lol at "That's not how mops work's Mario" xD
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Re: Testing and Level Discussion

Post by flameofdoubt »

chdata, i really like your big cube boo, hilarious. That ending to part 1 is a bit harsh though. if you don't figure out the clock isn't scenery in time it's an instant do-over. i can't see part 2 because it's...too long? Removed apparantly, but i'd be interested to see the rest.
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Re: Testing and Level Discussion

Post by TwilightArts »

I also like those blocky boos. Though simple, they are just cute. I'd say they are even considerable for our hack; we should add them to the sprite-redesign-list.
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Re: Testing and Level Discussion

Post by kilon »

Argumentable wrote:Ok, I think the rest of the changes are up to you guys. Watch it or test it out yourself

I'm making the part before the boss one of those save stations, but I didn't think we had a graphic for it so hopefully this will do

Only mushroom powerups are supposed to be able to be used in it, so don't ask me why there's a powerup station in the IPS

http://www.youtube.com/watch?v=RQm8XFuQNMc
Just one thing: do you think it's possible to let the wasps (to me it still are wasps!) that come out of the cannons, move any faster? They're even slower than bullet bills while it are fast little buggers.
I'll playtest it tomorrow (11.41 pm over here) but I think it's 99% done.

And we still need something for the savestations. Just mention it in the sprite topic.
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Re: Testing and Level Discussion

Post by Personalness »

kilon wrote: After playing through it again some tiny issues (some hardly worth mentioning):

It might not always be possible to easy tell that you need the shell. Maybe in the spirit of the level a drawing of a shell in the BG? Not really necessary but might come in handy.

Seeing as that the real puzzle starts in the second area,
here, it might be better to move the checkpoint closer to this spot. Maybe near the first p-switches you encounter (the part I mentioned in a previous post)

---
Just now I managed to beat the level. And I loved it.
Great innovative puzzle. Only a way to reset would be nice. Sometimes it's quite hard to understand what to do next (and in what order)

A few more things:

I assume here are supposed to be shell kicking koopas?

Boss battle is glitchy. Dissapearing springboard and throwing blocks (not shown here)
Anyway to tell me that the left one is the boss boo? If your intentions where that both boos needed to be defeated: it failed.

Also as you can see: time is of great essence. Without knowing what to do or without savestates it's really hard. Maybe add 100 seconds.
I'm pretty sure the shell will respawn if you go left and right again, as long as you don't destroy it.

Midway spawn points can't go past screen 0F, or on a submap. if anybody knows a fix to this, please tell me.

Sprite patch SHOULD fix the koopas, vine spawn, and boo battle problems.

There's a message box in the boss room thats supposed to tell you to attack the boo that doesn't hurt you. I forgot to add the message to the IPS though.
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Re: Testing and Level Discussion

Post by Argumentable »

You can be clever and make the midpoint spawning area in some inaccessible area, then put in a door/pipe that spits you back out where you want the real midpoint to be

@kilon: I could make the bullets bees and have no bullets, but I don't think it would mesh well, as of now they're just eeries that generate and unless someone can make a faster one then no

A friend suggested lightening up the saturation or something, and it looks a little nicer so I did that. They also mentioned maybe making a background, but they're terribly lazy so I doubt that will happen
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