The paralars after the first set of thwomps is impossible to see if you don't know it's there.
This is a great level otherwise. I had a lot of fun playing it.
This is a great level otherwise. I had a lot of fun playing it.
Yes. The mount filter is easy to add with lunadll.Unaniem wrote:Would it be possible to filter mounts for the cutscene levels?, seeing how they, albeit in a humorous way, kind of ruin the atmosphere that is trying to be established.
The ones in the default npc folder have that. It's in all the levels. I'll fix that quickly.ztarwuff wrote:I thought I could fix it myself, but there's this weird flashing line underneath the first flying Furba in This Sounds Accurate. I've no idea why that should be.
It's in between the legs.

<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^


That was Kashkabald who wanted to change all the SFX, I just gave the sound stuff away to you after he said he couldn't do it.Doctor Shemp wrote:The water sound has been changed and made quieter, as has the fireball sound. Check the Sounds & Music thread. Other changes too.
Personally, I never saw any point in changing any of the sounds. It's essentially stopping stealing SFX from Nintendo and starting stealing it from other companies instead. But SAJewers wanted a total sound conversion so that's what I did. I tried to make them good with limited resources and time and I'm sorry if I failed to do that.
For some reason, I don't see that at all. It must be something I had already fixed, but forgot to copy over.ztarwuff wrote:I thought I could fix it myself, but there's this weird flashing line underneath the first flying Furba in This Sounds Accurate. I've no idea why that should be.
It's in between the legs.
I would make a topic for people to post updates in - except I don't know which updates the current official update includes. Maybe SAJewers could make one since he is doing the official updates.Ditocoaf wrote:Okay, I'm getting overwhelmed by all the individual level updates being posted mid-thread, and the sound pack update, and all this scattered stuff. Sometimes I'm reading this thread from my laptop, so later at my desktop I have to remember if I need to go back a page or two to find updates to download. Isn't there some system to organize all this?
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^I'll have an archive up either later tonight or tomorrow that has everything you need.Ditocoaf wrote:Okay, I'm getting overwhelmed by all the individual level updates being posted mid-thread, and the sound pack update, and all this scattered stuff. Sometimes I'm reading this thread from my laptop, so later at my desktop I have to remember if I need to go back a page or two to find updates to download. Isn't there some system to organize all this?
Yeah, I totally understand what you mean. Really though, a lot of this should've been brought forward during the submissions/review phase. Hopefully for Episode 2, there will be better testers/reviewers and a better baseline for what's good and what's bad, so this can be avoided.docopoper wrote:Ok, I made a huge update to Triforce trials to address most of the problems I had with it and make it look much much nicer. I just updated the link I already posted - here it is again:
https://dl.dropboxusercontent.com/u/490 ... Trials.zip
Please give me some feedback on this. I've decided to stop being so worried about keeping the levels as close as possible to the original (though it still is a major concern - I don't want people feeling like it's not their level anymore) - but this change should hopefully make the level much more enjoyable to play.
too lazy to make 100+ levels ok?Kil wrote:why even allow other people to make levels



Vetting 100+ submissions is a difficult task, especially since everyone involved has different tolerance levels for what's acceptable and what isn't. This is hampered by absentee authors, the multiple communication channels, and a revolving door of judges (myself include; I think I judged maybe 10 levels in the span of a month then quit).SAJewers wrote: Hopefully for Episode 2, there will be better testers/reviewers and a better baseline for what's good and what's bad, so this can be avoided.
Thanks! Please include the sound update I posted in Sounds & Music. It doesn't fix everyone's complaints but it does fix the sounds that were complained about the most. It also makes them all quieter which is a thing that a lot of people mentioned too and it's a smaller re-download than making all the music louder.SAJewers wrote:I'll have an archive up either later tonight or tomorrow that has everything you need.
- I actually thought it was ok when pauleen was originally a regular homing goopa holding a pswitch; It was was a lot more manageable. whey it got changed to that I don't know.Axon wrote:A few remarks:
- In item babysitting, the beet next to the midpoint (and maybe other beets) causes a "Run-time error 9 Subscript out of range" when it falls off the platform. I believe that this is because there's invisible lava at the bottom of the level, for some reason. (also, the level is not particularly fun, with all the long jumps from irregularly shaped platforms, elevator waiting times and the gimmick that forces you to deal with the homing paratroopa AI)
- Two levels in world 8 (Peculiar Night and Twinkle tower) don't open a path on the overworld when you beat them. I don't know if there are other levels with that problem after those two.
- There doesn't seem to be enough leeks to access world 8 without cheating. I'm guessing that this is because "Take It What Now?" was seen as having 2 leeks, even though it only has 1.
That's kinda what I wanted, but I had trouble getting people to actually review levels, so it ended up being me trying 99% of the levels, and getting whoever I could that wanted. I still want more than 1 person though reviewing each level though, just to make sure their playstyle and what they like/hate aren't affecting the review of the level. Someone may like a level, someone may not.WestonSmith wrote:Vetting 100+ submissions is a difficult task, especially since everyone involved has different tolerance levels for what's acceptable and what isn't. This is hampered by absentee authors, the multiple communication channels, and a revolving door of judges (myself include; I think I judged maybe 10 levels in the span of a month then quit).SAJewers wrote: Hopefully for Episode 2, there will be better testers/reviewers and a better baseline for what's good and what's bad, so this can be avoided.
Moving forward, one solution for vetting would be to have a much smaller and more stable judging group, then split the levels amongst them (say, 10-20 levels to a person). If they have issues, they send it back to the author. If they're unsure if they're being too picky, they ask another judge to weigh in. The group could probably be handpicked based on activity in the Talkhaus and their involvement in Episode 1 testing/judging. It's not perfect, but it would alleviate some of the issues that have cropped up in Episode 1, even if the process is slower.
Also, watching Shemp's videos, I'm officially HYPED for this game. That is all. *hops away*



I just beat those two levels again and no path opened.SAJewers wrote: - Are you sure on that one? I went and tested the OW myself (replaying all the levels) and those paths worked fine.
I just found the second leek in the editor, my bad.SAJewers wrote: Take It What Now? Does have 2 leeks
Yeah, that level is much harder than I remembered. Honestly, the boss is kinda dumb, so I'm OK with being able to cheese the boss.Mabel wrote:after finally beating Castle of The World:oh yeah, and in Superflous Security(I think thats the one):
Just checked. It is broken somehow. If you want to fix it yourself, change top to "any" for level exits in the editor for Peculiar Night, and change left to "any" for Twinkle Tower. Otherwise, it'll be in the next update tomorrow.Axon wrote:I just beat those two levels again and no path opened.SAJewers wrote: - Are you sure on that one? I went and tested the OW myself (replaying all the levels) and those paths worked fine.