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Level Testing

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Originally posted by me from level thread
New test level (fully functioning). Hopefully there won't be too much to fix

Asteroid Antics v1.01

Notes like usual (some have been stated before):
>some of the graphics are place-holders, ie: the gas in part 2, the electricity in part 3, the static stuff coming off the electrically charged blocks, and the warp pad at the end of part 3.
>Second midway still doesn't work (and isn't going to work until its in the base rom)
>I asked before but can I get block 334 put into the base rom sometime in the near future (sprite pass version of the kill on contact block), please (I don't have the block, so I can't really do much about it)

and that's about it for notes



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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
Originally posted by ShodanWii
In a previous thread you had mentioned about another opening?

This might decrease the average time you wait for things to line up, but the way you have it set up such that you have to weave in and out of the circle multiple times to proceed...eh. Waiting for a boo circle by itself doesn't involve anything else but waiting. Can you even say you're playing the game in that case?

Originally posted by ShodanWii
Because the level is a ghost house, I wanted to put some things into the level that represented more strategic thinking, such as a maze.

The thing is, that area doesn't involve strategic thinking at all. As soon as players see what you're hiding behind barriers- classic "item babysitting" objects- they'll think, "Oh, THIS kind of level," and they'll immediately know it's just a matter of finding that silver p-switch to turn the munchers into coins, then finding what the blue one goes to, then feeding the baby Yoshi, and so on. The formula is tired and straightforward.

But yeah, see what others say too, I suppose.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by Teyla
If possible, could you make it dip a bit before it jumps, to give the player warning? That would be awesome.


I certainly could!

Same download link as usual
Sweet awesome.

SNN, could you put that in using palette row F?

Also V2

Hopefully it's good enough. I won't be here for 3 days starting tomorrow :S
Thanks for testing everything SNN, I fixed everything you mentioned except the speed, that'll be too difficult to work out sadly.
Originally posted by Lynnes
Done with the untested design in my level. Here's the IPS. Go nuts with testing, seriously. Say everything that remotely bothers you and feel free to toss some ideas around for anything.

EDIT: might be worth saying that I forgot to give all the inside rooms slightly different palletes. Eh.

Can I get more people to test this please? Not saying SNN did a bad job, but I'd like to get this practically flawless design wise.
Is the mushroom at the start going to stay?
Because if so, there's something weird with it, it stays in front of the dark stone blocks at first, but when it touches the stone and comes back to where Mario is, it suddenly is behind the dark blocks, which is kinda funky looking.
Your layout has been removed.
Originally posted by leod
Is the mushroom at the start going to stay?
Because if so, there's something weird with it, it stays in front of the dark stone blocks at first, but when it touches the stone and comes back to where Mario is, it suddenly is behind the dark blocks, which is kinda funky looking.

It was for testing a powerup-ed Mario in the vertical section, so no.
Originally posted by AxemJinx
Originally posted by ShodanWii
In a previous thread you had mentioned about another opening?

This might decrease the average time you wait for things to line up, but the way you have it set up such that you have to weave in and out of the circle multiple times to proceed...eh. Waiting for a boo circle by itself doesn't involve anything else but waiting. Can you even say you're playing the game in that case?

Originally posted by ShodanWii
Because the level is a ghost house, I wanted to put some things into the level that represented more strategic thinking, such as a maze.

The thing is, that area doesn't involve strategic thinking at all. As soon as players see what you're hiding behind barriers- classic "item babysitting" objects- they'll think, "Oh, THIS kind of level," and they'll immediately know it's just a matter of finding that silver p-switch to turn the munchers into coins, then finding what the blue one goes to, then feeding the baby Yoshi, and so on. The formula is tired and straightforward.

But yeah, see what others say too, I suppose.


So I posted in my thread, but I figured I should post directly here as well. Taking your suggestions into consideration, I agree with the maze. I'm going to totally delete that room and start over. (I came up with another idea, which does involve a little bit of a maze.) I also figured out a way to get rid of the boo circles. Someone is editing a sprite for me to suit the purpose and he said it should be done by the end of today.
Untitled Hack Progress:
5%


YouTube: www.youtube.com/shodanwii
Originally posted by Teyla
Sweet awesome.

SNN, could you put that in using palette row F?

Also V2

Hopefully it's good enough. I won't be here for 3 days starting tomorrow :S

Your exits are borked. Moon should be replaced with a 1up. Liked the new midpoint area though.

@Agent Q
I didnt take any pics but I did notice a few spots where someone could farm 1-ups but hanging on the fence and letting the bullet bill just hit the bottom of Mario's feet. You need to get rid of those areas. Overall, its not bad. ;)
Layout by LDA during C3.
Thanks Lightvayne, forgot how notorious that trick was.

Here's V7 then.

Alright, my level is finally up for testing. (those are the exported levels, they're the only thing you need :3)
Feedback would (of course) be really appreciated.
Also, if you still hear a yoshi egg sound in the vertical sublevel, ignore it, since I already submitted a fixed earthquake generator.

And for everyone liking IPS patches more, apply this to a clean ROM.
edit: eh, forgot to make the level entrance easily accessible.
Level you start on leads to 128.



I might put some sort of signature here once. I guess.


Aaaaaaaa why would you use cement blocks I hate you
The pipe is also rather oddly coloured.




This part is pretty bland and why is the koopa there at all?
It runs straight away from me and whatever I try to do to it results in my falling into the chasing lava, so it's pretty much pointless and made me believe there actually was stuff on that side.




Yaaaay Koopa through the wall! (I guess this can be ignored as the lava isn't supposed to act like solid blocks)




So I was curious why there were coins above the pipe and went to check it out.. only to find out that there's nothing there and the lava reached the pipe by now.
Ignore the fact that I find solid lava funny.


And when I finally managed to get to the pipes.. the level suddenly ends.
I at least expected a proper ending room, honestly, where was the goal roulette anyway?

Other than that the last SMWC Coin is pretty hard to get as big Mario, I liked this level, other than that it feels on the rather short side.
Your layout has been removed.
I disagree with leod about this level. I feel that it is far too similar to FirePhoenix's in both stylistics and design. The one part of the level which could have been potentially interesting (the eruption) was not utilized enough, nor was it utilized in a way I would consider interesting. Top that off with some obvious errors:

-LM's flashing palette is still active.
-Some blind Podoboo attacks.
-Generally sloppy block/architecture choices (what is it with you and those single Munchers anyway? I noticed this trend in your SMWCP levels too).

Had you actually worked on this during the course of the project (or if you didn't have the motivation/time, at least had the courtesy to drop it), you likely could have turned this into something really cool with some collective feedback. As it stands now, this just doesn't make the cut I'm afraid.

The only other level in this thread I haven't tested is dragonphoenix29's, so I'll get to that ASAP and get some feedback in his level thread.
OK...BIG UPDATE.

Download: http://bin.smwcentral.net/u/3212/ShodanWii_022_v05.ips

In this version (v0.5):
-Totally redone second room. Now a maze/layer 2 level with additional bricks that don't act like bricks (play the level).
-Correct graphics. Fixed it up in YY-CHR.
-New sprite! This is the HideBoo (coded by MarioEdit). None of the boos will hurt you in this level, however, they are worse. They will hold you for around 5 seconds, release you (at which point you have invincibility for two seconds). It can REALLY mess you up in timing, so stay alert. If you are paused, regular enemies can still kill you (like eeries).
-Two SMWC coins to collect.

Known problems:
-Pirhanna plants won't go behind pipes.
-Pipes have weird palettes. (How to fix?)
-When you die from time up on the thermometer, normal death music plays (not desert one).
-Not a lot of decoration...going to add later.
-If you get paused by a HideBoo while in the shade, the meter still goes up.

Have fun!
Untitled Hack Progress:
5%


YouTube: www.youtube.com/shodanwii
Firstly, ShodanWii:

Firstly, I feel you need more cooldown spots; I found myself dying a few times due to a lack of them, and with the boos it can be difficult to get around without having to return to a cooldown place. Secondly, I feel maybe one or two more powerups could be useful, unless I missed them, I only found one. Also, the music, but I assume you are going to change that later.

Now screenshots:

Eerie palette seems a bit off, and maybe you are introducing them too sudden, since they come quite early, perhaps moving them back a bit, or move the message box closer.


Message Box BG Palette is odd.


I was big and spin jumped into the small gap and died; move the coin rows up or down.


Bit of a layer priority mess; don't know if it is fixable or not.


This bit was pretty hard for me, took me some time to manoeuvre around, and the lack of cooldown spots made me rush this bit.

Then the most major issue:

This pipe...

Leads to a test level! I don't know if this is because you haven't finished yet, but either way, I can't continue.

All in all, I think the level is pretty solid, but my main recommendation would be more cooldown spots.

losoall:
A nice start to the second World 1 level, but it is being blighted by slowdown, and there is quite a bit of it., as well as other issues.


Blank Message Box; had to guess what to do.


Slowdown.


Not really anything major, but I noticed if Mario jumps into these blocks, he appears to 'stick' to them for a few seconds. As I said, nothing major.


Is this meant to be walk-through-able? Since I can still get hurt also.


More slowdown.


The major issue. I jumped down without a bob-omb, and the realised I need one, yet I was unable to get back up. I tried jumping at the very end of the springboard, but no avail.


And here I assume to be the end for now.

As said before, a real nice W1 level, not too hard, but enough difficulty via bob-omb blocks to keep the player entertained. Fix these issues and expand the level, and I think you're good.
My level designer left me so I was forced to finish this on my own... (Not his fault). Yeah, lots of thanks to anyone who is still doing these things.

There are a number of known errors, all either graphical or ASM based (But not to the point where it greatly effects the level, mostly just aesthetics).

Most important ones follow:
A) In the "light puzzle" room, the first block you hit goes out of sync with the rest of them. I have no idea why this happens, it didn't happen when I was making the blocks, so it's something I'll look into later. For now, just assume the first one you hit is the opposite of what it looks like.

B) The roller coaster... So much wrong with it... If one of the carts goes off screen while the other two are still on, the two that are on will also disappear. They still exist, you still interact with them, everything works fine, it's just a bit alarming at first. Again, I'll look into it when there's time. It's also really shaky. Not a bug, it's just weird. I have made it fully functional, but not necessarily pretty. It has not death animation, the carts just disappear. Mario just looks like he's being dragged along with them, didn't make him invisible yet because I need more graphics. Overall, it functions exactly like it should, just has some issues with looking like it should.

C) The flat tracks let you walk on them... I don't know why because they have the no mario blocks inserted on top of them, and it only happens on the flat ones, you can't walk on slopes, basically it appears that custom blocks really don't work very well in this ROM or something...

D) Basically none of the graphics are finalized, and the music in the cart section is obviously not right.

E) The goal roulette doesn't exist, but when you see the goalposts, you're there.

F) It's a bit on the short side, taking less than 2 minutes to beat in full I think. However, I got like, 4 game overs before I could beat it in one go, so there's that.

I think that's it, let me know about anything that comes up that isn't blatantly obvious (for instance, we don't need to know that the ptooies look funny).
Other than graphical glithces (which you told me to ignore), I have only found a few possible improvements and two oddities. (might be the ROM setup or something)


Perhaps a message box explaining what to do? I found myself hitting random buttons to which it eventually did something.


Perhaps a coin guide or something to tell the player to dismount, since I stayed on and died.


When I died, the switch palace went off? (only appears to happen in ZSNES and SNES9X, in BSNES nothing happens) It actually happens when the message box is read.


(In BSNES & SNES9X, can't appear to recreate it in ZSNES) If I get hurt there, I fall off, but the rollercoaster cart stays there.

These are the only possible problems I could find within this level. Otherwise this level is really good, and I feel the rollercoaster bit is something new that will keep the player entertained.