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112: Coaster Commotion - HuFlungDu, TLMB

Complete


Kinda hard to tell what's solid and what's not. Plus pretty nice pie man.

Hey where did pie man go?

Not a fan of the palette of the ball it's blowing around nor it's graphics.

I don't get it. Even after the super informative box told me what to do.

Good bye Yoshi!!Why!!

I call cheap shot right here.

This part is very stale once you take out the lakitu.

Area one: Nice design, could be a little longer though but with out spamming with the color boxes things. Great use of the ptooie is some places, such as the part leading area 2.

Area two: Love the lakitu in the water bit. You could build around it more. After that it got...can't explain it but less interesting. Being up high on the tight rope is dangerous why not build so if Mario fall he gets hurt or something. Good job.
Originally posted by 2dareduck

I don't get it. Even after the super informative box told me what to do.

Yeah, I'm pretty sure TLMB ported the levels over to his base ROM, but didn't port the message box text. That message box says

Code
--  Light Game  --
                  
Climb  on  the net
and    punch   the
blocks. Light them
all   up   to  win
prize!            
        


Originally posted by 2dareduck


Good bye Yoshi!!Why!!


Because Yoshi will totally break the roller coaster part, since I didn't have him in mind while writing it at all. Even now, I'm pretty sure if you have a cape you can still fly over that, which is why I was against having Yoshi in the level in the first place.

Haven't seem any activity out of this thread in a while.
What's up doc?
Layout by LDA during C3.
I've been fixing issues with the cart for the past couple weeks. My last fix introduced some new graphical bugs that I can't figure out how to fix (Trust me though, the new bugs are preferable to the old ones). I don't get a lot of time to work on it and I can't even think what to do for this issue.
Hello everyone, dropping in from University to explain a few things about the level. It's 90% done design wise, the 10% it isn't complete is because I haven't been able to fully test it due to the complications the roller-coaster cart has been giving us, such as not being able to re-enter the first cart or causing garbage Map16 tiles to load everywhere when the camera snaps. Another reason was because from the few beta-testers that did play the level, they were asking that shouldn't there be a roller coaster in "Coaster Calamity". I felt I didn't give the cart the proper justice and decided to cut out some of the land portion from my last IPS (primarily the inside of the tent) and start the level with a different roller coaster gimmick than the second half. Here's a picture of it so far:
Picture

Guess what the gimmick is supposed to be. Also I'm using random tiles because 1) The sprite-only blocks that I tried out from version 8/16 weren't working 2) I haven't checked if it was fixed in a newer update.

Little IPS Demo here, it's old.
I wonder what a HFD opcode would do in ASM...
I honestly cannot tell what the gimmick is. All I can tell is that it will be linked to these numbers you have spread in the room. What will these numbers do?
From what it looks like, you have to be in a certain cart to pass those gates, and the number blocks give you a "heads up" as to which one to hop into.

Of course, I could be dead wrong.
eXcavator is right, the green numbered tiles tell you what cart number each cart is at the beginning as well as warn the player of what cart they need to be in before they reach the gate.

It'll go from something east to very complex (look at the end of the picture), of course, you COULD just go the bottom route and neglect the others, but you might be missing a 4-letter object with 4-letters engraved on them. I'll have a better beta posted up later today with an improve cart for riding.
I wonder what a HFD opcode would do in ASM...
Do you have any sort of update on this? It's been a week since I've last heard from either of you.
Sorry, the cart has all it's bugs worked out, we just need some simple graphics for mario being inside the cart, since it look more or less like crap right now. I'm also going to have to disable fireballs and cape spins.
Did you find someone to draw those up for you? If not, it might be wise to ask around (resource requests thread?), especially with the second deadline for you guys now approaching.

Would you mind putting up an IPS so we can test the level in its entirety as well?
Time the post was started: Time: 09-10-2011 01:27:02 PM
Rough Final draft (punk) version 1.1: http://bin.smwcentral.net/u/70/Testing%2BTrack%2B3.ips

Known issues:
-The third cart has unlimited jumps while you are going up, no idea why (it's pretty fun to do though at the second part though :D).
-The 5 Yoshi coin block land block isn't working for sprites, it works for Mario though, so it is most likely an issue with the offsets.
-Light game does not seem to be working at the moment
-Mario is going to look weird in the cart, I'm drawing frames for him to replace current method.
-The blocks for the cart gates needs to be updated as the current version renders the first room impassible if you make a mistake.
-Weird looking thing at the beginning is a door that takes you to the midpoint
-This is one of those levels where I don't really mind if some person can break the level as in cape flight or yoshi abuse or hopping over ceilings. I just hope that it isn't too long and/or hair ripping frustration causing.
I wonder what a HFD opcode would do in ASM...
The only frustrating aspects of this level come from the "broken" nature of the cart, as you said. As soon as you make one mistake, it becomes impossible to win.

Aside from that, it seems .. fine? It's really hard to judge since the level itself is so fragmented. I'd rather see an IPS that goes from the start of the level (outside area) to the end of the level (the end of this roller coaster track, I assume). Being that this should indicate what your level will play like in the base ROM .. yeah, it doesn't quite work like this.
This IPS does so from start to finish actually, maybe I didn't make the transitions smooth enough (or noticeable). I'm pretty sure I have an updated version of the cart gates the prevent the cart from losing any cart if you make a mistake. I'll get right to posting them now.

Edit: I don't have it, HFD did make a version so I'll send him a PM now. The entire level is there, after you make it past the Gate-switching area, you'll land in a carnival. I should probably just make it more obvious with land and a pipe exit leading to the next area.
I wonder what a HFD opcode would do in ASM...
So wait .. the level start with a coaster, you fall and land in the park, and then you go back on the coaster at the end? Huh .. alright then. I assumed you'd start in the park and then do the coaster for the second half, but this way works too I guess.
I mainly did this because the two rail had different gimmicks, which one is not compatible with the other. It'd be worse if you had to just from one cart to another to get in the right cart to pass the gate while avoiding enemy cart that'll remove a cart with each hit (losing a cart makes it impossible to avoid getting hurt from gates). That may just be me though, I'm also wondering if I should keep sublevel FB or just scrap it in the end.
I wonder what a HFD opcode would do in ASM...
Rough Final draft version 1.2: Please play this demo and comment on anything

Known issues:
-The third cart has unlimited jumps while you are going up, no idea why (it's pretty fun to do though at the second part though :D).
-Mario is going to look weird in the cart, I'm drawing frames for him to replace current method.
-Weird looking thing at the beginning is a door that takes you to the midpoint


I want to know how fun the level design is because after 100 times of playing the same level, I'm starting to feel jaded if players will be able to do this/have fun with this/understand this. Remember, only you can prevent To Land Much Below from returning.
I wonder what a HFD opcode would do in ASM...
It plays quite nicely now. I have a few general nitpicks, and then a couple of specific screenshots.

-The first coaster area is quite a bit more difficult than the second. I'd recommend making the "bad cart" area the intro to the level (also, shorten it by a couple of screens + add a few more enemies). You can then make the gate area the final part .. and as an added touch, have Mario fly off the coaster into the goal or something.
-The coasters function fine for the most part, but it's very irritating how you can't switch carts on a diagonal-upwards slope.

Screens:


If you decide to make this the last area, the goal could go after here instead.


Kind of a blind drop.


It feels a little lame how you can't collect the coins while you're small, especially since they're technically right on the track. It might be better to move them up a tad so you have to jump.

Difficulty-wise, aside from the coaster issue I mentioned with the slopes, I didn't have much trouble. Perhaps you could take away one of those beetle sprites directly to the right of the light game tent, but other than that .. yeah.

I found it a bit difficult at first on what was going on, and why I kept dieing, I finally realized after about 2-3 rewinds that you had to be in the right cart to pass.

I see there seem to be a bit of glitchyness with the carts, which hopefully with be ironed out in the end.

I only saw one Mario issue not involving the carts:

Photobucket

The dashing spike looking guys seems to float in mid air when no land is under them. And the sleeping one in the top righthand corner will slooooooooowly float down. I can tell these where coded from the rip van fishes. :P
Layout by LDA during C3.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space


Mario is spin jumping in that cart, but I suppose that's a minor issue.


These gates have some oddball issues with collisions with the cart. Sometimes this screen happens while others just the front cart will do. Either that or I need to put more time running into those things.


This moves by way too quickly. Sure, there's the Start button, but...


Gates near the apex of a slope can prove to be troublesome to be in the right cart since Mario has little time to change when they come into view (though that may tie in with the last screen) and the issue SNN brought up.

I was slow taking the screen.


Empty space, but I feel that prettying the level up isn't an immediate priority.


The Ptooie's ASM needs to be altered so its spike ball harms Yoshi as well. (FWIW, I also use Yoshi and Ptooie in Myrkka Mainline.)



Engrish
"...to win a prize!" not "...to win prize!"


Blindish drop leads into these critters.


Not necessary, but there is a block in the latest base that turns Yoshi into a 1up if he touches it. Then again, since you somewhat require his assistance to complete the level.



Didn't you say this already? This also makes it the third message box in the level.


I agree with the notion that these roller coaster segments should be flipped with one another for the same reason as SNN said. Furthermore, given the nature of the level, I think a checkpoint after the first coaster and before the second coaster segments would be beneficial.


On another note, has the music Moose composed for this level ever been ported? None of the available tracks in the base ROM... fit this level at all.

Complete