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13B: awakening (Phase 1: Happiness) - 2dareduck/Rameau's Nephew

Complete

Originally posted by Rameau's Nephew
Originally posted by cstutor89
I think it's pretty good.
It is indeed, and ought to be fully functional in the above IPS. Did it not work properly on your end?


Oh okay. I'm not sure if the animation worked when the Bell rang. But for the most part, this seems to be coming out pretty well. :)

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Updated IPS. Not too drastically different from the previous, but fixes the noted bugs. At this point, it may be said that the level looks and functions more or less as we would like it to. But don't let that stop you from pointing out any issues that slipped past us should you encounter any.
I'll play it in a bit.

Just here to mention that there's actually a fix for the note block death wall that happened to me that other time: the Walljump/Note Block Glitch Fix v1.5 by lolcats. Might also fix this other fatal glitch in Shenmi.
Ah...no comments on the most recent version of level at all...?

Concerning the patch, it certainly helps to iron out a few inelegancies with the normal note blocks (though in order to prevent the player from getting the runaway mushroom too easily, the vent tiles around said mushroom need to be arranged slightly differently depending upon whether or not the patch is installed), and would probably help out in a few other levels as well (though I've still been quite unable to duplicate that glitch in Shénmì). In any event, I'll see what wees can do about getting it applied.
The IPS seems fine to me. I don't have any real criticism for the sublevel.
If no one has any issues with the previous IPS, I would like to present this as the definitive version. It should appear functionally identical to the last version; the only changes are the application of the note block wall glitch patch and a small rearrangement of the vent blocks at the beginning to account for this (albeit specifically in such a way that the end effect should not differ in any way from the previous setup), and a very small palette fix no one is likely to notice. Does everything here pass scrutiny?
It passes scrutiny for me. I don't know about the others though.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
I'm personally not seeing any design issues at this point, but I've noticed that there seems to be a bit of a problem with slowdown. I've been getting a slowdown spike right at the beginning part where you stop bouncing, and I've been getting minor slowdown at other points throughout the level.

Also, GN has a comment he wanted me to pass on from the IRC network.

Originally posted by GN in #smwcp
though in your testing post eXcavator can you tell RN that he should try darkening the colors for the edges of the ground platforms instead of just desaturating them
Only thing I'm wondering is if it's a smart idea to make the plane smiley bomber thingies hurt you when you touch them, they don't really look evil to me.
Your layout has been removed.
eXcavator: I can easily eliminate the slowdown around the 07-08 transition (which strikes me as the most noticeable instance) by removing the upper jet replacement, but somehow, not having the two obese octagons moving in opposite directions seems to rob that section of a good bit of its charm and reduce the busy, frenetic quality this level aims for, which doesn't necessarily seem the best exchange. Still, it's worth asking--does the slowdown here (or elsewhere in the level) distract people enough that such measures might be worth implementing despite this loss?

GN by proxy: The more I screw with the palette, the more dissatisfied with it I become, while still viewing the original as inadequate. Still, how does this strike your fancy:

--> ?

leod: Well, strictly speaking, they're not evil (nor is any other "foe" in this stage), but rather simply not paying attention to where they're trundling about, nor cognizant of just how fragile Mario is. However, I'm hoping the fact that the first two of these sprites we see are clearly dropping bombs are enough to indicate to the player that these are a) reskins of the jet foes seen earlier, and b) worth exercising caution around.
I GUESS.

Also, could you maybe put sprite-only-solid blocks against the walls where the jets fly around?
They clip into the wall awkwardly right now and I think doing this would fix that.
Your layout has been removed.

Looks good so far RN. If you want you post the final version of this so we can give it one more go, that'd be great. Make sure you have all sublevels, sprites, etc reserved and you can send it in to SNN after the final approval.
Layout by LDA during C3.
Originally posted by leod
Also, could you maybe put sprite-only-solid blocks against the walls where the jets fly around?
They clip into the wall awkwardly right now and I think doing this would fix that.


Unfortunately, doing the above adds all manner of still more noticeable weirdness, and also makes traveling atop said sprites more difficult than it need be, so a touch of odd clipping may be the better choice in the circumstances.

Originally posted by Lightvayne
If you want you post the final version of this so we can give it one more go, that'd be great.


That I can do. This version features the palette tweak above, plus removal of the one of the jets on the 07-08 transition (as much as I miss the back and forth pattern, it just feels a lot better without the massive slowdown there), and just one more small touch of silliness near the end. Everything check out?
@The palette: I think it looks better now. It seems brighter and even a bit happier now than before, heh. There's still some darker pixels there that stand out more than they should, though, so try making the hue of the darkest color more similar to the ground and as bright as the one before it. I'm not completely sure how it'll look, so if it just looks horrible it should be okay to keep the original color.

Oh man, all I talk about on this forum is palettes nowadays.
aran - Graces of Heaven

RN, looks like everything is good. Make sure you reserved your sublevels and anything else that goes along with this and send it in to SNN.
Layout by LDA during C3.

If anyone knows how to get a hold of RN. tell him to come home, we miss him.

Also, If anyone can dig up the missing files for this level, that would be great
Layout by LDA during C3.
what kinda files we talking about?

Sprites and I think one EXGFX file
Layout by LDA during C3.
And some Map16.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
It's just missing the Tiles and ExGFX.

I took the liberty of one of the older versions to get the missing graphics (file and tiles) and put them in this ZIP file => TILES AND FILES

Also I found that the graphics overlap tiles A3B and A4B. I checked to see if that was used in some other level but I couldn't find it. What were those tiles supposed to be in those positions?

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