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General Discussion (over)

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Yeah, Anya the Piranha will need the timer to be force-reset to at least 600-700. I use 600 when testing her, and if I get unlucky with the random number generator, I can go the full time without being able to score the necessary three hits on her. And trust me, 399 seconds still wouldn't be anywhere near enough to get through the rest of the stage.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I don't know if it already have been mentioned, but not all the void levels have the void BG (including mine). Also, forget to mention one initial idea i got while i was doing the void hub room. near the doors, there is the pilar with the floating orb in it, the idea is, after the void rooms is passed, the floating orb appear and the door closes.



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Senjan used layer 2 in his room, so there is really nothing I can do to get the void BG in there, meaning there will be a couple of inconsistencies. It's nothing game-breaking though, and it will probably be shrugged off after the player gets through the room.
Originally posted by S.N.N.
I'm doing my best to adjust the time for levels accordingly based off of complaints. Some levels are so long in this that even a time of 700+ still may not be enough.


Originally posted by imamelia
Yeah, Anya the Piranha will need the timer to be force-reset to at least 600-700. I use 600 when testing her, and if I get unlucky with the random number generator, I can go the full time without being able to score the necessary three hits on her. And trust me, 399 seconds still wouldn't be anywhere near enough to get through the rest of the stage.


It sounds to me that this hack may have some levels that are reaching "Super Mario Infinity level" long. If that's the case, it may be best to remove the timer completely on said levels.
Originally posted by S.N.N.
Sinister Dungeon's boss is still really hard. It's definitely harder than the one in Treacherous Tower (and as a whole, that level is harder in the second half).

Yeah.

Unless Dungeon's boss is no longer the same one from before, he's rather easy to exploit if you have a cape. The Tower boss, unless he's adjusted to not spawn so many sprites onscreen, is tougher as it is currently. However, if that little issue gets resolved, then yeah, he'll probably be easier.
Believe it or not, I still exist in some fashion.
I don't think we're on the same page.

Tower (world 1's) boss = the Spiny
Dungeon (world 3's) boss = the Koopa

The Koopa is harder than the Spiny right now, and is half of the reason why I reversed their positions (the other half being that Sinister Dungeon's second half got pretty damn tricky with the control gimmick).
IMO, i think the Spiny boss was pretty damn difficult. The koopa was pretty simple.
aran - Graces of Heaven
I'm gonna have to agree. Once I got used to its attack pattern, I could always beat the koopa boss in one try. However, I still can't manage to beat the spiny boss without using savestates or rewind. Those fireballs are just so unpredictable...
The spiny boss is easy, in my opinion.
However, I would agree in the decision that the Koopa should be later in the game as it can be unpredictable.
Originally posted by S.N.N.
I don't think we're on the same page.

Tower (world 1's) boss = the Spiny
Dungeon (world 3's) boss = the Koopa

The Koopa is harder than the Spiny right now, and is half of the reason why I reversed their positions (the other half being that Sinister Dungeon's second half got pretty damn tricky with the control gimmick).

As far as the level itself, Tower IS easier, but could use some more additional time so you can get all 5 Llama Coins & still have time for the Spiny boss. Boss-wise, however, the Koopa boss is easy to manipulate with a cape, but the Spiny boss is near-impossible to even hit in its current state thanks to those damned disappearing fire blocks.
Believe it or not, I still exist in some fashion.
The Spiny boss is unusually screwed up now, yes. That shouldn't be happening - those should just be fireballs it is shooting.

It'll be fixed in the next update (either later tonight or tomorrow).
So I'm wondering, what happened to the idea of adding that cluster sprite to my void level? It was supposed to be a shower of asteroids essentially. That and the wavy scrolling HDMA effect for the BG.
Originally posted by S.N.N.
The Spiny boss is unusually screwed up now, yes. That shouldn't be happening - those should just be fireballs it is shooting.

It'll be fixed in the next update (either later tonight or tomorrow).

Ah, ok. Wonder why it spawns 'bouncing fire blocks' instead.
Believe it or not, I still exist in some fashion.
Originally posted by FirePhoenix
So I'm wondering, what happened to the idea of adding that cluster sprite to my void level? It was supposed to be a shower of asteroids essentially. That and the wavy scrolling HDMA effect for the BG.


edit is supposed to be sending me an HDMA gimmick for one of the ice levels first, but I think he mentioned he wanted to make the wavy HDMA work.

If not, I'm sure someone else can.
Cool. I just wanted to make sure these were still planned since I've been MIA for like, a month.

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

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Oh yeah, has the triple coin digit patch been ditched in favor of the original format?

No, I just didn't patch it yet.

Atma is doing the finishing touches on Toad Town right now. Once he's done that, I can pop in the coin patch and test it with the shop there.
Is the town still going to have a bank to store your coin collection in? I mean, we still want the prices for the level passes to be pretty high, right?
There will still be a bank, yeah. Atma has a few other ideas too which he can share here.

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

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Moving discussion to a more fitting thread...

Originally posted by imamelia
Originally posted by S.N.N.
Frigid Lake Cavern - Fixed a lot of glitched graphics and, at the risk of some complaints, beefed up the water section so it was more challenging. Originally, Mario could just stay near the top the whole time without really having to worry about any threats... not anymore.

Holy. You probably saw this coming, but...I think you made that from a World 4 level into a World 6-7 level with a few simple changes blatant level 53 edit aaaahhhh. Is it even possible to get through screen 09 without taking a hit or having firepower/a cape? In fact, a lot of that seems like it was designed assuming the player has a powerup of some kind...most screens look as bad as something that would be in ASMT.


It's very much possible to make it through there with small Mario, but I do suppose it could be toned down to something more reasonable. I'ma wait for Bumpty to be remapped to the graphics space I highlighted in the Sprite Request topic before sending another update to that level.

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By the way, did you have any more problems with the World 7 boss? I updated the random number generator so it can't (or shouldn't, at least) cause an infinite loop, which should take care of the game freezing at the very least.


Other than the game freezing (like you said) after Anya goes into the pipes after spawning some sprites, I say that her fireballs (which I largely assume that are the Panser's) should use two frames of animation instead of three. There's graphic conflicts otherwise in Morel Mountain and... Wild Wet Castle- the latter of which I'll give another go after all of the sprites/blocks in THAT level are inserted.

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