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Level Testing


A few errors on "Togepuku Tussle" all of them are ghraphic errors like these.

In the first picture the urchin is going through the wall,in the second picture a sprite is in a pipe, and in the last one there is a parana plant visible inside the pipe.
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I'm back everyone.

Venus Piranha Plants always go before the pipe now, it isn't fixed yet.

(also, I don't think those issues are "Graphical"...)
Your layout has been removed.
I found a really bad glitch. It has to do with goal roulette. Yoshi can eat the goal roulette, but it doesn't end the level, meaning that Mario's stuck with no way out.
Originally posted by Ripperon-X
I found a really bad glitch. It has to do with goal roulette. Yoshi can eat the goal roulette, but it doesn't end the level, meaning that Mario's stuck with no way out.

To sNN: you can fix this by editing the .cfg file. Simply check the "inedible" box under 1686.
Although there's really no use to do that now. You might as well wait for the finished goal roulette.

Extras



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

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Alternatively, the Roulette can be swapped out with Iceguy's which has some more features and deals with most of the issues the current one has, though it would need to be edited so X position doesn't determine the exit.


Originally posted by 1-ups
and in the last one there is a parana plant visible inside the pipe.


1.) That's a Venus Fire Trap
2.) That's a known issue with the sprite that's being used. IIRC, an HDMA variant is being used for that, which typically has that issue unless it's swapped out.
3.) What is with the screenshots you took? Those were extremely small and not the SNES dimensions; check how you're saving/uploading these screens.


Originally posted by MrDeePay
Alternatively, the Roulette can be swapped out with Iceguy's which has some more features and deals with most of the issues the current one has, though it would need to be edited so X position doesn't determine the exit.


Originally posted by 1-ups
and in the last one there is a parana plant visible inside the pipe.


1.) That's a Venus Fire Trap
2.) That's a known issue with the sprite that's being used. IIRC, an HDMA variant is being used for that, which typically has that issue unless it's swapped out.
3.) What is with the screenshots you took? Those were extremely small and not the SNES dimensions; check how you're saving/uploading these screens.

I noticed that that was a known error after Bloop posted in the thread and sorry if the pictures are small it was by accident.
My channel

I'm back everyone.

Quote
Alternatively, the Roulette can be swapped out with Iceguy's which has some more features and deals with most of the issues the current one has, though it would need to be edited so X position doesn't determine the exit.

This version fixes that. Although if SMWCP2 does use this roulette, then goal.asm should be patched to the ROM (it's just one little hex-edit) to prevent items from being spawned if Mario hits it with a carryable object.
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Still need some more feedback since the only feedback I got were from SNN and tatanga, and that was before I adjusted some things

Originally posted by DPhoenix29
Level 128 version 0_3

Hopefully its a little better then the last version. Should at least be a little less confusing.


Originally posted by myself (notes from before)

Levels 128, 157, and most of 159 were made by me
Levels 158, and a few portions of 159 were made by EvilDounts

Things to note:
>Midway Point doesn't work at the moment
>On level 128 I forgot to put the beginning pipe back in the proper place
>Since it was left there, the pipe tile on screen 00 can be used to go straight to level 159 (due to the midway not working)
>The Boos have one glitched animation frame if you look at them long enough (not sure what we're going to do about it since the Fire Lakitu and the boos share that tile).
>And pieces of the second skull raft like to disappear occassionally (if anyone knows how to fix this without removing sprites it would be nice to know)



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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
Level 135 = [insert level name here]

Notes:
-There are going to be enemies added in the climbing section of the Eiffel tower

-There aren't any enemies inserted at 7B
Your layout has been removed.
I don't know how I feel about this level. Right off the back, the player is going to walk to the right and die immediately in the "lava". There is too much experimentation and claustrophobia, leading to a cramped and borderline unfair first area. Maybe I'm being too critical - I guess I'd rather hear what others have to say as well.

The Eiffel Tower is an interesting idea, although I certainly hope you go through with your idea of adding more to it. Remember, this is the bonus world and it's up to you to be as wacky/unique as you possibly can, so anything surreal would work.

As for the "street art" idea .. you know, it would honestly make more sense if that came before the tower (painting -> street -> tower). Once again, I also hope you do something more interesting with this area.

So yeah. The second and third area have potential, but I personally find the first area a borderline disaster. Let's see what others think.

Fuck

Fuck

What



lol, I fell down here by accident, I would have never found it otherwise.



It looks really, really bad how the plants just come out of the walls everywhere, and what's this part about anyway?
I go here and basically have to walk back to the right, the whole side to the left of the start had no point other than stumbling upon that one SMWC Coin.


The whole first part was visually appalling with all the ugly cement blocks and random bullet shooter stems everywhere, and wasn't any better gameplay-wise either, so... it might be best to just scrap the whole thing.
The second part was actually not as bad as I expected from the first thing, I'd even call it fun, although the bottom is really, really boring and empty, and nothing is really going on anywhere, and it was way too short to leave any impression on me.
The last part was not bad either, but there was NO threat whatsoever anywhere, so it had no real point, although it isn't done, so I don't know what you have planned there.
Your layout has been removed.
Originally posted by level thread
IPS, goes up to the midway. Couple of things:

-Background is, of course, still not finalized.
-"Cracks" need to be added to the vertical room (decorations for the bouncy castle tiles).
-I've addressed a few concerns from the first section - namely, the two Thwimps near the start. I still have a couple of other things to touch up there.

Enjoy.

EDIT: Also, ignore everything involving the camera in the vertical part.

Extras



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

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version 3
Main portion of the level is complete, though there's something about it that doesn't sit right with me in my head; largely due to some slowdown and overall length. If this still seems like it's too long, I'll just cut more parts of it out and move it to the unfinished side rooms, if not remove it altogether. There are no obtainable SMWCoins before the first checkpoint. (One is visible, but cannot be obtained.)

I'd still go for unsampled Submerged Micromelx, though I have no idea if it was ever interest into the base, but unnamed.


Originally posted by level thread
Triple Post!
Test me.

Everything it complete up to the midway point. There are 2 SMW coins so far and a key hidden in the level somewhere, though at this point you can't do anything with it.
The glitchy blocks you may find over a pipe are Yoshi Solid Blocks, you have to jump off of Yoshi to go through. I'll fix that later. And the message blocks are empty for now, they will be filled in later.


Also, I think I need a different sound track for it, anyone got any ideas?
Layout by LDA during C3.
Hmm, I maybe have forgot to change start of the level...

Also, the cement blocks had to prevent that you fell down by accident.
Your layout has been removed.
Post from my hack thread. I want to get some feedback on the level design/gameplay.

Originally posted by Level Thread
Posting an IPS here.
The level isn't quite finished graphics wise (I'll be able to finalize the ExGFX files and add decorations, etc. once Ludus finishes up the tileset he's making.), so there may be a little bit of cutoff, and the grass tileset currently in the level is just a placeholder.

So, since I'm still waiting on the tileset, I focused on and finished the level's design, so I'm posting the IPS for some feedback on it.

Also, as a note, the midway entrance is slightly odd, but that'll be fixed when the Multiple Midway Points patch is used (I'm going to use secondary entrances to fix it).

Originally posted by GN
Another IPS coming up! The design is pretty much done, but there's still a bit of testing to be done, and I have not yet made graphics for the on/off switch dependent door.

SMWCP2 - 123 - Frigid Fortress 11.09.11

Still left to do:
Fix Panser problems. No fix yet, but if it never gets done I have to request another ExGFX file. :/
Change the first door in 74 to the ON/OFF switch one. It's unlocked to make testing of the second area easier.
Make graphics for the aforementioned door.
Get some music for the level. Red Chameleon said that he'd be interested in making a composition for me, but I haven't heard anything from him since.
Get a background. I asked Ludus if he could make one, but I haven't heard anything regarding that from him since I asked.

Eh. Have fun, I guess.

I want to inform those that already downloaded this and are testing that I've fixed something and you should download it again.

More specifically I've fixed a secondary exit bug in 74, changed some palettes, added a quake effect to 75, fixed a secondary exit thing so you don't go straight from 75 to 76, and changed a little bit in 76 as well.


Crossposting because sdjkdlf.

Edit: what to do, what to do...
aran - Graces of Heaven
Since my thread doesn't seem to be getting an extraordinary amount of attention, let's put this here as well in hopes of getting more people than just S.N.N. to test it.

Originally posted by yoshicookiezeus
Artillery Auberge v1.0

Notes:
- The SMWC coins really don't seem to agree well with screen boundaries, especially in vertical levels. I assume that this is going to be fixed at a later date.
- I still don't have a layer 3 background; my request for one seems to have been skimmed over, so I guess it's time to repost it.
- Mario's feet seem to be misaligned with his body while swimming.

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Get the official ASMT resource pack here!

I did actually test it, but thought it wouldn't be worth posting a post consisting of nothing but "couldn't find any problems, great level" AGAIN.
Your layout has been removed.
Alright, I finally finished my level. Here's the IPS:

Candy Calamity