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112: Coaster Commotion - HuFlungDu, TLMB

Complete

Sadly, no.

Kipernal offered to do it once he got his back-to-school stress back in order, and I'm for all practical purposes useless to the site now due to increasing internet security around here.
Check out my music!
You know... I've tried porting that song (not via tinymm -,-), but it seemed that I forgot a part, and the octaves at the end are to low.

Oh well.
Your layout has been removed.
Originally posted by Bloop
You know... I've tried porting that song (not via tinymm -,-), but it seemed that I forgot a part, and the octaves at the end are to low.

Oh well.

Not too bad, actually.
Maybe you could PM me the txt file and I could fix it up?
I'm stuck in my room with the chickenpox, so I've got more time for stuff than I did before.
Check out my music!
Ehm, ...





...I don't have it anymore...
Your layout has been removed.
That's actually a shame really, I liked it too :V

oh well, good thing I didn't cancel my music request.
I wonder what a HFD opcode would do in ASM...
Coaster Calamity Final v1.0

Things Done:
- Switch the 2 cart areas around
- removed 3rd message box
- Made the room without gates a bit more challenging

Issues that are resolved but are not apparent in this version:
- There are 2 SMWC coins in the first room, I'm deciding which one would be the better one to keep there.
- The cart has a few garbage tiles around it because I don't have the right ExGFX file right now.
- Door in beginning takes player to midpoint

Issues not resolved:
- Music still not obtained
I wonder what a HFD opcode would do in ASM...
Just a few things to point out. Nothing overly major:


This jump is nigh-impossible to make (upper path). You'll almost always get hit there.

-No screenshot, but please please please add that you can hold left and right while dismounting to switch carts. It's still not immediately obvious.


I'd keep this coin.


What's with the coins down there?

-No screenshot, but I agree with MrDeePay in regards to the collectibles for the third coin. It's way too hard to memorize the location that quickly, not to mention the coins aren't exactly lined up in the best way with the numbers. My suggestion? Have one path contain the five coins, and designate that using one coin next to the appropriate path (top seems like the most likely choice).

Other than that, good work. Please post a revised IPS as soon as you can with these fixes.

Any update on this TLMB?
Layout by LDA during C3.
Alright, well, TLMB hasn't been active in a few days, and I haven't seen him in weeks, so I guess if he hasn't done this by the weekend (friday) I'll take a crack at finishing it.
Passed all resources to HuFlungDu, I made the necessary fixes. All he needs to do is port everything to a new rom, see if it all still works, and edit the ridiculous 15 sign part with 5 separate branches.

I will be on significantly less, HuFlungDu will have this finished this weekend. Music still remains an issue as nobody ported Moose's song, plus one shot songs have been limited.

Twas' fun SMWCP2, let's not do this again for a while.
I wonder what a HFD opcode would do in ASM...

The weekend your talking about has come and gone. What's going on?
Layout by LDA during C3.
Oh, oops, I thought I had posted this. The only known problem now is that if you get yoshi to the no yoshi block, he will come back when you enter the next level. This is a problem with the no yoshi block, and I don't have the patience to fix it, though I do know what's wrong. Basically, $0DC1 gets set whenever you are on yoshi, and after yoshi dies and A is pressed, it doesn't get cleared. The creator should figure that out (I don't know who made it).

Extras



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

Advertising Space

Iceguy would be the guy you're looking for.

Sorry for the late response.

Few things left to sort out for this level:


Few faulty messages here, which I'm assuming are due to the level acting as a switch palace. Are the messages themselves (explaining the coaster and light game) actually in your ROM? If so, ignore these three images, as it should be fixed once I insert the level on my end.


Alright, I need to get this off my chest. I still hate how you switch between cars, since it's so easy to press left (or right) a bit too much and fall behind (or in front) of the cars. Is there a way you could fix the car jump to make it quicker and/or make the player less likely to fall off and through the track? It may just be me, but something seems really frustrating about being able to fall off simply by trying to normally switch carts.

That's the only issue I have with the coaster at this point. Other than that, it seems spot-on!


Oddly enough, the coin at the second gate (the "2" in "3231") didn't appear, rendering me unable to get this SMWC coin.


Touch these up and I'd say you're set.
Originally posted by S.N.N.

Few faulty messages here, which I'm assuming are due to the level acting as a switch palace. Are the messages themselves (explaining the coaster and light game) actually in your ROM? If so, ignore these three images, as it should be fixed once I insert the level on my end.

The messages are in the ROM, and yes, that is what they are explaining. The third one on the other hand... I'll remove that.

Originally posted by S.N.N.

Alright, I need to get this off my chest. I still hate how you switch between cars, since it's so easy to press left (or right) a bit too much and fall behind (or in front) of the cars. Is there a way you could fix the car jump to make it quicker and/or make the player less likely to fall off and through the track? It may just be me, but something seems really frustrating about being able to fall off simply by trying to normally switch carts.

I've thought long and hard about that, and from what I can tell, no. The problem comes from the fact that you also need to be able to leave the cart somehow, regardless of which cart you are in. If I just forced him into the next cart, it would make it almost impossible to get out, which is required in order to finish the level. If you can think of a better way to implement it I might try, but as of yet, nothing I've tried has been successful.


Originally posted by S.N.N.

Oddly enough, the coin at the second gate (the "2" in "3231") didn't appear, rendering me unable to get this SMWC coin.

That's officially weird. I'll make sure it's there in the final...
I totally posted the wrong image for that one. I meant to post one towards the end, but it looks like you still got the point anyway.

As for the cart .. I see. The only other thing I could think of would be pressing left and right to "slide" you into the next cart over (i.e. if you're in the leftmost cart, pressing right would quickly slide you into the second cart). That would, of course, imply that there are doorways between the carts. It might look a bit weird overall, but I wonder if it would actually function better.

Eh. It's your call I guess. If there is nothing you can do, then so be it. It's entirely playable and beatable, but it could lead to some potential frustration.
Fixes issues. I've tried a couple ways to fix the changing cart issue (Including what you suggested), but they all felt very unnatural. For the one you suggested, I always hold right while I'm in the cart (This is in this and in DK), so I was constantly moving. I was going for the kind of detachment you get from the cart in the second DK cart level, except without losing your old cart and moving to a new one. I guess kinda mixing those two levels together.
When you go on the cart when you're Cape Mario, The ROM freezes.
I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
Looks like the end of the patch I made to disable cape spinning and fireball shooting got overwritten by another patch because I forgot to include a RAT tag. Why did you guys not call me on this?

Your weekly update is due. I know this level is practically done, so it would be nice to get this in the next base rom...
Layout by LDA during C3.

Complete