Language…
8 users online: drkrdnk, Golden Yoshi,  MarioFanGamer, Oskise, pakkie, Papangu,  Telinc1, Zavok - Guests: 255 - Bots: 342
Users: 64,795 (2,377 active)
Latest user: mathew

130: Perilous Paths - Slash Man

Complete

Really? What does the sprite need to do - hold out for a few seconds and then drop?
I wanted it to mimic the DKC1 platforms, yes move in any specified direction (up, down, left or right) in 4 sprites I guess. The sprite would move for a couple seconds and shake for about a half second before it falls. The clipping I have set up for the graphic is 40x8. He said last night that there were some problems with the interaction with Mario moving with it. I wouldn't know though.
I think a post layout goes here somewhere...
I've written up a first version code for the platforms. The location (X,Y) that the platform is put on determines which direction it goes.

XY = even, even = Up
XY = even, odd = Left
XY = odd, even = Down
XY = odd, odd = Right

I've got Mario to stand on it while it moves left/right and shake when it's about to fall. Falling mechanics are something a bit iffy, if someone could look at why that is so. Look at the Function "Downward" for that information. One more thing don't put this platform on Y = 0, it doesn't work (though with the right code it could). Anyways here's what I've got, let me know if it doesn't work: Link
Updated final room

The level is done! (aside from a few possible clerical errors which I'll need tested)

All we need now is the updated antigravity patch and the boss.
I think a post layout goes here somewhere...
I actually really like this level for the most part. I have to say that the new room is looking good. Though during Sections E-12, there could be some kind of enemy here because it seems a little bit too easy to get through it all. The platform going Right on Screen 13 crashes into the wall, goes up, and then disappears into a cloud of smoke for some reason. Just open up that area and allow the platform to continue on to the right.

As far as the other rooms, Level 181 produces Graphical Garbage when an enemy hits the lava.

Other than that, the level is turning out well and should be done soon.

Extras



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

Advertising Space

Not quite, but it's getting there.


The thing that kills me about this section is that everything after this spot just feels rushed and tacked-on. Granted, all four rooms you used can be expanded upon as individual levels, but this one just feels way too empty of anything other than the Platform Peril platforms.


- Those coins on the left are too low.
- That Grinder appears behind the scenery. Just enable priority on the lab equipment.


Munchers are out of place, if you ask me. GFX 191 has enough space in it that you can fit a single spike graphic (such as from YCZ's set that you also use in the level.

Be sure to add the second midpoint in the pre-boss room.


This door leads me to an incorrect room.

Also, If you're Big Mario, you can hit the ceiling without even touching it! It happens most of the time I was Big Mario.

Other than that, good level, Slash Man.
I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!

Extras



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

Advertising Space

That's supposed to be a reset door.

Is it just me, or does the difficulty in this level seem slightly strewn about the stage? Too me, one half of this level is extremely easy, and pales in comparison to some of the levels that appear even as far back as world 6. And then comes the second half, where the level employs difficulty unlike world 9 levels. Of course, referring to them as first and second has no meaning due to the level's layout, so I'll explain what I mean here.

The Upper Left Door:

I did not see any challenge in this part of the level, the gimmick is simple which is perfectly fine, but the level doesn't make good enough use of it in that area. The simple vertical scrolling of certain jeopardous platforms I believe did not cut it, especially when only 40 - 50% of the sector focused on it. Also, may I ask what the lasers do?

The Upper Right Door:

This I also believed was unacceptable difficulty wise, in fact, this part of the level is so easy that there is even a 45 second long section of simply riding the slow platforms in different directions with no obstacles what so ever. I don't know if something was supposed to spawn there such as a firechomp (which still wouldn't cut it due to the arrangement of the platforms) but nothing was there to murder me besides the bottomless pit.

The Lower Right Door:

Now here is where things start to look good. The idea of reversing your gravity is very nifty and scientific, it sounds exactly like something a Norvegian techno-guru such as Doc-Croc would invent. The part that bugged me the most is that this section actually did a better job of utilizing the layer 2 vertical scrolling than the first door I mentioned did.

The Lower Left Door:

No comments, I thought this trial was perfect!

Also, am I the only one who is receiving this glitch?: Mario's collision box seems to be much larger in this level, it is about 5 pixels taller than normally, which causes some glitches in the upside down physics.
Hmm. . . not sure what to say so I'll just stop talking. . .

Well since I might be on long term hiatus and SNN isn't online at the moment I thought I'd supply one last ips patch for now. I won't be able to see feedback messages till way later but I feel I should do this now.

http://dl.dropbox.com/u/36560613/131%203-15-12.ips
I think a post layout goes here somewhere...
Long term hiatus? If you won't be able to continue on the level, then maybe someone else should temporarily take this level until any little bugs are fixed up. It is already a great level, it just requires a little extra polish.

I still feel that the section with the moving platforms is too simplistic for world 8. I see that you added the little parkour segment and the parakoopas, but their current placement doesn't really create any more of a challenge than not having them there.

This is the only segment that I believe is not yet 100%, you've nailed every other section now!

Also, I found out that the moving platform sprite can be defeated with a shell, which you can get from the two blue koopas near the middle of the trial.

If you aren't going to be here for the next while, I'd just like to wish you the best in whatever you are doing! I've heard tons of great things about you on other forum threads and although I don't really know you, from what I can tell the site definitely won't be the same without you!
Hmm. . . not sure what to say so I'll just stop talking. . .

I've received the level, but I'm going to leave this open in case cstutor or someone else wants to touch up whatever is left (there isn't much to fix up at all by the looks of it). In the meantime, I'll mark it complete.
I'm fine with touching it up just a bit (very few minors things if any are left).

There's a problem with a level platform that I have to fix (either that or change a small thing with the FG so it doesn't appear). Maybe fix a few things that Kojeco2 found too.
Cstutor, I'd just like to mention that you may want to check out the LevelASM for the gravity switching segment, it seems to very heavily affect your level (Emerald Escapade). For some reason, the LevelASM from Perilous Paths makes the sinking sand in your level reverse Mario's polarity.

Also, the glitch where Mario's hitbox is larger than it normally should, carries on to ALL levels, making certain situations finicky, to say the least. I think this is also coming from the gravity switching ASM, I'm wondering if that should probably just be recreated entirely. (gimmick can stay, code can go) Lets first wait to see if others have the same problems.
Hmm. . . not sure what to say so I'll just stop talking. . .

Thanks Kojeco2 I'll look into that.

I forgot to mention, can you send the levelASM, SNN? Thanks.
Found a problem in the lower right path.


Hitting this coin block creates cutoff.
I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
Right now I'm just posting an update to 183 (the top-right portion) of the level. I had to change a few things in the end part: some decorations and roto-disks of this level to make it more challenging. There were a few moments where parts could be skipped in the last update version so I tried to eliminate them as much as possible.

Note, check only the top-right room right now: Level 131, Subroom 183 Update 1
I didn't play through the level, but just one thing:

Big Mario will get stuck in screen 0 (you know what which one) and screen four. They're the most obvious and accessible ones, so might block them off.
I just played the upper right path for the first time, and I have to say it's probably my favorite of the lot. The gimmick, if not a complicated as, say, the reverse gravity, is still very well-implemented, and makes good use of both the horizontal and vertical space. What's more, in contrast to some of the other areas, the atmosphere here is spot on--the section really does feel a good deal more distinctive vis-a-vis the other factory levels, and has a more decidedly penultimate mod about it. If we could get the visuals in the other rooms up to a comparable (but non-identical) standard, we'd be good to go on that particular front.

One small concern, though:



I'd move this vertical platform down one tile, for two reasons. One, it looks like a fairly simply jump, but it reality it's actually approaching the limit of Mario's jump height from the platform, even with a bit of a running start--and the player has a pretty small window (essentially one shot) to get it right. Secondly, this is essentially the introduction of the upward moving platform, and the player may be ever-so-slightly surprised to see it at all--I mean, it's not as though it's likely to come as a major shock after the horizontal ones, but it's enough to cause the player to hesitate for an instant--and it doesn't seem as though the player really ought to be expected to make a deceptively tricky jump on the very first instance of the sprite, of all things.
Thanks, I'll move the platform down two.

I actually have to move that platform down two because the direction of the platform is determined by the even/odd value of X and Y but yeah that jump is a little bit high for Mario.

Complete