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13B: awakening (Phase 2: Mischief) - Alessio/Rameau's Nephew

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No, this hasn't been forgotten. In fact, we have an update! This fixes the issues cited above, plus adds a (scrolling, ON/OFF-controlled) background. Same oddities described in the last update still apply.

Opinions?
I played that level!!
This was amazing!!
Reminds me the Rightside Down Galaxy from SMG2!!
I loved that effects!!
Originally posted by Roberto zampari
I played that level!!
This was amazing!!
Reminds me the Rightside Down Galaxy from SMG2!!
I loved that effects!!


Indeed this is where the idea came from: i did, for example, the four-line arrows graphics, while RN made the pink diamonds (i still prefer them as purplish, though) and the clear-purple arrows.
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Watch, i made a Super Mario 64 level
(Psst...They are purplish in the latest version...)
I finally got my computer fixed and am able to test something for a change ... thank goodness.

Anyways onto the level. I like it for the most part has that strange Mischief feeling but interesting as well. It does remind me of that Up-Down Reverse Gravity in SMG2 which is a good thing ... Just a few things that need to be tweaked.

- Screen 7: This 2nd (right-most) Octopus (I think?) seems to come out of nowhere. It only appears when I jump towards it.
- Screen E: Is there a way to this Fire Flower?
- Screen 15: If the Player goes through half of the P-Blocks but doesn't make it through, they have to kill themselves.
Originally posted by cstutor89

- Screen 7: This 2nd (right-most) Octopus (I think?) seems to come out of nowhere. It only appears when I jump towards it.


It actually spawns when Mario reaches the second-to-last tile of the preceding platform, but since our hero is probably in at least moderate motion at this point, it might be worth shifting the foe to the left just a touch to give the player a slightly earlier warning, preventing the cephalopod from taking them too much by surprise.


Quote
- Screen E: Is there a way to this Fire Flower?


A particularly determined player could most certainly make the jump from the left side with bit of effort...however, in keeping with the stage theme, things may not be quite as they seem...

Quote
- Screen 15: If the Player goes through half of the P-Blocks but doesn't make it through, they have to kill themselves.


Hmm, I had thought that the block appearing crushed the player instantly (for so it appeared to do during my own testing), but apparently it's only fatal if the player jumps. Most curious. Then again, those P-blocks are curious in many ways...
This phase is amazing.

One thing, ninjis jump into walls, and mario went through one.
Originally posted by Giant Shy Guy
One thing, ninjis jump into walls, and mario went through one.


The Ninji business is a well-known issue with the sprite, noted in SNN's Alpha test thread, etc. Mario's occasionally passing through corners of blocks set to act like 130 is similarly an effect of the Anti-gravity patch. Ideally, both will be fixed by the final version of the hack.

Originally posted by Alessio
MMh, maybe we could make the P-blocks make mario move to the opposite direction of where the player is supposed to go (ie, left), so Mario won't lose a life and will thrown away by the blocks.


Hmm, that certainly sounds worth a try. Maybe we could even make them be a version of the spinning triskellion things which deactivate when the P-switch is hit. I'll throw together a little modification of the block which behaves that way and we'll see what we can do.
Very cool. My only complaint actually lies with the ON/OFF switches (as in, if you jump on them while Mario is inverted, it's possible to phase through them and perform a "double" hit). Beyond that, this phase was very clever and enjoyable. Well done.
Oh yeah - corpse of Pon-Pon Flower endlessly falls unless you "kill" the corpse.

But I'm guessing you wanted that to happen :Y
I think it's cute/hilarious and fits the mischief theme all too well.
Originally posted by S.N.N.
My only complaint actually lies with the ON/OFF switches (as in, if you jump on them while Mario is inverted, it's possible to phase through them and perform a "double" hit).


Unfortunately, I don't think there's much Alessio and I can do about that--the occasional double hit seems to stem how the reverse gravity patch itself functions, and more specifically how the part of Mario which is dubbed Head, Actuator of Switches, and that part christened Feets, Scuffers of Linoleum Floors are reversed while he's still in the neighborhood of the switch. But perhaps there's something that can be done about that if the patch is tweaked slightly to better suit this particular hack (for the issue exists in Perilous Paths as well). For now, however, it's a bit of an odd kink, but shouldn't affect how the level itself plays out, since the player's never really compelled to hurry when hitting the switches.

That all said...

Here's another update, fixing the issues described above (aside from the above-mentioned double switch hits, Hopping-Ninji-Replacement wall interaction and the tile 130 corner glitch), plus a few other wee tweaks. With this version, the level now stands pretty much how we envisioned it to be, so we're tentatively calling this the definitive version of Phase 2. As always, though, don't let our silly nomenclature get in the way of pointing out any issues you may discover during testing.

You can hilariously control Mario during the bell segment.


You should probably block this segment off from back tracking.



Weird this can occur when upside down if you leave it.
Concerning your second point, GSG, that is indeed quite the wonkifying factor, and thus has been correspondingly corrected. As for Mario offering resistance during the bell segment...yes, he can, but even so, he will nevertheless inevitably be dragged in the end to his final destination, no matter how much he doth thrash and struggle against his fate. That said, I've edited things a bit to make the forces compelling him a wee bit more forceful in that section, and most especially so that he will irresistibly be pushed both up and forward after he hits the bell and is tossed forth by the two triskelions, meaning the ringing sequence itself, at least, will always work in the "ideal" manner, with Mario always moving in a looping upward diagonal past the scattered ringing bells. Beyond that...if the player wants to be sucked down the corridor with Mario cursing the gods and striving in vain to resist the whole way, who am I to try to stop them?

In any event here's yet another update with the two changes cited above applied. Other than that, it's pretty much the same as the previous. Any further issues that need attending to?
I've tested this for the first time, and it's really awesome.

Haven't found any issues while playing.
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So, anyone else spot any issues, or might we finally strike another entry from our to-do list?
There was a weird thing with the Fire Flower (that I mentioned about before). When I grabbed it, it just burst like a block. Was that intended?
Indeed: Sometimes the mischief is directed towards the player.
So...is this one done?

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