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| [BUGS: LEVEL CRASHES UPON ENTERING THE LAST ROOM] 13A - Asteroid Antics - dragonphoenix29 |
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Forum Index - Events - SMW Central Production 2 - World 8 - [BUGS: LEVEL CRASHES UPON ENTERING THE LAST ROOM] 13A - Asteroid Antics - dragonphoenix29 |
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| Posted on 2011-06-12 11:06:59 PM |
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I guess when I think of it in a difficulty sense, cramped is fine.
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| Posted on 2011-06-12 11:10:02 PM |
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The key is just not to make it too cramped (or too open), is all. It can be a delicate balance sometimes, and you often have to analyze it contextually...
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| Posted on 2011-06-13 12:59:29 AM |
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Originally posted by AxemJinxThe key is just not to make it too cramped (or too open), is all. It can be a delicate balance sometimes, and you often have to analyze it contextually...
Thank you, that's exactly what I was trying to get at.
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| Posted on 2011-07-08 12:19:51 AM |
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Small update.
Over the past month, I haven't done much except finish off part 2 (except for retesting) and I drew some gfx for part 3 and got the first 4 screens of part 3 done. I'll be working on it the next few days so expect to see some new stuff and a full level to test by sometime Sunday or Monday. Just for fun I may record myself making/testing/fixing/etc. the last bits of my level (probably sped up through most of it [possibly with some bits of commentary thrown in]). Should be fun, might end up doing some sort of hacking marathon or something.
Anyway all for now (I'll see if I can get my bro to join in on some hacking so he can actually get his level done before it gets passed on, level 005)
Edit: Update
smwcp2 level building: Part 1
Originally posted by video description 3 minutes of me building part of my level (speed up to 6 times faster then normail) + me testing the third part of my level (dying twice in the process). No planning went into making this section, just threw cement blocks around and went from there. First five seconds or so was cut off for whatever reason
skip to 4:33 to see the run through that I don't die.
After about 5:46 it's all black till the end of the video (messed up while making the video and ended up with an extra 40 seconds of black)
Music played while building part of the level is from the smwcp2 soundtrack
The blue "electricity" type stuff is just place holder gfx until I make or get some better graphics (it most likely will be animated)
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| Last edited on 2011-07-08 01:50:07 PM by DPhoenix29. |
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| Posted on 2011-07-18 01:25:08 PM |
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Update
Level is pretty much done at this point. All it needs is some (bug) testing and fixing/changing whatever needs to be fixed or changed.
Asteroid Antics v1.00
Asteroid Antics v1.01
Enjoy
minor notes: some of the graphics are place-holders, ie: the gas in part 2, the electricity in part 3, the static stuff coming off the electrically charged blocks, and the warp pad at the end of part 3.
The part that just says END and has a 1Up and a pit is a placeholder. The only thing going in that sublevel is the goal and some decorations.
Oh and the new level name is Asteroid Antics (so the title of thread can be changed)
edit: Can I get block 334 put into the base rom sometime in the near future (sprite pass version of the kill on contact block), please
new edit: Fixed some things and posted an updated test level. And since it wasn't stated before, the second midway point doesn't work at the moment so you'll have to use a savestate until it's working.
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| Last edited on 2011-07-19 11:41:14 AM by DPhoenix29. |
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| Posted on 2011-07-26 11:23:56 AM |
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New Patch (need more opinions/testers, please, its hard to know what to fix when I only have limited amount of people testing it)
Asteroid Antics v1.02
Things changed:
138
starting position moved forward a little
added door straight to sublevel 151 for testing perposes (area 3)
1,top,right: small little area that can kill you is fixed
1Up on screen 9 has been removed
150
powerups reduced a little
message block fixed
missing dirt tile has been found
fixed the fireball stuck in weird places (maybe?), if it isn't, it will be before the level is finallized
bouncing koopa doesn't go to the powerup anymore, or at least it shouldn't (haven't tested to make sure)
151
added a short easier section at the beginning as a little warm up
plus other minor tweaks
changed the ending area (may be changed again if needed)
153
clearly marked where the P-switch is used
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| Posted on 2011-07-26 11:50:08 AM |
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I guess I'll wait to see what others say for most of it, but there are a few things I wish to emphasize.
138
3, bottom: I just don't see how you're supposed to dodge the red elite's fireballs here. You can circle around the other ones, but this is a head-on setup, and I feel like there's not enough leeway.
150
0: Instead of having the message box say enemies are immune to the gas, perhaps we could have someone draw gas masks for the koopas and goombas? Just a thought.
9: Might just be me, but I think I like it better with just one bouncing koopa.
E: To get this powerup you have to loop around and deal with the thwomp twice. Perhaps a better place would be in the alcove to the right.
151
5, bottom: Feels a bit bland.
7, bottom: Still seems nigh impossible.
153
1: Since you're making use of a coin arrow, why don't you make that the way you get up there itself, instead of those p-activated question blocks?
152
Since Mario walks right for the stage clear routine, this might look weird...unless we can make a goal sphere variety that immediately ends the stage with no Mario movement. Otherwise, consider extending it a bit so Mario can walk, I suppose?
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| Last edited on 2011-07-26 11:51:11 AM by AxemJinx. |
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| Posted on 2011-07-26 12:41:57 PM |
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138
My solution was to always rush through and stomp on the red elite before he could shoot off a fireball. The other alternative is to take him out with a green shell from the bouncing koopa.
Anyway, I made some changes to that section, hopefully its a bit more manageable. I'm also considering making changes to the area where the second red elite is because the more I go through that part the more it starts to bug me.
150
0: I don't really like the idea too much, but I'll think about it. Either way I still a message box warning about the gas
9 and E: done and fixed
151
5, bottom: agreed, I'll see what I can do.
7, bottom: I tried fixing it a bit, but it was done after I made/uploaded the ips, so the changes aren't there (it said that in my post in the level testing thread, forgot to leave it in on my post here).
153
1: its a design choice and I have my reasons for keeping it that way.
152
fine enough (I assumed it ended immediately anyway, my mistake)
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| Posted on 2011-08-02 10:16:47 PM |
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New test level (fully functioning). Hopefully there won't be too much to fix
Asteroid Antics v1.03
Notes like usual (some have been stated before):
>some of the graphics are place-holders, ie: the gas in part 2, the electricity in part 3, the static stuff coming off the electrically charged blocks, and the warp pad at the end of part 3.
>Second midway still doesn't work (and isn't going to work until its in the base rom)
>I asked before but can I get block 334 put into the base rom sometime in the near future (sprite pass version of the kill on contact block), please (I don't have the block, so I can't really do much about it)
and that's about it for notes
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| Last edited on 2011-08-03 06:30:42 PM by DPhoenix29. |
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| Posted on 2011-08-03 04:07:28 PM |
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You got a nice level here, but I did find a few things to fix:

This particular was near impossible as Big Mario.

I think this part was a little bit too hard, but it might be just me, so I'll let others comment on it.

Again, too difficult, IMO.

This pipe leads to the beginning, which is both not warned at all and a little unfair.

Not really a problem, I just though it hilarious that an electric/fire enemy was in this underground gas chamber area.

Same as above. 

These blue turtles literally are way too fast! I could barely make it past the first area. I'm not sure who made them, but they need to seriously tone the speed down.
Overall, some difficulty spikes, but honestly a great level. Nice work!
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| Posted on 2011-08-03 04:24:50 PM |
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Originally posted by rtyuio54321
These blue turtles literally are way too fast! I could barely make it past the first area. I'm not sure who made them, but they need to seriously tone the speed down.
You might be interested in knowing that these sprites are used throughout much of world 8, so the player should be expected to be somewhat used to them by this point. Although looking at the screenshot, I can agree that using them in passages that cramped might be a bit on the ridiculous side.
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| Posted on 2011-08-03 06:21:33 PM |
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You got a nice level here, but I did find a few things to fix:
QuoteThis particular was near impossible as Big Mario.
Honestly, it is no where near impossible. Just use one of them to kill the other (its not difficult to hit the low bounce one and throw its shell at the other one). Or you can jump on them if you time it right.
QuoteThis pipe leads to the beginning, which is both not warned at all and a little unfair.
Its not supposed to go anywhere so it was removed
QuoteThese blue turtles literally are way too fast! I could barely make it past the first area. I'm not sure who made them, but they need to seriously tone the speed down.
There is enough shells nearby that you can always throw them at the blue elites
QuoteOverall, some difficulty spikes, but honestly a great level. Nice work
Thanks
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| Posted on 2011-08-03 09:17:40 PM |
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I'll start with pointing out some flaws, but then I'd like to discuss a couple of things in regards to this level.

This Goomba is relatively pointless since he just walks right off of the edge.

Minor issue: the girder gets cut off by the corner of the ground.

This part is a little -too- tight, even for my tastes. Try lowering that bottom pipe a bit and getting rid of that Koopa.

Honestly, I don't feel that this tileset is appropriate here. I'd rather see the cave tileset from the first section used here (the blue one with the rainbow rocks).
Now, I have a rather interesting proposal here. You see, I don't exactly feel like this level fits the abstract world - rather, it feels like an extension of the Norveg plotline. What I -do- feel it fits perfectly, however, is the Mock Bonus World theme. Under the assumption that DgBarca and SLBros cannot complete that level in time, I was wondering how you'd feel if this was turned into that level instead? That little "bloody" ending area you made there would be a perfect place to reveal the hint which leads to world 9.
It's up to you, ultimately, but I feel this would be a much better placement for this level.
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| Posted on 2011-08-03 09:54:46 PM |
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A little something that didn't seem to come up yet.

By throwing a Koopa shell into this spot, it will continuously hit the Bullet Bills that shoot out, allowing me to rack up infinite lives as I sit back and watch. Raise the bullet machine by a tile to prevent this.
Other than that, the only real issue I saw with this level was the first P-Switch. It wasn't obvious that I was supposed to use it right away, so I ended up trying to go back the hard way... which was almost impossible sometimes.
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| Last edited on 2011-08-03 09:55:55 PM by GeminiRage. |
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| Posted on 2011-08-03 11:02:11 PM |
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@GeminiRage Thanks for pointing that out. I'll have that fixed up to prevent infinite lives (which as of this post is fixed)
@SNN I'll comment on the pics/comments first
QuoteThis Goomba is relatively pointless since he just walks right off of the edge.
I see your point. The whole point of the goombas pretty much is that they never really walk into the gas (when the message box states that they are immune to the gas, yet never come into contact with it). So really they are just there to be pointless, can't really hurt having him there.
QuoteMinor issue: the girder gets cut off by the corner of the ground.
Didn't even notice that, has been fixed
QuoteThis part is a little -too- tight, even for my tastes. Try lowering that bottom pipe a bit and getting rid of that Koopa.
Fixed it up as suggested
QuoteHonestly, I don't feel that this tileset is appropriate here. I'd rather see the cave tileset from the first section used here (the blue one with the rainbow rocks).
The whole area was pretty much tacked on after my brother lost his level since it is part of his level (although I may have a way to keep the area in the level with the same tileset and not have it be unfitting)
QuoteNow, I have a rather interesting proposal here. You see, I don't exactly feel like this level fits the abstract world - rather, it feels like an extension of the Norveg plotline. What I -do- feel it fits perfectly, however, is the Mock Bonus World theme. Under the assumption that DgBarca and SLBros cannot complete that level in time, I was wondering how you'd feel if this was turned into that level instead? That little "bloody" ending area you made there would be a perfect place to reveal the hint which leads to world 9.
It's up to you, ultimately, but I feel this would be a much better placement for this level.
Sounds like it would work pretty well. Although I think I may have a few adjustments that might work with it as well. Since the level is in space (or the atmosphere of the planet), Mario needs to get up to the asteroid. Of course the only two ways I can think of for Mario to get up there are a) a teleporter; or b) a powerful cannon.
I could move level 153 to the beginning of the level (maybe remove the elites so you don't killed going to whatever transports you up), then add either the teleporter or cannon. The chessboard/chess puzzle talked about in the Switch Palace discussion thread could activate it (along with all the smwcCoins [excluding this level/bonus world], unless they're not going to be used to enter the bonus world anymore). I can then make another area to replace the moved 153.
Anyway do you need a copy of the level sent by PM or should I just continue fixing bugs/issues and adjustments if this becomes the Mock Bonus World level.
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| Posted on 2011-08-03 11:15:23 PM |
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I like the idea of the chessboard activating a teleporter, honestly. Once you're teleported into the asteroid, you could work your way towards the middle (in this case, that red room) which would contain the hint. Whether or not you want to shift around 153 is entirely your call, so I'll leave that up to you.
As for the level itself .. fix up what has been mentioned if you haven't already and send it my way. If I don't hear back from SLBros/DgBarca in the morning, I'll "transfer" your slot to that level and we'll go from there.
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| Posted on 2011-08-03 11:54:43 PM |
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Most of whats been said is fixed (aside from the teleporter stuff/moving sublevels), I'll do a little bit of adjusting sometime in the afternoon (or morning, depends on when I get up) depending on what happens in the morning with the other two designers. It can't really be sent off until block 334 is inserted into the baserom or I could change the gas/electricity to act like 334 before it sent and it will work fine whenever the block does get inserted. I can have it fixed up and sent off sometime in the evening, or at the very latest friday morning/afternoon.
Anyway, off to bed for now, I'll check back sometime when I wake up.
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| Last edited on 2011-08-03 11:55:47 PM by DPhoenix29. |
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| Posted on 2011-08-04 04:04:25 AM |
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That's a really nice level you have here, and I kind of agree with what S.N.N. said. It feels like a real endgame level rather than special world so much. I really think this level will end up being one of peoples favourites in the project. The gimmicks didn't feel like they were forced, and I really liked the graphics for both the gas, and for the electric blocks.
Couple of problems but only 1 screenshot. Only layer priority things.
1. In the bonus room just before the first p-switch collect part, there's a feather in the box that goes behind the ceiling above it. It just looks a bit weird.
2. 
Yeah... this is just after the p-switch part.
But believe me, if this is all I can find wrong with the level (excepting that part S.N.N. said you needed to remove the koopa from) then you've done a damn good job!
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| Posted on 2012-11-12 04:47:30 AM |
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Originally posted by Rameau's NephewEven though it somehow failed to make it onto the list aside from a small mention in a copy-and-pasted comment from MrDeePay (for alas, everyone forgets about poor World Post-Norveg), Asteroid Antics is actually in need of quite a few extra elements. 13A, 150 and 151 still lack backgrounds, the non-looping background in 153 tends to appear cutoff when one enters some of the side rooms from 150 and 151, and the gas/electricity in 150 151 still don't have proper graphics/animations. As such, I decided to try my hand at adding the long overdue final æsthetic touches to the level, as well as scattering the pages from Doc's notebook mentioned in the script (reworded slightly to sound a little better) throughout the level, setting up the backstory for World 9.
13A:
A brown-paletted version of the World 5 mountain BG with some clouds taken from the island BG make up the background here. The brown hues suggest more of a connection with the desert which immediately neighbors this stage on the overworld, and the BG is positioned in such a way as to suggest that Mario is fairy high up, explaining the slight difference in climate in this particular area.
153:
Looks essentially identical in-game, though I sliced the BG in half and shifted things around a bit so it will display properly in the side rooms, and shifted two colors around so that messages would have the proper palettes. Speaking of messages, here you can see the first of the notebook pages (the actual graphics for which could be a little better, but drawing is not perhaps my best suit), along with a helpful (animated, blinking) message on how to read it (this was already included-yet-unused in ExGFX155, so why not use it?). The notes themselves are sign blocks, which access the level whose messages they are to use from a few lines of LevelASM code, allowing two blocks to handle all six notes.
150:
Since layer 2 was needed to avoid cutoff with the gas, this prevented a normal BG, so instead I made a Mega Man-esque pseudo-BG of pipes, girders and animated fans. That's probably not a bad thing, though, as it strikes me as suiting this area far better than any of the cavey BGs I had previously been considering, all of which (aside from the one with the water, which wouldn't work here) feels a little too enclosed and flat.
The gas itself has also been given proper graphics (based on the clouds from Tropopause Trail and Dynamic Disarray), which have both a poisonous glowing animation, plus an expand-contract effect to make them look more cloud-like. While it can be difficult to see in this small image, there are also many small, animated bubbles in the cloud, which especially congregate around the cracks in the pipes, giving the effect of the gas properly leaking out of them.
The gas itself (as well as the electricity in 151) previously used the uninserted block 334, which was intended to be a kill block which is non-solid for sprites. However, 316 (kill if Mario is inside), fulfills both of these functions, and in fact works better than the intended block, since Mario now falls slightly inside the gas-electricity before perishing, rather than dying the moment his little toesies touch the edges, which makes more sense for non-solid bringers of death. Purely personally, I think very the best choice here would actually be block 34F, the (also uninserted) non-solid hurt block, since quite frankly, there's way too much instant death in this stage (which leads to a very silly obstacle to obtain the first P-switch in 153), but I'm only making æsthetic changes/repairs here, and avoiding unilaterally making changes to the author's design which have a direct effect on gameplay, so for now, they're still all instant death block, as per the original plan.
151 has been given the BG from Reclaimed Refinery, as per its role the highly mechanized core of the asteroid. The electricity has also been given a proper animation, as have the bolts around the electrified blocks. The palette of the blocks themselves alternates between the original version and a whited-out version, in sync with the appearance of the block-surrounding bolts.
Here is a video showing both of the major animations. Unfortunately my recording software hates the gas animation, and renders it a muddy mess, with the bubbles heavily smudged and hard to see properly, but the electricity animations comes through pretty well here. This video also demonstrates the nature of of block 316.
Opinions?
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| Posted on 2012-11-12 06:03:21 AM |
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And lettuce not forget the IPS of the visually enhanced edition of the level.
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Forum Index - Events - SMW Central Production 2 - World 8 - [BUGS: LEVEL CRASHES UPON ENTERING THE LAST ROOM] 13A - Asteroid Antics - dragonphoenix29 |
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