 |
|
 |
|
| Alpha Testing I |
|
Forum Index - Events - SMW Central Production 2 - Alpha Testing I |
|
|
|
|
| Posted on 2012-05-21 11:41:05 AM |
Link | Quote |
|
I'd like to use this thread as a base for level designers to post about their levels. That is, I want each level to play through their level(s) and point out what is different or broken from the time of insertion. Obviously a lot of bugs are going to pop up, and I'd like to get these dealt with before we move on.
Thanks.
|
|
| Posted on 2012-05-21 12:26:51 PM |
Link | Quote |
|
Smoggy Steppe's background has messed up Map16 and palette. It shared the background graphics with another level, and I suppose the owner replaced them. Probably the best solution would be to just grab a copy of the graphics file from a previous patch and insert it in a different location to prevent conflicts.
EDIT BY SNN: The above issue is fixed.
Venus fire traps incorrectly disappear behind layer 3 fog. Perhaps a layering change to the sprite caused this issue? Anyways, since the fire trap is one of the most common enemies in that level, and the smog is where the level name comes from, I would appreciate it if flat out removing either could be avoided.
|
| Last edited on 2012-07-24 11:41:57 AM by S.N.N.. |
|
| Posted on 2012-05-21 12:49:54 PM |
Link | Quote |
|
Carnival Caper (110)

Wooden rail and life preserver have different graphics. (FIXED)

That should be a yellow shelless koopa. Remapped maybe.

Flying platform should be recolored in BIN file. Also again life preserver.
Tropopause Trail (116)
Everything seems A Okay.
|
| Last edited on 2012-07-24 11:45:13 AM by S.N.N.. |
|
| Posted on 2012-05-21 01:03:48 PM |
Link | Quote |
|
Originally posted by 2dareduckCarnival Caper (110)
http://bin.smwcentral.net/u/13296/SMWCP2_00001.png
That should be a yellow shelless koopa. Remapped maybe.
Easy fix.
CodeSPRITE_GFX = $C8 ;Set this to the GFX of the sprite you want it to hold.
Change that C8 to E0.
Shivering Cinders:
Looking at it almost a year later even though I play through it every now and then, I think some ceilings are a little too low and some ending jumps (one in D4 leads into a Fire Bro that can take the player by surprise. Additionally, there is some LevelASM code by Imamelia that can make specific tiles behave slippery instead of having to rely on blocks that are not fully reliable (flat land -> walk onto slope -> jump from there -> land on non-slippery ground -> slippery anyway) that I can look into.
Additionally, all of the level BGs need to have their BG scrolling set to H-variable, V-constant; this should only apply to D3-D4. D2 as well, but that sublevel has vertical scrolling disabled.
I didn't deal with the Mainline yet since that level technically isn't 100% complete yet, so I'll save that for another time.
|
| Last edited on 2012-05-21 01:13:52 PM by MrDeePay. |
|
| Posted on 2012-05-21 01:19:39 PM |
Link | Quote |
|
Crystalline Citadel

Still missing that remap of the Panser(plus a proper spawn routine so they work in vertical levels, though that might add more to the difficulty that would be accepted... IF you get it to work, a retest of the level might be in order).

Cutoff pillar top connected to the above platform, and I'm sure there was a 1-up in this block.

The custom block for the door still doesn't work.

The LevelASM for this first area doesn't work properly - the water doesn't rise, and the quake effect stops very early as well.

That's not an ice ball, that's a black hole.(Easy fix, just copy palette F from an earlier sublevel.)
Not pictured:
There's still a test door in level 123.
Stone Sea Sanctuary

OH GOD THE PAIN.
(so yeah, I have no idea what's up.)
|
|
| Posted on 2012-05-21 01:33:35 PM |
Link | Quote |
|
Alrighty right, played my level (well my half, lightvayne should probably test his), and it seems pretty true to the original, there was just a couple things that were kind of weird and should probably be fixed, here's a list;
1. The background in the very first level got lowered somehow, it should be one extra tile up for the parallax scrolling to work properly.
2. What's with all the lag in the push-block section? It was never there before when I made the level...
3. The block that speeds up the rising sand doesn't work anymore and has botched map16... Must be an error somewhere.
4. On a side note, I still think someone should draw new toads to fit the hack's style. The ones currently used are pretty ugly.
That's pretty much all, you guys did a nice job of not ruining anything completely :D
|
|
| Posted on 2012-05-21 01:45:17 PM |
Link | Quote |
|
No unexpected bugs in Arboreal Ascent. There are two things that might need to be changed, though, and now is as good a time as any to do so.
First, you'll need to apply my Chuck tilemap workaround patch at some point, and secondly, the first flying green Koopa in level 51 might as well be removed - doing so might make that spot a little less interesting, but its existence never really felt justified to me.
(On another note, Fantastic Elastic not continuing after the first door is a known bug, isn't it?)
|
|
| Posted on 2012-05-21 01:53:12 PM |
Link | Quote |
|
There are few bugs in my level, I'd like to point them out, and I hope they won't be hard to fix.
------------------------------------------


The BG palettes are a bit wacky. What happened to them? (I believe they were correct when I submitted this level)



The bute GFX still aren't there.


The collected SMWC coins have flipped GFX in the main section.

After the midway, the lantern doesn't have GFX. (I'm sure the GFX were there, but they had to disappear somehow) Also, there's one niptick about this lantern, but I'll write about it at the end of this post.

The ninjis are pink in the temple section.


When I'm going back from the little room in the main section to the temple, the pipe leads to some empty cloud level. The secondary entrance had to mess up somehow.
------------------------------------------
And about the lantern, the code is pretty much correct, but the lantern isn't working when Mario obscures it all. You have to stand near it and obscure it partially to light up the temple. I don't know what might be causing this, but I think we would try to fix it or inform the player somehow about it. (?!)
About missing GFX or palettes: Most of the missing things are probably in the thread of this level when I was submitting it, but they could get messed up somehow. (except the Bute GFX which isn't done yet)
|
|
| Posted on 2012-05-21 02:00:21 PM |
Link | Quote |
|
Found no 'real' bugs in Tourou Temple (18), though I have to note two minor and probably not very urgent things:
- in the second part of the level (lantern boat), the blocks that push Mario a bit to the right still work when the autoscroll stopped. So, it looks totally normal until the end of that sublevel. Not sure if it's a real problem, though, and I personally have no idea how could we fix this, but maybe someone will have a better idea...
- also not sure if I have to bring this up or not, but the level uses two midway points and I guess multiple midway points weren't implemented yet, since only the first one works so far. I suppose this can wait, too.
|
|
| Posted on 2012-05-21 02:20:08 PM |
Link | Quote |
|

The stems of normal (and inverted) Piranha Plants need to be remapped.

Venus Plants go behind the background as well. Not sure how that could be corrected though.
Those are really general issues with those two sprites, though.

This one thing needs to be fixed though. [Just get rid of the edge there and have the solid background bit go all the way across]
|
|
| Posted on 2012-05-21 03:12:58 PM |
Link | Quote |
|
Some pretty big problems in Coaster Calamity (or Coaster Commotion, however it ends up being made, I like commotion better)
A) The coaster parts have no background and the music for them hasn't been ported yet. I don't know if someone was still working on those, but those need to happen
B) The coaster sprite has some garbage graphics that are Mario's shoulders above it. I feel fairly certain that I sent an updated version of the coaster that fixes that, but let me know if you don't have it.
C) The blocks in level FA (390-398) act like 130 instead of 00B, so the game is impossible to win.
D) In FC, the second cart level, the cart gate blocks (399-39B) act like 130 instead of 25, making that part impossible to beat.
E) In the second circus room, if you have Yoshi and hit the no yoshi block, yoshi will come back as you enter the next room. I believe I sent an update to the no yoshi block that fixed that, but it has not been inserted.
I think that's it.
|
|
| Posted on 2012-05-21 04:15:19 PM |
Link | Quote |
|
I've been out of the loop since the end of last year so I'm not up to speed on any lingering global problems if they still exist, ie flipped dotted SMWC coin graphics. I have this issue in my first sublevel and raft room, though they're correct in the second sublevel. Or is this a localized issue?
The following is localized however. The SMWC coin graphics are garbled in the raft room and second sublevel. I know why - I have some animations mapped there which I had on my to-do list to fix before my unexpected leave of absence. I thought I had done that and I'll have to look through all my old hacking folders to see. If not, I guess I'll have to do so again.
Now, some problems that have popped up since I remember testing this level last:

Some of the appearing/disappearing lilies seem to be acting like tile 130 at all times. This doesn't seem to be the case for all four varieties though.
 
The bubbles don't seem to be set to the proper priority anymore. They should be set to the lowest priority if I recall as they should be appearing behind all foreground objects.
Other than that, everything seems to be as it should.
|
|
| Posted on 2012-05-21 04:25:27 PM |
Link | Quote |
|
Tropical Turnout:
- Mario uses wrong palette
- 3rd section is supposed to have a multiple midway point at the start. All that is there is a floating midway post. This can get removed if seen as unnecessary.
- 3rd section has no custom BG, not a big issue really.
- Same goes for the 3rd SMWC Coin Room. It too has a not custom BG, however it actually seems fine due to it been the original SMW Clouds.
- In the sublevel with the last coin the "empty coin space tiles" are glitchy and don't display right.
Aside from these things the level is good to go.
|
|
| Posted on 2012-05-21 05:28:05 PM |
Link | Quote |
|
Chilly Colors:
-2nd and 3rd SMWCP coins are glitched when getting them. Although that's more of a global ROM issue.
-Some coins in the bonus room don't show up.
-Sublevel F8, Screen 0B: It's possible to get stuck down there. May have to either remove the sticky blocks or place regular blocks next to them.
-Plus, the palettes could use a little improvement.
Koura Crevice:
-Slowdown on screens 07 and 0D/0E
-Plus, the LevelASM could show the powerup status. I burned out trying to figure that out myself.
That's all I can think of for now.
|
|
| Posted on 2012-05-21 05:46:54 PM |
Link | Quote |
|
Reserved.
Going to play through them now, will edit post with comments after I'm done.
edit: nevermind this post is useless now, and was a dumb post to make (first stupid post yay!)
|
| Last edited on 2012-05-22 09:49:00 AM by DPhoenix29. |
|
| Posted on 2012-05-21 05:50:12 PM |
Link | Quote |
|
Originally posted by TomPhantoKoura Crevice
This is the new name, is it? I'll update the Credits thread if it is.
~~~~
Reserved, though, I'll finish this up with the next base rom since the donut sprite has been inserted.
|
|
| Posted on 2012-05-21 07:28:45 PM |
Link | Quote |
|
|
Everything level-specific seems to check out so far in Jewel Jubilation, though I still need the second midpoint to be placed at the start of the secret path.
|
|
| Posted on 2012-05-21 08:18:02 PM |
Link | Quote |
|
Originally posted by Giant Shy GuyOriginally posted by TomPhantoKoura Crevice
This is the new name, is it? I'll update the Credits thread if it is.
Originally posted by Rameau's Nephew
That reminds me, though--the level known as "Kourai Crevice" really ought to be called "Koura Crevice", "koura" meaning "shell, carapace" and "kourai" meaning...well, not much of anything, at least as far as I know.
|
|
| Posted on 2012-05-21 09:31:39 PM |
Link | Quote |
|
I have seen no problems with Dangling Danger (11D) aside from some slowdown at times, but I think that's just me being stupid about enemies in certain areas, such as the screen with the third SMWCoin and the area at the very end with the red koopas.
Incidentally, 056 has a Cape Feather right where you enter, and it has no background, either. Could both of these please be fixed? The Feather is redundant since you need one to enter that sublevel, and you're unlikely to lose it (impossible, actually) before getting to the ledge you need to reach once you enter it. (Getting hit before finding the P-Switch, on the other hand...)
|
|
| Posted on 2012-05-21 11:23:39 PM |
Link | Quote |
|
Crocodilian Crossing:
Aside from a couple of small details, I haven't found any issues with the level. Besides Mario's palette, the only necessary modification is a change of the background for the two cave sublevels (they still use the original SMW Cave BG). Either way, besides that, the level is good to go!
|
|
|
|
|
|
|
Forum Index - Events - SMW Central Production 2 - Alpha Testing I |
|
|
 |
|
 |
The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.
Copyright © 2005 - 2013 - SMW Central Legal Information - Link To UsTotal queries: 27
|
|
|
|