7/1/09- The RttC Soundtrack is released! Go here for the download:
Due to an unexpected request, I've compiled all of the message box text in RttC into a MSWord document. For anyone who's interested, the upload link is:
I'm surprised I left so many typos in there; I should update the patch to v1.3 at some point. In the meantime, does anybody have suggestions for 'informational' message boxes that would make any given level easier?
I played the demo, and what you have is good. However, I do have a few complaints:
-What was with the floating water in Cobalt Caverns? If it's spraying out of the pipes like I think it's supposed to be, then it shouldn't have random empty spots in it. Also, it shouldn't be still water, it should be animated like actual water would be.
-Monty Mole Hall was too hard. The conveyor belt slopes were annoying, because they could screw up and leave Mario not in control of his actions.
-Tornado Zone relied too much on luck. Basically, you'd have to get it exactly perfect or die, which can be impossible at points.
-Why wasn't the OW edited? D:
Before I respond to these, I have to ask you something. Did you download the demo from smwcentral? Apparently the demo was just removed for freezing after the title screen...but you played through the entire thing.
I think there should be an FAQ section detailing some reasons hacks are removed and how to resolve them. For example, why would a hack freeze after the title screen for one person but not for another? What is the problem there, and how can it be fixed?
Sounds good. I just wanted to hear from you first before I did anything rash.
I'll upload and test it again, then edit this post.
Edit: Uploaded, downloaded, and tested. Seems to work fine on ZSNES.
Eidt 2: Also, about pieguy1372's comments...
A. I don't trust myself to get the level order right the first time, so I don't want to create an OW until I have a majority of the levels finished. Then I'll have a better idea of what level goes where, and what kind of OW areas to design.
B. As for Monty Mole Hall, I realize the (escalators? lol) are glitchy like that, but if you use sliding judiciously, you should be able to avoid a lot of enemies (namely, Monty Moles in this one). Of course, I might end up moving the castles around once I design the rest of them.
C. For Cobalt Caverns, I realize the water tiles may look awkward, and I'm considering replacing them somehow. But it's not a functional problem, so I'll tackle that after level design.
D. There are specific parts of Tornado Zone I was considering changes to, so let me show you this video of it:
This is a great idea. Actually I hope we do these somewhat often.
I have a question. Suppose I have a finished level in my not-yet-released hack that fits the requirements. Can I use that level, even though it will ultimately appear in my own hack later? I ask because my first hack is mostly being done without any outside programs.
Another question: Can we use a tile editor to make sprite and tile swaps? I know that involves an outside program, but it could lead to more creative combinations. Actually, the level in question for me uses them, so...I'll wait for a response before I do anything.
What I mean is my level combines different foreground sets so I can use line guides with normal terrain. Another level I might consider swaps Monty Moles into the castle sprite set so I can use them in a castle setting. Is that sort of thing ok? I'm only using what's in the original game (apart from manipulated Map16 tiles, but those are ok, right?).
Edit: If I'm still being unclear, can I post or send you an example (youtube video link)?
One, how will judging be done? Does each judge individually look at each submission and grade them on the five categories? Or do all the judges discuss the submissions as a group and submit one score for the submission together?
Two, how will the results be posted? Just the scoring, for example? Or will judges add comments on each category? Or give a brief review of the submission?
I realize this may not have even been decided yet, but...like I said, I'm just curious.
Well, the contest itself is the reward, isn't it? If enough people make submissions and put a lot of effort into their levels, then people will learn a lot about level design just by example. Which is why you should actually participate, Schwa.
There's something I don't understand. When you're looking at the .txt file, is there a way to determine what channel cooresponds to which instrument/ part of the melody from the original Midi? Or do you just have to assign instruments and figure it out through trial and error?
Also, my .txt file listed 10 channels...what should I do with the extra 2?
Edit: Also, does the "r" at the beginning of each channel designate a rest?