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Posts by AxemJinx
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7/1/09- The RttC Soundtrack is released! Go here for the download:

http://www.megaupload.com/?d=95O1B4P8


10/17/09:
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:

http://www.megaupload.com/?d=D3ABI06V

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?

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And here are a couple more screenshots now that the first demo is out:







I don't know why they're still thumbnails- I thought I resized them *sigh*. Anyway, check it out if you can- I always appreciate constructive criticism.

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Here's a sample video of Rise to the Challenge.

<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/rDQ_xb9lXjk"></param><embed src="http://www.youtube.com/v/rDQ_xb9lXjk" type="application/x-shockwave-flash" width="425" height="350"></embed></object>

What does anyone think?

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Originally posted by pieguy1372
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. :P
-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.

*confusion* I don't understand...

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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?

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Originally posted by D4RK M4R10
Host your hack please, I want to play >_> Sounds awesome due to everyone's post.


http://www.megaupload.com/?d=FCBOYA30

That should still work for now.

I'm not going to repost it here until I figure out why it was removed.

I have a question for anybody that downloaded it from smwcentral. Did it freeze after the title screen?

Edit: So it did. But why would that happen? I want to fix it ASAP.

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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:

<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/UneSx3i0taM&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/UneSx3i0taM&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

It's slightly outdated, but mostly the same as the current form of the level. Do you think you could point out specifically where the level felt too hard or based too much on luck?

Anyway, I'll try to update this thread somewhat regularly as I make more levels.

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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.

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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)?

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Ok, I think my submission is ready.

http://www.megaupload.com/?d=YKDPGTDP

It's called Tunnel Trouble.
...In retrospect, it seems to use a lot of sprites that you rarely see in the original game...but no matter.


Am I allowed to post a video of my submission?

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Out of curiosity, I have a couple of questions.

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.

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Originally posted by Schwa

(to others) Banzai Bill underwater is coooooooool, d00ds! It's called "thinking outside the box". Wanna learn how? :D


pfft, this is thinking outside the box :p
http://youtube.com/watch?v=7UncSz_EzDE

And here's another from RTTC if you haven't seen it yet:

<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/FRetT3mzEcg&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/FRetT3mzEcg&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

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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.

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I haven't made a level around it yet, but...
do these vine ends look believable?

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Some vine ends I created. Do they look ok?


Ice, Ice, Maybe. Currently, it's an optional World 2 level, and it isn't easy.


Case in point. Plenty of tricky bullet bill setups.


Come to think of it, I still have to change the pallette and a couple of other things.


Easily the toughest section. In retrospect, putting coins there was a good idea. It saves frustration.

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Actually, I like the look of the grass very much. You'd be surprised how appealing simple shapes can be :p. It reminds me of Super Paper Mario. The lines are a little headache-inducing though.

Of course, it depends on what visual themes you're going for in the first place.

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Originally posted by Kaeru

Some say too short, some say too long. o.O
Also, some people say it`s too difficult and some others that is too easy. D:


That's how you know you have a good level :p

And you're not slow pieguy, it took me several days to finish what would become my entry.

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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?

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Thanks.

I tried converting "Winds Across the Plains" from Fire Emblem 7, and it works fine, except that the 2nd half of the song never appears. It just loops after the first half. Why would that happen?

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Originally posted by scratch799
Ugh, I can't believe I forgot that! >_<
The song will only be as long as the shortest channel. Place [r1]99 at the end of each channel one at a time to see which channel is causing the shortage.


Gah, I should've known it was something like that. Thanks a bunch! I'll try that now.

EDIT: Well, I still have to lower the file size, but:

http://www.megaupload.com/?d=4YQF3Z84

I tried "Winds Across the Plains" from Fire Emblem 7. Is it any good? It's my first attempt at music porting.

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AxemJinx's Profile - Posts by AxemJinx

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