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111: Sideshow Showdown - Vic Rattlehead/cstutor89

Complete

I don't have a problem changing those things.

I don't really like stuffing stuff into a sprite that has no relationship with the sprite in general. But I guess for this sprite I could do that but in order to make those things you have to compile it with XKAS not the standard way with SpriteTool. If that crashes or doesn't compile I have to make another sprite.

You have to patch the game in order to change the message boxes and even then it has to be a level with a Message Block. I don't know what effect that will be on the game.
Originally posted by cstutor89
Also what exactly about the time/bullet/target system doesn't look correct?


Do you mean it glitched like this?

Yeah. That glitch happened to me a few times. It should be fixed.
I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
Wow, I've never seen that problem before Woody ... how exactly does it happen, how do you get that error? Maybe this version might be better. IPS: IPS Version 1.5

Things changed in Version 1.5:
- Graphical counter for Blue Coins.
- Got rid of the floor that leads to 177 (my mistake Woody for not understanding).
- Put the STZ $19 in the LevelASM
- Put the flower and feather (couldn't use a green block because of the red colors).
- It's impossible for me to put Megadmin and the textbox in the same room because of the number of colors needed to animate Megadmin and the certain colors needed to color the textbox don't come together. So I put Megadmin in the info area and the text box outside describing how to enter the minigames.
- Changed that music in the Muncher Pit to 5C.
- I didn't change the BG in the Switch Palace because that's the same BG and FG as the Yellow one.

Hopefully it's okay now ... ?
@Woody, which emulator you used? The same problem happened to me in the newest IPS when i hitted a target at the top of the screen in Zsnes.

Looks like the bullet sprites have some kind of glith when they are in the far top of the screen. But only in Zsnes.


In Snes9x this glitch never happened to me. Also, the bullet sprites are ok.

EDIT:

This happens in ZSNES:


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Originally posted by ShadowAlexandre
Looks like the bullet sprites have some kind of glith when they are in the far top of the screen. But only in Zsnes.

ZSNES actually does that with all sprite tiles for who knows what reason, so it's most likely not an issue with the sprite itself. Still, given how ZSNES is the most popular emulator, it might be worth moving the graphics somewhere else.
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Get the official ASMT resource pack here!

Okay, I've got a new version. Fixed up most of the stuff that was brought about by the glitching targets and stuff. I lowered the range of the shooter a bit to make it not go off screen. Hopefully those errors don't come up again.

I've fixed the look of the connecting walls that 2darduck has described in the Level Testing Thread. Hopefully this will be the last/second last one. I keep saying it ... lol.

IPS v1.6 for 111: Sideshow Showdown
Testing...


Well, I guess the glitch in the target minigame is not possible anymore. And I could not find any problem with the other minigames.

Overall, I guess this level is done. And what a fun level. :)


EDIT: Just one thing...



Why the counter ends at 0:00:59 instead of 0:00:00?
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I couldn't figure out how to change it in imamelia's sprite, so I just kinda left it that way. I could add a second to each of the timers if that's an acceptable compromise (though I agree it is a bit odd that it ends on that time).

Also, I personally would like the cannon speed to be changed back, simply on account of the fact that zsnes' inaccuracies do not deserve catering to, especially for something trivial that can happen with most kicked enemies. I don't know if YCZ knew that the glitchy tiles were from a launched projectile, but rereading his post makes me think that he thought those were just kind of near the top of the screen and that the glitchiness happens just by moving around a little. Of course, you don't have to change it back if you don't want to; it's your call now, really.
@Vic Rattlehead I don't really want to change the cannon back because multiple people have said the same thing.

Anyways it does reset to 0:00:00 now, that last number is the frame rate and it updates one time more before it finishes hence why it ends with 59. That code did the job but it was hard to understand at times ... ugh. Anything else that needs to be fixed by anyone?

If not, SNN or Lightvayne can you take a look at this level and see if there's anything else to fix. If there isn't I can forward the level to you today and finish it up.

With fixed timers & Name IPS (v1.7): IPS v1.7
Originally posted by Vic Rattlehead
I don't know if YCZ knew that the glitchy tiles were from a launched projectile,

...oh. No, I thought those were part of the counters; if they aren't, there shouldn't be any reason to change anything. A static tile being permanently glitched due to its position is one thing, but a moving one messing up for a few frames due to emulator inaccuracies is something else entirely.
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Get the official ASMT resource pack here!

Testing...


Well, I tried a few times, and I really haven't found anything wrong or weird with the newest IPS.

I guess it's fine, I don't have any objections at all.
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This is an outstanding level in all aspects. It's been a long time since I've played it, but the revamped versions seem very professional and creative in nature.

I found a couple of oddities in the latest patch and I don't know if they've been pointed out yet (haven't really read much of the thread):

1. Are the points supposed to stop going up at 7?
2. Why did I get one point for a silver medal in the 100 coin room, but three points for entering a bronze door in the maze?

Nothing else seemed off though. Great work.
Gold, Bronze, Silver, and DQ Medals are always the same amount in every game. Gold is 0 Bad Points, Silver is 1 BP, Bronze is 3 BP and a DQ is 5 BP.

The points system is suppose to continue on until the player gets 11 points or they exit out of the level. If Mario does get 11 points, they do get put into the muncher pit (and die, if it happens).
Which reminds me, what does DQ mean?

I always think of Queen...

But anywho, great level! The only game that I suck at are the Mathletics and the racing thing.

Kudos to the both of you!
Oh wait, I'm an idiot. I didn't read the opening part enough. So 7/11 after completing all of the games was good for me. I guess that explains why I could beat the level. Makes sense.

Then I have no complaints!
DQ = Dairy Queen, lol it means Disqualification.

@SNN Ah okay, should I send you the level soon (within a hour or two)? I'll make a ZIP file for all the stuff just like last time.

Yeah, I played though the level and really didn't find anything wrong with it, other than you could probably use cut-scenes instead of the current method you are using, but it will work for now. Great job man.#w{=3}
Layout by LDA during C3.

Vic when you get a chance, I'm gonna recommend you retake a look at some of your secondary exits, a few of them overwrote mine in stratus skyworks.
Layout by LDA during C3.
Got done fixing and revising this level. The HUD for every room got fixed, and the game select one got an overhaul. Now it appears at the bottom of the screen, and Bad Points (BP) will flash in red if you have a critical score. Other changes were done, too, most notably in info levels - they're now simple text screens as opposed to regular rooms with a door. What's more, the game select room has got trophy/DQ icons for ease of progress tracking.

edit: like with Carnival Caper, ignore the background as it's going to be revamped.




MK2TDS

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