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Twisted Plains but I forgot about C3

Kaizo/PitSuper Mario WorldDemoScreenshots

Alright so, I kinda forgot about C3 but when I learned that it's in 2 weeks I figured I might as well work on Twisted Plains and see if I can add everything I wanted to add before C3 ends.

Now, with C3 almost at it's end I can confidently say: I sure can't, but here is what I got anyway.

Screenshots




It has a map now, ain't that something.

It doesn't constantly crash anymore either (i hope). There's that at least.

Features:
- A Map, since it's apparently impossible to remember where one's been to.
- Improved loading times, so you won't have to wait 3 seconds every attempt for the level to load.
(Wanted the loading to be even faster but I'm running out of time for now)
- More content, because the level wasn't long enough yet.
- Occasional flickering, ... coding is hard okay?
- Probably some game breaking bug I missed, I'm good at missing those.
- A better ending. I hope at least.
- Less breaks, more intended solution. I'm sure I'll be proven wrong on that pretty quickly though.
- Miku. :miku:

Download
A fixed version of Twisted Plains? I must be dreaming.... I guess now I have no excuse left not to play this anymore
Finally a version of Twisted Plains that's 100% "playable" now 😋
The last screenshot worries me the most #tb{'_'}








Originally posted by Sariel
The last screenshot worries me the most #tb{'_'}


It should.

#tb{:)}


Anyway, not the C3 version but if anyone wants to get an idea of the intended routes through the level I made a video on it a few weeks back.


*Video is on the version submitted to KLDC 2020 and does not contain changes or any new content the C3 version adds.



I still need to implement fast retry for the final section of the new version and fix some OAM issues it sometimes has.
I hope to be able to make a small update with that until like friday or something so that one day it can go from "playable" to playable. #tb{:p}



Originally posted by xHF01x
A fixed version of Twisted Plains? I must be dreaming.... I guess now I have no excuse left not to play this anymore


I'm sure you'll find one #tb{^V^}
This makes Tubular look like Quickie World. I don't care if it has checkpoints. This is the most difficult, stressful hack of all time and that's final. My heart was racing.
I figured it might be fun to replay this to beat the avoidance in real time find more TAS-only stuff. For example, grabbing an item on the last frame before the clone hits a wall allows you to take the item with you.

The clone-distance-to-wall indicator is a nice quality of life addition and I love the way you've fixed on some my breaks.



The avoidance was kinda glitchy, but it was cool to see what you can do even without SA1. Having the patterns synced to the music was a nice touch. Here's a video of me playing around with it for a bit.
Originally posted by dacin
I figured it might be fun to replay this to beat the avoidance in real time find more TAS-only stuff. For example, grabbing an item on the last frame before the clone hits a wall allows you to take the item with you.

The clone-distance-to-wall indicator is a nice quality of life addition and I love the way you've fixed on some my breaks.



I'm very happy you found that lmao
If I find more breaks like that I'll be sure to add more #tb{:>}

Originally posted by dacin
The avoidance was kinda glitchy, but it was cool to see what you can do even without SA1. Having the patterns synced to the music was a nice touch. Here's a video of me playing around with it for a bit.

me: "Oh, pausing breaks the avoidance, I should disable that"
me: "Still need to make sure can't pause"
me: "Can't forget to disable pausing"
me: *releases C3 demo but you can still pause*

I deserve that.

-
The clone is supposed to die when it's touched by a fruit. Technically the player should also die when that happens if I wanted to stay true to what NANG does but with how broken the interaction is right now I decided to not do that.
Throwing the clone lags pretty much everywhere there's a lot of bullets on screen because it re-calculates every position to process interaction, also need to fix that.

-
I do like how you managed to create just enough lag for the ending to have to wait for the entire song to loop before it remembers what it's supposed to do. And then it doesn't even do that right.

The glitched graphics are the OAM issues I mentioned earlier, I'm still not entirely sure if I messed up or if SMW's OAM system is messing me up here.

-
And yeah, the first time you quick teleport into a different room the graphics aren't loaded, you're kinda supposed to not first try stuff so it's not as noticeable. Shouldn't be difficulty to fix though, just need to actually do that.
Alright, not quite Friday anymore but here's the final C3 update: Download (same url, CRC32 should be F36AF461)

This should be the final C3 version, I fixed most issues that came up and everything should work fine now. I hope to get the full version done by the end of this month but it won't differ much from this one.

Fixes/new features:
- Fixed OAM issues the credits sequence had (it was my fault smw did nothing wrong for once)
- Instant retry for the final boss (exit takes you out of it) (there is one graphical bug with the fadeout at the end if you don't exit at least once though)
- Clone ability shouldn't lag too much during the final boss anymore
- Fixed most issues with the final boss (pausing, being able to move during the credits, clone interaction) (sorry dacin)
- Fixed the bug where you can stand for one frame during the transition into the final section
- probably more things that I already forgot

Thank you to everyone who played it, gave feedback or just had fun watching and special thanks to the KLDC team for organizing another great event. This would not exist without you. whether you want it to exist or not lul

Kaizo/PitSuper Mario WorldDemoScreenshots