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Level Testing

Originally posted by MSAhm3d59113

Perhaps a message box explaining what to do? I found myself hitting random buttons to which it eventually did something.

Added a message box with the text:

Code
--  Light Game  --
                  
Climb  on  the net
and    punch   the
blocks. Light them
all   up   to  win
prize!            
                  



Originally posted by MSAhm3d59113

Perhaps a coin guide or something to tell the player to dismount, since I stayed on and died.

Done. Re download if you want to see it I guess...

Originally posted by MSAhm3d59113

When I died, the switch palace went off? (only appears to happen in ZSNES and SNES9X, in BSNES nothing happens) It actually happens when the message box is read.

Yeah, this gave me a bit of trouble. The switch palace numbers really need to be changed in LM.

Originally posted by MSAhm3d59113

(In BSNES & SNES9X, can't appear to recreate it in ZSNES) If I get hurt there, I fall off, but the rollercoaster cart stays there.

I think that's what happens if you die while in the middle cart. Not entirely sure why yet, but it's purely graphical.


Thanks a lot.
UPdate

It's cut off at screen OF, i'm still working around with the Girder Palettes, so green isn't what i planned. And still working on the second Message box.
Glad to see all instances of slowdown are gone, but a few errors remain:


red --> green (or whatever colour you are going to use)
Bomb-omb's --> Bob-Omb's
destorying --> destroying


Still can go through the pipes; it appears to be the horizontal ones.


I assume this is the end, and that you would want the player to head down, since I can't go back up.
I don't have much to say right now, but I have a few problems with it all.


1. Not sure how much I like the way that roof looks.


2. This light block game was... pretty glitchy. Often times I found that some blocks didn't even work, and occasionally I'd have them all lite up and nothing would happen.


3. That green isn't going to stay, right?


4. While the outside section was pretty well designed, the roller coaster part was bleh. The jumping was delayed often which lead to my death, and the two carts almost always got hit because of how the jump worked. Also, you can't see anything ahead of you. As you can see in the screenshot, I used the L/R scroll to have better visibility and it worked great. I recommend that you "force" this effect to give players a wider range to see.

I'm sure the coaster part will be fine later when you fix some bugs, but I digress.
Originally posted by MSAhm3d59113
Firstly, ShodanWii:

Firstly, I feel you need more cooldown spots; I found myself dying a few times due to a lack of them, and with the boos it can be difficult to get around without having to return to a cooldown place. Secondly, I feel maybe one or two more powerups could be useful, unless I missed them, I only found one. Also, the music, but I assume you are going to change that later.


1) I'm going to stick in some more cooldown spots then. I was trying to figure out the 'right' difficulty for a World 4 level.
2) There are currently 3 powerups. 1 if you go up the ladder in the first room. 2 jump to the left in the second. 3 right after the second smwc coin. BTW, did you find both?

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Now screenshots:

Eerie palette seems a bit off, and maybe you are introducing them too sudden, since they come quite early, perhaps moving them back a bit, or move the message box closer.


I don't know if that is my issue or the sprite issue...I'm pretty sure those are the correct palette.

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Message Box BG Palette is odd.


Hmm...it looked ok on my end.

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I was big and spin jumped into the small gap and died; move the coin rows up or down.


I may get rid of those coins all together.

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Bit of a layer priority mess; don't know if it is fixable or not.


I'm pretty sure it is. I'll mess with it.

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This bit was pretty hard for me, took me some time to manoeuvre around, and the lack of cooldown spots made me rush this bit.


I'll make that apart a little easier. Just trying to 'confuse' the player. =)

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Then the most major issue:

This pipe...

Leads to a test level! I don't know if this is because you haven't finished yet, but either way, I can't continue.


Yeah, I'm only up to the midway. The last part will be layer 2 (slightly) and a vertical level.

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All in all, I think the level is pretty solid, but my main recommendation would be more cooldown spots.


Sounds good. Couple of questions:
1. Did the gimmick work well? Was it unique?
2. Did you find 2 SMWC coins (that's all there is at the moment.)?
3. With the fake bricks in the second part, did they confuse you enough, but you could still tell the difference?

Thanks a lot! I should post an updated version tonight.

@Lynnes, would you mind testing mine as well?
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Originally posted by ShodanWii
Sounds good. Couple of questions:
1. Did the gimmick work well? Was it unique?
2. Did you find 2 SMWC coins (that's all there is at the moment.)?
3. With the fake bricks in the second part, did they confuse you enough, but you could still tell the difference?


1. The gimmick was executed quite well, and I would say, yes, it was unique, especially with Boos not harming you, but instead freezing you.

2. I think I only found the second one, I saw the first one, but didn't know how to get it.

3. Yeah, I think it should be fine as it is, but perhaps change the bit next to the first p-switch, since I accidentally walked into there, not knowing it was actually a fake wall.
1. Cool!
2. Heh, ok. I'll keep it.
3. That's supposed to be like that. The second P-Switch (if you find it) unlocks the second coin.

Thanks again!
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http://bin.smwcentral.net/u/4065/Balloon%2BBonanza.ips

Two things:

1. The message box is empty. This will be fixed, I'm just not sure exactly how to put exactly what I want to say so it fits in the message box yet...

2. Sonikku and I are aware of this and are trying to figure it out, but be careful causing "smoke clouds" around spawned balloons. This includes killing an enemy with a fireball or hitting a block containing a P-Switch. It tends to make the sprites act...weird.

If you find anything else, let me know. I hope I made the level better than it used to be.




Yerp, I'll test it.

In the beginning you start right in the sunlight, and it may take players a minute to figure out they are burning alive. Might want to start it in the shade.


Remember to disable the global pallet ExAnimation in LM to get this pipe to look right.


The gimmick isn't introduced very gradually; it feels like it is just thrown at you with a crazy long run, then the maze. Make the first level longer, and add more areas that aren't shaded. Also, I suggest you use sand or something for the ground. Just a suggestion, heh.


I'm not too sure using layer to in this area justifies the lack of a background here; layer two, while used clever, is used sparingly. Using a BG would be aesthetically better.


This maze is not very mazey, in all honestly. I see what you are doing with obstructing the view, but really it's insanely obvious where you have to go through to get by. Maybe make it less obvious?

Also, no picture, but the pallet of the boo line and eerie are off, look at the other levels to get them right. That's pretty much it. If you need a background, I can send you the one I'm using for the outside portion with a modified pallet.
Agent Q's level (024) in the newest base ROM actually has a pretty super well made "badlands"-styled background that he drew. Perhaps you can use that with a more red/brown palette (to represent the heat).

Other than that, I'll hold off on testing this particular level until you have more/others have helped you fix it up.
Consider all your issues fixed. I'm working on extending the level at the moment. Lynnes, can you send me that background?

Also, it says the bg can't be modified. How would I fix that?
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Actually, use the one in level 24, the one that SNN made. It fits the level so much better :D
Er, you're trying to modify the BG on a layer 2 level? That'd be your problem right there! Layer 2 is taking up the space that the background usually takes, so they can't coexist alongside each other. You could try to see about getting a layer 3 background, or scrap the layer 2 part of your level and go with a regular background. The options are fairly limited when it comes to stuff like that.
I can't use the one in Level 22, the tileset I'm using uses BG2, and the one on 24 needs it.

@VIc...great...Anyone have any suggestions?
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You can easily combine the two with YY-Chr, the one in 22 only uses the top half of the ExGFX.
Originally posted by Lynnes
You can easily combine the two with YY-Chr, the one in 22 only uses the top half of the ExGFX.


Even so, I still can't use it for 14C. Can you even make Layer 3 backgrounds?
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Yeah, but they only use three colors. But like I said, using layer two in the levels aren't really worth it, honestly.
Originally posted by Lynnes
Yeah, but they only use three colors. But like I said, using layer two in the levels aren't really worth it, honestly.


I'm not liking that background with this level. >.< Lynnes, could you put that bg of yours in ExGFX 10B and send? I'm really bad with YY-CHR. I removed the layer 2 btw.

Also,

-------------------------------------
----|Version 0.6 (8/4/11)|------
-------------------------------------
Download: http://bin.smwcentral.net/u/3212/ShodanWii_022_v06.ips

In this version (v0.6):
-Pirhanna Plant has been fixed, as well as pipes.
-Longer first room. Made the gimmick more adaptable.
-Changed the maze a little in the second room. Now a maze and harder.
-Removed layer 2 in the second room in order for bg. Changed level to adapt.
-Added more decoration to the first room.

Known problems:
-Death music still does not play correctly if you die from the thermometer. (Custom music does not fix it).
-Music only in first level because of testing. (SNN, any suggestions. I don't know if the music totally fits.)
-If you get paused by a HoldBoo while in the shade, the meter still goes up.
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Newupdate

The changes from the last one are;
• GFX ground and palette change
• fixed some perspective errors
• changed some enemy placement.

It ends at screen 0F, everything past this point will be deleted and adding the ending.
Hell this feels like deja-vu.
Firstly, ShodanWii:


The first ledge on the left of these two slopes have tile properties of 130, and as a result make Mario stop for a bit when climbing up; change to 100.


This palette is still off a bit.


The meter at the top right appears to get overshadowed by the layer priority; I don't know if it is possible to give the meter priority, since it can cause obstructions and possible issues:


I dropped my springboard and can't find it!

A nice improvement to your previous version, fix these and expand the level, and you should be good to go.
losoall:


Yeah.


It's a floating Bob-Omb!

I would also advice making the platform below that bob-omb one for tile wider, as it's a tad bit easy to miss and fall off. Also, above that, put some coins to lead the player down (near the SMWC Coin). Also, the grass palette should be made a bit darker to fit the dirt's darkness, and the girders.

Other than that, it's a pretty solid level.