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Level Testing

Originally posted by agie777
Thank you Milk, it's appreciated, but I'll just be using the solid for sprites block, because there aren't any other sprites that have the opportunity to touch those tiles. I saw that the "where the hell have you been since level claiming" PM's are going to be sent next week, so it might get busy here anytime soon.

Just from looking at that screenshot, it seems to me that it's possible for a kicked Koopa shell to bounce off the side of that invisible block...

–=–=–=–=–=–=–
Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
@agie777: To fix your sky BG color problem, use the blue Map16 squares you put next to the clouds everywhere, to completely cover the other color that doesn't match. The BG color works a bit different than the other palette colors, I guess, so there's not too much else you can do about it.
aran - Graces of Heaven
Originally posted by Zeldara109
Originally posted by agie777
Thank you Milk, it's appreciated, but I'll just be using the solid for sprites block, because there aren't any other sprites that have the opportunity to touch those tiles.

Just from looking at that screenshot, it seems to me that it's possible for a kicked Koopa shell to bounce off the side of that invisible block...

In addition to Zeldara's concerns, I actually got this to occur through casual testing (using the latest update):



Yes, it's rare, but it can happen and looks odd. I know it's a nit-picky issue but if the majority of testers here have no issue with this, then all is well. I just think if there's an opportunity to apply an easy fix, all the better.

Otherwise, I enjoyed the latest update. I still find it a bit odd that all three SMWC coins are found before the midpoint. But then again, I'm not sure what the general consensus is concerning placement of the three coins over the course of the entire level.
A lot of issues(a lot, not all) have been fixed in this version:
1-4 AnybodyAgrees
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
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Originally posted by AnybodyAgrees
A lot of issues(a lot, not all) have been fixed in this version:
1-4 AnybodyAgrees


Just tested out your level. Level was somewhat ok overall. The first half of was ok. The yellow parakoopa on screen 04 is really in a bad spot and can lead to a cheep hit or two as it falls on Mario's head without warning. The red koopa on screen 05 isn't in too good of a spot either but isn't that big of a deal.

After the halfway is what I have a big problem with and it completely ruins the level. The whole second half seems tacked on and is too hard for a world 1 level. I'm assuming this level is supposed to be an introduction to the various switches. The first half does an ok job at introducing them, unfortunately the second half has you franticly hitting switches and doesn't do much to ease you into the concept of the switches. I feel the whole second half could be redone completely and the whole level could use some major improving

You should've stuck with the name Pow Path. What your going for the switch scamper idea really isn't working (especially as a world 1 level).

I'm not the best at giving feedback but I hope this helps your level in the end.

edit: and for future refrence, could you please set your level to the first spot on the map


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
One of the biggest reasons all the updates on my level are really minor is that I'm given a lot of different opinions. It's really hard to make everybody happy, so don't push us beyond our limits. Just when you're a tester, please keep in mind that we aren't perfect. Of course we all produce a section that half the people say is terrible. However, the other half may say it's the best part in the level. So please provide reasons. We're open to criticisim.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
The idea wouldn't be so bad if failure didn't equal instant death, really. Maybe just cover the bottomless pits with ground and provide a way to try the area again without losing a life in the process.
I should get a new layout.

Probably won't, though.
Hey guys, when you post a level, if you can, tell us if there is a secret so that we would know there is one and we can test it. (I did not know if you were told your level had a secret).
Sorry if it's already seen, but I don't think so.
Because of...

Righto... (not the cutoff in the background.)
The red koopa, if it loses it's shell, and falls left, means it walks on the teleport blocks
Your layout has been removed.
AnybodyAgrees:

While it seems you addressed a few of the egregious issues, I stand by what I said before. Your girder arrangements are flat and/or unnatural-looking, and I feel there's an overabundance of one-tile-wide platforms as well, given that we're still in World 1. The switch shenanigans are nothing new, and it's easy to lose your footing while rushing through the second half. I also question that the first two smwcoins are practically right next to each other; we should make efforts to have the smwcoins show a sense of progress whenever possible. Perhaps you could make the 1up the focus of that bonus section and relocate the smwcoin there, or alternately elongate the bonus area a bit.

Personally, I think that upper section in the beginning would be so much more meaningful if you could only get up there from the right (i.e. ditch the piranha plant), especially since the on/off switch is in plain sight. Then, so players don't have to retrace their steps to the right, you could put a blue p-quarter where the smwcoin is and move the bonus area entrance further to the right. That way, even though players move right->left->right for the first smwcoin, they're exploring different areas with each reversal. Finally, you can reach the upper part from the hammer bro's platform even without the note block, so I'm wondering whether you should move the hammer bro a bit to the right.

The first message block should say 'various things' rather than 'something.'

The flying koopas ruin the purpose of the wall-running triangles since you can simply bounce your way up.

Sometimes the blue koopa on screen 8 dies as I enter that screen.

The triangle on screen E seems superfluous.

Assuming you follow the structural changes I outlined above, the first half of the stage should be more or less fine (not amazing), but the second half still doesn't do anything novel, and moreover seems somewhat difficult for where the level is in the game. The level also feels a little short, but that might just be me. Spritewise, too, the level seems kind of sparse and unexciting.
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Originally posted by Bloop
The red koopa, if it loses it's shell, and falls left, means it walks on the teleport blocks


IIRC, the teleport block should act like tile 25. It looks like it acts like 130.
Hey there guys, another update: 2-5 agie777.

Golden forest has been changed alot.

To do: add the goal roulette, add ceiling generators on level 36/F.
Violators will be prosecutedt to the full extent of the jam.
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138 Mystical Mayhem

Looking for testers, no need to say that you can, just download, patch and test. Ignore the floating munchers near the end of the auto-scroll portion, they are going to be replaced (the ones on screen 0B are the only ones staying). The end of the auto-scroll level might need some work (it wasn't tested after I tried fixing stuff). The only parts in the level at the moment are 1 and 3. Keep in mind this level is one of the last few levels so it is fairly difficult.

Have fun =P (hopefully nothing is majorly broken)


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
I first section was fun and challenging but then...the second part came.
I can't see whats ahead but that were i have to be if i don't want to get crushed. So i have to have some fast reactions and platforming.

This part i found a glitch.

If i hit the switch then hit it again and position my self under the appearing blocks i can go through the floor instead of looping around. It's my perfered method since the other way is hard to do.

Also for using the shell to hit the on/off switch if i have flower power and i kick it sometimes i distroy the shell and much die.

Pretty good first part but the second one was to hard for ME. Not sure how others will react to it. I like the idea though.
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138 Mystical Mayhem v0.1_01

thanks for the feedback 2dareduck, updated ips is linked above (prefer to get any bugs and problems fixed as quickly as possible)

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I can't see whats ahead but that were i have to be if i don't want to get crushed. So i have to have some fast reactions and platforming.


That's sort of what I was going for, the only problem was when I was testing it I knew what to expect. I'll see what other opinions I get related to its difficulty or annoyingness before doing any major changes (Going straight from area 1 to 3 probably doesn't do much to the jump in difficulty, even if it was less noticeable for me).

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If i hit the switch then hit it again and position my self under the appearing blocks i can go through the floor instead of looping around


Fixed

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Also for using the shell to hit the on/off switch if i have flower power and i kick it sometimes i distroy the shell and much die.


I added two throw blocks just in case, hopefully that fixes the problem.


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
First of all, I don't care how late in the game this level's supposed to be: there shouldn't be any slowdown for sections requiring such precise jumps. The barrages also cause some sprite disappearances here and there.

Second, medium scroll is simply too fast for the third section, or at least what I saw of it so far. From my point of view, with the current mechanics, it will devolve into rote memorization unless you use a slow scroll instead. I didn't bother trying to make any progress.

Update: The difficulty does seem to even out just a little, but the beginning is ridiculous. I still didn't get that far, though, because I glitched through the switch blocks. That's not the first time that's happened, either, and I'm not just talking about your level...


138

0/1 border: This chainsaw can reappear with the other one on the same line, making it nigh impossible to dodge for first-time players.

2, top: The jump before the koopa bounce is a bit tough, personally.

1, bottom: Either of these lower grinders sometimes disappear.

4: Can't see the next platform, and therefore can't tell when it's safe to drop down. Also, the way the incoming chainsaw is timed might make you wait for the stars to align.

4-5, bottom, closed loops: These lower two grinders sometimes disappear.


I'm not too fond of using a shell jump in such a tight space to access the 3up moon...I feel like few people will ever bother. Or is there another way?

Immediately grabbing a mushroom upon level start seems kind of odd to me. Starting (for the midway point) on a platform moving away from the exit pipe felt equally strange, though it might just be me.


Overall, 138 feels more or less fine, but it's hard to tell with the slowdown and disappearances. Also, the section before the exit pipe still seems just a little too sparse spritewise, but again, it might just be me.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
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Originally posted by AxemJinx
First of all, I don't care how late in the game this level's supposed to be: there shouldn't be any slowdown for sections requiring such precise jumps. The barrages also cause some sprite disappearances here and there.


Trying to balance difficulty, sprites causing slowdown and them disappearing can be hard to do but I'll try to fix up those problems. Maybe I've learned to ignore the slowdown but I didn't notice it that much (except a little close to the screen 03/04 boundary). I'll see what I can do to lower slow down. If you point out some of the spots it slows down it might make it easier to remove/fix them.

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Second, medium scroll is simply too fast for the third section, or at least what I saw of it so far. From my point of view, with the current mechanics, it will devolve into rote memorization unless you use a slow scroll instead. I didn't bother trying to make any progress.


I'll try toning the difficulty down before changing the autoscroll speed. The biggest problem is I know what's coming so it's easier for me (minor map16 errors probably aren't helping), slow autoscroll just seems so slow to me and makes it a yawnfest (I wish there was a speed in-between slow and medium, is there anyway that could actually be done)

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Update: The difficulty does seem to even out just a little, but the beginning is ridiculous. I still didn't get that far, though, because I glitched through the switch blocks. That's not the first time that's happened, either, and I'm not just talking about your level...


I'll see if I can tone the difficulty of the first part a bit. The main reason there glitched is because of a minor map16 error, which has been fixed

138

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0/1 border: This chainsaw can reappear with the other one on the same line, making it nigh impossible to dodge for first-time players.


that never happened to me before, might just be able to remove one of the chainsaws to fix the problem

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2, top: The jump before the koopa bounce is a bit tough, personally.


I usually have my cape at the point, but I agree its a little too hard without one

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1, bottom: Either of these lower grinders sometimes disappear.


I'll try to fix that if I can

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4: Can't see the next platform, and therefore can't tell when it's safe to drop down. Also, the way the incoming chainsaw is timed might make you wait for the stars to align.


Will fix. As for the chainsaw, I noticed that it's in a bad spot, will definitely be fixed

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I'm not too fond of using a shell jump in such a tight space to access the 3up moon...I feel like few people will ever bother. Or is there another way?


There's another way (need to bounce on shelled-koopa when he's walking normally, only hint I'll give for now)

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Immediately grabbing a mushroom upon level start seems kind of odd to me. Starting (for the midway point) on a platform moving away from the exit pipe felt equally strange, though it might just be me.


Was debating on whether to leave the mushroom there or putting an item block near the beginning. Was the only spot I could put it at the time, will probably rearrange some stuff to make it so you don't start on the moving platform

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Overall, 138 feels more or less fine, but it's hard to tell with the slowdown and disappearances. Also, the section before the exit pipe still seems just a little too sparse spritewise, but again, it might just be me.


Thanks for all the feedback, I'll see how much I can improve the level over the next few days. I'll get a quick fix for the map16 issue up in short bit, everything else will come later. Hopefully I didn't forget anything important from this post.

Update: minor fix v0.1_02


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
New update: 2-5 Treetop Tussle.

Once again changed the golden forest a whole lot. Nobody looked into my previous update, so yeah.

Stuff to do: Insert ceiling generators, insert goal roulette, insert SolidForPiranha blocks in the sky part.
Violators will be prosecutedt to the full extent of the jam.
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Updated level: 138 Mystical Mayhem v0.2_00

should be somewhat easier now, also fixed some of the other problems (such as slowdown).


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
Looks like I was wrong about something. The sprite disappearances aren't caused by the sprite overload, but by the sprites in question going off-screen after they spawn. They don't respawn because at that point, players have reached the screen that contains the spawn point. Not an easy thing to fix, but you'll have to deal with that if you want consistent difficulty. It might not even be possible to perfectly fix it, but see if you can do anything. The ideal solution would be to process the line-guided enemies even when one screen away, but that might cause slowdown, so I'm not sure...

Note: Capes go behind dirt but not solid edges.

I like the part before the exit pipe a lot better now, though I'm wary of the diggin' chuck sitting next to said pipe.


As for the third section, it's easier now, but there are some potentially problematic spots.

2, right: Players might rush into the lava by accident.

5-6: Some slowdown here.

9: The grinder might make players hesitate too much.

A: More slowdown.

Overall, the p-switch section is still pretty ridiculous- there's just too much going on there. I'd rather you explore the possibility of a "slightly slow" scroll speed and revert to the last version, because otherwise you'll just have to simplify everything in this section, and that could ruin the mood.


Also, it'd be nice if the p-switches here were stationary and not carry-able.

Isn't the crystal spike wall hitbox a little deceptive? I feel like the graphics should extend a bit farther.


Oh, you might want to just use the sprite versions of powerups where possible because it felt a bit annoying for me to hit so many powerup blocks (might just be me).
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