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[W4] Ruins of Haste
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMWCX - [W4] Ruins of Haste
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I've been working on a new level based on the Wario Land 4 Hurry Up gimmick.

Screens:





Credits:
reghrhre - Jungle Ruins Tileset
ipsmaxes xD - Custom Grassy Temple

Edit: I've updated the level a while ago, and also changed the name to Ruins of Haste.
Demo out now: Link.
Well I finally got around to trying this level (emphasis on "trying") because I honestly couldn't finish it. It's not that the level is overly difficult, it's that as I progress through the level, the game begins to lag more and more until...



I reach this point and the lag becomes so unbearable that I cannot progress.

I've tried restarting SMBX and my computer thinking they were just acting up, but the lag happened again and again. Just to be 100% sure, I played a level I previously tested. No lag there either. At this point I assumed something in your level is causing this, and it makes your level unplayable beyond a certain point.

Is this lag-fest happening with anyone else? Would be good to know whether or not this is just happening to me.

-----------------------------------------------

I'll at least review as much as I completed before lag city attacked.
The music and graphics are good, and the level design seemed good. I found the lava lotuses to be a little annoying. Through what I've read in your previous posts, the concept sounds good, but I know the it doesn't begin until after the midpoint (which is after the start of lag town), so I don't know how well it works as of yet. :(




Here I knew that the platform and spikes (circled in red) would fall because I observed it fall before running in there, however...



I ran right into this area (also marked with the greatest red circle you'll ever see) not thinking anything would happen and got a nice little surprise known as death when those spikes fell.

I'm not saying get rid of them all together, but maybe there should be some difference between the moving and non-moving spikes.
...or maybe I'm an idiot for not guessing those would've fallen on me... :/


Anyway, I really hope this lag issue is just happening to me because it sucks to have a level fail because of unbearable lag.
C3 Thread (2013)

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by TheOtherGuy25
Is this lag-fest happening with anyone else? Would be good to know whether or not this is just happening to me.



The lag was getting too unbearable for me as well, so you're not alone.

All smbx levels lag on my computer, so I didn't think it was so bad with this level :/
I deleted some unnecessary blocks/background objects as well as a couple of sprites. I hope this solves the issue with the unbearable lag.
As for the moving spikes, I think I will make them a bit darker. I will also change some of the graphics from wario land 4, because paint doesn't really make the best gifs.
Originally posted by Blue Leaf
All smbx levels lag on my computer, so I didn't think it was so bad with this level :/


Okay, but the game began running at 1 frame every 2-3 seconds for me which makes any game completely unplayable. :\

Anyway, I downloaded the second demo, and I got a little farther into the level, but then the lag monster struck once again. This time around however, I tried to see what on earth was causing this disaster and I believe I've pinpointed the issue.

I then went looking through the level, deleting all of a specific NPC to see if it changed anything, and surprisingly...



these ball 'n chains seemed to be the problem. I see you used multiple sprites (some SMB1 Fireballs and an edited SMB3 Platform) to actually make the Ball 'N Chain work as it did in SMW, but they seem to be causing the lag problem MrDeePay and I mentioned.

How do I know they're the issue? Well I made two copies of your level. One where all the Ball 'N Chains were removed (Test Level 1) and another where every NPC (that wasn't needed to complete the level) was removed except the Ball 'N Chains (Test Level 2). Test Level 1 didn't lag at all and I finally got to complete the level. Test Level 2 (despite only having the Ball 'N Chains) lagged just like before.

If you (or anyone) wishes to try these test levels out for themselves I'll make them available for download. Back to the point, I'd suggest removing the Ball 'N Chain setup altogether. Find an alternative to it because right now the Ball 'N Chain prevents level completion.

If you have any questions please do not hesitate to ask! :D
C3 Thread (2013)

Originally posted by TheOtherGuy25
Okay, but the game began running at 1 frame every 2-3 seconds for me which makes any game completely unplayable. :\

Wow, it never got that bad on my end.
But I've changed all the Ball n' Chains to YI spike balls (sprite swapped roto discs), hope this fixes the lag.
Thanks for everything you've done so far :D
Well after running through the level in god mode, I can gladly say that the unbearable lag is gone! #smw{^_^}

I'll be sure to give the level a proper review soon, but at least the lagfest is under control.

And you're very welcome. #smw{;)}
C3 Thread (2013)

*Double Post but Whatever* #smw{>_>}
Aside from what I already mentioned, this level is good. The gimmick works well. Just a couple of things.



This spike ball is not circling the cement block and it looks out of place given all the other spike balls do circle their respective cement blocks.



Secondly, this area. I've been through this spot many times and I still cannot figure out how to get through here as Big Mario without getting hit. (Small Mario does just fine, but I'm Big when I reach here). Possibly remove on of those spike balls or reposition them so there's someway to dodge all three.

Anywhoherp, good level here! #smw{:TUP:} Hope my feedback helps!
C3 Thread (2013)

Originally posted by TheOtherGuy25
Secondly, this area. I've been through this spot many times and I still cannot figure out how to get through here as Big Mario without getting hit. (Small Mario does just fine, but I'm Big when I reach here). Possibly remove on of those spike balls or reposition them so there's someway to dodge all three.


It is possible to dodge them by ducking on the cement blocks, but I've spaced them out a bit, so it should be easier now.

Thanks for the feedback, it really helped #smw{^_^}
Has Minor Errors

>Make the wooden stakes less jerky, they're simply annoying and unpredictable.
>Give a tile of space to either side of stake clusters. If they're on a platform by themself, they're hard to jump into and jump out of.
>Give the player some breathing room, I always had some sprite hanging down my neck.
I've updated the level in my dropbox, so it's still the same link to download the new level.
The stakes will now rise one tile more and will first make a small dip, before going down completely. This gives you more room around the stakes and hopefully makes it less jerky.
I've also decreased the amount of enemies (by a bit). If it's not enough, could you be a bit more specific about the sprites that need to be removed/replaced.
Pages: « 1 »
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