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Project Planning & Deadlines
Forum Index - Events - Collaboration Projects - SMWC Island - Project Planning & Deadlines
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OK, I finally got the new hog goin' and I have access to all my old files, hooray! I will resume work on this project.

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Raidenthequick, if I try to make a better version of my level, will you see if you can give me another chance or are you just not going to use it? I wanted to try one more time, but I didn't like want to waste my time b/c last time you said you weren't going to have World 6.
STATUS UPDATE:
I whipped up a script to cook up the entire ROM, unfortunately I'm running out of freespace in the ROM, people make huge levels lol. I can't even compile the ROM as it is right now but that's because some of the vanilla levels are still included as well as some SMWCI levels - a weird mix as it stands right now because. Plus there's a whole unused bank of freespace (French & German icons) that I just need to clean with FF's so that tools know it's freespace. I can do that too for even more space. I hope that we will be in good shape if I go with the 50 level plan, freeing up 4 entire levels.

The reason freespace is scaring me right now is that I still need to include ASM obviously and maybe even other stuff too like music tracks...but I guess we'll have to see how much space is left for all that stuff. I'll free up whatever I can, there's tons I could rework to free up space - but it will cause further delays.

So yeah, still lotta work to do right now but I hope to have an initial rough around the edges early alpha test ROM up soon! Just to make sure my scripts worked and all levels work with their SPASM code etc.

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BIG REQUEST FROM ALL OF YOU FINE PEOPLE:

Once I get a test ROM out, I'd like the original authors of each level to make sure that in the test ROM, their level is the latest and operates properly including SPASM stuff etc.

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Once Raiden's sure he has the latest version of every level, I'd like to go ahead and ask him to PM some levels to me so I can fix known issues (i.e. the broken train track on 5-1, item memory errors in Falconpunch's levels, overhaul 1-1's visuals, etc.)
Hey fine people, i'd like y'all to go ahead and put a capital X in your level's row if you've played it in the latest SMWCI ROM release and made sure it's up to date and working:

Spreadsheet here.

If there are any problems you noticed that were probably there before but you just happened to notice them recently, please still mark the X.

If there are problems with the SPASM or insertion or it's crashing and didn't before, then instead of X, just put the problem in the field. See the current sheet for some exemplary stuff I did. Thanks!

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Just gonna put here that my 1-3 and 2-7 levels are also all good.

Btw isn't it risky putting a public link to a writable spreadsheet? :O
I can undo any changes, whatever. It's not actually "public", it's link-only. I suppose bots could scrape and find it but eh, seems fine so far.

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Checked and X'd.
-1-6 is good minus the palette (which I've provided to Raiden).
-4-7 is good (Shemp is long gone, so...)
-3-2 is good (Sturg is also gone, so...)

I'll be testing 6-6 and 5-E for Mippish and Jimmy respectively, and if anyone else wants a second opinion on their level, let me know. I'll have some time this week to get through as much as I can.
Tested my levels.

6-5 is working great, and is marked as X.

2-E is fine, but the Fuzzy Generators could be moved around so they work right.

3-8 has some problems, but is otherwise okay:


Weird starting position.


...How did I miss that? Such an oversight. Either move the vine, the Ukiki, or just get rid of the monkey.


Oops, you missed a spot, ZeNewDragon. (Item Memory issues, with the Coins and Flower)


Mud Tiles are glitchy.


The closing door for the boss should be changed as well.

6-8 doesn't work. The Spinning Doors need to have their coordinates set, plus the Sprite Sets need to be changed in certain sublevels so the graphics are proper. Additionally, the Kamek cutscene should trigger before that gap with the lava at the edge of the tower, not in it.

P.S.: lolwut
R.I.P. eXcavator... You will always have a place in our hearts...
Originally posted by Falconpunch
3-8 has some problems, but is otherwise okay:


Weird starting position.

Original starting postion caused a camera glitch upon spawning into the level because it was too high up.
Quote

...How did I miss that? Such an oversight. Either move the vine, the Ukiki, or just get rid of the monkey.

Oh wow, somehow I totally forgot to look at that sublevel.
Quote

Oops, you missed a spot, ZeNewDragon. (Item Memory issues, with the Coins and Flower)

lol, not sure how I missed that.
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Mud Tiles are glitchy.

Replacing the mud with stones.
One of 3-4's sublevels got overwritten with another person's. (D5, and leod's to be specific)

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Later.
Hi friends, as you can tell I've been very busy on fixing all the ASM & other problems with the built ROM.

Because of this, I'm grateful to have SNN take a project manager role once again - he has decided a level order, and unfortunately some levels are getting cut (even one of my own LOL - a room I made is bad I'll admit it). If yours is one of them, I'm sorry - we couldn't quite make it to 54, and a lot of stuff had to be rearranged. Check this doc for SNN's proposed level order.

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I love this proposed order, SNN. You seem to have made such a nice flow of world themes and difficulty at the same time. If we follow SNN's order for the most part, then these would be the world themes:

World 1: Grassland/Mountain
World 2: Forest/Mountain
World 3: Jungle
World 4: Horror
World 5: Ice/Sky/Space

You people sure love Mountain levels. They're quite common in this game, and that can also include the original Yoshi's Island. #w{=P}
R.I.P. eXcavator... You will always have a place in our hearts...
Pages: « 1 2 »
Forum Index - Events - Collaboration Projects - SMWC Island - Project Planning & Deadlines

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