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The Lunar Magic Screen Chain (Concept Test)

A small hack with like, say, 7-8ish levels max would be cool. The collab concept is extremely interesting. I also second doing a Layer 2 level next time because those are pretty fun. Maybe also one with autoscrolling?

Oh and ----



link
Originally posted by Ultrabi
I claim 14 on 09 (to finish that level)
And what are we (najeraldo) going to do about the overworld? Is it gonna be like in a chain concept or one is going to make it all?

I don't think doing the overworld in chain would be a good idea, so it would be one supmap per person.

About making the next level layer 2, yes, but which layer 2 sprite are we going to use? Not all the sprites work in every screen.
claiming 0A for 108

edit: done
http://bin.smwcentral.net/u/29490/Screens%2B108%2B0A.ips

p.s. how do you take screenshots?
YouTube | Music
I decided to do another screen and help out. One thing though, could everyone who is submitting say what level and what screen they are doing.

Also if would be nice too if the direction of the level was stated on the first page. For example is the level from left to right or right to left or top to bottom or bottom to top.

Also also, what about sprite bouncy? It should be stated if sprite bouncy is used or not, as I was having some of my enemies disappear even when on sprite setting 10. Or is this using the no more sprite tiles limit patch?

Anyway, here is my entry. It is level 107 and screen 15.



Link to smw level file.

http://bin.smwcentral.net/u/22015/level%2B107%2Bchain%2BC3.mwl
I'll be taking screen 17 of level 108 (mountain).
I updated the base patch.

Originally posted by Final Theory
I decided to do another screen and help out. One thing though, could everyone who is submitting say what level and what screen they are doing.

Everyone's been doing this from the beggining.

Originally posted by Final Theory
Also if would be nice too if the direction of the level was stated on the first page. For example is the level from left to right or right to left or top to bottom or bottom to top.

Good idea, added it to the first post.

Originally posted by Final Theory
Also also, what about sprite bouncy? It should be stated if sprite bouncy is used or not, as I was having some of my enemies disappear even when on sprite setting 10. Or is this using the no more sprite tiles limit patch?

You mean sprite buoyancy? It can be activated if needed so you can assume it will be used in every level unless there's no water/lava sprites. Also, sprites disappearing is probably due to them not being designed for vertical levels rather than sprite memory.
I'll take 02 in level 108

edit:
Layout made by MaxodeX

GRINDER PANDEMONIUM something
Just wondering, why was screen 14 put into level 09 and not my screen 13? I made mine first, so any difference between the screens is not my fault.
Originally posted by OneOf99
Just wondering, why was screen 14 put into level 09 and not my screen 13? I made mine first, so any difference between the screens is not my fault.

Don't worry I will fix my screen.
~Ultrabi

One day I'll make a layout...
Originally posted by OneOf99
Just wondering, why was screen 14 put into level 09 and not my screen 13? I made mine first, so any difference between the screens is not my fault.

Your BPS didn't work, so I couldn't insert it.
Originally posted by Najeraldo
Originally posted by OneOf99
Just wondering, why was screen 14 put into level 09 and not my screen 13? I made mine first, so any difference between the screens is not my fault.

Your BPS didn't work, so I couldn't insert it.

Here's the .bps of both screens.
I made OneOf99 screen too because his .bps was broken and I had to use the screenshot, so it isn't perfect.
~Ultrabi

One day I'll make a layout...
Originally posted by Ultrabi
Originally posted by Najeraldo
Originally posted by OneOf99
Just wondering, why was screen 14 put into level 09 and not my screen 13? I made mine first, so any difference between the screens is not my fault.

Your BPS didn't work, so I couldn't insert it.

Here's the .bps of both screens.
I made OneOf99 screen too because his .bps was broken and I had to use the screenshot, so it isn't perfect.

Thanks, I couldn't figure out how to make a .bps with no header. When you open up the rom in Lunar Magic, it automatically adds a header :(
Click the image for download:



Again, only screen 17 is on that file. Important: three map16 tiles (screen 03, bottom left, IDs 3D0 3E0 3F0). As a bonus, here's the first idea I had of this screen. Any problems/issues, do say.

I noted that in Mathos' screen, all three note blocks give the player items (one flower and two stars). That's kinda weird. #ab{o_O}

Also that the level uses the wrong background settings. One suggestion I would have is setting the scrolling to "H-Scroll: Variable, V-Scroll: Slow", the main entrance's BG position to 60 and shuffling the background a bit by grabbing the first 12 rows of it, Ctrl+X (cutting them), moving the rest of the background to the top and pasting the other tiles at the bottom, should end up like this.


Originally posted by OneOf99
I couldn't figure out how to make a .bps with no header. When you open up the rom in Lunar Magic, it automatically adds a header :(

You can submit a .mwl file too if .bps is being a problem, "File" -> "Save Level to File as..."
^Did that.

Base Patch updated again.
Sorry to bother, but



Also the main entrance's BG Initial Position could be 60, I guess 00 also works but when I tried to scroll it in 60 it was consistent all the way to the top of the level, whereas I have no idea if it'll loop properly using 00. Minor thing, really.



Screen 00 in 107 and screen 06 in 108.

(I apologize for basing a screen on my terrible, terrible VLDC6 contest entry that was disqualified, at least this time note blocks aren't invisible)

Originally posted by Katerpie


Oh dear. There are SEVEN portable springboards (which never despawn, unless you warp). Point of advice to level 107 designers (because not everybody knows about that).

If you have issues with sprites not spawning, put a door in your screen to despawn those, as those springboards may limit level design.
There's a door in scree 0C, although that may be too far. I can remplace them with non-portable springdoards if they start causing trouble.
I'm doing screen 04 on level 108. However, someone on the main page claimed screen 03 on level 108 (Daizo Dee Von). But I cannot find in the patch or in the screen shot Daizo Dee Von's level.

So I just don't understand. I cannot build or connect to screen 03 if I can't find the reference yet, but I picked 04 not knowing this and did build around level 05.



Here is the level file.

http://bin.smwcentral.net/u/22015/level%2B108%2Bscreen%2B04.mwl

Also I have an idea that could help out during the process of this chain screen idea. Do it like the following.

When you pick a level and work out the settings and direction only allow people to work on the EVEN numbered screens (every other screen). Once everyone has submitted the even numbered screens then make a screen shot and update the patch.

After this is done then people can work on the odd numbered screens.

The reason for this is so you don't have to constantly be updating the base rom patch and screenshot image. In fact you only have to do it once technically per level.

When people work on the even screens they don't have to worry about connecting them to other screens so they can focus on just making the levels.After everyone is done with the even screens you then update the base rom and image and now everyone is ready to do the odd screens and finish the level having FULL information on how they should connect their screens to the other levels (even screens).

You only update the base and image after all even screens are done. So you only have to update one time really per level.

Might be helpful if this is done later on a much bigger scale as I could see being done just like we have the VLDC.
I'll take 11 on 107 and 0D on 108