-
Notifications
You must be signed in to change notification settings - Fork 50
-
Notifications
You must be signed in to change notification settings - Fork 50
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Remove/fix levels not properly working anymore #59
Comments
For any levels that have to be removed, we'd want to make sure we note their names (in one place) so that they can be fixed by someone later. This might end up having crossovers with the effort in issue #56. Many of the old, gathered levels may be broken, too. I agree that we'd want to try to keep official world levels working. Do you know what kinds of programming changes may be causing some of those levels to break? Is it possible to adjust any of the code changes so as to not break them, or are these just cases where the levels really need to change (I would think this is probably what we're running into)? |
I'll probably fix all the main levels of the game up when I get around to doing stuff. Preferably when I create a new world for SMC 2.0 or/and when I spice up some of the current levels by adding some scripting to them. I guess the original level authors won't mind me messing with their work a little bit... |
@DarkAceZ, we should probably redesign Vale, |
@Quintus, what do you think is causing this impression in the level? I have no problem with changing the level to be less Mario like (if there are similarities we really want to root them out), but I had originally assumed he said that because of the Mario style title music and the spinning block sprites. |
That may be the case, but I would also blame background image and background music used by lvl1. They both quite closely resemble original Mario. Vale, |
We could temporarily change the music for level 1 for now, but long term we'll have to find a permanent replacement for it across all the levels (which of course is covered by the github task you just opened). The background images are something that needs to be discussed across the entire game. Having hills with eyes and colored blocks with screws on the corners are directly from Mario games. I'm not saying we can't have faces or eyes on scenery, but we need to start thinking about a distinctive SMC style that can be incorporated throughout the game. We also desperately need an alternative to the pipe graphics. Suction tubes that are currently used in the real world to transport items have been discussed in the forums...we need to locate that discussion. One of the reasons SMB3 is so good is the art style. SMC needs its own. |
Do you have an image for me or so? I’m no native English speaker and have never heard this term... Wikipedia suggests this one but I have difficulties imagining item transport with it. Vale, |
Banks often use some for of suction tubes at the drive-thru to move the container containing money, deposit slips, etc. Also, Sonic the Hedgehog for Sega had some tubes that may resemble suction tubes. |
@brianvanderburg2 is correct. I found it - pneumatic tubes. This wiki entry (by someone who just posted above!) has some other ideas for pipe replacements, amongst other Nintendo replacement discussion - http://www.secretmaryo.org/phpBB3/viewtopic.php?f=4&t=952&p=4953&hilit=pipes#p4953 It's also worth noting that the game, "Flappy Bird" was criticized for using graphics that looked a lot like Mario pipes. Nintendo publicly said they didn't have any real problem, but it is a case in point. The game was "mysteriously" removed from the app store for iPhone, as I remember it. |
@Quintus If with falling platforms, you meant the defect at the ending at flippa_3, that's not what I meant. |
Another thing: All levels beginning with test_ could be deleted. And tut1_1, which isn't the tutorial, but something non-complete. |
@DarkAceZ Mind, if I polish sauer2_7 and furball_hills? |
As per @sauer2’s suggestion in issue #59.
@sauer2 I was referring to the end of the The Vale, |
@sauer2 Sure, I haven't gotten that far. I'll keep in mind to not make any changes to them until I get yours. |
@Quintus The pipe is not my problem. I just can't jump that high to reach the platform, even when keeping jump (and action) pressed. @DarkAceZ Thanks. |
There is also that map called 'empty', it's empty. Does it have a special purpose? |
It’s a very minimal level used to quicktesting newly added features such as enemies. It isn’t relevant for players, and can quickly be created from scratch if needed by developers, so we can remove it as well. Also, @sauer2, I have played the tutorial again. It works. Proof: ∎ |
I don't know what, but I think there's something really strange with your build, @sauer2... I've never heard of such strange bugs that you're reporting. Are you the only Windows user that's been playing the most recent builds, and the Windows build is horribly broken, perhaps? |
Hmmmmm... May indeed be a Windows problem. I will have to look into that. |
@Quintus That would be great. |
@DarkAceZ Here is an improved version of sauer2_7. However, scripting is not included, as I can't use on_activation and platforms are not implemented at the moment. I might come back to you about this. |
@Quintus A quick fix for flippa_3: |
@DarkAceZ A new version of furball_hills, using scripting to spawn enemies when collecting the red coin in the coin pits. |
@Quintus: Given, you mean desert_ruins in the second quote: |
Ooops. Yes, of course. Vale, |
OK, here is the rest:
@Quintus The fixes are in the same forum thread as sauer2_11. Please upload. |
Levels still untested:
Please continue with your work, we’ll get through this :-). I will now take on the levels Valete, |
I could check these:
|
I think
I've already looked through and edited levels A - D... |
|
Results so far:
stephan levels still pending.... |
I don't see anything wrong with keeping a level with a lot of pipes. We will eventually have other pipe replacements. If the level is good (I can't check now), I'd like to keep it. Are we keeping tower_1? It's one of the few I took a good look at a bit back; I can't really help too much now with level testing. I just wanted to confirm the decision. I agree with sauer2 about this level, but if some of our devs like it, maybe we should keep it. |
stephane_1: OK. stephan_1-n: Mostly ok, but pretty boring to play. May require some I also noticed some bugs when playing the stephan series: When getting from stephan_4 to 4.1 while being big, you can get stuck. Getting from 5.1 to 5.2 somehow disables falling to death. Also, I get a lot of Error loading image : /home/clemens/tsc_done/share/tsc/pixmaps Should I be worried? |
https://dl.dropboxusercontent.com/u/22806246/TSC/levels/levels%20A%20-%20D.tar.gz Might want to consider removing |
Currently, game_tutorial is the level opened when selecting the campaign "Tutorial". I think the level is great, but for someone who has just installed TSC for the first time and fires up that campaign, it might be a little too hard for them... |
|
Updated pack, levels 'A' through 'F': https://dl.dropboxusercontent.com/u/22806246/TSC/levels/levels%20A%20-%20F.tar.gz I believe we're about done here, then. |
sauer2 made the new tutorial level. We've been talking about changing the engine so that we can define script events so that falling in lava does not kill Alex in this level. I think it's better to leave the lava pits as is for now so that we can fix this in a later release without giving up our new tutorial level. |
Something else we might do is double check to make sure all menu levels can be exited in one way or another. |
My findings of the last untested levels:
And that’s it. I’ll fix what I described above, then we’re done. Vale, |
Aaaaaand, hey! We are done. All levels tested. All levels that are now still in the game are not broken and are finishable. They may not all be excitingly great, but they are playable and not outstandingly poor. Improvements to levels are of course always accept anyway, but now I close this issue. ❤️ Valete, |
@Quintus : What about the bugs described in #59 (comment) ? |
Level improvements can be done anytime, they’re no blocking issues; the important thing was that all levels are finishable.
Can you point me to a level where that happens so I can take a look at it?
This is an issue on its own... I have seen something similar, but have not yet nailed it down to a reproduction guide that always works. Vale, |
|
I don’t get these messages for Vale, |
|
SMC ships with some levels that appearently weren’t designed to work with the current version. Some have 1px off errors, some seem to miss graphics. I’ve not played them all, but those levels that are not properly playable anymore should either be fixed or removed from SMC. For those contained in the official worlds, fixing should be favoured over removal.
Vale,
Quintus
The text was updated successfully, but these errors were encountered: