Core Makes Good Levels

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Cedur
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Re: Core Makes Good Levels

Postby Cedur » Fri Jan 03, 2020 5:25 am

I do consider myself a "decently skilled player", kek.

I'm also puzzled on hitting the boost block that's shot from a generator (really looks like something frame- and pixel-perfect) as well as the massive shell generator.

Maybe maybe I will retry this once I see a video.
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Re: Core Makes Good Levels

Postby Enjl » Fri Jan 03, 2020 5:37 am

For the generated jankspring you just retry until you happen to get it right. Remember to not hold jump when bouncing off, cause that will get you killed because it eats your momentum. No skill involved here, just hitting the correct timing that might take a couple dozen tries.
For the shell generator, it's very easy since there's no real danger until after they're bouncing off the spring, where you have to time a jump. If you haven't taken damage since the last checkpoint, you can tank the spikes with a mushroom if your timing wasn't ideal. Because of how generous the new springs are with springjumps, you can also try foregoing the shelljump there and instead doing a midair springdrop. I haven't tried it myself, though.
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Re: Core Makes Good Levels

Postby Core » Fri Jan 03, 2020 6:33 am

Enjl wrote:
Thu Jan 02, 2020 4:54 pm
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After making it past this for the first time, the eerie permanently despawned. This is impossible now. How do I reset at the checkpoint?


E: After using assist mode to get back to where I died to retry there, I made it to the next section, where the same thing happened.
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After a second assist mode blunder I made it, by power of random mushroom cheese?

Easy level if it weren't for all the janky trial and error.
Due to that though it's not very good. It's just frustrating because there's absolutely no indicator for any of the timings.
Most kaizo lite I've played (JUMP hacks) distance themselves from kaizo in their approachability. They are difficult, but the player can beat every setup blind if they approach it well enough, and obstacles are difficult due to the challenge in executing a large number of them in a row, allowing even less skilled players to make steady progress as they overcome each small obstacle, sometimes even with a powerup they managed to keep past the onslaught. This is the complete opposite: Trial and error spike corridor one-hit kaizo.

I'll also make a quick note about the code, since there's a lot of room for improvement here too:
1) it'd make far more sense if the custom spring would propel you higher when holding the button, and not as high when not holding it.
2) it'd be nice if after death the state was properly reset and offscreen shenanigans from last life can't toss me into spikes unexpectedly.
3) i'm surprised the assist menu doesn't make use of the pause state. not a big problem in this level since you're technically never in danger while standing, but it causes janky side effects like being able to minimally control the player (direction, 1-pixel jitter)
4) also, dying with the assist menu open causes an infinite loop of death, since the stored location is harmful
5) that respawn thing in the screenshots above makes the level borderline unplayable by itself, since i couldn't find a way to properly reset the level. i don't know what witchcraft is going on behind the scenes, but if it was unaltered smbx, this issue wouldn't come up
About `After making it past this for the first time, the eerie permanently despawned. This is impossible now. How do I reset at the checkpoint?`:
That eerie is deleted, and every npc that can despawn is now an generator. (Such as springboards)

So, i finally logged into my account, so i can answer you.
1) yes, but i've tried to do it. it doesn't works apparently, and you shouldn't propel low when you don't hold jump button, i really don't know what's up with that.
2) fixed, i guess.
3) done.
4) fixed, i guess.
5) fixed.

About `Due to that though it's not very good. It's just frustrating because there's absolutely no indicator for any of the timings.`:
I've added Look Out library to my level, i hope it's good enough.
Also i optimized level by changing code a bit. Hope it lags less now.

Thank you very much.

Topic level's download link is updated
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Enjl
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Re: Core Makes Good Levels

Postby Enjl » Fri Jan 03, 2020 7:13 am

1) is because if you do a bounce response you're giving the player jump force (0x11C) (regular jumps and springboards do this). by setting speedY for a single frame to something depending on whether the jump key is held in that frame, you can avoid this. (instead of relying on a bounce response)
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Re: Core Makes Good Levels

Postby Core » Fri Jan 03, 2020 2:10 pm

Enjl wrote:
Fri Jan 03, 2020 7:13 am
1) is because if you do a bounce response you're giving the player jump force (0x11C) (regular jumps and springboards do this). by setting speedY for a single frame to something depending on whether the jump key is held in that frame, you can avoid this. (instead of relying on a bounce response)
Okay, so i fixed that. Thank you very much, Enjl.

Topic is updated once again.
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Re: Core Makes Good Levels

Postby Core » Fri Jan 10, 2020 1:17 pm

A bit short level i guess
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Re: Core Makes Good Levels

Postby Enjl » Fri Jan 10, 2020 1:59 pm

i'm too much of a coward to beat this setup any other way. this was attempt 3 and what i think is the intended jump looks impossible. i quit after dying in the next section on this run.
https://i.imgur.com/qKeg4TI.mp4
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Re: Core Makes Good Levels

Postby Core » Fri Jan 10, 2020 2:21 pm

Enjl, thank you. Level (in topic) is updated. Fixed that setup and added powerup on the end of autoscroll section.
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Re: Core Makes Good Levels

Postby Cedur » Sun Jan 12, 2020 2:00 pm

since this level is all about the sticky blocks, why not also make it a SLAM level?
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Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshis are tools to be used and discarded.

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Re: Core Makes Good Levels

Postby Core » Sun Jan 12, 2020 2:31 pm

Cedur wrote:
Sun Jan 12, 2020 2:00 pm
since this level is all about the sticky blocks, why not also make it a SLAM level?
I made this level for specific wip episode (same goes to "Field of Shutgun Pipes").
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Re: Core Makes Good Levels

Postby Core » Sun Jan 12, 2020 3:20 pm

Eclipsed wrote:
Sun Jan 12, 2020 3:17 pm
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Thank you for streaming my level, Eclipsed. I appreciate that. Also it was nice to talk with you haha.
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Agonized Site

Postby Lukinsky » Tue Jan 14, 2020 6:28 am

Part 1 of playthrough kaizo level Agonized Site by Core


A lot of bugs, Enjl said it constructively


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Re: Core Makes Good Levels

Postby Core » Fri Apr 10, 2020 4:15 pm

A bit short level, but it features bossfight! •т•
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This is my first level that features bossfight! Go check it out!
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Re: Core Makes Good Levels

Postby Core » Tue May 05, 2020 4:16 pm

A bit short level as well, but it features coldhaus •т•
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Re: Core Makes Good Levels

Postby Eri7 » Tue May 05, 2020 6:08 pm

That was a neat level, I liked the different implications of the snowball gimmick, it reminds me of a level I played in Mario Maker 2 which was focused on the snow balls. However the level seems to lag for me especially during the first section where the particles are active, maybe you would want to fix that just in case however, that was a decent and enjoyable level.


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Re: Core Makes Good Levels

Postby Core » Mon Sep 14, 2020 3:08 pm

Short level, but i hope that it's fun!
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