Super Linguini And Macaroni - BETA 4 DEVKIT UPDATE! (v1.1.2)

Forum for submissions to the Official™ SLAM Collab project!
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Re: Super Linguini And Macaroni - Public Community Collab Project

Postby Eri7 » Mon May 06, 2019 4:25 pm

Oof, so i am not allowed to make a level around them now? Well damn, i will be waiting for another cool npc to show up, maybe something cool will be released that can spark my interest again at designing a level for this collab.
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Re: Super Linguini And Macaroni - Public Community Collab Project

Postby Sancles-Chan » Mon May 06, 2019 4:50 pm

I mean you're still allowed to make a level with them, I'd just personally recommend not designing your entire level around them.
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Re: Super Linguini And Macaroni - Public Community Collab Project

Postby tangeruse » Tue May 07, 2019 5:16 pm

quick question: should we include stars in our levels or not?

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Re: Super Linguini And Macaroni - Public Community Collab Project

Postby Sancles-Chan » Tue May 07, 2019 5:53 pm

tangeruse wrote:
Tue May 07, 2019 5:16 pm
quick question: should we include stars in our levels or not?
No stars at all please!
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Re: Super Linguini And Macaroni - Public Community Collab Project

Postby Sancles-Chan » Wed May 08, 2019 1:39 pm

A Note on powerups:

Mounts will be handled like in the NSMB series, you will not be able to carry boots or yoshies outside of the level they're given to you in.
Tier 3 power-ups (Tanooki and Hammer) will be transformed into tier 2 variants (Tanooki into leaf, Hammer into fire flower)
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Re: Super Linguini And Macaroni - Public Community Collab Project

Postby Eri7 » Wed May 08, 2019 2:11 pm

I like this change, it prevents other levels from being broken and designing stuff around tanooki/hammer is a bit hard imo.
But couldn't you use the SMW solution to this by having a short cutscenes with signs showing which stuff are not allowed in the level?
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Sancles-Chan » Wed May 08, 2019 3:05 pm

DEVKIT OPTIMIZATION UPDATE HAS BEEN RELEASED

It also includes a sizable which uses the spawnzones.lua library so that you don't have to replace anything!
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Eri7 » Wed May 08, 2019 3:11 pm

Aren't you going to update the main post my adding a screenshot of this sizable or is this not needed?
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Sancles-Chan » Wed May 08, 2019 3:32 pm

I'm still working on everything give me a bit, also to answer your first question.

Technically you can add the filter signs to your level, nothing's stopping you, but the filters are programmed through lua, and I don't want everyone to have to have a tier 3 filter and mount filter so I decided to just keep them level-contained
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Sancles-Chan » Thu May 09, 2019 9:57 am

We have a subforum now!
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Inspirited » Thu May 09, 2019 10:18 am

Chill, I need to finish my MAGLX3 entry first! :P :)
This project seems awesome.
Check out my levels!

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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Enjl » Thu May 09, 2019 12:43 pm

Can we come up with a unified way of distributing music with our levels? Some possible ideas:

Placement:
-Music in level folder
-Music in "music" folder next to the level folder (my preference)
-Music in Episode Folder

Name:
Game - Title.ogg (my preference)
Title - Game.ogg
somerandombullshit.ogg
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Darkonius Mavakar » Thu May 09, 2019 12:47 pm

Imo we should go the 'contest submission' format;
A zip/rar file with:

-graphics folder
-level file
-music

And the music should be fully credited in the filename like, "super mario bros - overworld.mp3/ogg"

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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Enjl » Thu May 09, 2019 12:50 pm

Darkonius Mavakar wrote:
Thu May 09, 2019 12:47 pm
Imo we should go the 'contest submission' format;
A zip/rar file with:

-graphics folder
-level file
-music

And the music should be fully credited in the filename like, "super mario bros - overworld.mp3/ogg"
MAGLX3 puts the music inside the level folder to keep the episode folder uncluttered, and in 2k1x I keep all my music contained in a "music" folder for easy access and cataloguing while keeping the episode folder uncluttered. I think dunking them in the episode folder is the worst choice due to how many music files will be littered about. My submissions so far follow the MAGLX3 structure.
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Darkonius Mavakar » Thu May 09, 2019 1:09 pm

Ahh, ok yeah, that makes sense, that's better

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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Sancles-Chan » Thu May 09, 2019 1:57 pm

well frankly, I'm gonna say that you should probably include the origin of the song in the filename, but I'm not gonna be too picky about it
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Eri7 » Thu May 09, 2019 3:45 pm

I have a question, how do i install the dev kit? I want to review the SLAM levels but idk how to add the dev kit.
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Darkonius Mavakar » Thu May 09, 2019 3:53 pm

Eri7 wrote:
Thu May 09, 2019 3:45 pm
I have a question, how do i install the dev kit? I want to review the SLAM levels but idk how to add the dev kit.
You don't install it, it's just a buncha files you drop into a dedicated SLAM folder so when you run SLAM-made levels in said folder it will automatically run the lua codes present in the devkit

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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby AndrewPixel » Thu May 09, 2019 4:03 pm

Oh boy, this is really intriguing! Sure I'll join it when I'm done with my MaGLX3 entry. Also is there a deadline to submit a SLAM level?
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Sancles-Chan » Thu May 09, 2019 4:34 pm

There isn't a deadline
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