Page 3 of 7
Re: Super Linguini And Macaroni - Public Community Collab Project
Posted: Mon May 06, 2019 4:25 pm
by Eri7
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.
Re: Super Linguini And Macaroni - Public Community Collab Project
Posted: Mon May 06, 2019 4:50 pm
by Valentine
I mean you're still allowed to make a level with them, I'd just personally recommend not designing your entire level around them.
Re: Super Linguini And Macaroni - Public Community Collab Project
Posted: Tue May 07, 2019 5:16 pm
by tangeruse
quick question: should we include stars in our levels or not?
Re: Super Linguini And Macaroni - Public Community Collab Project
Posted: Tue May 07, 2019 5:53 pm
by Valentine
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!
Re: Super Linguini And Macaroni - Public Community Collab Project
Posted: Wed May 08, 2019 1:39 pm
by Valentine
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)
Re: Super Linguini And Macaroni - Public Community Collab Project
Posted: Wed May 08, 2019 2:11 pm
by Eri7
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?
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Wed May 08, 2019 3:05 pm
by Valentine
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!
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Wed May 08, 2019 3:11 pm
by Eri7
Aren't you going to update the main post my adding a screenshot of this sizable or is this not needed?
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Wed May 08, 2019 3:32 pm
by Valentine
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
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 9:57 am
by Valentine
We have a subforum now!
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 10:18 am
by Inspirited
Chill, I need to finish my MAGLX3 entry first!

This project seems awesome.
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 12:43 pm
by Enjl
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
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 12:47 pm
by Darkonius Mavakar
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"
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 12:50 pm
by Enjl
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.
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 1:09 pm
by Darkonius Mavakar
Ahh, ok yeah, that makes sense, that's better
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 1:57 pm
by Valentine
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
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 3:45 pm
by Eri7
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.
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 3:53 pm
by Darkonius Mavakar
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
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 4:03 pm
by AndrewPixel
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?
Re: Super Linguini And Macaroni - DEVKIT UPDATE!
Posted: Thu May 09, 2019 4:34 pm
by Valentine
There isn't a deadline