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

Forum for submissions to the Official™ SLAM Collab project!
Eri7
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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 Valentine » 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 tangy » Tue May 07, 2019 5:16 pm

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

Valentine
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Re: Super Linguini And Macaroni - Public Community Collab Project

Postby Valentine » 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 Valentine » 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)

Eri7
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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?

Valentine
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Valentine » 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 Valentine » 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

Valentine
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Valentine » Thu May 09, 2019 9:57 am

We have a subforum now!

Inspirited
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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.

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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Emral » 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

Darkonius Mavakar
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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"

Emral
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Re: Super Linguini And Macaroni - DEVKIT UPDATE!

Postby Emral » 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.

Darkonius Mavakar
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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 Valentine » 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.

Darkonius Mavakar
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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 Akromaly » 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 Valentine » Thu May 09, 2019 4:34 pm

There isn't a deadline


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