Ambrosia Garden Archive
    • @edwards, on Sep 2 2007, 09:33 AM, said in Project Multi Sketch:

      ()Set the A7 non-functional Extra2s to be 1111-1116.
      (
      )Set the Extra2 of the holder for the A7 Caldera switch to match the switch itself.
      (*)Fixed up the pickup's surroundings in A7 to something a bit closer to the original (although I seem to have lost the original level file, so it isn't perfect).

      (...)

      Bugs: The Skull Turret in the A7 Garbage Room miniboss is blocked from hitting the player by the boss's Solid hull.

      When you talked about A7 I wanted to replay it again and, well, even restarted editing, resulting in a hopefully now entirely fixed PMS Part IV (containing Pi's map, too). So if somebody wants to play the seperate parts, it should be possible now.

      Attached File(s)

    • Cool, I'll run through it and add it to the UPDATED Area files.

      Here's the PMS Readme:Attached File Read_Me.rtf.zip (1.17K)
      Number of downloads: 3
      Anyone is free to add to it, wether contact information or else. I thought you might want to add a section on the TC Edwards, so I'll leave it to you.

      EDIT:

      Area 7 still contains one glitch that prevents it's completion. The Super Force Fields in the south/west facing corridor that lead to the next Area do not deactivate when the Trinity Turbo Edition ship upgrade is picked up.

      This post has been edited by Silverwind : 02 September 2007 - 07:09 AM

    • @silverwind, on Sep 2 2007, 01:49 PM, said in Project Multi Sketch:

      Area 7 still contains one glitch that prevents it's completion. The Super Force Fields in the south/west facing corridor that lead to the next Area do not deactivate when the Trinity Turbo Edition ship upgrade is picked up.

      Are you really sure that they're supposed to deactivate after the upgrade is picked up? 🙂

    • Does it just require editing of the Project.LMProject file to add extra images, or do the SpriteMap images have to be made bigger (that definitely works, but I haven't tried the presumably cleaner LMProject method)?

    • @freq245, on Sep 2 2007, 07:10 AM, said in Project Multi Sketch:

      Are you really sure that they're supposed to deactivate after the upgrade is picked up? 🙂

      The backup Super Force Field to remove any chance of the player getting through before they get Ship 3 should deactivate, but doesn't. That Super Force Field uses Extra2=1177, which appears to be the (never-triggered) Extra2 that deactivates the entire Dark Zone.

      Other bugs/graphical oddities:
      - The holder for the Blue switch in the caldera does not turn black when you hit the switch.
      - The shots of the Skull Turret in the Garbage Room miniboss are still often blocked by the Solid supports for the outer guns. Also, you don't need to make sprites Not Solid in order for shots to pass through- Enemy works perfectly well.
      - I suggest making the exit normal Force Field a bit longer- right now you can easily pass through it with Ship 2, although you are blocked from getting all the way through by the Super Force Field. For some reason, Force Fields act stronger when they are thicker.
      - The holder for the Ship 3 upgrade isn't visible against the black background. You may want to consider outlining it with white Line sprites in the next layer up.

      @---, on Sep 2 2007, 07:18 AM, said in Project Multi Sketch:

      Does it just require editing of the Project.LMProject file to add extra images, or do the SpriteMap images have to be made bigger (that definitely works, but I haven't tried the presumably cleaner LMProject method)?

      You can add new SpriteMaps to Project.LMProject, and the game will use them properly. Just make sure you include title(s) for the SpriteMap(s), and change the entries for number of spritemaps, number of sprites, and (if applicable) number of scripts.

      Edwards

      This post has been edited by Edwards : 02 September 2007 - 02:28 PM

    • @edwards, on Sep 2 2007, 08:27 PM, said in Project Multi Sketch:

      You can add new SpriteMaps to Project.LMProject, and the game will use them properly. Just make sure you include title(s) for the SpriteMap(s), and change the entries for number of spritemaps, number of sprites, and (if applicable) number of scripts.

      Edwards

      Thanks.

      Will there be any particular regulations relating to custom materials in Area 10?

    • Work on PMSTC, and the list of unused Extra2s, has hereby come to a complete halt until I get fresh copies of the newest version of each Area (note: Area , not Part ). The version of Part IV that Freq245 just posted is definitely the newest version of Area 7, but its Area 8 has a version of the Wasteland boss-type thing that I've never seen before (invincible flickers and a door puzzle, not a spinning claw-thing from hell), and has an Extra2 collision between its two other bosses. I'm also unsure that I have the newest versions of some of the other Areas, as there may have been updates posted after I downloaded my copy.

      However, I can say that Extra2s 1020-1039, 1120-1139, 1090-1099, and 1190-1199 are unused.

      Edwards

    • That's...Odd... That was my original boss there, which i gave up on when the doors kept glitching. What'd you like me to do? I could remake the boss without too much trouble in the file you have, or i could send you the version i have here... shrug

    • @pisketch, on Sep 2 2007, 03:27 PM, said in Project Multi Sketch:

      That's...Odd... That was my original boss there, which i gave up on when the doors kept glitching. What'd you like me to do? I could remake the boss without too much trouble in the file you have, or i could send you the version i have here... shrug

      As long as someone has and can send me the latest version of Area 8, I can slice and dice the two files easily to get the newest versions of each Area.

      (EDIT) Quick peek at what I'm working on for Area 10 here. Any limits on how much lead-up to the boss we can put in?

      Edwards

      This post has been edited by Edwards : 03 September 2007 - 01:01 AM

    • @edwards, on Sep 3 2007, 02:03 AM, said in Project Multi Sketch:

      As long as someone has and can send me the latest version of Area 8, I can slice and dice the two files easily to get the newest versions of each Area.

      Pi, if you have the most recent Area 8 update that you've worked on , could you post it up? That should be the proper version. Edwards, If you could SMM them that would be great. As for how this happened, I think it was a simple file swap mistake. I vaguely remember Pi sending a file to Freq245 to touch up the dark area in Area 7 when Pi had used Auto Background Tiles feature, that must have been the old version however. (with the nightmare flickers) Freq must have edited that file instead of the updated one. Not to worry though, a mistake easily made and easily fixed, thanks to Sketch Map Merge!

      @edwards, on Sep 3 2007, 02:03 AM, said in Project Multi Sketch:

      (EDIT) Quick peek at what I'm working on for Area 10 here. Any limits on how much lead-up to the boss we can put in?

      Edwards

      Looks intriguing. 🙂 No btw, I don't see any reason for us to limit the lead up space. As long as it doesn't somehow interfere with the next designer's Boss arena.

    • @edwards, on Sep 2 2007, 09:27 PM, said in Project Multi Sketch:

      The backup Super Force Field to remove any chance of the player getting through before they get Ship 3 should deactivate, but doesn't. That Super Force Field uses Extra2=1177, which appears to be the (never-triggered) Extra2 that deactivates the entire Dark Zone.

      Other bugs/graphical oddities:
      - The holder for the Blue switch in the caldera does not turn black when you hit the switch.
      - The shots of the Skull Turret in the Garbage Room miniboss are still often blocked by the Solid supports for the outer guns. Also, you don't need to make sprites Not Solid in order for shots to pass through- Enemy works perfectly well.
      - I suggest making the exit normal Force Field a bit longer- right now you can easily pass through it with Ship 2, although you are blocked from getting all the way through by the Super Force Field. For some reason, Force Fields act stronger when they are thicker.
      - The holder for the Ship 3 upgrade isn't visible against the black background. You may want to consider outlining it with white Line sprites in the next layer up.

      You can add new SpriteMaps to Project.LMProject, and the game will use them properly. Just make sure you include title(s) for the SpriteMap(s), and change the entries for number of spritemaps, number of sprites, and (if applicable) number of scripts.

      Edwards

      Okay, the two bugs you first metioned are fixed now (although I thought that the caldera one had been alraedy done, probably that was in an other file of me), but the other two are, I have to say, not bugs. The holder is supposed to be black, all I wanted were wires int he wall behind it, to show that there's an upgrade. The Super Force Field... well, you all seem to have missed something. The field is supposed to be "generated" by the factory, so you'd have to cut off the energy source...

      Spoiler:

      Spoiler

      Try flying with the fully-upgraded ship into the generator, found in the generator room.

      Part IV with the now hopefully bugless A7 (not A8) should be found as an attachment to this post.

      This post has been edited by Freq245 : 08 September 2007 - 10:44 AM
      Reason for edit: Removed file because of a more actual version has been added to the thread

    • Well, apart from being able to disable the entire level before getting Ship 3 by getting a running start before ramming the deactivation area (it takes several attempts if you have normal framerates, though), it seems to work as you intended, though you may want to block off the accelerator to the Dark Area once the generator is disabled.

      Spoiler

      I still say that that method of finishing the level is entirely non-obvious, though- I personally would have expected to get destroyed if I flew in there. Perhaps add a warning in-level about "Keep loose objects away from generator"?

      Anyway, I currently have the latest versions of Areas 1, 4, 5, 7, and 9. If cheleball, GSN, Dogbert, and PiSketch wish to update their Areas, they may feel free to do so using whatever version of the map they have on hand- I can splice things together very easily.

      (EDIT) Updated version of Area 4 available here.
      Change list:
      - Added Save Ring after the Airship.
      - Gave Homing Gun an Extra2 value, and linked it to a message telling the player that they missed it.
      - Added a bit of detail to the Forest page.
      - Fixed the page boundary on that one page. Yes, again.
      - Fixed up some non-colliding Extra2 errors- apparently I'd been using 1010-1019 when I started work on the level.
      - Added an Extra2 value to the door before the Airship, just because.
      - Fixed bug that allowed Airship turrets to destroy their off-switch (I hope).

      Edwards

      This post has been edited by Edwards : 03 September 2007 - 11:18 PM

    • @edwards, on Sep 4 2007, 12:09 AM, said in Project Multi Sketch:

      Well, apart from being able to disable the entire level before getting Ship 3 by getting a running start before ramming the deactivation area (it takes several attempts if you have normal framerates, though), it seems to work as you intended, though you may want to block off the accelerator to the Dark Area once the generator is disabled.

      Hmm, how would you turn off that accelerator?

    • @freq245, on Sep 4 2007, 09:33 AM, said in Project Multi Sketch:

      Hmm, how would you turn off that accelerator?

      Start by giving the force fields in between the two walls an Extra2 of 1177, so they turn off. Then, place two opposing Super Force Fields at the end of the walled area, one to keep the player inside the level bounds, the other to cancel the first one. Give the canceling force field an Extra2 of 1177, so it will vanish when the level deactivates, leaving only the force field that keeps the player in-bounds.

      Edwards

    • Hmmm... Edwards, you don't know wether Extra 2 values 1002-1010 are currently assigned in Project Multi Sketch do you? If so, somebody's made a mistake, hehe. They were to be used in Area 1, but I only used Extra 2 1001, meaning there should be a few left over. I'm thinking that we could use them for Area 10.

    • @silverwind, on Sep 7 2007, 02:27 PM, said in Project Multi Sketch:

      Hmmm... Edwards, you don't know wether Extra 2 values 1002-1010 are currently assigned in Project Multi Sketch do you? If so, somebody's made a mistake, hehe. They were to be used in Area 1, but I only used Extra 2 1001, meaning there should be a few left over. I'm thinking that we could use them for Area 10.

      As I recall, GSN used Extra2=1001 and 1002 in Area 3, while you didn't use any Extra2s in Area 1. According to a run through MapText of the updated levels that I've received, and my memory of which Extra2s the newer version of Area 8 used, PMS currently uses the following fifty Extra2 values:

      1001, 1002, 1011, 1012, 1013, 1014, 1041, 1042, 1043, 1044, 1045, 1046, 1047, 1048, 1049, 1051, 1052, 1061, 1062, 1071, 1072, 1073, 1074, 1075, 1076, 1077, 1078, 1079, 1081, 1082, 1083, 1084, 1085, 1086, 1141, 1142, 1143, 1144, 1148, 1149, 1171, 1172, 1173, 1174, 1175, 1176, 1177, 1178, 1179, 1180
      

      By this listing, everything from 1100 to 1140 is free, as are 1150-1170, and everything over 1180.

      Edwards

    • This A7 should be fine now:

      Attached File __Project_Multi_Sketch_Part_4.zip (121.79K)
      Number of downloads: 2

    • @freq245, on Sep 8 2007, 08:42 AM, said in Project Multi Sketch:

      This A7 should be fine now:

      Apart from the holder for the Caldera switch suddenly being yellow instead of blue, it looks fine. If you don't want to have to post yet another new version for such a minor issue, I can fix that when I splice A7 with A8.

      Edwards

    • @edwards, on Sep 8 2007, 11:30 PM, said in Project Multi Sketch:

      Apart from the holder for the Caldera switch suddenly being yellow instead of blue, it looks fine. If you don't want to have to post yet another new version for such a minor issue, I can fix that when I splice A7 with A8.

      Edwards

      That'd be nice. 😉

    • So, how's progress on Area 10 Ed?

      This post has been edited by Silverwind : 16 October 2007 - 03:58 PM