Search found 537 matches
- 5 years ago
- Forum: let's play
- Topic: Super ASPE Mario - All Stars Performance Edition
- Replies: 234
- Views: 44087
Re: Super ASPE Mario - All Stars Portfolio Edition
SUPER ASPE WORLD by waai, kona, kokorochan, SIG, nori, 33953YoShI, asutoro Whoa what? This was a relay level where one person made 2-3 screens of the level and then passed it on to the next person. I wonder who made those couple of screens where it's just flat ground and a ? spelled out with a drag...
- 5 years ago
- Forum: let's play
- Topic: Super ASPE Mario - All Stars Performance Edition
- Replies: 234
- Views: 44087
Re: Super ASPE Mario - All Stars Pillar Edition
sometimes editing other people's levels doesn't lead to good times (see all the elite koopas added to late SMWCP levels)
- 5 years ago
- Forum: let's play
- Topic: Super ASPE Mario - All Stars Performance Edition
- Replies: 234
- Views: 44087
- 5 years ago
- Forum: contest center
- Topic: SMW Central's VLDCX [time up]
- Replies: 64
- Views: 22019
Re: SMW Central's VLDCX
Okay, 2 questions about the moving ghost house holes. -Will they work with cement block tiles, or does it have to be tiles Mario can jump through from below for him to fall through? -If used with cement blocks, can you throw objects up through them? I believe it must be tiles that Mario can jump th...
- 5 years ago
- Forum: let's play
- Topic: Let's Play A2MT: The Fixed Edition! - 77g FINAL - We Will Rock You [B-Side]
- Replies: 430
- Views: 75499
- 6 years ago
- Forum: project showcase
- Topic: VLDC9 inspired me to make a smw hack of my own
- Replies: 7
- Views: 6685
Re: VLDC9 inspired me to make a smw hack of my own
Definitely way better than the first levels I made (muncher mazes). I would recommend focusing less on decoration (those dirt formations do not look good. They are a thing of the past) and trying to think about how the player will meet certain obstacles. Make sure each sprite has a purpose. Do not p...
- 6 years ago
- Forum: the cartridgé
- Topic: [KAIZO] Super NEET World (2ND STAGE IN PROGRESS)
- Replies: 3
- Views: 1424
Re: [KAIZO] Super NEET World (2ND STAGE IN PROGRESS)
Both stages are quite creative and looking good. It might be too hard to beat without savestates, but that doesn't ruin the fun or anything.
Also the correct forum for this is probably "Project showcase"
Also the correct forum for this is probably "Project showcase"
- 6 years ago
- Forum: th.e road to hel
- Topic: helium
- Replies: 10
- Views: 4653
Re: helium
Atomic number 2
Mass number 4.0026
Mass number 4.0026
- 6 years ago
- Forum: let's play
- Topic: Super ASPE Mario - All Stars Performance Edition
- Replies: 234
- Views: 44087
Re: Super ASPE Mario - All Stars Piquant Edition
good difficulty curve... oh boy.
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - visitors liking divergent creations 9
am I the only one who thought that the second mushroom given in Staff Invasion's powerup filter is completely unnecessary? It's to erase any item stored, I guess Consider that the filter only provides 1 mushroom: Case 1: Mario has no powerups. Mario tanks the grinder and goes through. Case 2: Mario...
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - visitors liking divergent creations 9
It's unnecessary. You know what, the powerup filter is an unnecessary waste of 5 seconds of time each time you die/do a room. Also, the rooms suck. (ice was one of the better ones imo, even though it had a few flaws. My favorite is haunted by far.) There was this one room where I got hit by the same...
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - vivid levitations dreamy comets 9
*meows loudly*S.N.N. wrote:The last level is good (for the most part)
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - varicolored luminosity deluding canopies 9
I don't believe you. Do it again, but this time with video evidence. :P Actually, I did it on a stream (didn't get the dragon coins though). It's gone now, however. The pitching chucks were positioned in ways where I think it was easy to weave in between the baseballs. The bullet shooters were lite...
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - varicolored luminosity deluding canopies 9
Oh ninja boy indeedNimono wrote:Oh boySuper Maks 64 wrote:Tomorrow there will probably be two levels.
I actually really liked his level. For some reason I was able to dodge every single baseball and bullet without getting hit at all, and it was the greatest feeling. Also, wah
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - varicolored luminosity deluding canopies 9
so yeah there were also stars that were supposed to appear in the star run, but Jack is unable to insert map16 for 115 levels. How incompetent :roll: Nothing too amazing about Ignis Fatuus, but it felt like a "profressional" level-- almost as if Nintendo could have stuck this into one of t...
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - velodromes leisurely demonstrating carnations 9
Frost's judging was relatively harsh (not that it's a bad thing). Rompy levels usually got no more than a 20/60; extremely good ones in the 40s or low 50s; a select few above 55... and then the rest.
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - velodromes leisurely demonstrating carnations 9
If it makes you guys feel better, in Frost's anonymous judging thread that was open during vldc9, Stadium of Plants got:
Design: 16.25
Creativity: 8
Aesthetics: 4
Total: 28.25/60
In my opinion, the first half was also weak because so much time is spent waiting for the damn moles to pop out.
Design: 16.25
Creativity: 8
Aesthetics: 4
Total: 28.25/60
In my opinion, the first half was also weak because so much time is spent waiting for the damn moles to pop out.
- 6 years ago
- Forum: JUMP½
- Topic: [129] - Big Bubble Watchers
- Replies: 7
- Views: 3724
Re: [129] - Big Bubble Watchers
terra you're making me feel uncomfortable
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - vitreous locomotives diffracted cosmos 9
The VLDC is quite intimidating as well. I gave up trying to learn how to use YY-CHR. Inserting ASM and graphics isn't hard (unless you're me, but that's because I'm allergic to anything that strays away from pure vanilla. It took me at least 3 hours to learn how to insert 2 lines of asm into my choc...
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - vertices localized discos constructed 9
raocow is probably like 1 of 300 people to accidentally enter that door
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - vast lookouts descriptive checkers 9
I was actually inspired by this level to make my own, and apparently autoscroll works perfectly with this gimmick. I also only used two colors.
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - vast lookouts descriptive checkers 9
About falling down very quickly in Square Land:
The thing with layer 2 ground is, when you fall off it, Mario's speed instantly reaches terminal velocity. This also applies to water levels. Good job Nintendo. (btw, I would like to see this mechanic abused in a kaizo level)
The thing with layer 2 ground is, when you fall off it, Mario's speed instantly reaches terminal velocity. This also applies to water levels. Good job Nintendo. (btw, I would like to see this mechanic abused in a kaizo level)
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - vertiginous latticework donning creatures 9
To all Youtube comments section people: Manipulating an offscreen lakitu while doing precise jumps off vines is as hard as... wow, I can't even think of a good analogy because it's just that difficult.
smh
smh
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - valiant long diabolical colossus 9
The first section isn't that creative. What are you even saying? -the 1up puzzle -thwimps through layer 2 -avoiding oscillating bubbles -avoiding meticulously calculated spinies and lakitus and waiting for a spiny to push the red koopa far enough so that Mario can get through -lakitus are still a t...
- 6 years ago
- Forum: let's play
- Topic: VLDC9 - vanilla level design contest 9
- Replies: 1065
- Views: 180683
Re: VLDC9 - viridian landscapes drizzly coagulations 9
and there will be a second, much longer video with a level that took an hour and a half to beat in the evening slot. Wait, a level taking an hour and a half to beat is the exception, not the rule?! :lol: Can I borrow your skills please? :D But seriously, you made today's two levels look easy when I...
