*X3 WINNER CONGRATS TO ENJL* the one with the seasonal allergies
- FrozenQuills
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Re: squarshetti squeels (MaGLX3)
I'm glad raocow made a take 2 not just to give a better perspective, but to showoff the rest of the secrets of the level. Though, I wished the math platform was utilized more as a required seed lol; there's so much potential with that, and it's way easier to use than the nipper or ptooies.
I still had a pretty decent time with the level regardless, but yeah it's very Zygl oriented.
I still had a pretty decent time with the level regardless, but yeah it's very Zygl oriented.
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Ditocoaf
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Re: squarshetti squeels (MaGLX3)
Both videos were up by the time I got off work this evening, and I have to say: I'm glad we got both!
Take 2 is a better video and a better showcase of "what is this level like", but I have a personal interest in the way videogames teach themselves to players, in watching the process of figuring stuff out. It was great to see how the later parts of the level made you reconsider the approach you developed in the early parts of the level.
That's just my niche interest, though!
Take 2 is a better video and a better showcase of "what is this level like", but I have a personal interest in the way videogames teach themselves to players, in watching the process of figuring stuff out. It was great to see how the later parts of the level made you reconsider the approach you developed in the early parts of the level.
That's just my niche interest, though!
Re: squarshetti squeels (MaGLX3)
So my level happened! Twice! >.>
As far as dev commentary's concerned:
Also raocow thanks for giving the level another go, not for my sake or its sake but just because you seemed to have a lot more fun with it the second time around >~> It was a good watch.
As far as dev commentary's concerned:
Re: squarshetti squeels (MaGLX3)
I figure it's because with this contest being in limbo for 2-ish years and those two years being some of the worst in certain parts of the world, the anticipation for this production was high, and when it runs smack dab into the bottom end of the contest first people will inevitably be struck with inflated amounts of disappointment and negativity.TaviTurnip wrote: ↑2 years ago but I honestly was impressed how quickly raocow turned to full dismissal, and I think that has happened more than once in this playthrough and I'm not sure why MaGL X3 is having this effect but it's been noticeable in some videos in a way that X1 and X2 didn't really have.
I am glad people like raocow exist to subvert that of his own and others because we don't need any more of that, frankly.
- FourteenthOrder
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Re: squarshetti squeels (MaGLX3)
I'm glad raocow had a better time in the second video. The level looked like a lot of fun, jank aside, and the first one made me a lil sad with how quickly he wrote it off. :c
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Re: squarshetti squeels (MaGLX3)
Just before bedtime I noticed that the HD remaster of Zygl's level got posted. So I staved off sleep a little while longer to go watch it instead. Super nice of raocow to give this level a fair shake and to 100% it too. Given its nonlinearity, and knowing that you only need 2/9 plants to beat the level, it really does approach what I'd call a "true" Metroidvania, which I can appreciate. A bit off-tangent here, but I just think that the term "Metroidvania" gets thrown around a lot nowadays. Lots of games are marketed like that and I don't agree most of the time (like Iconoclasts and Gato Roboto - both good games I liked, but progression seems a bit linear to me). Anyway, what happens if you die during the "run away" segment? Do you load into a still-shaking state? It would make sense, but I think I'd find that amusing.
Also, if your health is low or if you're stuck, why not restart the level instead of taking a death? I find it's a bit quicker, although it's not as funny or entertaining. Sorry if it's backseating, I've just been wondering throughout the LP.
Also, if your health is low or if you're stuck, why not restart the level instead of taking a death? I find it's a bit quicker, although it's not as funny or entertaining. Sorry if it's backseating, I've just been wondering throughout the LP.
Re: squarshetti squeels (MaGLX3)
So I don't actually remember, and I was deathly afraid of raocow finding out both times <___<;; I don't remember saving the ending state with Lua so I think you'd spawn in at the last checkpoint with the Panpor not planted. Definitely another thing I'd have changed given more time.
Re: squarshetti squeels (MaGLX3)
Well others have already said enough about the level, so I'll just say
Also, can't you use the tester in the editor to load individual levels to play them in reset state? If that still doesn't work then maybe do that in a new directory? Maybe that might be overkill.The MAGLX3 Rap wrote: 1st verse I hate the princess and bouncing
2nd verse There has to be something I'm missing
More verses soon to be announced
- Emral
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Re: squarshetti squeels (MaGLX3)
Eh? If this was really something that changed, that'd be huge news across all levels. Can you give me a timestamp on what you're talking about for comparison between the videos?EternalFireseal wrote: ↑2 years ago Looking at the video from years ago, I see two things of note:
1) The plants didn't seem to have any problem walking between blocks on the same level, so that's a problem that came about during the SMBX2 update cycle.
If you mean Nippers and Ptooies turning around, that's because those are patrolling NPCs, sticking to a certain horizontal range.
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- EternalFireseal
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Re: squarshetti squeels (MaGLX3)
What I meant was, it seemed like some plants had trouble walking between different types of blocks, mainly ground and spikes. If you look at 7:36 to 7:45 in raocow's video, you can see a nipper struggling to leave that one dirt block, while at around 3:58:08 to 3:58:35ish in the Zygl gameplay you can see as many as two nippers not having any such issues. Though, now that I've looked back through raocow's video, it didn't happen nearly as often as it felt like it did. And I guess it was just the nippers? Hooray for confirmation bias!
[videos]
- Emral
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Re: squarshetti squeels (MaGLX3)
Thanks for elaborating!
Like I mentioned earlier, Nippers are a type of patrolling NPC. The key difference between these clips is the dirt patch from which they were unearthed. While Zygl tossed the seed onto the patch on which raocow's Nipper gets stuck on, raocow grows the plant on a block several seeds further left, making it so that Zygl's patch of arable land happens to align with the edge of the rao-Nipper's patrolling area.
The reason why rao's Nipper on the slope on the previous screen kept walking so far to the right is because the Nipper AI is not all that 'I' when it comes to slopes, instead opting to gently slide down until they touch solid ground again.
As for today's video: It seems we're becoming acquaintanced with the concept of a 'workers rights level'.
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- FrozenQuills
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Re: squarshetti squeels (MaGLX3)
so I invited my friend KaiClavier to participate in this contest and their level got exactly 100th. Their goal was to be in the top 100 so that was rad
The theater aspect was supposed to be because it's a play with 3 acts, but it's obvious that wasn't conveyed the best with vanilla graphics lol
and I also had issues with the homing bubbles in the dreamscape level, but it had some interesting boo maneuvers.
Anyway congrats to all those who got top 100! I actually have the alphabetical list of those who made it in this spoiler for those who want to see what's coming up and speculate on placements:
The theater aspect was supposed to be because it's a play with 3 acts, but it's obvious that wasn't conveyed the best with vanilla graphics lol
and I also had issues with the homing bubbles in the dreamscape level, but it had some interesting boo maneuvers.
Anyway congrats to all those who got top 100! I actually have the alphabetical list of those who made it in this spoiler for those who want to see what's coming up and speculate on placements:
Last edited by FrozenQuills 2 years ago, edited 1 time in total.
avatar by crayonchewer!
Re: squarshetti squeels (MaGLX3)
I feel like today's first level really missed the mark by not making the gas bubbles pink.
0/10
0/10
- KaiClavier
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Re: squarshetti squeels (MaGLX3)
Yeah, thanks for inviting me, Quills! I remember watching the MaGLX2 playthru and I'm glad you pushed me to participate in this one. I really did want top 100 so... I'm satisfied! I left a bit of a developer's commentary on the youtube vid, I might have gotten a bit carried away...
- King of GETs
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Re: squarshetti squeels (MaGLX3)
My thoughts exactly. They could have been different shades of pink to show which bubbles were going to do what, although if they were sharing graphics, it might not have been possible without more coding.
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Re: squarshetti squeels (MaGLX3)
101 is objectively the worst spot to be in tbh, especially on the basis of a tiebreaker lol
You can't say you made the top 100 but you also made too good of a level to be memorably bad
You can't say you made the top 100 but you also made too good of a level to be memorably bad
i've honestly never played a video game in my life
- Zephyr_DragonLord
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Re: bubble explosions (MaGLX3)
Oh, I can definitely think of worse places to be than 101st place. There's a lot of just... fine levels all over the place here. You can make a level that's memorable that's just shy of top 100. In fact, we've already proven that...
101st - Deserted Dreamscape: The background here's pretty cool. The moon jumps were pretty neat, but the level design doesn't quite do enough to explore it, being made of corridors, and not too much else. It's rare, but I think more verticality would have helped out this level a great deal. But what's there is inoffensive, and kind of neat, anyways. The moon at the end's pretty nice, too.
100th - The Abandoned Factory: I like the story beats here, though it's not quite enough to be "theatric". This is a nice and condensed, if kind of wonky puzzle level. The second one in particular has odd stuff going on. It would benefit a little from reset doors, but it's not a big deal, given the way you did it works well enough. The ending here is pretty great; I didn't expect that twist, and it's nigh-flawless execution. (a bit dark, but I like that sort of humor, too)
101st - Deserted Dreamscape: The background here's pretty cool. The moon jumps were pretty neat, but the level design doesn't quite do enough to explore it, being made of corridors, and not too much else. It's rare, but I think more verticality would have helped out this level a great deal. But what's there is inoffensive, and kind of neat, anyways. The moon at the end's pretty nice, too.
100th - The Abandoned Factory: I like the story beats here, though it's not quite enough to be "theatric". This is a nice and condensed, if kind of wonky puzzle level. The second one in particular has odd stuff going on. It would benefit a little from reset doors, but it's not a big deal, given the way you did it works well enough. The ending here is pretty great; I didn't expect that twist, and it's nigh-flawless execution. (a bit dark, but I like that sort of humor, too)
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- King of GETs
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Re: squarshetti squeels (MaGLX3)
I'm not sure if I missed the explanation, but do we know what the rule was for tiebreakers?
- Le Neveu de Rameau
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Re: squarshetti squeels (MaGLX3)
As in previous MaGLX competitions, the earlier-submitted level wins ties.King of GETs wrote: ↑2 years ago I'm not sure if I missed the explanation, but do we know what the rule was for tiebreakers?
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Re: squarshetti squeels (MaGLX3)
Getting better than 100th was my goal so I’m satisfied.
Those bubbles would be cuter if they were a light shade of pink
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Re: squarshetti squeels (MaGLX3)
Hot take: The gimmick score should've been the primary tiebreaker, submit-time at best secondary.
fart.
- PSI Ninja
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Re: squarshetti squeels (MaGLX3)
My main issue with Deserted Dreamscape was how easy it was to get boxed in by the Big Boos and the Green Bubbles, due to the ratchet scrolling. I ended up going through the latter half of the level by edging myself along slowly to have more time to react to the enemies. Also, there's not enough space to escape or herd the homing bubbles in the very last part. The bubbles always seemed to pause at the most inconvenient places, too. For some reason, the different behaviors of the bubbles didn't really bother me in this level, but in general, things that have the same graphics but behave differently or do different things is not something I really like in video games. The red magic circles in Terrifying Orb in the Night Sky being one example.The MAGLX3 Rap wrote: 3rd verse No regrets
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Ditocoaf
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Re: squarshetti squeels (MaGLX3)
I don't think I like the idea of putting even more of an emphasis on the precise number of the gimmick score, since it's a weird thing to rate numerically. An author can make a level that's 100% inspired by the terms in a way that makes total sense to them but feels like a stretch to the judges.
(TBH If I were designing a contest like this, I'd make the gimmick score a pass/fail: "does this level use the gimmicks enough that I believe it wasn't premade?". 20 points if yes, 0 points if no. Separate out those points from the rest of the score and keep the judging anonymous so 13.33 points means "only one judge doubted that this level was inspired by the gimmicks".)
Submit time is a perfectly fine tiebreaker, considering (1) the difference between 97th place and 98th place or whatever isn't that big, and (2) it probably helped make sure that not all the levels were submitted in a huge dump at the very last second, which sounds like a nightmare for the showrunners.
- LunarRainbowShyGuy
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Re: squarshetti squeels (MaGLX3)
Oh man it's my level! With how often I find myself agreeing with Sturg it would seem that I have similar tastes in Mario levels, and so I suppose it makes sense that I'd make something that he would like (I think this might be the highest score he's given a level so far).
I have quite a bit to say about my level, so the developer commentary is in these spoilers. The first one covers the prep work I did and the lua coding, and the second one covers the actual level.
In hindsight maybe I should have written all this ahead of time (I've known my placement for almost a week now), because that was a lot of things I had to say. And raocow played another level today, so I'm not done yet.
- Level Comments -
101st Deserted Dreamscape: Wow a Touhou level!
100th The Abandoned Factory: I had fun with this level, although the way NPCs zip around when they suddenly end up inside a block as a result of pressing a switch can be a bit awkward (I also ended up with a Goomba entering the area in the second room).
- End of Level Comments -
It looks like I was in a three way tie with the two levels around me, which amusingly isn't the first time I've been in a three way tie.
Also, to respond to some things people have said about my level.
In regards to me being 101st place, I just like that I can say that I was 1st place in some capacity, even if it is "1st place among those that didn't make it to the top 100".
I have quite a bit to say about my level, so the developer commentary is in these spoilers. The first one covers the prep work I did and the lua coding, and the second one covers the actual level.
- Level Comments -
101st Deserted Dreamscape: Wow a Touhou level!
100th The Abandoned Factory: I had fun with this level, although the way NPCs zip around when they suddenly end up inside a block as a result of pressing a switch can be a bit awkward (I also ended up with a Goomba entering the area in the second room).
- End of Level Comments -
It looks like I was in a three way tie with the two levels around me, which amusingly isn't the first time I've been in a three way tie.
Also, to respond to some things people have said about my level.
This probably would have been a better way to do things, but as I said in my developer commentary I made some unwise decisions when coding these things. Also, while I didn't think to make the bubbles pink, the gimmick terms I was given specifically called them "Green Bubbles" (although they are referred to as "Gas Bubbles" in the editor), so I feel like at most I would have merely made them different shades of green.King of GETs wrote: ↑2 years agoMy thoughts exactly. They could have been different shades of pink to show which bubbles were going to do what, although if they were sharing graphics, it might not have been possible without more coding.
In regards to me being 101st place, I just like that I can say that I was 1st place in some capacity, even if it is "1st place among those that didn't make it to the top 100".
- TaviTurnip
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Re: squarshetti squeels (MaGLX3)
During MaGL X2 I very specifically asked the judges (moreso for MaFAB actually) "hey if the usage of the terms/cards is abstract is that cool" and everyone was like "yeah of course" and then my MaFAB ended up not getting particularly great scores at all, whereas the bosses that just blatantly printed their cards' graphics into the boss got the highest marks most of the time. I wasn't salty about the top placing bosses but I was like, okay, there was clearly a difference in intent/understanding here, I wish I knew that the judges would not be up for wracking their brains so creatively.
I basically feel the same way about X3's gimmicks. There's like this universal consensus that "negative" terms are always going to score low, but also from the judging itself, simply including everything in your chosen gimmicks, in a functional way, is still not enough to score a 20/20 in certain judging instances, so it's like... what exactly are you rating? Did the author use all of the terms and they all operate correctly? Then they fully used the gimmick, right? Apparently not.
It's a degree of "subjectivity" (the worst word in judging, and something I had a huge disagreement with Horikawa over since she thought it was the best part of it) that just seems to have no consistent rhyme or reason whatsoever. Anyone can judge if a level is straightforward to play, if the graphic usage is above average, et cetera, but the gimmick scoring just seems to be whatever the dice were rolled as sometimes. The more levels we see the more I'm just not sure how healthy that score is, in a lot of cases. It all feels increasingly troublesome.
I basically feel the same way about X3's gimmicks. There's like this universal consensus that "negative" terms are always going to score low, but also from the judging itself, simply including everything in your chosen gimmicks, in a functional way, is still not enough to score a 20/20 in certain judging instances, so it's like... what exactly are you rating? Did the author use all of the terms and they all operate correctly? Then they fully used the gimmick, right? Apparently not.
It's a degree of "subjectivity" (the worst word in judging, and something I had a huge disagreement with Horikawa over since she thought it was the best part of it) that just seems to have no consistent rhyme or reason whatsoever. Anyone can judge if a level is straightforward to play, if the graphic usage is above average, et cetera, but the gimmick scoring just seems to be whatever the dice were rolled as sometimes. The more levels we see the more I'm just not sure how healthy that score is, in a lot of cases. It all feels increasingly troublesome.
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