cldc 2018 - layers
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Re: chocolate hack design contest - ten shots per screen
y'know how there were a bunch of entries that were blatantly just a part of a whole hack that was just cut out and sent in
i really, absolutely hope that this level was one of those and was just subtle about it because holy shit
if i had one complaint it'd be that the boss just looks aesthetically out of place, i'd expect something that looks more like it's from castlevania or zelda 2 in terms of shading, not the zero-shading shoujo chibi that's just kinda ... there and looks like a random sprite rip used for lack of anything better
i really, absolutely hope that this level was one of those and was just subtle about it because holy shit
if i had one complaint it'd be that the boss just looks aesthetically out of place, i'd expect something that looks more like it's from castlevania or zelda 2 in terms of shading, not the zero-shading shoujo chibi that's just kinda ... there and looks like a random sprite rip used for lack of anything better
Re: chocolate hack design contest - ten shots per screen
That level should've been titled "layers and layers of fun" instead, lol.
Also how did they do the multiple layer 2s? There's two possibilities I can think of but I have no idea how feasible either actually are. The first is making use of the S-1 patch or something along those lines to create new layers without massive slowdown. (Though that seems like it'd be an enormous amount of work if it's possible.) The second is that it could be something to do with the fact layer 2's speed can vary even in vanilla but I don't know that the varied speeds would work the way they do in this level. I think that in vanilla SMW layer 2's speed is just based on Mario's x-position in the level so it would still have every part of layer 2 on screen moving at the same speed.
Also how did they do the multiple layer 2s? There's two possibilities I can think of but I have no idea how feasible either actually are. The first is making use of the S-1 patch or something along those lines to create new layers without massive slowdown. (Though that seems like it'd be an enormous amount of work if it's possible.) The second is that it could be something to do with the fact layer 2's speed can vary even in vanilla but I don't know that the varied speeds would work the way they do in this level. I think that in vanilla SMW layer 2's speed is just based on Mario's x-position in the level so it would still have every part of layer 2 on screen moving at the same speed.
Re: chocolate hack design contest - ten shots per screen
Foreground is Layer 1, the 3 different moving Layers are Layer 2-4. Status bar is probably a sprite, but I have no idea how the background was done (that's the real mystery here).Alice wrote: ↑5 years agoAlso how did they do the multiple layer 2s? There's two possibilities I can think of but I have no idea how feasible either actually are. The first is making use of the S-1 patch or something along those lines to create new layers without massive slowdown. (Though that seems like it'd be an enormous amount of work if it's possible.) The second is that it could be something to do with the fact layer 2's speed can vary even in vanilla but I don't know that the varied speeds would work the way they do in this level. I think that in vanilla SMW layer 2's speed is just based on Mario's x-position in the level so it would still have every part of layer 2 on screen moving at the same speed.
Re: cldc 2018 - layers
lightest
Placement: 1
Codename: lightest
Author: idol & Katrina
i won cldc 2016 with a level i wasnt super proud of, so i wanted 2 outdo myself this year (there wasnt a cldc 2017). something seemingly glossed over by raocow too is the fact that this level uses the big level system developed by katrina, aka it's not stuck to being a horizontal or vertical level like regular smw is. this is the first time someone other than katrina has used her exlev big level system i think, at least i sure havent seen it used elsewhere. she was responsible for all the wild asm & the graphics for this level. the foreground is layer 1, the red layer is layer 2, the green layer is layer 3, and the blue layer is layer 4. the stars are color math / hdma stuff iirc. it's worth noting this level wasn't even made in lunar magic lol
it feels good to be king
Placement: 1
Codename: lightest
Author: idol & Katrina
it feels good to be king
- Voltgloss
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Re: cldc 2018 - layers
I don't know who the boss was, but I can tell they are quite the wicked child.
Re: cldc 2018 - layers
Yeah this level just astounded me on a technical scale because I was finally getting to see the results of the Big Level editor and newer things like Mode 0 usage hitting the scene. My slow realization that this wasn't just a simple Layer 2 level after hitting the midpoint, as well as realizing that I wasn't just going to the right and a little up, but I was actually going full diagonally up like I was playing an SMBX level was just kinda mind-blowing. I've been conditioned to know what SMW's supposed to be capable of over the years and both of these things completely go against that. This level was a treat to play.
Re: cldc 2018 - layers
I legitimately didn't even notice that was true but I suppose it was now that I think about it, huh? That's neat. Is there anywhere on SMWC that goes over all the tech used in this entry? Cause it's really quite interesting.
Re: cldc 2018 - layers
Honestly, I noticed the big level but Mode 0 was way cooler to me. So many moving parts is really cool, and Mario works really well with the 8-bit colors.
I didn't like the boss much though.
I didn't like the boss much though.
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Re: cldc 2018 - layers
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Re: cldc 2018 - layers
There's a Mode 0? I thought the SNES only had Modes 1-7, with 7 being the most mentioned one.
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Re: cldc 2018 - layers
I loved how raocow was so distracted by this realization himself that he got crushed while babbling about the "onion curse." I guess I was too focused on the level itself when I played it to get blown away by those "technical" details. I didn't even notice the full-on diagonal-up movement until today's video.FPzero wrote: ↑5 years ago Yeah this level just astounded me on a technical scale because I was finally getting to see the results of the Big Level editor and newer things like Mode 0 usage hitting the scene. My slow realization that this wasn't just a simple Layer 2 level after hitting the midpoint, as well as realizing that I wasn't just going to the right and a little up, but I was actually going full diagonally up like I was playing an SMBX level was just kinda mind-blowing. I've been conditioned to know what SMW's supposed to be capable of over the years and both of these things completely go against that. This level was a treat to play.
Looking forward to a level with half a dozen layers actually called "the onion curse."
Re: cldc 2018 - layers
Yeah, Mode 0 supports the use of Layers 1 through 4, but only with a 2bpp graphical depth. Meaning each layer can only have 4 colors, just like old NES stuff. It's very rarely used on the SNES for that reason, since most games were showing off the expanded palette options given to them by the most standard Mode 1.
There's a really cool video on SNES Modes here. It's where I learned much of this information for myself.
Re: cldc 2018 - layers
the color pallet was so well done that it didn't even occur to me that it was necessary and not an aesthetic choice. Serious kudos all around on making an incredibly technically impressive level that used all of that tech to the fullest!