24 Hour Contest #11 - design a level in 24 hours with a given challenge
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Yeah, I submitted this level under the impression that it wouldn't do well since it only used 2 sprites and just sorta phoned it in in general, so I'm a tad embarassed that it won. I feel bad for people like ft who tried their hardest to squeeze some remotely impressive setups out of these more often than not terrible sprites, only to end up doing mediocrely.
Last edited by Lazy_ 5 years ago, edited 1 time in total.
is there an integer overflow when you become 256 years old
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
aw don't be embarrassed that you won (even if most of the jump1/2 team was kind of jaded to this type of design)
Also, Mandew updated the bouncing spiny eggs recently so that they could be easier to deal with: https://www.smwcentral.net/?p=section&a ... s&id=18011. Perhaps the venus plant will get a similar treatment.
Also, Mandew updated the bouncing spiny eggs recently so that they could be easier to deal with: https://www.smwcentral.net/?p=section&a ... s&id=18011. Perhaps the venus plant will get a similar treatment.
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
This.
The general insults don't really bother me. I do, however, try to consider the constructive criticism.
- FourteenthOrder
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I think the third place level was my personal favorite, but wow did this contest have some surprisingly great levels given the time and sprite requirements.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Well, if the winner of this contest is named Lazy, does this mean I can win a contest by downloading a random hack, saving a level, and submitting it? :D
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
People were saying before how MiracleWater can make the best and the worst of things, or at least people in comments reacted that way, but it looks like that has nothing on Lazy_
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
If anything, the most significant thing we've learned from this contest is that level names are becoming increasingly nonsensical every contest (if you think this is bad, just wait till you see a certain world in jump half lol)
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
This makes me wonder just how much raocow has influenced the SMW hacking scene in general.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I would say this forum has definitely popularized the concept of non-nintendo-style Mario levels and humor. A lot of weirder ideas can probably trace their origins to ASMT and SMBX collabs/contests. I've seen a lot of the names associated with that style of level design in contests or collabs from this site. Even though I'm much more of a Nintendo-style purist when it comes to my design preferences, I appreciate that other people have broken the mold of Mario design and actively experiment with what the game offers even if the experiments aren't always successful.
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
At the same time, a lot of the talkhaus' design style was itself directly inspired by VIP. So it can go back a bit further.
i've been waiting for yearsg. breeze wrote: If anything, the most significant thing we've learned from this contest is that level names are becoming increasingly nonsensical every contest (if you think this is bad, just wait till you see a certain world in jump half lol)
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
To be fair, it could be worse
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Ditocoaf
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Hold on. I haven't really been paying attention to Jump half yet (I'm merely a casual fan, entirely outside the hacking scene), but I kinda assumed by the name that it was originally intended as a quick thing to fill the space before a bigger sequel to JUMP. Now I'm beginning to doubt myself -- did I misinterpret what's actually a perfectly good jokey name for a sequel?
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
You're right that jump half was intended to be a bit more 'downscaled' than jump in terms of complexity, but i don't think there were ever plans for a jump 2; i also suspect that, just like the original jump, it's probably undergone some feature creep by now.
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I thought YUMP was the quick thing meant to fill time until JUMPhalf. Working on 3 collabs at once seems like the perfect way to finish none of them.
- Leet
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I mean, the """jump team""" is doing a pretty great job at "making complete projects out of nowhere while other talkhaus works languish at 95 percent" - i'd complain if yump and mice weren't so damn good
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
hi!!! Someone was prompted to reply
JUMPhalf did start with a simpler premise (although not necessarily smaller/quicker). It was first meant to be the VIP-like game that was first thought up for JUMP itself, but just like its prequel things kind of escalated... it's currently bigger than JUMP, easier, way more polished and almost finished. Some big things are currently still in development though, so it may take another little while to come out
Also we are currently deliberately not working on any other collabs until it gets finished!!
JUMPhalf did start with a simpler premise (although not necessarily smaller/quicker). It was first meant to be the VIP-like game that was first thought up for JUMP itself, but just like its prequel things kind of escalated... it's currently bigger than JUMP, easier, way more polished and almost finished. Some big things are currently still in development though, so it may take another little while to come out
Also we are currently deliberately not working on any other collabs until it gets finished!!
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Ditocoaf
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Cool cool. That makes sense. And I know how it is with feature creep, it's a natural law of the universe that whenever creative people work on a thing, that thing will scale up.