24 Hour Contest #11 - design a level in 24 hours with a given challenge
24 Hour Contest #11 - design a level in 24 hours with a given challenge
If you want to know the rules of the contest, click here.
Most the entries are fairly straight-forward, so this may take half as long as the CLDC contest.
- 1 - what's going on?
- 2 - relatively speaking?
- 3 - think fast
- 4 - back that fact
- 5 - high-low
- 6 - can you top this?
- 7 - stop me if you've heard this one
- 8 - the movie masters
- 9 - what's my line?
- 10 - musical chairs
- 11 - personality
- 12 - masquerade party
- 13 - the gong show
- 14 - you lie like a dog
- 15 - letters to laugh-in
Most the entries are fairly straight-forward, so this may take half as long as the CLDC contest.
- 1 - what's going on?
- 2 - relatively speaking?
- 3 - think fast
- 4 - back that fact
- 5 - high-low
- 6 - can you top this?
- 7 - stop me if you've heard this one
- 8 - the movie masters
- 9 - what's my line?
- 10 - musical chairs
- 11 - personality
- 12 - masquerade party
- 13 - the gong show
- 14 - you lie like a dog
- 15 - letters to laugh-in
Last edited by lolyoshi 5 years ago, edited 14 times in total.
- Kilgamayan
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Well, that level sure happened.
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- BobisOnlyBob
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
to be fair setting up the sprites was an absolute pain, and many sprites needed to be fixed because of some PIXI routine thing I don't understand.
Also, the sprites in this box are just awful. The fire guy and the shotzo are not well-designed sprites.
Also, the sprites in this box are just awful. The fire guy and the shotzo are not well-designed sprites.
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- Valentine
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I'll partially defend this level because accounting for all the other factors that probably went wrong the guy most likely only had like 6-7 hours to make this level and was in a rush to get everything tested and done.
6-7 hours may sound like a lot but it seems like there was an attempt to make a puzzle level here and honestly this ended up just being a bunch of sad inconveniences.
I feel sorry for the level creator because additionally to this set being bad it was probably one of the most broken ones.
6-7 hours may sound like a lot but it seems like there was an attempt to make a puzzle level here and honestly this ended up just being a bunch of sad inconveniences.
I feel sorry for the level creator because additionally to this set being bad it was probably one of the most broken ones.
- Kilgamayan
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Did everyone in this contest get this same set? That doesn't bode very well if so. <_<
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- Valentine
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
there were 5 sets, the first set being the most stable, this one uses either the second or the fourth set but I don't remember which
- raocow
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
it'd be cool if someone who knows what the boxes are to let us know the contents, I know I'd be curious for sure
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- Valentine
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Copied and pasted from the smwcentral topic
- 1 (Tornado; Mosaic/Clock Thwimps; Jumpy Grinder; Wall-Following Grinder; Stationary Magikoopa)
- 2 (Pyro Guy; Pendulum Ball N' Chain; Pipe-Dwelling Bullet Bill Blaster; NSMB Propeller Block; Shotzo)
- 3 (Bouncing/Rolling Spiny Egg; Better Bomb Koopa; Rock/Bomb Throwing Monty Mole; Venus Flyin' Trap)
- 4 (SMB3 Stretch; Cloud Drop; Sleepy Goomba; Wavy Boo Streams; Rideable Balloon)
- 5 (Atomic Muncher; 32x32 Chain Chomp; Controllable Carrot Top Lift; SMB3 Ptooie; Molotov Bro.)
Fun Fact: SMB3 Stretch needed a specific tile to work and nobody was told that so some levels just couldn't use it.
I sound salty but the contest was actually really fun.
- 1 (Tornado; Mosaic/Clock Thwimps; Jumpy Grinder; Wall-Following Grinder; Stationary Magikoopa)
- 2 (Pyro Guy; Pendulum Ball N' Chain; Pipe-Dwelling Bullet Bill Blaster; NSMB Propeller Block; Shotzo)
- 3 (Bouncing/Rolling Spiny Egg; Better Bomb Koopa; Rock/Bomb Throwing Monty Mole; Venus Flyin' Trap)
- 4 (SMB3 Stretch; Cloud Drop; Sleepy Goomba; Wavy Boo Streams; Rideable Balloon)
- 5 (Atomic Muncher; 32x32 Chain Chomp; Controllable Carrot Top Lift; SMB3 Ptooie; Molotov Bro.)
Fun Fact: SMB3 Stretch needed a specific tile to work and nobody was told that so some levels just couldn't use it.
I sound salty but the contest was actually really fun.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
it's not that they didn't know what block to use with the stretch, it's that custom blocks were not allowed in the contest
That didn't stop some people from using our little stretch buddy anyway though for some funny results.
Anyway this isn't gonna be as interesting as CLDC since it is a 24 hour contest, but it will be a neat lp regardless and I'm looking forward to some levels! And yeah the contest was put together in a very rushed manner, but I don't really wanna harp on that too much cause it was already discussed a lot. Many problems coulda been avoided if the contest was just postponed a day so the issues could be sorted out, but what's done is done lol, and I'll say that it was fun participating and staying up way too late to finish cause of procrastination, and the staff did do a good job responding to thr issues after the contest started.
That didn't stop some people from using our little stretch buddy anyway though for some funny results.
Anyway this isn't gonna be as interesting as CLDC since it is a 24 hour contest, but it will be a neat lp regardless and I'm looking forward to some levels! And yeah the contest was put together in a very rushed manner, but I don't really wanna harp on that too much cause it was already discussed a lot. Many problems coulda been avoided if the contest was just postponed a day so the issues could be sorted out, but what's done is done lol, and I'll say that it was fun participating and staying up way too late to finish cause of procrastination, and the staff did do a good job responding to thr issues after the contest started.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
Oof, that level looked really rough. Last place makes sense for something like that.
- Leet
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
literally just remove the shy guys and it would be a passable level
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 don't think the flame shy guys needed to be removed completely (they are part of the box after all), but there were just too many, and the level was too densely packed with those box items. Really, all this level needed was some more space in general. And those fall-through clouds felt mean and unnecessary.
I'm actually impressed with the box contents. When I heard boxes like MAGL2 I thought "oh nooooooo", but these are custom objects that are somewhat interesting in themselves, not just boring and glitchy "effects" you have to figure out how to use creatively. Like the pendulum mace things, which are a simple change but it's refreshing to see this new object.
I'm actually impressed with the box contents. When I heard boxes like MAGL2 I thought "oh nooooooo", but these are custom objects that are somewhat interesting in themselves, not just boring and glitchy "effects" you have to figure out how to use creatively. Like the pendulum mace things, which are a simple change but it's refreshing to see this new object.
- Super Maks 64
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
The 2nd level actually wasn't a good introduction to what you're going to be seeing in later levels since for some reason it used the On/Off bounce sprite graphic for the Tornado sprite and it also used a buggy version of the Mosaic Thwimp sprite (the version that was in the zip used a RAM address instead of a constant value for its stop time. The Clock Thwimp didn't have that typo though.)
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
what if hyper vi was made using a box? it wasn't, but it would explain a lot
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.
- BobisOnlyBob
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
man, raocow, it's a bit late to be jumping onto the whole youtube unboxing fad
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I'm always amazed by these 24hour contests and how much they can produce in such a small timeframe.
Hearing about the difficulty with the sprites only extends this feeling.
Hearing about the difficulty with the sprites only extends this feeling.
- Kilgamayan
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
In defense of the gradual transition to cement blocks, the space st is unfinished.
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
RussianMan's level was really neat :). Looking forward to rest of LP.
- Super Maks 64
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
May as well do this since no one else bothered:
Bottom 3:
Desert Royale - 33rd by SupInvisible
Score: 7,25
Cave For Midgets - tied for 31st by WindFish
Score: 12
UNFINISHED SPACE ST - tied for 31st by Quantix
Score: 12 -5 points penalty for broken midpoint
Today's levels:
WEAPONIZED WOODS - 27th by BulletBillTime
Score: 19,25
h - 12th by RussianMan
Score: 33
Bottom 3:
Desert Royale - 33rd by SupInvisible
Score: 7,25
Score: 12
Score: 12 -5 points penalty for broken midpoint
WEAPONIZED WOODS - 27th by BulletBillTime
Score: 19,25
Score: 33
Last edited by Super Maks 64 5 years ago, edited 1 time in total.
Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
idol's comment on Cave For Midgets is a national treasure
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
I actually really liked Weaponized Woods. Or at least, maybe I liked the sprites because I haven't seen any of them before in a hack. My opinion on this level might be different if not for the novelty of seeing these sprites together for the first time. If I'd been judging and seen them elsewhere in better levels before, maybe I wouldn't be so positive about it right now.
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
I like the name "Friction Balls" for the rolling / bouncing spiny eggs
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Re: 24 Hour Contest #11 - design a level in 24 hours with a given challenge
h really gave me some JUMP vibes, which is a good thing IMO.