Actually, in Japanese, it's "URIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII", but for some reason it's transliterated as "WRYYYYYYYYYYYY" instead. Dunno why.Arctangent wrote: ↑4 years ago that would be "WRYYYYYYYY," which ... actually sounds more like "worryyyyyyyyyyyyyyy" than anything
keep in mind that it's a japanese onomatopoeia, and japanese doesn't ( unless i'm misremembering ) have that "assisting" r, at least not one that "assists" with consonants. so, both the w and the r are vocalized separately
Vanilla Level Design Contest 11 -- Happy New Year!!
Re: Vanilla Level Design Contest 11 -- Final Hour
Re: Vanilla Level Design Contest 11 -- Final Hour
Reach For The Submit really nailed the triumphant feeling of reaching the top just like in Celeste. le Reservoir meanwhile invokes I wanna something like Metroid or Cave Story with it's aesthetic, just a fun trek through some dark and dangerous places, but maybe it's just because I have those on my mind.
Yeah, I definitely raised an eyebrow at that... A part of me wants to assume the best that it's a very specific reference to some weird game opening, but I'm not necessarily holding my breath.Classtoise wrote: ↑4 years ago And today on "oh man let's make fun of marginalized groups", the second level starts with what appears to be an "I identify as X" transphobic joke.
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Re: Vanilla Level Design Contest 11 -- Final Hour
Negativity aside Reach for The Summit was gorgeous and I loved it. It's not often I can't figure out the vanilla assets used!
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Re: Vanilla Level Design Contest 11 -- Final Hour
glad to see i tuned in just in time for my favorite part of these contests, aka the "vanilla?!?!?!" part
less glad to see that it somehow perfectly aligned with bigoted jokes being shoved in every other level. seriously, guys
less glad to see that it somehow perfectly aligned with bigoted jokes being shoved in every other level. seriously, guys
Re: Vanilla Level Design Contest 11 -- Final Hour
15th, Reach ForThe Summit, by WalkingPlaces
79.75/100.00 points
Scores:
14th, le Reservoir, by Blind Devil
80.00/100.00 points
Scores:
I don't know what the plan for the Top 10 is in terms of video length, but I will say a number of top 10 levels are long enough or in-depth enough that, if you've already been playing for a while you may wish to not One More Level into them. This doesn't mean they're super hard or anything, just that you might end up with a longer play session if you choose to play more than one level while recording. Play it by ear and see how you're feeling, of course.
79.75/100.00 points
Scores:
80.00/100.00 points
Scores:
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Re: Vanilla Level Design Contest 11 -- Final Hour
Yep. I just mentioned it because I know you sometimes like to do the Top X levels as their own individual videos, but I obviously don't know what your plans are here so I figured best to say something now.
Re: Vanilla Level Design Contest 11 -- Final Hour
W is a semivowel. In certain dialects/accents, the glide is enough to make it hard to distinguish between certain U sounds, which is its closest vowel equivalent. Y is also a semivowel, and the same effect with I sounds. The transliteration works well in this situation.
Re: Vanilla Level Design Contest 11 -- The Next Entry
13th, Shrine of Souls, by Gloomy
80.25/100.00 points
Scores:
12th, Greystone Grotto, by Centipede
80.75/100.00 points
Scores:
As was mentioned by FrozenQuills in the youtube comments, Shrine of Souls is actually a sequel to Gloomy's VLDC9 entry, Unsettling Bastion. The ghostly rising arch ledges were a primary gimmick in that level, and I was happy to see them return. It was just a really fun level.
80.25/100.00 points
Scores:
80.75/100.00 points
Scores:
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Re: Vanilla Level Design Contest 11 -- The Next Entry
anyway as we get closer to the top 10 we get closer to more judge favorites
FPZero's is 9th place
Mine is 3rd place
Ryaa's is 2nd place
FPZero's is 9th place
Mine is 3rd place
Ryaa's is 2nd place
avatar by crayonchewer!
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Re: Vanilla Level Design Contest 11 -- The Next Entry
oh wow none is the first. it's funny when that happens
the chillaxest of dragons
Re: Vanilla Level Design Contest 11 -- Eleven Ten
The whole concept behind Vanish Castle is really fascinating. I have a decent(-ish) knowledge of SMW’s quirks, but I have no idea what sort of trickery was done here. Great stuff.
Also, if I recall from the user’s contest thread on SMWC, I think he said that this was the first fully completed level he’s done. I’m not sure how many partial attempts he’s made, but that point alone is seriously impressive.
Also, if I recall from the user’s contest thread on SMWC, I think he said that this was the first fully completed level he’s done. I’m not sure how many partial attempts he’s made, but that point alone is seriously impressive.
Re: Vanilla Level Design Contest 11 -- Eleven Ten
It's amazing how many times level designers "steal" ideas from others, but then improve upon it. Usually I steal ideas, but I am flattered to have my ideas stolen from. I feel both levels today took a slice of inspiration from my vldcx level, swissotel:
Taking up sprite slots (raocow is right about the explanation. Honestly, I am probably not the first to abuse this)
No spinjumping (explanation: Mario touches invisible yoshi, which doesn't do anything, except when A is pressed, Mario's y position teleports to the invisible yoshi's y position, which results in death here.)
This isn't to name countless other inspirations, too. (For Harmonious Heaven, I see some traces of "Cutting in Line" from vldc9.) In the results thread, I always see high-placing individuals thanking other people for inspiring them, and it's quite wholesome.
Taking up sprite slots (raocow is right about the explanation. Honestly, I am probably not the first to abuse this)
No spinjumping (explanation: Mario touches invisible yoshi, which doesn't do anything, except when A is pressed, Mario's y position teleports to the invisible yoshi's y position, which results in death here.)
This isn't to name countless other inspirations, too. (For Harmonious Heaven, I see some traces of "Cutting in Line" from vldc9.) In the results thread, I always see high-placing individuals thanking other people for inspiring them, and it's quite wholesome.
Mosts Awards:
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Re: Vanilla Level Design Contest 11 -- Eleven Ten
Every romhack should start with an UGH instead of a coin sound.
Great levels today.
Great levels today.
Re: Vanilla Level Design Contest 11 -- Eleven Ten
11th, Vanish Castle, by ECS.98
82.50/100.00 points
Scores:
10th, HARMONIOUS HEAVEN, by Emerald Shell
82.75/100.00 points
Scores:
I thought I had some screenshots of Vanish Castle laying around that I used for showing off how it was made in my video, but I can't find them, so if you don't mind the unintentional self-shill, I have a few screenshots of how the magic was made in one of my videos.
82.50/100.00 points
Scores:
82.75/100.00 points
Scores:
Last edited by FPzero 4 years ago, edited 1 time in total.
Re: Vanilla Level Design Contest 11 -- Eleven Ten
What about a fart soundPiesonscreations wrote: ↑4 years ago Every romhack should start with an UGH instead of a coin sound.
Great levels today.
Or a quack
Re: Vanilla Level Design Contest 11 -- Eleventeen Ten
I "fart-liked" this post, if that countsthatguyif wrote: ↑4 years agoWhat about a fart soundPiesonscreations wrote: ↑4 years ago Every romhack should start with an UGH instead of a coin sound.
Great levels today.
Or a quack
ワンワン
Re: Vanilla Level Design Contest 11 -- Eleven Ten
Um, FPZero, you switched morcel's comments. His comment about Vanish Castle is in Harmonious Heaven level and for other level in Vanish Castle.
So now will be good levels that also look good. If I remember correctly vanishing gimmick works, because of getting to screen with lots of keys that are hidden off screen. The reason that you can't get into locked door without a key is (I think) because it's blocked by snake block (or something like that) and after bringing key together with lots of keys off screen, it doesn't load this snake block. As for the boss I liked it the most from first version, because for each key, difficulty of getting it was rising.
So now will be good levels that also look good. If I remember correctly vanishing gimmick works, because of getting to screen with lots of keys that are hidden off screen. The reason that you can't get into locked door without a key is (I think) because it's blocked by snake block (or something like that) and after bringing key together with lots of keys off screen, it doesn't load this snake block. As for the boss I liked it the most from first version, because for each key, difficulty of getting it was rising.
Re: Vanilla Level Design Contest 11 -- Eleven Ten
Yeah I got alerted to it and was probably fixing them right as you made your post!
Re: Vanilla Level Design Contest 11 -- Eleven Ten
Hey there everyone! I'm new here xD
Well, i accepted raocow's invite, and now i'm officially here for my Dev Commentary on Vanish Castle!
So, let's take an in-depth look at my level, as well as some other miscellaneous info like things that inspired it and decisions i made during the design process.
Also, HUGE! post warning, i'm kinda known for writing a book whenever i make a post, and this one won't be different lol (and in this one i got quite far, oh boy! Don't open all those spoiler tags at once!!)
I put all the explanation about how the level works in spoiler tags, so it's easier to locate. There's images as well, for easier visualization. So if you came here just for that (and want to skip all the stuff i put effort into writing... Although i can't blame you if you want, because this thing is huge! xD), go to the spoiler tags at the bottom of the post, more specifically, in the "And now, revealing the magic" sections.
First off, although it might feel like a bit of self-advertising xD, i'll be linking to a few pages to complement the information i'll write here.
This is a link to my level's thread in the VLDC11 subforum on SMWCentral: Vanish Castle Thread
There you can basically take a look at the level's change log as i posted while i was updating it, as well as see all the people that gave me some great feedback and really helped with making the level what it is now!
And here is a link to my Youtube Channel: ECS.98 Youtube Channel
I posted 4 videos on Vanish Castle, each from different versions i made during development, so you can more easily see how the level changed.
Now, before jumping into the explanations, i'll start with answering a few posts here, especially because this will already lead to a few of the points i want to talk about:
Answering S.N.N
Answering ft029
So this was when i started to design my entry, and as such i think it's the appropriate time to break down each section and reveal how the magic was done (I'll also be posting some images below each explanation). One thing to keep in mind about this level is that i had to take full control of how the level would play, as even the slightest slip could break an entire section! So i'll also be explaining some of the decisions i made based on this.
So, here we go!
Intro + First Section: Vanishing Introduction
Second Section: Sprite Looping Introduction
Third Section: Throw Block Puzzles
Fourth Section: KeyDoor and Sprite Looping
Boss Fight: Key Vending Machine (I just loved this name lol)
And last, a quick note on aesthetics:
Oh boy, it's finished! Did i get carried away with this one lol
There was just so much stuff i could talk about! Some of this info wasn't really revealed at all before. So, there we go, an in-depth view of my level, basically as in-depth as it can be lol (I don't even know if i could try shortening something, and i don't really want to find out lol)
I need to rest...
Congratulations to whoever read this up to the end!
Well, i accepted raocow's invite, and now i'm officially here for my Dev Commentary on Vanish Castle!
So, let's take an in-depth look at my level, as well as some other miscellaneous info like things that inspired it and decisions i made during the design process.
Also, HUGE! post warning, i'm kinda known for writing a book whenever i make a post, and this one won't be different lol (and in this one i got quite far, oh boy! Don't open all those spoiler tags at once!!)
I put all the explanation about how the level works in spoiler tags, so it's easier to locate. There's images as well, for easier visualization. So if you came here just for that (and want to skip all the stuff i put effort into writing... Although i can't blame you if you want, because this thing is huge! xD), go to the spoiler tags at the bottom of the post, more specifically, in the "And now, revealing the magic" sections.
First off, although it might feel like a bit of self-advertising xD, i'll be linking to a few pages to complement the information i'll write here.
This is a link to my level's thread in the VLDC11 subforum on SMWCentral: Vanish Castle Thread
There you can basically take a look at the level's change log as i posted while i was updating it, as well as see all the people that gave me some great feedback and really helped with making the level what it is now!
And here is a link to my Youtube Channel: ECS.98 Youtube Channel
I posted 4 videos on Vanish Castle, each from different versions i made during development, so you can more easily see how the level changed.
Now, before jumping into the explanations, i'll start with answering a few posts here, especially because this will already lead to a few of the points i want to talk about:
Answering S.N.N
So, here we go!
Intro + First Section: Vanishing Introduction
There was just so much stuff i could talk about! Some of this info wasn't really revealed at all before. So, there we go, an in-depth view of my level, basically as in-depth as it can be lol (I don't even know if i could try shortening something, and i don't really want to find out lol)
I need to rest...
Congratulations to whoever read this up to the end!
Re: Vanilla Level Design Contest 11 -- Rising Butter
"Rising Butter" sounds like it'd be a super interesting SNK secret boss move. What would that even entail?
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Re: Vanilla Level Design Contest 11 -- Rising Butter
It's just a massive hurtbox attached to a stick of butter that ascends from the ground like Banjo's Final Smash
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Re: Vanilla Level Design Contest 11 -- Eleven Ten
pyro has some nice SUPER LASER PISSS!!!!!!!!!!
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Re: Vanilla Level Design Contest 11 -- Eleven Ten
9th, Technical Loopholes, by Super Maks 64
84.50/100.00 points (FPzero's favorite)
Scores:
8th, Militarized Iceberg, by snoruntpyro
86.25/100.00 points
Scores:
As mentioned earlier, Technical Loopholes was my judge favorite level. I just loved how it used the sprite respawning thing, and I especially loved how it would throw enemies of all types at you at different angles to keep you on your toes. The slow platform gliding over 1F0 tiles was weirdly satisfying to see. It was just a super cool, thorough exploration of how to use this mechanic.
Unfortunately, our contests are rarely free of drama and other issues, and while it hadn't come up until now today's the day I have to mention it. When the scores were first posted, pyro's level had placed 5th. But a couple days later it was discovered that Ryaa (and myself for one or two levels) had accidentally included older scores in his final scores on the spreadsheet, and had given pyro an 82/100 when he meant to give her a 72/100. This was obviously not good, and we rectified the scores as soon as we could. But of course, it meant the Top 10 were affected, and pyro dropped three places from 5th to 8th.
I still feel really bad about the situation. :(
84.50/100.00 points (FPzero's favorite)
Scores:
86.25/100.00 points
Scores:
Unfortunately, our contests are rarely free of drama and other issues, and while it hadn't come up until now today's the day I have to mention it. When the scores were first posted, pyro's level had placed 5th. But a couple days later it was discovered that Ryaa (and myself for one or two levels) had accidentally included older scores in his final scores on the spreadsheet, and had given pyro an 82/100 when he meant to give her a 72/100. This was obviously not good, and we rectified the scores as soon as we could. But of course, it meant the Top 10 were affected, and pyro dropped three places from 5th to 8th.
I still feel really bad about the situation. :(