Vanilla Level Design Contest X - 1he First place entry...well d0ne to all.
Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
play BROS in all four sides
- CrappyBlueLuigi
- pants are a tool of oppression
- Posts: 479
- Joined: 11 years ago
- First name: Crepe
- Pronouns: she/they
- Location: Vera City
Re: Vanilla Level Design Contest X - So you land on blocks, and then sprite blocks...
please do this. please do this. please do this.
Re: Vanilla Level Design Contest X - Raiding Video 51
49th: Missing Cleft by Prizm
48th: Luminous Hollow by Teyla
47th: Thwimp Spiny's Trees by JeanOliveira
- AUS
- Toni#4796
- Posts: 483
- Joined: 14 years ago
- First name: Toni
- Pronouns: they/them/their
- Location: アース
Re: Vanilla Level Design Contest X - Raiding Video 51
yo. music request on Missing Cleft. as in. someone tell me what that was. it's good
USER HAS BEEN ANSWERED IN DMS and it's Moonsetter from Homestuck and is awesome
USER HAS BEEN ANSWERED IN DMS and it's Moonsetter from Homestuck and is awesome
Last edited by AUS 3 years ago, edited 1 time in total.
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
Re: Vanilla Level Design Contest X - Raiding Video 51
Right, let's overhype ourselves and set unrealistic expectations. What we've seen was nothing yet folks, cuz we've officially past 50th! What will the levels be like? What dangers will raocow have to traverse?! Well, let's find out throughout this next month...
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
Re: Vanilla Level Design Contest X - Raiding Video 51
I remember Missing Cleft. It's a good level, but I didn't like dragon coin run. To get to them you need to bop into blue lines block (like the first block raocow bopped). Problem is on blue background it's not visible. You are supposed to use L and R to move background, so blocks will be visible on white clouds. But this solution slows this level down, so I didn't like it and decided to just blindly jump into air to find these blocks.
- FrozenQuills
- hehe haha 2024
- Posts: 843
- Joined: 9 years ago
- Location: my skull
Re: Vanilla Level Design Contest X - Raiding Video 51
wow I forgot I wrote that for Luminous Hollow way back when in lolyoshi's stream chat.
There were several times in lolyoshi's judge streams where I was helping lolyoshi summarize his thoughts on the level. So I guess some of those chat messages just became the judge comments.
There were several times in lolyoshi's judge streams where I was helping lolyoshi summarize his thoughts on the level. So I guess some of those chat messages just became the judge comments.
avatar by crayonchewer!
Re: Vanilla Level Design Contest X - Raiding Video 51
I'm glad we haven't really allowed judges to leave comments of that nature going forward. It's really disheartening to get no, or joke feedback on a level, especially if you were scored low-to-average.
Full disclosure, I helped Teyla/Tyty with his level though I never put my name on it since I didn't think I played a significant enough role in its design. By our current standards though, we should've treated it as a partnered level. Regardless, we had fun working on the level for sure. I think the problem is just that Diggin' Chucks take too long to become dangerous. You really need to delay the player for them to have any effect, which is why the line guides were zigzagging a lot in places. That was all to attempt to get the chuck rocks to be a threat.
The second half came about because we were trying to figure out something different to do with the level while remaining semi-related. The brown platforms attached to the bottom of the screen was something we discovered on accident and thought it'd be neat to try out. This segment definitely got reworked multiple times, as I remembered making setups that don't appear to be in the final level any longer. I think we removed some of them for having their timings be too frustrating.
In the end, it was a nice experience, and I really enjoyed working with the pretty tileset Tyty came up with.
Full disclosure, I helped Teyla/Tyty with his level though I never put my name on it since I didn't think I played a significant enough role in its design. By our current standards though, we should've treated it as a partnered level. Regardless, we had fun working on the level for sure. I think the problem is just that Diggin' Chucks take too long to become dangerous. You really need to delay the player for them to have any effect, which is why the line guides were zigzagging a lot in places. That was all to attempt to get the chuck rocks to be a threat.
The second half came about because we were trying to figure out something different to do with the level while remaining semi-related. The brown platforms attached to the bottom of the screen was something we discovered on accident and thought it'd be neat to try out. This segment definitely got reworked multiple times, as I remembered making setups that don't appear to be in the final level any longer. I think we removed some of them for having their timings be too frustrating.
In the end, it was a nice experience, and I really enjoyed working with the pretty tileset Tyty came up with.
Re: Vanilla Level Design Contest X - Raiding Video 51
Honestly half the time I feel like that's what I should stick to, lol. And yeah, with how we do contests today both of our names would've been on it. The design process was something like I made the level, sent it to FP, and then he sent me back his "cut" of it, which I then reverted like half of the changes like poorly-done superhero movie to the final cut. With the judge comments I don't think any of the versions of the level would've done any better though.
Those brown platforms are actually a pretty big pain to work with. Even with SA-1 they tend to cause a lot of problems with sprites just not showing up. I think the "chains" eat up a lot of sprite slots?
Re: Vanilla Level Design Contest X - END OF D-SIDE... or X-SIDE
46th: Sweet Tooth by Pseudogon
45th: CLAUSTROPHOBICLIMB by Hobz
44th: Ball Breaker by Luks
Re: Vanilla Level Design Contest X - END OF D-SIDE... or X-SIDE
Ok, so; regarding the chucks.
I liked the switch from break wall to break the floor stuff.
However those breaking the wall charlies, basicly didnt need to have those walls to break right?
Like, everytime you walk up to the "chocolate" and then jump up to evade the charging chuck coming at you.
But even if there was no "chocolate" wall you would still need to jump to evade the chuck. So the wall is superfluous right?
I understand it's a wacky sprite effect and it's fun to focus on that, and I liked the ending, but most setups could have been koopas.
I remember something about apart from 1F0 also there being lots of charlies in this contest.
And this felt like an example of forcing a gimmick where it wasn't needed for the level design.
On rereading the judge comments, I guess I agree with Sinc-X.
I liked the switch from break wall to break the floor stuff.
However those breaking the wall charlies, basicly didnt need to have those walls to break right?
Like, everytime you walk up to the "chocolate" and then jump up to evade the charging chuck coming at you.
But even if there was no "chocolate" wall you would still need to jump to evade the chuck. So the wall is superfluous right?
I understand it's a wacky sprite effect and it's fun to focus on that, and I liked the ending, but most setups could have been koopas.
I remember something about apart from 1F0 also there being lots of charlies in this contest.
And this felt like an example of forcing a gimmick where it wasn't needed for the level design.
On rereading the judge comments, I guess I agree with Sinc-X.
- Reecer7
- Crack is fun and nice and a good time!
- Posts: 449
- Joined: 8 years ago
- Pronouns: he/him/his
- https://cro-iba.talkhaus.com/
Re: Vanilla Level Design Contest X - END OF D-SIDE... or X-SIDE
there's a lot of charlies in every contest, isn't there?
a little disturbed by the fact that this sun has shading on it
a little disturbed by the fact that this sun has shading on it
call me reecer6, not reecer7, please! gotta maintain that same internet brand. actually i'm cro-iba now, it's cooler
strange bluebird website (check it out for my art!)
strange bluebird website (check it out for my art!)
Re: Vanilla Level Design Contest X - END OF D-SIDE... or X-SIDE
43rd: Balloons! by ToxicRave (lolyoshi's judge favorite)
Re: Vanilla Level Design Contest X - END OF D-SIDE... or X-SIDE
I did not enjoy this one. First half was really tough for me. Maybe because I went after dragon coins from the start. And then 2nd half happened. Out of nowhere level changed into puzzle level. SELECT room is something that I couldn't beat it. I overthought here. I remembered gimmick from JUMP about using L and R to go through walls, so I expected some crazy interaction happen after pressing SELECT. Like maybe it could spawn baby Yoshi, because I did know that baby Yoshi can eat statue. This gimmick was well presented in JUMP. But I had no idea that statue can die from explosion. How should I know about that? It's not a common knowledge. And yes, I searched internet for this information and found nothing.
So my guess was baby Yoshi just didn't spawn and I checked in Lunar Magic for it. But no, it's not present and there was more to this level afterwards. I assumed that author just forgot to put baby Yoshi and level can't be finished. While looking in Lunar Magic I found randomly placed key in 1st half and only thanks to that got secret exit.
Author really should put info about statue interaction with explosion or at least present at the beginning of 2nd half that bomb can destroy statue. So in current state this level is for veterans with huge knowledge about SMW mechanics.
So my guess was baby Yoshi just didn't spawn and I checked in Lunar Magic for it. But no, it's not present and there was more to this level afterwards. I assumed that author just forgot to put baby Yoshi and level can't be finished. While looking in Lunar Magic I found randomly placed key in 1st half and only thanks to that got secret exit.
Author really should put info about statue interaction with explosion or at least present at the beginning of 2nd half that bomb can destroy statue. So in current state this level is for veterans with huge knowledge about SMW mechanics.
- Ashan
- The world has become a place
- Posts: 2825
- Joined: 14 years ago
- Location: Canada
- https://ashan.talkhaus.com/
Re: Vanilla Level Design Contest X - END OF D-SIDE... or X-SIDE
I think the reason there was double balloon in the second SELECT puzzle is because you weren't necessarily supposed to wrap around through the reset zone to get a flower + cape combo. You could go up in the first balloon, get the cape, come back down, and thwack through the turn blocks to get the other balloon
That was a neat idea, although I don't really understand the point of the first area before it became a puzzle level
That was a neat idea, although I don't really understand the point of the first area before it became a puzzle level
Re: Vanilla Level Design Contest X - END OF D-SIDE... or X-SIDE
I think the point was to introduce the gimmick and let you play around with the water/wall interaction when it comes to using balloons before actually "testing your knowledge". I think the level would've been more awkward if it started out with the puzzle, and the player has absolutely no clue how the balloon physics work in this context.
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
- Ashan
- The world has become a place
- Posts: 2825
- Joined: 14 years ago
- Location: Canada
- https://ashan.talkhaus.com/
Re: Vanilla Level Design Contest X - The Bubble Branch
But the balloon didn't seem affected by the water at all? The water seemed to just be used as a platform you could go through from the top or bottom
Re: Vanilla Level Design Contest X - The Bubble Branch
It's good to make sure the player knows how the balloon behaves in water tho, even if it's just "hey this isn't at all different". I still think the Layer 2 thing is important tho.
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
Re: Vanilla Level Design Contest X - The Bubble Branch
42nd: Faux Water by Sixcorby
40th: Hop-On, Hop-Off by Mad Lad (PuzzelBreaker)
- Le Neveu de Rameau
- I'm a hoobsie roller; I got robots in my life
- Posts: 994
- Joined: 8 years ago
- First name: Rameau's Nephew
- Location: Gettin' gibbly with the business
Re: Vanilla Level Design Contest X - Pseudo Water is Vanilla???
Since raocow invoked a metaphor for farting in Mad Lad's level, I can only assume he hated the level on account of its dystopian setting.
- raocow
- the death of the incredible huge
- Posts: 4096
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: Vanilla Level Design Contest X - Pseudo Water is Vanilla???
can confirm
the chillaxest of dragons
- raocow
- the death of the incredible huge
- Posts: 4096
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: Vanilla Level Design Contest X - Pseudo Water is Vanilla???
so, uhm
no, no, I've decided not to say anything
no, no, I've decided not to say anything
the chillaxest of dragons
- BobisOnlyBob
- Mythical Quadruped
- Posts: 1805
- Joined: 11 years ago
- Location: the world is no longer a place