Make a Good Level 4 - The Underworld
- KobaBeach
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
today's level was pretty cool, very much in tune with a lot of quills' jankier levels. also solves how i was meant to progress. either didn't think of going above the wall or couldn't finagle the pits. i expected it to win first due to it being frozenquills (shout outs to lazy/gbreeze), and when i saw the rankings, i was honestly surprised.
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
Regarding intuitive player-only and NPC-only blocks, some questions:
- I vaguely recall the kirby series doing at least one of the two before. Soes anyone know for sure if a kirby game has had both block types together, and if so how did that game handle them?
- idk how feasible it would be to make individual block instances remap their 8x8 tiles every X frames in SMW, but if that can be done then would something like this work?
Not with these exact graphics, and the highlight would ideally always be more granular and wider even when the player isn't touching the blocks. The lua for this mockup is weird and slapdash and the effect is drawn as 9-frame full blocks instead of on/off quarter blocks. But, uh, yeah.
- I vaguely recall the kirby series doing at least one of the two before. Soes anyone know for sure if a kirby game has had both block types together, and if so how did that game handle them?
- idk how feasible it would be to make individual block instances remap their 8x8 tiles every X frames in SMW, but if that can be done then would something like this work?
Last edited by Rixithechao 2 years ago, edited 1 time in total.
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- KobaBeach
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
i dont know what exactly you mean (maybe try drawing something for a better example?) but i think you're over estimating the power of the snes' ppu in bg mode 1 and also vanilla smw's capability to draw tiles, there's a reason the no more sprite tile limits patch existsRixithechao wrote: ↑2 years ago - idk how feasible it would be to make individual block instances remap their 8x8 tiles every X frames in SMW, but if that can be done then would something like this work?
sniip
Not with these exact graphics, and the highlight would ideally always be more granular and wider even when the player isn't touching the blocks. The lua for this mockup is weird and slapdash and the effect is drawn as 9-frame full blocks instead of on/off quarter blocks. But, uh, yeah.
edit: maybe also lunar magic's capabilities considering we're basically beholden to a lot of it unless the mythical "second smw editor" exists, which hah. no. maybe there's something you could do with asm to create a sort of fake shadow on the blocks through some Shenanigans, but im not exactly sure, and at that point you're basically asking for a lot for a resource that is meant to be used in borderline pure vanilla stages like a lot of the more precision heavy stages
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- JupiHornet
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
Tbh I'd just like to see an entire level with this visual gimmick. I really like how this looks :P
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
Dang. I guess we could still use this approach in A2XT2 and other SMBX stuff, but I was really hoping I had something there that could conceivably work for SMW.KobaBeach wrote: ↑2 years ago i dont know what exactly you mean (maybe try drawing something for a better example?) but i think you're over estimating the power of the snes' ppu in bg mode 1 and also vanilla smw's capability to draw tiles, there's a reason the no more sprite tile limits patch exists
edit: maybe also lunar magic's capabilities considering we're basically beholden to a lot of it unless the mythical "second smw editor" exists, which hah. no. maybe there's something you could do with asm to create a sort of fake shadow on the blocks through some Shenanigans, but im not exactly sure, and at that point you're basically asking for a lot for a resource that is meant to be used in borderline pure vanilla stages like a lot of the more precision heavy stages
Since you're asking for a different visual aid, I still went ahead and edited a couple screenshots as further mockups: this time with an NPCsprite-solid block thrown in as well, variants of the JUMP graphics for both types, and how the blocks would look without any sort of distance-based stuff like the gif had, just based on relative position to the player/sprites (or even just "is the player/a sprite within this area's X/Y?")
Hopefully these help get the idea across better, even if it still wouldn't be practical/viable.
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
I know of a way it can be done in smw, tho it would need to be in a box like that in order to work. Actually handling "what side" you're at with a block is harder.
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
Yeah, what Daizo said. Windowing can be used and might be able to be placed in the background through some graphical tricks, but again,
And handling the side of the block you're on is a pain because of how blocks work in Mario World as opposed to sprites (NPCs). I'm not sure if you're able to get the XY coordenates of nearby blocks through quick math, blocks only run if Mario is touching them.
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
I think the thing with WL3's blocks (i.e. Dito's frame of reference) is that it's not just that they don't have outlines but they also specifically look like background, right? Like in terms of color and stuff. idk I've never played the game and haven't seen it since raocow's LP
Also today's level was nice. Pretty laid-back and unambitious but perfectly solid and inoffensive.
I think that's three spooky levels in a row though? re: "how many top-ten entries will be Halloween-themed"
Also today's level was nice. Pretty laid-back and unambitious but perfectly solid and inoffensive.
I think that's three spooky levels in a row though? re: "how many top-ten entries will be Halloween-themed"
- KobaBeach
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
tomato jonson commented
i'm not sure if the proper usage of the term is "it has a lot of soul" or if it is "it's very soul" but yes
and he's rightbreastless spirit wrote:unsampled touhou ports... soul...
i'm not sure if the proper usage of the term is "it has a lot of soul" or if it is "it's very soul" but yes
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
Alternate Level Name if I had used a longer level name patch:
Sich die Radieschen von unten ansehen
German direct translation: To look at radishes from below
A German idiom equivalent to "To be six feet under"
My youtube comment author commentary:
Sich die Radieschen von unten ansehen
German direct translation: To look at radishes from below
A German idiom equivalent to "To be six feet under"
My youtube comment author commentary:
---This level is a completely vanilla experience where I tried to not use any gimmicks or fall into any of the trappings I lost points for in previous contests, and I feel like it paid off. I revised the structure of the level a lot over the whole duration of the contest after essentially having a completed level on day 1, making sure everything flowed nicely, there were no blind drops and the platforming wasn't too boring. It's not a very ambitious level, probably being quite close to OG SMW in essence, but it was fun to make and I hope it's fun to play.
I am glad raocow pointed out the little moment of player training with the platform and the springboard below it at the end. The autoscroll section in general brings back things from the first half under a (somewhat strict) time limit with a bit more danger around.
Reading the question about Halloween-themed levels, I really wondered if mine counted towards that. It also made me regret not using special world piranha plants, as they would have been on point.
The souls are quite restless in my level. Maybe that includes the music.
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
i haven't seen much context about it but soul seems to be what some of the turbonerd hackers call extreme jank. like the kind of stuff you'd see in a 2010s hack. i once did these basic enemies with huge ass 48x32 sprites from goemon 2 and i recall either ayami, masterlink or anorakun just replied "SOUL". you'd have to ask them what is the true essence of "soul" since i can't ask them outside of twitter (maybe i can ask masterlink on steam since we're friends but who knows)
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
Looking forward to seeing "Truth in Advertisement" medal.
- Jolpengammler
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
I am very glad raocow the cowrao enjoyed my level, that's all what I was hoping for lol, and I guess hooray for 6th place also
I already have a feeling the judges' opinions will be "that fishin boo section ruins the level" or sth like that xD But that is fine and also expected!
I already have a feeling the judges' opinions will be "that fishin boo section ruins the level" or sth like that xD But that is fine and also expected!
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
What is the music in this level, actually? Just saying "Wakana" is far from a sufficient reference :( I was hoping it'd be in the dev commentary.
a
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
this level is
and also has the
thanks
EDIT:
forgot about this one
and also has the
thanks
EDIT:
forgot about this one
Re: Make a Good Level 4 - The Everlasting, Consuming Void
Y'know I was just wondering yesterday, after having a look through the submission threads to see who's left, what "a serious entry from [Jolpe] for once" might look like
This makes sense! This is definitely about what I'd expect from "Jolpengammler trying not to kill anybody too hard this time" and I kinda love it.
Also we count this as Halloween-themed right? 'Cause that's four in a row
This makes sense! This is definitely about what I'd expect from "Jolpengammler trying not to kill anybody too hard this time" and I kinda love it.
Also we count this as Halloween-themed right? 'Cause that's four in a row
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
Clearly, the trick to placing in the top 10 is to make a Halloween-themed level
Great level today.
Great level today.
- FrozenQuills
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
S-tier level and music choice, Jolpe. Really enjoyed the very creative sprite stacks paired with autoscroll.
Also love the popularity of spoopy levels in the top 10.
Also love the popularity of spoopy levels in the top 10.
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
I wouldn't say any element of your level "ruined it", more like that it was just inconsistent and a little awkward to beat that tarnished your score. I'd argue your music and visual choice definitely tempered that feeling, as it basically projected, "Look this is silly, you know it, I know it, just have fun!" and I took that personally. Based on your scores, I think we were all in agreement of it, so good work!Jolpengammler wrote: ↑2 years ago I am very glad raocow the cowrao enjoyed my level, that's all what I was hoping for lol, and I guess hooray for 6th place also
I already have a feeling the judges' opinions will be "that fishin boo section ruins the level" or sth like that xD But that is fine and also expected!
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
very sexy and good level today. music added to the fuckedness
the newer version of d4's sprite stacks have the ability for mario to stay on platforms on sprite stacks, rather than having to walk with them. they weren't the ones from yump2, think they were released in like 2020 or 2021.
the newer version of d4's sprite stacks have the ability for mario to stay on platforms on sprite stacks, rather than having to walk with them. they weren't the ones from yump2, think they were released in like 2020 or 2021.
- KobaBeach
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
#1 mega cd enjoyer AND "making fun of"-er
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
if thread titles could be images i would change it to be that
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Re: Make a Good Level 4 - The Everlasting, Consuming Void
What!!!! I can't post this many medals in one day that s way too much work (theres like 4 medals its literally not a big deal)
This is the first one!!!!
And the other ones!
Also!
Or maybe there was more and i just missed them
This is the first one!!!!
And the other ones!
Also!
Or maybe there was more and i just missed them
- JupiHornet
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Re: Make a Good Level 4 - The Imminent Death of Mario
I'll just repost my comment from today's video:
(Also shoutout to Bubble Wrap for being my favorite level in the contest, even moreso than the Top 2)YOOOOOOO THERE I AM
First of all, shoutout to JX444444 for that Kirby-styled rendition of Volt Catfish I used, PineappleProducer for the background, mikeyk for the Electricity sprites, EternityLarva for the upside down Ninji sprites, and ASMagician Maks for the Mario/Sprite Solid blocks (I stupidly forgot to include actual level credits).
Also, the reason why I made my level so short is because the best I ever did in a contest before this (SMWCentral's 14th 24 hour contest) was with a similarly short "challenge-based" level that was only about 12 screens (really 18 screens since the 12 is in hex); I figured I'd try something similar here, and it worked in my favor :P
You're right, you can't spin jump on those electric enemies. You normally can, but I disabled that feature because being able to spin jump on them would break pretty much every setup in the level. Either way, I'm very satisfied with my placement and glad you liked the level. The level will also be used in my hack, Mario vs. Nameless Mountain (there's a thread for it on my SMWC profile for anyone that wants to see the progress on it).
Last edited by JupiHornet 2 years ago, edited 1 time in total.