Yep, that's me. I took into account a lot of things people said, including the judges words and some of the comments on raocow's VLDC video. I knew that I managed to make a better level because of it, but I wasn't expecting to jump from 69th place to 23rd. That was quite something, I'll tell you what. I'm happy that people seemed to enjoy my level so much this time around, and I'll use the new feedback I got to make something grand for my next entry.S.N.N. wrote:Today's level: it slipped my mind that this was the Somber Sepia guy. He's definitely improved dramatically since last year.
VLDC9 - vanilla level design contest 9
- MegaMarioMan9
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Re: VLDC9 - varying landmasses dried components 9
Re: VLDC9 - varying landmasses dried components 9
One of the most well-designed levels in the contest besides that slight flaw with the method to get the secret exit (I personally used two springboards). Some places could have been spiced up a bit more, but other than that, this was super solid. I hope the rate of improvement from Somber Sepia is linear.
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Re: VLDC9 - varying landmasses dried components 9
I felt that the way the hot/cold gimmick was implemented was interesting. Usually people go for outright "flames and fire and everything's burning" at one end, and "super snowman world" on the other, so this was a neat take on things. I also liked the little observation puzzles when it came to the Dragon Coins. I forgot about the one next to the midpoint on my first run though, which makes me feel pretty dumb... For some reason using the P-switch was the first thing I tried when looking for the secret exit, but I still agree that it wasn't well hinted at.
- nathanisbored
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Re: VLDC9 - varying landmasses dried components 9
some of the throw block tunnels you had trouble with, you can actually kick them from one tile lower while hugging the wall, and they will automatically go into the 1-tile space. when you release something from mario's hands while against a wall, it will actually get boosted up one tile, because it's just enough off the ground for the game's collision to eject it upwards. this even works with throw blocks without breaking them (which is a mechanic that's actually explained in 1-1 in JUMP for some reason).
- morsel/morceau
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Re: VLDC9 - varying landmasses dried components 9
With the SA-1 patch, blue koopas don't correctly catch things travelling from left to right. I suppose this level was made in normal rom and just submitted anyway with the blue koopa near the key remaining as a delightful red herring.
The moon is incredibly inane. If you explore the level more thoroughly, you will find a room that doesn't seem as though it could have anything to do with it, but one of those pop-up messages will tell you it does and what to do (it will seem like black magic if you don't understand item memory): then you go back and collect the, now accessible, moon.
The moon is incredibly inane. If you explore the level more thoroughly, you will find a room that doesn't seem as though it could have anything to do with it, but one of those pop-up messages will tell you it does and what to do (it will seem like black magic if you don't understand item memory): then you go back and collect the, now accessible, moon.
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- FrozenQuills
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Re: VLDC9 - vivified loudspeakers devised cubes 9
Ice Block Cavern is an unusual exploratory level. Similar to Someguy's entry last year, the level does a bunch of weird little things with ice blocks and smw physics, and as a result it's rather busy with its design. It's pretty cool to see all the neat little tricks though.
avatar by crayonchewer!
Re: VLDC9 - varying landmasses dried components 9
Basically this: https://www.youtube.com/watch?v=3wo3ULt0njYmorsel/morceau wrote:The moon is incredibly inane. If you explore the level more thoroughly, you will find a room that doesn't seem as though it could have anything to do with it, but one of those pop-up messages will tell you it does and what to do (it will seem like black magic if you don't understand item memory): then you go back and collect the, now accessible, moon.
And yes, it was pretty much black magic to me.
- nathanisbored
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Re: VLDC9 - vivified loudspeakers devised cubes 9
Objects that trigger the 'object memory' flags:
- yellow coins
- purple coins
- dragon coins
- coin snake coins
- POW coins
- brown blocks acting as coins from hitting a p switch
- 1-up blocks
- yoshi blocks
- green star blocks (only after collecting 30 coins)
- all of these things will also trigger the flag if inserted as map16 tiles
Objects that react to the 'object memory' flags:
- yellow coins
- purple coins
- dragon coins
- yoshi blocks
- 1-up blocks
- green star blocks
- these will not react to the flag if inserted as map16
There are 4 bytes worth of flags per screen in the level, per object memory index. Each bit represents 1 flag, so there's 32 flags per screen. Instead of having a flag for every single coordinate in the level, essentially every column of tiles per subscreen gets its own flag. So collecting just one coin in a column of coins will erase the whole column on that subscreen when you reload the area.
Yoshi blocks, star blocks, and 1-up blocks also use this flag to check if you've hit them already, and they will be empty next time you load the area if the flag is set. This is to prevent you from farming 1-ups. Since both coins and 1-up blocks use the same flag, you can trigger the flag in one room with a coin, and have a 1-up block react to it in a different room which uses the same memory index. I've actually seen this used in a puzzle hack before, where you had to guide a coin snake to a certain coordinate in one room to empty a 1-up block in another.
Moons don't use this flag, but they do have their own flag that gets saved globally for each level until you go back to the title screen (similar to 1-up checkpoints and dragon coins).
- yellow coins
- purple coins
- dragon coins
- coin snake coins
- POW coins
- brown blocks acting as coins from hitting a p switch
- 1-up blocks
- yoshi blocks
- green star blocks (only after collecting 30 coins)
- all of these things will also trigger the flag if inserted as map16 tiles
Objects that react to the 'object memory' flags:
- yellow coins
- purple coins
- dragon coins
- yoshi blocks
- 1-up blocks
- green star blocks
- these will not react to the flag if inserted as map16
There are 4 bytes worth of flags per screen in the level, per object memory index. Each bit represents 1 flag, so there's 32 flags per screen. Instead of having a flag for every single coordinate in the level, essentially every column of tiles per subscreen gets its own flag. So collecting just one coin in a column of coins will erase the whole column on that subscreen when you reload the area.
Yoshi blocks, star blocks, and 1-up blocks also use this flag to check if you've hit them already, and they will be empty next time you load the area if the flag is set. This is to prevent you from farming 1-ups. Since both coins and 1-up blocks use the same flag, you can trigger the flag in one room with a coin, and have a 1-up block react to it in a different room which uses the same memory index. I've actually seen this used in a puzzle hack before, where you had to guide a coin snake to a certain coordinate in one room to empty a 1-up block in another.
Moons don't use this flag, but they do have their own flag that gets saved globally for each level until you go back to the title screen (similar to 1-up checkpoints and dragon coins).
Re: VLDC9 - vivified loudspeakers devised cubes 9
This was a very technical level. The number of secrets was great, and I figure that if unmarked glitches are going to be used in a level, using them for optional content is a reasonable way of doing it. There were some secrets both for people that know the glitches and for people that don't.
I feel like some of the gimmicks should have been expanded upon though. For example, when it comes to kicking the ice blocks against the steep walls, 2/3 of these instances had a tutorial right next to them, and the third was a bonus room. I think more could have been done with this.
I feel like some of the gimmicks should have been expanded upon though. For example, when it comes to kicking the ice blocks against the steep walls, 2/3 of these instances had a tutorial right next to them, and the third was a bonus room. I think more could have been done with this.
Re: VLDC9 - vivified loudspeakers devised cubes 9
19th: ICE BLOCK CAVERN by SomeGuy712x
I personally like how much "stuff" there is to do in this level, even if it makes it pretty unfocused (and I was a judge who cared about focus a lot). There's like two rooms in this video I didn't even know about...
I personally like how much "stuff" there is to do in this level, even if it makes it pretty unfocused (and I was a judge who cared about focus a lot). There's like two rooms in this video I didn't even know about...
- Divemissile
- Posts: 269
- Joined: 9 years ago
Re: VLDC9 - vivified loudspeakers devised cubes 9
weird how two levels almost next to each other both used cirno's theme, but i know i shouldn't be surprised
the levels today seemed like their dragon coins were added as an afterthought. that's not necessarily a bad thing, but it becomes kinda evident when the game makes it a 100% completion thing
the levels today seemed like their dragon coins were added as an afterthought. that's not necessarily a bad thing, but it becomes kinda evident when the game makes it a 100% completion thing
Re: VLDC9 - vivified loudspeakers devised cubes 9
Hey, the second level used the music from the title screen! And it's pretty groovy!
Re: VLDC9 - vivified loudspeakers devised cubes 9
Dragon coins ain't actually required for anything... which is a bummer honestly. Old "there's 2 levels with impossible dragon coins sob sob" excuse which could've been easily solved by simply not making dragons required in them. I've even marked some levels as "no DC" in my original scores sheet but I wasn't SMWC staff at the time so my voice wasn't as relevant during the development of the collab
42nd: ICE CAVE ATHLETIC by Kenny
44th: DEATH WATER by a hick
Oh look, it's one of my meme comments posted in @vldc9_ebooks. Exclusive footage of how I became world famous
Both are good levels, but the second one suffers from having a somewhat confusing structure. I didn't have too much trouble with it myself and raocow didn't either, but I can see some people missing out on that fourth dragon coin for example. Also yeah, the cape puzzle is breakable.
42nd: ICE CAVE ATHLETIC by Kenny
44th: DEATH WATER by a hick
Oh look, it's one of my meme comments posted in @vldc9_ebooks. Exclusive footage of how I became world famous
Both are good levels, but the second one suffers from having a somewhat confusing structure. I didn't have too much trouble with it myself and raocow didn't either, but I can see some people missing out on that fourth dragon coin for example. Also yeah, the cape puzzle is breakable.
- snoruntpyro
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Re: VLDC9 - vivified loudspeakers devised cubes 9
<3Koopster wrote: Oh look, it's one of my meme comments posted in @vldc9_ebooks. Exclusive footage of how I became world famous
calling it now, ft will meme about bowser statue gimmick because i never realized you could do that in his dumb puzzle >:CCCCCCCCCCC
Re: VLDC9 - vivified loudspeakers devised cubes 9
Two fun levels that were fun in totally different ways. I didn't notice any issues with cohesiveness in the first level when I played, TBH. I found that the fast-paced ice-based sprite platforming was enough to tie the level together for me, and that the varied obstacles kept things fresh in this case.
The second level didn't really seem to be themed around Death Water, as far as I can tell. I haven't watched any ProtonJon, so the reference is lost on me, whatever it is.
The second level didn't really seem to be themed around Death Water, as far as I can tell. I haven't watched any ProtonJon, so the reference is lost on me, whatever it is.
Re: VLDC9 - vivified loudspeakers devised cubes 9
I can usually figure out how the wacky physics/gameplay gimmicks that people are vanilla, but the Bowser statue one is eluding me. What's the technical reasoning behind this one?
- Ashan
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Re: VLDC9 - vivified loudspeakers devised cubes 9
I was disappointed we didn't go back for the moon from yesterday's level. Still curious as to how you get that.
- FrozenQuills
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Re: VLDC9 - vital lucent digs chilling 9
Quite enjoyed both levels today. Ice Cave Athletic had some fun obstacle setups, and DEATH WATER is a very nonlinear but interesting puzzle level based around bowser statues. I liked how it's necessary to use the cape at the end since very few people really make use of it.
Both levels also had a lot more content if you're going for dragon coins, which I like as well.
Both levels also had a lot more content if you're going for dragon coins, which I like as well.
avatar by crayonchewer!
Re: VLDC9 - vivified loudspeakers devised cubes 9
I think it bumps the bowser statue slightly to the left, which changes its X-position enough for it to start breathing fire. This is extremely obvious, yet Pyro didn't understand it when I used it in one of the puzzles I created for JUMP1/2.S.N.N. wrote:I can usually figure out how the wacky physics/gameplay gimmicks that people are vanilla, but the Bowser statue one is eluding me. What's the technical reasoning behind this one?
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- Zephyr_DragonLord
- The dragon awakens...!
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Re: VLDC9 - vital lucent digs chilling 9
Alright, I've stayed away from this thread long enough. 4 levels. Let's review them.
Dry Ice is a cool twist on the whole fire and ice theme.... without the actual fire. The secret exit is the neatest part of the whole level, but getting there is not too clear... Nice job with this one.
Ice Block Cavern happens to be pretty confusing, but not bad at all. In fact, it's pretty good. There's some good puzzles in here, and some action, too. Shoutouts to that Dancing Dragon dungeon music. You did a great job, though that moon is really cryptic..
Ice Cave Athletic presents a short level with a bunch of fast-paced challenges... But that's what the main charm is. Not too much to say about this level right now. It is nice that the switches make this much easier.
Death Water isn't actually a meme level from the hinting in the title, but is solid in its own right. The music is real good, but is constantly reset by the usage of P-switches, which is sad. Aside from an issue with the Dragon Coin right above the midpoint, this level is solid. Great puzzles with the Bowser statues, too!
Dry Ice is a cool twist on the whole fire and ice theme.... without the actual fire. The secret exit is the neatest part of the whole level, but getting there is not too clear... Nice job with this one.
Ice Block Cavern happens to be pretty confusing, but not bad at all. In fact, it's pretty good. There's some good puzzles in here, and some action, too. Shoutouts to that Dancing Dragon dungeon music. You did a great job, though that moon is really cryptic..
Ice Cave Athletic presents a short level with a bunch of fast-paced challenges... But that's what the main charm is. Not too much to say about this level right now. It is nice that the switches make this much easier.
Death Water isn't actually a meme level from the hinting in the title, but is solid in its own right. The music is real good, but is constantly reset by the usage of P-switches, which is sad. Aside from an issue with the Dragon Coin right above the midpoint, this level is solid. Great puzzles with the Bowser statues, too!
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- morsel/morceau
- Posts: 401
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- Location: exotic horse island
Re: VLDC9 - vivified loudspeakers devised cubes 9
Actually the explanation is quite different, as this primary source testifies:ft029 wrote:I think it bumps the bowser statue slightly to the left, which changes its X-position enough for it to start breathing fire. This is extremely obvious, yet Pyro didn't understand it when I used it in one of the puzzles I created for JUMP1/2.S.N.N. wrote:I can usually figure out how the wacky physics/gameplay gimmicks that people are vanilla, but the Bowser statue one is eluding me. What's the technical reasoning behind this one?
Month O, Day X
What the hell! That jerk Boon stuck his finger up my butt!
I felt so awful, I unconsciously spat out a fireball.
dont wanna jihad no more
Re: VLDC9 - vivified loudspeakers devised cubes 9
This is the technical explanation I was hoping for. Thank you.morsel/morceau wrote:Month O, Day X
What the hell! That jerk Boon stuck his finger up my butt!
I felt so awful, I unconsciously spat out a fireball.
Re: VLDC9 - vivified loudspeakers devised cubes 9
VIP5's explanation is always quintessential.morsel/morceau wrote:Actually the explanation is quite different, as this primary source testifies:Month O, Day X
What the hell! That jerk Boon stuck his finger up my butt!
I felt so awful, I unconsciously spat out a fireball.
- Stink Terios
- Posts: 577
- Joined: 12 years ago
Re: VLDC9 - vital lucent digs chilling 9
Ice Palace is the best level because the sound effects get all glitchy.
- Mata Hari
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Re: VLDC9 - vital lucent digs chilling 9
"I insist on not putting a midpoint in my level because I smell"
- a level man
- a level man