8th VLDC: RIP Ningamer
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AlchemistHohenheim
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Re: 8th VLDC: RIP Ningamer
If it's not already documented somewhere, maybe it should be mentioned which emulator each of the judges used when playing the levels in the readme file that I assume exists?
Re: 8th VLDC: RIP Ningamer
^ It's a shame where we've come to a point that the way a level plays + functions can be totally different depending on which emulator you use, but it actually appears to be the case more often than not nowadays. Oh well.
- SAJewers
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Re: 8th VLDC: RIP Ningamer
OK, I figured it out (excuse the retroarch shader I forgot to disable when taking the screenshot):S.N.N. wrote:^ It's a shame where we've come to a point that the way a level plays + functions can be totally different depending on which emulator you use, but it actually appears to be the case more often than not nowadays. Oh well.

If you stand here for too long, it will desync, because the top snake is offscreen, and won't start until it moves onto the screen. Seriously, sit there for 2 seconds.
Last edited by SAJewers 7 years ago, edited 1 time in total.
- mellonpizza
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Re: 8th VLDC: RIP Ningamer
I can't tell if that's an emulator filter or a phone pic.
I'm not a YTPMV'er. My goal is towards learning music and eventually making my own content with what I like (in this case ponies). I'm still studying how music works and this is what I can do so far, so to all the ytpmv'ers out there: Please stop following my videos, cause I'm not interested in making chiptune music with your rules you set up on how to make YTPMV's. Also I'd appreciate if you guys would lay off bronies in the comment section, cause these are made for them and not for people who
- SAJewers
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Re: 8th VLDC: RIP Ningamer
it's the crt-royale shader for retroarch. I forgot to disable it when taking the screenshot.mellonpizza wrote:I can't tell if that's an emulator filter or a phone pic.
Re: 8th VLDC: RIP Ningamer
That makes sense I suppose. I rushed through that part, and I'm pretty sure the other judges did too (and I'm willing to be the majority of people who played it also did). The level kind of forces you to be quick, and I never really found a reason to stop there.
Re: 8th VLDC: RIP Ningamer
So I was right then. As I said before, to some extent raocow probably should have been able to figure that out given his extensive SMW experience. On the other hand that ledge probably shouldn't exist where it is.SAJewers wrote: If you stand here for too long, it will desync, because the top snake is offscreen, and won't start until it moves onto the screen. Seriously, sit there for 2 seconds.

- SAJewers
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Re: 8th VLDC: RIP Ningamer
Yeah. If you wait on the top block, everything is timed perfectly, and is not a hard one to make. Hard to say if that was entirely the case though, as the way he controls mario might have been a factor as well (and probably is the case, since I could never reproduce most of the weird misjumps he had)
Re: 8th VLDC: RIP Ningamer
Yeah, I played through that level many times and even though that jump was kind of annoying, it just seemed way too mistimed on rao's end. I always rushed on that part to avoid that (and getting there faster made the block in the top spawn quicker, thus making the jump easier).
I can understand why two of the judges ranked it high - the level had interesting setups and yeah. It was hard and required you to learn how it works before you could get through it - I died on it a lot myself. But sometimes judges may mistake their flaws in the level as their own fault. I really still kind of like the level. There might have been some bias towards eating blocks in this contest due to what happened last year, but anyway I'm pretty sure there are no more than what, three levels that used them? So it's probably not that big of a deal. This year's rankings are still far more acurrate than VLDC 2014, you gotta admit that, but it's just impossible to make all rankings feel right to everyone
I can understand why two of the judges ranked it high - the level had interesting setups and yeah. It was hard and required you to learn how it works before you could get through it - I died on it a lot myself. But sometimes judges may mistake their flaws in the level as their own fault. I really still kind of like the level. There might have been some bias towards eating blocks in this contest due to what happened last year, but anyway I'm pretty sure there are no more than what, three levels that used them? So it's probably not that big of a deal. This year's rankings are still far more acurrate than VLDC 2014, you gotta admit that, but it's just impossible to make all rankings feel right to everyone

Re: 8th VLDC: RIP Ningamer
I personally didn't like either of the levels in today's video, but I feel like a lot of people (at least in the youtube comments) are being kinda soft on the first level due to the fact it looks good, and due to the fact the second one went really poorly.
It's super cramped and not a lot of the enemy setups are really too interesting. I also feel like a lot more could've been done to convey "sky castle" since you could really replace the pits with lava and just have a normal castle level.
Also screw some of those grey platform jumps. They're dumb.
I thought Eye of the Storm's snake patterns looked cool but I never ended up beating it. I haven't really come across a block snake level I've ever enjoyed playing in a hack though. They ALWAYS end up being very heavy on requiring memorization to me. I can't be the only person to think that way either.
It's super cramped and not a lot of the enemy setups are really too interesting. I also feel like a lot more could've been done to convey "sky castle" since you could really replace the pits with lava and just have a normal castle level.
Also screw some of those grey platform jumps. They're dumb.
I thought Eye of the Storm's snake patterns looked cool but I never ended up beating it. I haven't really come across a block snake level I've ever enjoyed playing in a hack though. They ALWAYS end up being very heavy on requiring memorization to me. I can't be the only person to think that way either.
Re: 8th VLDC: RIP Ningamer
As usual, the comment section is as ignorant as they always been.
- Willhart
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Re: 8th VLDC: RIP Ningamer
I kinda like the music on the second level, and I have not seen too many stormy levels in these games. I'm kinda surprised of the large amount of hammer throwing enemies there, since they seem like a very difficult enemy to use due to their unpredictable behavior.
Re: 8th VLDC: RIP Ningamer
The first level had nice atmosphere and music, but there wasn't too much of an underlying theme. It just felt like "here's a bunch of different obstacles for you to get through" without any sort of difficulty curve or progression. I couldn't really tell the first half of the level apart from the second half. Shrug.
Re: 8th VLDC: RIP Ningamer
I don't really understand how basically anything in this level was done vanilla, so great job!
Re: 8th VLDC: RIP Ningamer
This is the only level I had to open up in Lunar Magic to confirm that it was indeed vanilla, but it all is. If anyone wants to ruin the magic for themselves:
Also, raocow: without going into too much detail, a couple of the top 8 are a little short, so it might be better to make just the top 3 + the postgame their own videos. Your call though .. just my own personal suggestion from experience.
- Willhart
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Re: 8th VLDC: RIP Ningamer
Blue coins mark the danger. Some of that enemy placement felt almost like art.
Re: 8th VLDC: RIP Ningamer
oh man top 8 already, we're almost to the part I'm most excited for! :D I really like how Municipal Swimming did the water currents, I guess it's low tide so it never affects you at all?
- Telamon
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Re: 8th VLDC: RIP Ningamer
I'm curious about the midpoint p-switch thing, but I also just couldn't tell what was happening at the very end, because it was so dark. Lil help?

- Piter Lauchy
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Re: 8th VLDC: RIP Ningamer
My guess as someone who knows nothing about SMW hacking: You start the level with the midpoint gotten. Once you beat the level, the bar reappears, only it's been replaced by the block.Telamon wrote:I'm curious about the midpoint p-switch thing,
You're awesome.
Re: 8th VLDC: RIP Ningamer
Telamon wrote:I'm curious about the midpoint p-switch thing, but I also just couldn't tell what was happening at the very end, because it was so dark. Lil help?
Nope! I looked at the level- notice how when raocow gets to the exit pipe, he's given a 1-up? The level's cleverly designed to where you pass through all 4 of those 1-up "checkpoint" spots in order, and then when you re-enter the level, they don't come back since you already collected the 1-up from them. The "midpoint" is really just a checkpoint #3 block, with the p-switch block placed below it so it's revealed once the 1-up's collected. Really ingenious.Piter_Lauchy wrote:My guess as someone who knows nothing about SMW hacking: You start the level with the midpoint gotten. Once you beat the level, the bar reappears, only it's been replaced by the block.
- morsel/morceau
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Re: 8th VLDC: RIP Ningamer
I think everything except this has been explained: there was automatic reznor fight (if you break through the throw blocks quick enough you can reach a moon), approximating an "alarm system".Telamon wrote:also just couldn't tell what was happening at the very end, because it was so dark.
dont wanna jihad no more
- yoshicookiezeus
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Re: 8th VLDC: RIP Ningamer
Luks - Laputa, Sky Castle
eXcavator - Eye of the Storm
Morsel - Municipal Swimming
- Willhart
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Re: 8th VLDC: RIP Ningamer
I loved the aesthetics today.
First level.
Second level.
First level.
Last edited by Willhart 7 years ago, edited 2 times in total.

