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Profile for ft029
Name:  ft029
Forum posts:  985 (2.04 per day) (View)
Forum threads:  9 (109.44 posts per thread)
Since:  2015-09-23 08:29:31 PM (registered for 1 year, 3 months and 25 days)
Last post:  2017-01-17 11:21:18 PM, in VLDC9 Release Thread [v1.11 out!] (WIP secret exit/switch palace guide in first post! 12/18/16) (Announcements)
Last activity:  2017-01-17 11:21:24 PM (1 hour, 8 minutes and 26 seconds ago)
Files:  View
Submissions:  3 (View)
Local time:  2017-01-17 06:29:50 PM (-6 hours from the server)
User Bio
Hello. I cannot chocolate at all, but I make fun and creative vanilla hacks.

I have finished Super Responsible World, a frustrating kaizo hack. It has innovative puzzles, and it was playtested with savestates... so play at your own risk, lol.

I am working on The Bridge to Kaizo, a very easy kaizo hack focusing on creativity and placing passion in players. No savestates are needed for me at least. However, while creating this hack, there were many contests such as the VLDC 9, Summer Level Design Contest, Make a Good Level 3, and Chocolate Level Design Contests that called for normal levels. Thus, I started working on a normal hack so that I could learn how to create normal levels. I also started contributing normal difficulty levels to JUMP1/2, a collaboration hack on the talkhaus. I have learned that my levels may seem easy to myself, but they are actually much more difficult for others. Thus, I will have to do a lot of revamping in my Bridge to Kaizo hack, as there are a few levels that take me a hundred or so tries to beat.

I will now discuss the level design contests that I have been in, specifically.

VLDC9: "Underground Theatre", 42nd place (above average). This was my first try-hard attempt at a normal level, and even though the obstacles are extremely clever, the level was way too difficult. There's lots of obscure trial and error. I guess the level was more self-indulgent than actually trying to make other players happy. It's still a good start for my contest entries, though.

SLDC: "THE GROUND IS YELLOW", 21st place (near the bottom). I already made a few levels for JUMP1/2 and my normal hack before creating this, so I had a pretty good idea of what to do. After doing hours of volunteer work in 95 degree weather, I came home and put together this level. It focuses on yellow ground being actual ground and green ground being the tile 1F0, which allows sprites to glide on it. The gimmick is pushed and stretched in very interesting ways, but again, there was trial and error. Thankfully, some people liked it, but the contest's criteria were mostly based on "presentation" and "aesthetics". Since yellow ground, hopping flames and sumo brother lightning did not come off as summer, and the level was vanilla and did not use beach graphics or anything that was obviously summer, I lost many points. I learned some more about making my levels fairer and pretty. This level also gave me some inspiration to make another level that is based off a song's name. Perhaps "Fortress Too Blue" might work.

MaGL3: "Man-Key Bridge", 3rd place (top tier). I'm pretty happy with all of the surprises and clever usages of the keys. There were still some unclear obstacles, however, but I am still happy that my vanilla level did so well.

CLDC: "I made an ASM". After reading tutorials on how to create custom blocks, I made a literal baby block that removes powerups. It also removes the reserve item, which ECIsHere and the address map told me how to do. Although I used this extremely basic block, I managed to use it in all of the ways possible. To be completely honest, this contest entry is trying to prove that pretty graphics and overly complicated gimmicks aren't required to make a fun level, but the judges have yet to speak their opinion.

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Super Responsible World

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