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VLDC1 Compilation - Progress and Discussion Thread (OW is done!)

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I have no clue about OWs, but it looks very nice, yet very 2007
I have found a 'minor issue' in the intro level:

Bad 2008 palette.



Really, what's remotely wrong with using it? It doesn't look that bad after all.
Originally posted by Erik557
Really, what's remotely wrong with using it? It doesn't look that bad after all.

It's because I found this in the Hack Removal Log:
Originally posted by Dotsarecool
#9

A) No background here at all.
B) Bad palette for '1985'.
C) Don't use capitals for every single word! It drives many people including me nuts!
D) Take out the line between 'its' and 'not'.
E) 'its' should be 'it's'.

Edit: I'm now a Goomba! (Level 6)



Well, in the case you quoted it was the combination of all things that made the hack removed.
Dotsarecool stopped being a hack moderator a long time ago, and the rules and guidelines have changed a lot since then, so I wouldn't quote a removal log from 3 (probably more) years ago on that.

Now, I'm aware it looks weird, but that message is literally just something a added for the lulz, it was never meant to be final, and the reason why I used that palette is because there's no 8 and 9 with the regular palette. That said, if I still mention the year in the final message, I'll just recolor those numbers so they don't look weird.
Slight update: since I'm currently using two of Koopster's submaps (forest and hub) I decided to use two of Nin's submaps as well. Of course, the two aforementioned submaps are ruled out. I already did the dark and castle submaps so those are ruled out as well (and the dark map needed to be remade into a submap anyway). That leaves us with best, worst and mountain. I decided to go with worst and mountain because the best submap is really simplistic has perspective errors and FP's level needs to be added. I did a few changes to the maps though.


Here I gave a slightly darker palette to the lower part and modified the land/paths so the two cave levels don't end in the bottom row (it's a bit simpler now though), moved some decorations and replaced "into the dark" with a cave tile because that's what it is.


Here I literally replaced every color in the palette with a random one so it looks worse, and that's pretty much it.

For the best world, I'll make it more grass-oriented (rather than the current mountain-oriented one) since most levels are either grasslands or have grassland elements. I'll still keep that bronze/silver/gold peak though.

Thoughts?

nin, if you want send me improved versions of those submpas, you still can
Derp.


^Best world

If you're wondering what's that second green switch palace next to the winner level, that's FP's level. It was hard to make 10 levels + 1 warp star fit in one submap.

If you want to test the full overworld by yourself, here's a new patch. Also added in the first post.

I still have some tweaks to do before the final version is ready. Hopefully I'll have it before C3. In the meanwhile if you find any bugs in the patch I just posted let me know.
Like the idea of different shades of switch palaces will there more than four switches and is bits and pieces being moderated, the overworld looks good.
I was planning to do so at first, but I haven't found a way to make it work. I'll probably just make the switches only affect the levels they're in and leave the rest like they originally were.
Update:

Added extended names in the same fashion as VLDC7 and 8.



Right now I'm using the current author's names, should I keep it like that or should I use the names they had in 2008? Also, should I change the color of the border (VLDC8 had a black one)?
Use their 2008 names. Also that border is fine IMO.
Originally posted by Erik557
Use their 2008 names. Also that border is fine IMO.

Seconding this.
Really looking forward to playing this #tb{:)}
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by Erik557
Use their 2008 names.


I agree with that.

I'll use the 2008 names then.

Also, another minor update. Some levels used custom palettes for Mario, now they're available in the compilation:

One of the levels looks like a Mario land level and the other has cut off even in the water but still looks a lot better than second last in vldc8.
Superb level palettes! They are awesome and very amazing!
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
I like the attention to detail you're giving this :3
I'd remove the lives counter in the map though. Looks bad.
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
I'd remove the lives counter in the map though. Looks bad.

Removed.

I made the title screen and file selection similar to VDLC7:



Also, just like in VLDC7/8, if you exit the game in an OW tile, you will reappear in that same tile after you open the game again. And I fixed some bugs.

For now the game doesn't record which levels have been cleared or how many exits you have. Anyone knows what was the patch used in VLDC7/8 to make an icon appear in the levels that were cleared?
Another update: I'm currently doing the credits level. I didn't want to do anything overly complicated since it would clash with the 2008 style, so I did something vanilla:



Mario stands on a platform while the credits are on the right. If it goes too fast and if I have enough space, I'll put more space between the names. Oh, and if you're wondering where the status bar went: it's invisible because I replaced the layer 3 files with blank GFX slots for this level.

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