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2017 Kaizo Level Design Contest (Discussion)

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Submitted mine if anyone wants to try it out.

@hook
first off, you should fix the mario spawn location and the upside down slopes are really weird acting as blocks. I like the flying spines tho!

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Originally posted by NGB
After looking at all my resources I noticed that a lot of them use the same ram adress, which may need to be redefined for the collab.
That itself is not a problem, because I already used a define for it, but I want to make the job easier for the person putting the collab together.
IIRC there was some way to create a .asm file that is included by other asm files with a special command inside the .asm files.
I would like to set it up like that so that you just have to redefine all values once if you put the document with the defines in a specific folder.
Could someone please point me in the right direction to find the command/syntax to do this?

You mean the incsrc command? In which case yes, you can use that to include defines.

The syntax is simply incsrc "path"
However path depends on your setup. You can either use absolute paths in which case it's very likely to break for the person inserting everything as they most likely don't have it in that exact folder.
Or you can use relative paths ("../glob_defines.asm", .. selects the folder above) however that only works if the setup is the exact same as you have it right now.

The baserom asm already does this with settings.asm files (You can look up "do_not_modify/misc.asm" or "do_not_modify/retry.asm" for examples)

If you only have defines for a certain type (Like only blocks/only uberasm) then you can use it's defines file (For blocks it's defines.asm, uberasm has "other/macro_library.asm, I don't think SpriteTool has one though)
Well, thank you Katerpie , I will try my best but I can not promise anything !
I found out that in the base ROM, you can't take Yoshi or any powerups outta the level. Why? The original KMW let you take mushrooms and Yoshis outta levels.

WHY WOULD YOU DISABLE THAT?

I have a suggestion: why not let the player use START+SELECT on an already-beaten level only when he's small?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by MasterSkodwarde
WHY WOULD YOU DISABLE THAT?


Because you can possibly break levels when you take powerups into the level? If you want your player to be big then give him a powerup.
Originally posted by TheBiob
Originally posted by MasterSkodwarde
WHY WOULD YOU DISABLE THAT?


Because you can possibly break levels when you take powerups into the level? If you want your player to be big then give him a powerup.

Well, yeah, but walljumping's disabled, so? People won't like losing their mushrooms when they beat a level.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

What does walljumping have to do with loosing your powerup on the overworld...?

Anyway, that argument isn't valid in a collab and especially this kind of kaizo contest. It's simply so that all entries have the same initial condition. In the final compiliation you're most likely able reach every level from beginning on so if you could always just get a mushroom from somewhere and use it to skip sections in another level it would be unfair for that level.

It's also kaizo, bonus powerups shouldn't be a thing in the first place.
@MasterSkodwarde
The final compilation should be fair if it doesn't give any way to save the items for later. Breaking the next levels would be fun, but unfair.
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

new preview
Here is a new preview, a little feedback would be good
Originally posted by AbuseFreakHacker
new preview
Here is a new preview, a little feedback would be good

Lookin' good so far, although I would reduce the echo a bit if possible. Seems a little too noisy at the moment.

Also, I have improved my level taking some critisizm into account. I'll put it here in a moment, so don't test the other level.

EDIT:
Here we go again.
Originally posted by white_moth
Submitted mine if anyone wants to try it out.

im not good enough to get very far in it (i got up to
the red koopas
), but it was a lot of fun! I like that there's
a lot of breathing room, it makes it feel very relaxed and focused on the current challenges.
What I played was very pleasant

e: AbuseFreakHacker all that looked really cool! I like it, sorry i dont have much constructive feedback i can give here
ask me if i give a f*ck...
Originally posted by MasterSkodwarde

I inserted the counter break patch at first to test a few things during the patch insertion process when I wanted to insert it later, but ended up leaving it. It will stay on the base ROM for the reasons TheBiob mentioned.

And why are you bringing up the walljumping fix when you were very clearly talking about powerups...?
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by AbuseFreakHacker
new preview
Here is a new preview, a little feedback would be good

This looks great! I wish you good luck!
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

Originally posted by TheBiob

You mean the incsrc command? In which case yes, you can use that to include defines.

The syntax is simply incsrc "path"
However path depends on your setup. You can either use absolute paths in which case it's very likely to break for the person inserting everything as they most likely don't have it in that exact folder.
Or you can use relative paths ("../glob_defines.asm", .. selects the folder above) however that only works if the setup is the exact same as you have it right now.

The baserom asm already does this with settings.asm files (You can look up "do_not_modify/misc.asm" or "do_not_modify/retry.asm" for examples)

If you only have defines for a certain type (Like only blocks/only uberasm) then you can use it's defines file (For blocks it's defines.asm, uberasm has "other/macro_library.asm, I don't think SpriteTool has one though)

Yeah that is what I was talking about, thank you for the information.
I think I'll create a file using the relative path and specify the place you have to put it.
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by TheBiob
What does walljumping have to do with loosing your powerup on the overworld...?

Anyway, that argument isn't valid in a collab and especially this kind of kaizo contest. It's simply so that all entries have the same initial condition. In the final compiliation you're most likely able reach every level from beginning on so if you could always just get a mushroom from somewhere and use it to skip sections in another level it would be unfair for that level.

It's also kaizo, bonus powerups shouldn't be a thing in the first place.

I never said that walljumping had anything to do losing powerups. What the heck...?

Originally posted by MasterKastylinos222
@MasterSkodwarde
The final compilation should be fair if it doesn't give any way to save the items for later. Breaking the next levels would be fun, but unfair.


How would it be unfair? Plus the sections are hard enough to skip.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by MasterSkodwarde
I never said that walljumping had anything to do losing powerups. What the heck...?

You had brought it up out of nowhere. That's what he mean.

Originally posted by MasterSkodwarde
How would it be unfair? Plus the sections are hard enough to skip.

Skowarde, you are missing a point: The point of Kaizo levels is to actually avoid any (major) breaking which certainly isn't the case if you could take power ups from any level. That, and since the Kaizo contest allows a compilation ROM, each level is build without any initional power up in mind, as a single-level ROM, as seen with the recent VLDCs. Just imagine, how broken the levels would be if you could use any power up and Yoshi in any level.
tl;dr Breaking levels in a Kaizo levels is not the point and that applies for power ups taken from other levels as well.
Originally posted by MarioFanGamer
Originally posted by MasterSkodwarde
I never said that walljumping had anything to do losing powerups. What the heck...?

You had brought it up out of nowhere. That's what he mean.

Originally posted by MasterSkodwarde
How would it be unfair? Plus the sections are hard enough to skip.

Skowarde, you are missing a point: The point of Kaizo levels is to actually avoid any (major) breaking which certainly isn't the case if you could take power ups from any level. That, and since the Kaizo contest allows a compilation ROM, each level is build without any initional power up in mind, as a single-level ROM, as seen with the recent VLDCs. Just imagine, how broken the levels would be if you could use any power up and Yoshi in any level.
tl;dr Breaking levels in a Kaizo levels is not the point and that applies for power ups taken from other levels as well.

K makes sense now. And you just misspelled my name
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by MasterSkodwarde

Nice level, MastleKastylinos222!


My nickname is also misspelled
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

lmao what has this thread become
making slow but steady progress in my level, which is good! I think i want 1 or 2 more screens in this second sublevel, and then i can either move onto the third section or just end it there. It'll be nice to get it to a playtesting state eventually!
ask me if i give a f*ck...
Hobz, glad you liked what you played :)

MasterKastylinos222 I played yyour level and
it was really fun!

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