| (Discussion) 5th Annual SMWCentral Level Design Competition |
|
Forum Index - Archive - Old Contests & Events - (Discussion) 5th Annual SMWCentral Level Design Competition |
|
Pages: 1 ... 3 4 5 6 7 ... 49 50  |
Thread Closed |
|
|
| Posted on 2012-02-03 06:35:13 PM |
Link |
|
Originally posted by FirePhoenixCutoff will be handled on a case-by-case basis. As a general point, cutoff is bad, but cases where cutoff is apparent that are similar to instances of cutoff in the original game will not be penalized.
So lets say we're looking at the castle background with the windows on it. There are small spots of cutoff where the thin blocks merge with larger ones, and there is no "corner tile" to those castle blocks by default. I'm guessing this is something that won't detract from our score?
|
|
| Posted on 2012-02-03 06:39:26 PM |
Link |
|
|
^ Pretty sure it's what he said. Also is impossible to fix it, because we can't manipulate Map8x8.
|
| Last edited on 2012-02-03 06:41:19 PM by Koopster. |
|
| Posted on 2012-02-03 08:00:15 PM |
Link |
|
|
GeminiRage: That is correct. Of course, you can manipulate the map16 tiles to try to avoid situations like that, but for stuff like vines that hang down and leave a little bit of a floating cutoff, don't worry too much.
|
|
| Posted on 2012-02-03 11:20:55 PM |
Link |
|
|
About our "Technical aspects" will the "TIME OUT" glitch form dying in a level with no time take points off?
|
|
| Posted on 2012-02-04 12:00:49 AM |
Link |
|
|
It will not.
|
|
| Posted on 2012-02-04 01:06:23 AM |
Link |
|
Originally posted by AlcaroOf course, this has the obvious drawback of not having a background (unless one of the layer 3 backgrounds fit).
Not necessarily. With a bit thought and creative tile placement, you can have a layer 1/2 level with a background.
My level last year was a layer 1/2 level. I was able to do the whole "placing things over other things" and was still able to fit in a background. The only drawback was that since it used the same layers as the playable part of the level, it had to scroll at the same rate.
|
|
| Posted on 2012-02-04 04:09:36 AM |
Link |
|
|
Can we edit the original Big Boo Boss room? You might say no, but hear me out. I decided to make a room with big boo boss in it, with the layout already done and some obstacles. When I enter that sublevel, random shelless koopa come from the top of the screen. They're around 8. No. I didn't place them there. They're nowhere in the editor. That's why I asked the first question. To avoid this kind of weird issue.
|
|
| Posted on 2012-02-04 04:54:28 AM |
Link |
|
|
Are we allowed to use the priority-fix patch, so we can have layer priority in vertical levels?Please?
|
|
| Posted on 2012-02-04 06:07:32 AM |
Link |
|
That I don't think so. Well, I'm done with my entry. I better post it in the submission thread.
Edit: I didn't notice this was my 2000th post. About the Big boo boos battle, I managed to move it in a different sublevel. The glitch is no more.
|
| Last edited on 2012-02-04 06:37:53 AM by Ripperon-X. |
|
| Posted on 2012-02-04 06:28:47 AM |
Link |
|
Originally posted by Ripperon-XCan we edit the original Big Boo Boss room? You might say no, but hear me out. I decided to make a room with big boo boss in it, with the layout already done and some obstacles. When I enter that sublevel, random shelless koopa come from the top of the screen. They're around 8. No. I didn't place them there. They're nowhere in the editor. That's why I asked the first question. To avoid this kind of weird issue.
As for random shelless koopas: http://www.youtube.com/watch?v=8EcFDCEhYuY
I think you're allowed to edit Big Boo battle (as long you're only editing the layout and not its addresses), because it's done in LM, but you may want to wait for official response.
(also congratulations on 2000th post )
|
| Last edited on 2012-02-04 06:29:17 AM by GlitchMr. |
|
| Posted on 2012-02-04 01:44:53 PM |
Link |
|
|
Just a random question, by 2 exits does it mean 2 sublevels or 1 sublevel?
|
| Last edited on 2012-02-04 07:55:20 PM by lugi-mario2563. |
|
| Posted on 2012-02-04 01:50:29 PM |
Link |
|
^ Eh, he's talking about OW exits, not level exits, feel free with the sublevels number
|
|
| Posted on 2012-02-04 05:47:50 PM |
Link |
|
Originally posted by xlkAre we allowed to use the priority-fix patch, so we can have layer priority in vertical levels?Please?
No, sorry. I don't want to set a precedent by allowing any patches, no matter how useful for bug fixing they are.
|
|
| Posted on 2012-02-04 06:13:14 PM |
Link |
|
Originally posted by ShadowFire...Anyone wanna partner up? =P
Okay, I'll do it with you, seeing that we are the only 2 users that want to have partners...
Why do I like putting 3 dots in a row so much=3
EDIT: LEVEL UP!!!!
|
| Last edited on 2012-02-04 09:43:43 PM by lugi-mario2563. |
|
| Posted on 2012-02-04 08:59:31 PM |
Link |
|
Originally posted by lugi-mario2563Originally posted by ShadowFire...Anyone wanna partner up? =P Okay, I'll do it with you, seeing that we are the only 2 users that want to have partners...
Why do I like putting 3 dots in a row so much 
EDIT: LEVEL UP!!!!
Your late. ive already started and ive found myself a partner. We work well toghether.
|
|
| Posted on 2012-02-04 09:44:44 PM |
Link |
|
|
Okay, Just wanted to help people who wanted a partner.
|
|
| Posted on 2012-02-04 10:30:09 PM |
Link |
|
One more question before I make any major tweaks to my level. This one is regarding layer priority. You know how when Mario is behind an object with layer priority and he jumps into a ceiling (assuming it doesn't have priority), it can result in his hat showing up from behind the object?

Like this.
Would that be something to avoid?
|
|
| Posted on 2012-02-04 11:17:26 PM |
Link |
|
|
To leave that in is kind of lazy in my opinion. It's easily avoidable by making a couple of map16 tiles that look the same but are layer priority enabled. I mean, you wouldn't lose points unless there was a lot of instances of this happening, but it's really simple to avoid and should be if possible.
|
|
| Posted on 2012-02-05 05:18:13 AM |
Link |
|
Just to be sure...
Are we allowed to use the Fast-ROM feature, aren't us?
It's a LM feature.
|
|
| Posted on 2012-02-05 03:04:16 PM |
Link |
|
Yay! This is my first time in the contest! I'll make a Super Mega Ultra Hack that will crush the other ones. (Good luck, guys. You'll need it. Muahahahaha).
I have only one question: Can I make non-animated munchers (with the "mouth" constantly opened, like they were frozen) with ExAnimation? Or that is considered editing the 8x8 tiles in the 8x8 Tile Editor? I think that should be acceptable, but, to be sure, I had to ask.
Again: good luck to all competitors.
|
|
|
Pages: 1 ... 3 4 5 6 7 ... 49 50  |
Thread Closed |
|
|
|
Forum Index - Archive - Old Contests & Events - (Discussion) 5th Annual SMWCentral Level Design Competition |