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Posts by Blue Leaf

Blue Leaf's Profile → Posts

It's been more than a week now, and you still haven't shown any progress. You have until sunday to submit something. Otherwise we won't include your level.

EDIT: The deadline has been reached. This level will probably not be included.
Thanks for the update. I'll look at it later, but I don't expect any problems.

I'm also thinking about removing the toad, peach and link passages and replacing it with a Mario and Luigi filter. I don't think the other player passages add much (and link won't even be a playable character in this episode).
I've got a question about mixing tilesets. In the Mario graphics file (GFX32 to be precise) there is an empty 16x16 tile (003140 in YY-CHR). I want to combine this tile with other tilesets to make certain sprites invisible. Is this allowed? It's not explicitly against the rules, but it feels like a grey area.
I'm a bit late (better late than never, right?), but I'd like to thank Jack for hosting the contest and the judges for taking the time to judge all those entries.

I'm pretty happy with 6th place #tb{:j} Kinda takes me back to the 5th VLDC where I was also in a 3-way tie for 6th, also with Lui.

Also, congrats to the winners! I'm looking forward to the collab hack.
The Mushroom Kingdom has experienced a long time of peace ever since Bowser decided to stop kidnapping princesses and to take up golf and kart racing as hobbies instead. Because of this, the former defense castle is being turned into an art history museum (with a focus on paintings). However, something strange is going on: the nearby power stars are being drawn into the paintings, no pun intended, and making the paintings come alive to an extent (beings in the paintings can move, but can't leave the paintings). Everyone knows it can't be the work of Bowser since he's off in the Beanbean Kindom participating in the big game, so Mario and co. are called in to investigate what's going on (not like they had anything to do that day, anyway).

Yes, that's right. The SMWC collab you've all been waiting for is finally here! No, VLDC 9 will be released soon. Yes, I know that SMWCP2 will be released later this year. I'm talking of course about SMWCX! After over three long years of nothing happening development, it's finally complete! Worried about outdated design choices bringing the episode down? Don't be: our expert team of two guys has thoroughly play-tested the episode to make sure that the difficulty curve stays somewhat consistent and that the episode is as enjoyable as possible. This episode will not disappoint you unless you get disappointed by it.

In this episode, all the levels are represented by paintings, meaning they're only limited by the artist's imagination (and SMBX 1.3, obviously). Some artists create paintings of simpler times, back when the land was just a flat expanse of grass speckled with the occasional Goomba. Some create paintings depicting battles of the past, back when Bowser used to be a villain and had an army of tanks. Still, others create paintings of alternate realities, with their own peaceful times and epic battles. Then you have those who just put a stick figure on a canvas and call it "art."

Features:
Easy paintings
Difficult paintings
Short paintings
Long paintings
Secret paintings
Smart paintings
Dumb paintings
Unique paintings
Re-purposed paintings
Old paintings
Older paintings
Bouncy paintings
Artistic and moving paintings
A stick figure on a canvas (whether it's a painting or not is debatable)
Stained glass
A painting pretending to be stained glass
A Shroomship
A series of plants (whether it's a garden or not is debatable)
Full compatibility with SMBX 1.3
Partial compatibility with SMBX + LunaLua (still not sure how that works).

That's not a joke, either. For whatever reason, the way LunaLua works, it crashes not long into The Finale, even though the level works perfectly in SMBX 1.3. That's why it's at least recommended to keep a version of SMBX 1.3 as backup if you decide to play the episode with LunaLua; that way, you can just move the episode folder when you reach The Finale.

Here's some screenshots:




Version 1.02 patch for those who already downloaded v 1.00 and don't want to have to download the entire episode again:
Patch 1.02
In the 1.2 update, the total number of stars were changed, but the hub had not been updated to reflect that. Please update the hub with this link: https://www.dropbox.com/s/6izgun524fin5dh/SMWCX%20HUB.lvl?dl=0
This is terrible. I didn't talk much with him, but he seemed like a nice guy. I mostly know him from the Video Game Music Tournaments and Contests. I'm still shocked about this. I don't really know what to say.

My condolences go out to his family and friends. May he rest in peace.
Originally posted by LucasRCD
Well... remember when I said that this was going to be easy? I clearly don't know the meaning of easy, apparently.

Difficulty with these kind of things is pretty subjective. Maybe it might've helped if there were more songs to guess, although I understand it if you don't want to choose filler songs. You could consider collabing with someone, if you ever host a contest again.

Anyways, thanks for hosting this contest. I liked your selection, even though there were only 20 songs =)
Wow, I'm super glad (and surprised) that I got first place #tb{:D}
I had a lot of fun with this contest. This challenge was right up my alley.

Thanks for organising this contest, and congrats to the other winners!
Here is an updated version of my entry.
Have fun!

Music:
Cave Story Scorching Back by S.N.N.
Fatal Chase by RednGreen
Epic Battle by Moose
Thanks for the feedback! I'm glad you enjoyed the level #tb{:j}

I agree that the design creativity can be pushed further, especially in the first half. I focused a bit more on the aesthetic creativity this time. I'll try to improve some setups and darken the falling rocks.
I got a couple of questions regarding the rules:

- Are vines allowed to eat through rope and cloud tiles?

- Are we allowed to use method 2 for placing entrances in #lm{1door}, and can we use the seperate midway point settings?

- Are we allowed to select "not used" music or SFX in the music bypass setting in #lm{music}?

- Are we allowed to overlap layer 1 and 2 (when there is no layer 2 sprite). An example of this would be coins or item blocks over watertiles.
Okay, this is probably an unnessecary/dumb question, but I want to make sure: We can place porcu-puffers in the air, since they are water sprites, right?
Originally posted by Ivy
imo the standard blippers are allowed because they still follow their natural behavior: swim forward horizontally. Porcu-puffers, on the other hand, slowly descend in a quite unnatural fashion. Maybe if you use it wisely enough the judges won't take off points, but better not to risk it.

Originally posted by leod
Ive answered this quite well. Porcus are technically fish yes, but they exhibit completely new behavior when placed outside of water (and on top of that they are incredibly janky in general, which the player is only made more aware of when they suddenly have to deal with them on another axis). It's better to avoid this.

Also, there was an argument made that the normal fish-type sprites (eg blurps and co) should've been banned from the getgo because Nintendo did literally think about fish-out-of-water scenarios for cheep cheeps (they flop) and as such it's easy to come to the conclusion that blurps not doing so is very much unintended behavior, not just unintended scenery. But that'll be something to keep in mind for OLDC2 if that should happen, they're just fine in this one.

Thanks for the responses. It's kinda what I feared, but alas. I've removed the porcu-puffers from my level and changed the room.
Welcome! Thanks for stopping by the thread for Super Mario Balloon World!



Super Mario Balloon World is inspired by the balloon world mode of Super Mario Odyssey. Every level of the original SMW has a balloon hidden somewhere, and you've got a short time limit to find it! Luckily, coins increase the remaining time, and the score has been replaced with a distance meter, which indicates the distance to the balloon. And to give you the authentic Super Mario Odyssey Balloon World experience, some of the balloons have been hidden inside the walls (but don't worry, every balloon is possible to obtain).

All the levels are open from the start, and 5 bonus levels await those who complete all the normal levels. This brings the total number of exits to 80.

Download Link

I hope you enjoy this silly little hack =)

Note that the distance meter isn't perfect (i.e. it might be off by one close to the balloon) but should still give a good indication of how far away the balloon is.
Thanks for the nice comments everyone =)

Originally posted by kamekku14
Holy—that looks incredible! Never played SMO before, but it's totally worth it!

Thanks! I hope you're enjoying it! And SMO is pretty good, you should definitely try it out if you have a switch.

Originally posted by Erik
This looks like a fun concept and project; it'd also be cool if there was a mode where the balloon would be placed at a random part of the level, but still, a cute little hack.

Thanks! Random balloon placement would be cool. Maybe something for the future, when I'm better at ASM.

Originally posted by Sariel
How basically two edits can change the entire smw-experience. You call it a silly little hack, but the idea behind it, to copy SMO's mechanic into SMW is actually great. I think I'll give this a try later. It looks like a fresh experience of actually playing original smw (I'm also curious about the 5 bonus stages)
Nice idea you had there, BlueLeaf! #smw{:TUP:}

Thanks! Glad you like the idea. About the bonus stages, they are
also original SMW levels (because new levels wouldn't really work with this gimmick), but with trickier balloon placements. It's a reward for completionists, and meant to be a more proper ending to the hack.


Originally posted by GbreezeSunset
I played some levels and the idea is fantastic. It's truly amazing how you can create such a novel feeling in every level by changing such a small aspect of the game.


If you are wondering whether to play this and think the balloons are sorta placed wherever (akin to a collectathon), that is not the case.

Instead, the balloons have been placed so carefully and in such brilliant locations that an entirely new challenge is created in every level. It makes for quite a fun experience, and I fully recommend it.

Thanks for making! I'll be sure to play the whole game soon.

Thanks! I'm glad you're enjoying it, and have fun with the rest of the game!

Originally posted by Flippn'Fences
So I played this hack, and it's really fun! I do love the concept here of finding balloons in stages- like in Super Mario Odyessy- though the balloon placement here is a critical flaw in this hack. Though some placements simply require skill, others require the use of a powerup or ability n order to get the balloon. An example of this is in "Yoshi's Island 1," where the placement here requires you to have Yoshi to get the height needed to get the balloon. And most of the time, I feel that most of the time I running for balloons rather than trying to find them.

Generally, the hack isn't bad. On the contrary, it's really good (#smw{:TUP:})! But I do feel there are areas that can be fixed here to make it better. Mabey you could move Mario's starting position to the middle of the stage rather than the usual start for each stage, and replace the balloons that require a powerup to do. Generally, it depends up to you, but this is a really good start for the hack. With some fixes, the experience could be even better!

Anyways, great work Blue Leaf! Glad you're here in the community! #smw{:peace:}

Thanks for the feedback! I get where you're coming from about the balloons that require powerups, but I wanted there to be a mix between speedrunning levels and more puzzle-ish levels (i.e. which powerups/items do you need, and what's the best way to get them).
Anyways, I'm glad you've enjoyed the hack, and I'll keep this in mind for a possible update.

Originally posted by 1UPdudes
What a neat concept. A lot of SMW levels do actually work quite well when it comes to places to hide things.

I'll give this a try as in SMO the Balloon World mode is actually something I find myself going back to.

:D

Thanks! Yea, SMW does work pretty well with this concept. Hope you enjoy playing it!
Congrats to the rest of the top 10, especially the top 3! Very well deserved.
And thanks to the judges for their feedback, it's much appreciated =)