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Posts by NewPointless
NewPointless' Profile - Posts by NewPointless
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this looks easy

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NewPointless
Would a 1:1 port be OK? If so, I'll do it for you.

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NewPointless
Completed the Twitch Smile for le4che, which was approved here.

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NewPointless
How's this?

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NewPointless
Originally posted by Albert1234
Originally posted by NewPointless


This port with samples is excellent...

I wanted it without samples, but anyway, thank you very much. #smrpg{y}


Do you prefer an unsampled port? Are you using it as a global song?

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NewPointless
I'm gonna delete the submission and do some touch-ups. Maybe tomorrow or the day after I can submit again. S1Z2 would you like to do an unsampled version?

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NewPointless
alright I'm back lol. Here's the new sampled version.

https://www.smwcentral.net/?p=section&a=details&id=26605

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NewPointless
Wow some brutal egg locations. #smrpg{:O} I'm happy to call myself "participant" #smrpg{y} gg to the golden egg winners.

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NewPointless
https://bin.smwcentral.net/u/35216/WinningLevel.zip

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NewPointless
I completed the Mario's Time Machine (NES) Title Screen for Albert1234 and it is approved Here.

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NewPointless
Name
Lakitu Disassembly

Type
Sprite

Description
It should function like the vanilla lakitu that flies around in a cloud and throws spinies but it can be modified easily and inserted with pixi.

References
It's vanilla sprite 1E

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NewPointless
This is easy. I'll do this.

Edit: Sorry about the PMs lol I got some advice from Discord. This is this best version. What do you think?

SMB1-1up.spc

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NewPointless
Yeah it would be such a hot sprite. Perhaps there's a technical hurdle or the ASM is just a pain.

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NewPointless
Hi! #smrpg{sick}

For those that don't know me, I'm NewPointless. I've been having a lot of fun with this competition, but I want to share my thoughts on the contest so far.

Kaizo levels

We can see at the top of the rules, the following:

Originally posted by Deppy
Do not submit a Kaizo level, as it will be disqualified!


This seems to have been moved to the top of the list and bolded. When I asked Deppy what kaizo means, he said he doesn't want to get into a discussion about it, that I should just have a level playtested if I think it's kaizo.

Now, in my opinion, it doesn't seem fair to have such a vague rule that can potentially disqualify a level, that many contestants are legitimately confused about. Not only that, if a level is deemed kaizo by a random playtester, then the level has to be redone because that means that the core design is probably compromised.

This isn't Deppy's fault though. As far as I can tell, KLDC is being run in a similar way. There are no rules or explanation about how an entry needs to be kaizo, but some non-kaizo levels were submitted and are considered unscoreable. A "no kaizo" policy is common across most LDCs.

Discussion

Kaizo has an accepted meaning.

BeeKaay's essay on the definition of Kaizo is considered by many to be the gold standard of what Kaizo is as a design style.

This is corroborated by Gbreeze's kaizo design tutorial under the heading "B. What is a Kaizo hack?"

Hybrid design is now prominent and isn't going away.

Perhaps smaller hacks like Super Nothing World could be swept under the rug, but the watershed release of YUMP 2 puts to rest the idea that hybrid design is a fringe thing.

A level's design can be both kaizo and non-kaizo.

This is because kaizo didn't occur out of nowhere with an unexpected release. It was a trend in Japanese hacking that continued organically until it exploded in popularity with Kaizo Mario World. Many hacks are still made in this "pseudokaizo" style.

Therefore,

I believe that there is a broad segregation between kaizo and non-kaizo across the site that is going to become increasingly difficult to maintain. A lot of this comes down to the history of the site and technical hurdles in updating the site, but I think there are updates that could be made to LDCs with very little labor.

Proposals

Make rules for LDCs more concrete.

Saying "no kaizo" is abstract. Concretize the rules by disallowing exactly what is problematic. Is difficulty the problem? Tech? Glitches? Strictness?

Give the judges more power.

Judging, even for experienced kaizo players, is an arduous process. Even with save states and other quality of life hacks allowed, judging the 100+ levels for an LDC is taxing. Just give the judges the power to give up on a level. If a judge gives up, count their score as a 0, or if more than 1 judge gives up on a level, disqualify it.

This would require a shift in perspective from LDCs being about making great levels, to being about making great experiences for an intended audience.

Deduct points instead of disqualifying.

If a level is clearly, 100%, definitely not kaizo. Give it 10 points. If it forces some tech or movement that is considered exclusionary for certain audience, give it 5. If it's absolute kaizo, give it 0 or resort to some of the suggestions above.

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NewPointless
Originally posted by Katerpie
Is the no kaizo rule that vague, though? The compromise on whether a level is kaizo or not isn't solely deemed by a random player [though I assume you are making an estimation], because that would just cause bias. The fact is that every judge should be aware of every design philosophy to be able to judge a level well and label it appropriately according to its difficulty.

Though in case of compilations, if push comes to shove we should just outright sphere them ala VLDC as JP32 said.


Yeah a lot of people were confused about this rule. I guess the intent was to make the levels beatable by the judges, who aren't kaizo players, but to a lot of the newer contestants that are part of the Kaizo community, "kaizo" is a design style and means something different.

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NewPointless
Well that makes a lot of sense, but I guess I never assumed that the levels in this contest should be accessible to everyone.

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NewPointless
Originally posted by 7 up
I supposed it should be common sense. Either in kaizo or non-kaizo (light) contests.

If it's a normal level contest, entries ought to be beatable by everyone.



Well "everyone" is a lot of people. It's not immediately apparent to me, as a first-time contestant, what the intention or audience is for an LDC. Does this discussion about a level belonging or not belonging to an LDC happen a lot?

That being said, it's my personal opinion that if a level can't be beaten by the judges, it's fair to disqualify it. I respect the judges' choice.

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NewPointless
I... I love you too #tb{'_'}

Here's the txt file. https://bin.smwcentral.net/u/35216/SMB1-1up.txt

Alright I tried to port it to a sound effect as well, like you asked, but in my research I found that it's been done before a lot better than I could do. Download this port https://www.smwcentral.net/?p=section&a=details&id=18816 and get '05 Collecting a 1-up.txt' from the SFX/txt/1DFC/ folder. Then replace the '05 1-up.txt' file in 1DFC folder of AMK with that and run it on your hack.

The only thing I would change is the first byte. I would change it from $08 to $09. It makes it slightly more accurate.

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NewPointless
Unfortunately sound effects are very limited. I can't make it sound any more like the original SMB1 sound. I tried, and the SMAS version is definitely the best.

Maybe try this one and see what you think https://bin.smwcentral.net/u/35216/05%2B1-up.txt

Hey someone helped me define a custom instrument. I might be able to make it sound like the original. But I have to go to sleep. Maybe tomorrow or Friday I can get to it.

In the meantime, can you change the status of this request to claimed so it doesn't get archived?

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NewPointless
Name: Standardized level tiles for expanded secret exits
Type: Original
Purpose: Overworld
Style: As close as vanilla as possible, with different colors

Description: With a recent update of Lunar Magic, it is now easy to make levels with more than 1 secret exit. However, there is currently no agreed upon standard on how to indicate these levels on the overworld, short of complex ASM to write the number of exits somewhere.

What I suggest is that someone with more knowledge than me about overworld palette exanimation and a keen eye for precise color work code the exanimation at palette/color locations 4D and 5D. The colors would be as close as possible to the vanilla yellow/red flashing tiles, but they would be different, maybe blue, green, purple, or pink. Even though this is a small and simple fix, I think it would help the community a lot to create the basis for a standard exit number indicator.

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NewPointless
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NewPointless' Profile - Posts by NewPointless