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VANILLA LEVEL DESIGN CONTEST 11 - The (unofficial) Collaboration (It's here)

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Found some text errors in the level names:

A few usernames were written incorrectly:

Here, it should be Cote de Boeuf.

Here, it should be Fostelif.

And here, it should be KajurN.

TheHackingYoshi's current name is Ralshi02:


Also, while this one is written correctly, the T should be lowercase.




Oh, I found another issue. I decided to randomly play ASMagician Maks's level, Technical Loopholes (9th place), and the exit door from a single-screen survival room in the second half of the level leads to a TEST level. Whoops.
By no means impressive, but done anyways. Hope you like it.

(possibly) Grass Map theme
MK2TDS
Alright peeps, i've been working on this since last friday.
Here's the main map so far, Ruberjig is coding 2 custom sprites for it.

Spoilered for anyone who doesnt wanna see it yet.
Game has been updated! More bug fixes, including those that haven't been found yet! First post has also been updated to include the new version.

Download!
Alright, I just tested my level and ASMagician Maks's level in that new download, and I don't think I encountered any problems this time!
will any levels have green doors to skip to the end of the level like in vldc9 or the words kaizo marked on the level names, for levels like the second worst ranked level that is too hard for most people
sky map music

comment & rate
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
oops i forgot to do this, thank you maxo

lowest-ranking map music



edit: also maxo i looooove what you did with the sky map music. vibrato-y legato @0 and @5 chords are a great combination!!!

you know i was thinking about the switch palaces, and do we really have to make levels for them? i mean i know people have already started them, but really think about how useful the idea is

it made sense in vldc9 because the judges for the contest you were playing made the levels. but why are we outsourcing levels for a contest that happened year(s?) ago to the first people to claim them in a discord chat? the switch palace levels are being made after the contest has ended long ago, have literally no connection to the contest, and are made by users which frankly have no significant connection to the contest. it doesnt make any sense.

it barely made sense to have the switch palaces be actual levels in vldc9 given the staff and judges made levels anyways (could be misremembering), but here it is ridiculous. its the same thing as people asking for some kind of postgame entirely disconnected from the original contest, it just doesnt make ANY sense.


I think the only proper way to handle the switch palaces is either a hub level where they can be activated/deactivated on a whim, or a more fun idea that would require some work would make them activatable from the overworld (walk onto the tile to press it, walk back over it to unpress it). Since all switch palaces connected to the contest itself were designed this way (because surprise surprise, they have nothing to do with the contest!) it's how they should be handled for the collab.

no disrespect to anybody that has been working hard on the switch palaces... for some reason. but unless you were a judge or hold some sort of stake in the contest itself, having 4 levels for the community to "claim" in a collab of over 100 levels is frankly dumb.

#smrpg{y}
ask me if i give a f*ck...
Originally posted by Brutapode89


Ah? Too bad.



VLDCX had about 200 entries - that's very much impossible to fit all of them in a collab rom (even if the rom size could be increased to 8Mb they still all won't fit)

moving on, I'll see if I can try out the latest VLDC11 demo later this week
Originally posted by Hobz
-snip-

with all due respect, you're complaining about switch palaces being made by people who had no connection to a contest... in a contest compiled by someone who had no connection to a contest to begin with.

we have people taking time out of their day to do something no one even gave any second thought to. i think the dudes should design the switch palaces however they want without having to worry about the small stuff.

Originally posted by erpster2
VLDCX had about 200 entries - that's very much impossible to fit all of them in a collab rom (even if the rom size could be increased to 8Mb they still all won't fit)

moving on, I'll see if I can try out the latest VLDC11 demo later this week


the only possible way i could conceivably see a vldcx comp work is if the comp was split into two different collab roms. but even then, that's like starting 2 massive projects, and i'm pretty sure no one wants to do that. well i say that now, but i could very well be surprised

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STELLA!
Originally posted by Hobz
you know i was thinking about the switch palaces, and do we really have to make levels for them? i mean i know people have already started them, but really think about how useful the idea is

it made sense in vldc9 because the judges for the contest you were playing made the levels. but why are we outsourcing levels for a contest that happened year(s?) ago to the first people to claim them in a discord chat? the switch palace levels are being made after the contest has ended long ago, have literally no connection to the contest, and are made by users which frankly have no significant connection to the contest. it doesnt make any sense.

it barely made sense to have the switch palaces be actual levels in vldc9 given the staff and judges made levels anyways (could be misremembering), but here it is ridiculous. its the same thing as people asking for some kind of postgame entirely disconnected from the original contest, it just doesnt make ANY sense.


I think the only proper way to handle the switch palaces is either a hub level where they can be activated/deactivated on a whim, or a more fun idea that would require some work would make them activatable from the overworld (walk onto the tile to press it, walk back over it to unpress it). Since all switch palaces connected to the contest itself were designed this way (because surprise surprise, they have nothing to do with the contest!) it's how they should be handled for the collab.

no disrespect to anybody that has been working hard on the switch palaces... for some reason. but unless you were a judge or hold some sort of stake in the contest itself, having 4 levels for the community to "claim" in a collab of over 100 levels is frankly dumb.

#smrpg{y}



Why complain about something that people are willingly volunteering for, nobody had issues with, and the project is already deep in development. It does more good and overall opens more slots for creativity.
both of the above responses are the equivalent of that "shhh! let people enjoy things" meme and i feel that sentiment is entirely displaced.

first off, the idea of "nobody said anything so nobody has any problems with it" is the absolute laziest, most ignorant way of dismissing criticism. people can have opinions without vocalizing them.

secondly, the idea of it not hurting anybody can be countered with the idea of level creators not planning for their levels to be directly related to another person's level. if somebody put green switch blocks in their level and a switch on their submission's overworld to allow you to play it with or without, suddenly blocking the author's intended experience behind a completely unrelated level made years later is not at all in the spirit of the contest. if you would've told people that switch blocks would be dependent on the player beating a completely unrelated author's level first, i can guarantee you that a lot less people would use switch blocks at all.

thirdly, it's not vapid complaining as was implied above, it's voicing a concern. which is the point of a collab. the project leader can ignore my posts if they want, it's up to them, but speaking on their behalf and trying to dismiss me without actually addressing the core point of my argument is not in the spirit of collaboration.
ask me if i give a f*ck...
Originally posted by Hobz
both of the above responses are the equivalent of that "shhh! let people enjoy things" meme and i feel that sentiment is entirely displaced.

first off, the idea of "nobody said anything so nobody has any problems with it" is the absolute laziest, most ignorant way of dismissing criticism. people can have opinions without vocalizing them.

secondly, the idea of it not hurting anybody can be countered with the idea of level creators not planning for their levels to be directly related to another person's level. if somebody put green switch blocks in their level and a switch on their submission's overworld to allow you to play it with or without, suddenly blocking the author's intended experience behind a completely unrelated level made years later is not at all in the spirit of the contest. if you would've told people that switch blocks would be dependent on the player beating a completely unrelated author's level first, i can guarantee you that a lot less people would use switch blocks at all.

thirdly, it's not vapid complaining as was implied above, it's voicing a concern. which is the point of a collab. the project leader can ignore my posts if they want, it's up to them, but speaking on their behalf and trying to dismiss me without actually addressing the core point of my argument is not in the spirit of collaboration.


It's a literal passion project and there isn't much need to make yourself seem entitled like this. And also, Look, just because of your whole imaginary situation of creators taking Switch Palace levels so personally that it stops them from even using the blocks is incredibly petty and quite frankly unrealistic. Even if they do take it seriously, it's their problem and not the people behind the compilation. If it really was such an issue there'd be more of an outrage behind the whole thing.
Dowloaded the latest demo, Mario dies on the title screen.
(don't mind me, just here to comment on the music shit)

Originally posted by Maxodex
sky map music

comment & rate


is that 5/4 I see??? 👀

Anyway, I love the feel of this one a lot, especially with how the odd time signature makes it sound more rushed, like the song doesn't stop to breathe, which is very nice for a sky map haha; also god I really wished I fucking knew how to make such good sounding lead melodies because I suck at them lmao, chords and drums are also very nice as well :P

(also tfw we actually used odd timesigs in both our songs to convey different but fairly specific feelings as well lol, that was actually nice to see #smw{^_^;})
Layout by Mathos
Mario have a weird green skin color in the level "hunted as [...]" (the level that have the 1st place)
Next demo is out for playing! Includes some errors and bugs patched out, plus an exit counter for each level! Still a bit of a work-in-progress though, as it doesn't yet work properly for bsnes and does not include the Dragon Coin/Moon counter. Still handy!


Download!
Hey, it's been real busy for me as of lately and I don't think I'll have any time to compose something for the Highest Ranking map soon. I don't wanna be holding that off indefinitely.

If anyone else wants to claim it, then feel free.
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