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VLDC12 - Discussion and Questions
Forum Index - Important - The 12th Vanilla Level Design Contest - VLDC12 - Discussion and Questions
Pages: « 1 2 3 410 11 »
Originally posted by Dispace
For VLDC12 overworld contest, Only using vanilla type overworld graphics but customization are allowed. And what's restrictions?

I'm not entirely sure what you're asking since there is no overworld contest. But if you're asking what the restrictions are on editing your overworld, technically there are none but nothing you change on the overworld will have any effect on the score your level gets, so don't waste too much time on the overworld.

Originally posted by Roberto zampari
Is there a possibility for making map for levels, remixing musics or something?

VLDC7, VLDC8 and VLDC9 were the best SMW hacks.
I missed these VLDC SMW hacks.

I just answered this earlier when responding to Infinity.

Originally posted by qantuum
Hello.

I've had trouble for a while with layer 3 stuff, I don't exactly understand.
But here, when I click on the .mwl files provided for layer 3 backgrounds, I receive a notification of ExGFX missing. But I have already extracted the ExGFX, so how comes? Or should I place the layer 3 tiles by myself in the layer 3 editor?

Also is it allowed to mix the sprites' GFX. Thanks.

Hmm I assume that the .mwl files were probably made expecting specific ExGFX numbers but we re-numbered them for the base rom. I suppose that means the .mwl files aren't so useful... I didn't really test them. If nothing else, we link all the backgrounds in the Rules post so you could download the files again and look at them for reference. You shouldn't need to place any tiles yourself though, since the Layer 3 tilemap files would organize the background for you. Check out the included "Layer 3 Info.txt" file in the archive for more details.

Originally posted by Galaer
I'm not good with music, so can anybody tell me what is this MSU-1. Also if SMW Music stored on this site has it? And if so, how to recognize MSU-1 usage?

It allows for CD-quality audio and video, but also requires a file system setup and including .pcm files with your entry, as well as specific versions of emulators, and I don't want to deal with all that. Plus who knows, it could probably be used for more than just music and open up weird possibilities to break the rules.

Originally posted by MM102
Are we allowed to edit global songs such as the P switch, goal, and death themes? I feel like I remember VLDC11 stages with edited P switch music, and if so, does it count as a part of the 4 songs we can have?

I just updated the rules to include some clarifications about the Music Rules and this is covered in them. In short, no you can't use AMK to overwrite original SMW songs, except for the title screen and nintendo presents.
The return of the hard 1-exit limit is incredibly disappointing. I don't understand why the judges don't just dock points for poor utilization of a second exit/the level being too long rather than foisting an arbitrary rule upon the participants.
Originally posted by Lazy
I can't help but notice there's quite a lot more pre-inserted patches in this baserom compared to VLDC11's. Looking at the list, a lot of these patches feel less like objective bugfixes and more like arbitrary changes to how the game works. Things like Yoshi being immune to line-guided sprites and getting hurt by grey bowser statues, Thwomp proximity wrapping around the screen, and hammer bros throwing hammers in lava are technically glitches, but most prefer to think of them as mechanics that could be (or already have been) used for level design purposes.

I think that for future VLDCs, the patches should be limited to the bare essentials (crash fixes, common visual fixes, SA-1) whereas all "glitches" that could potentially be exploited for gameplay purposes should just be left alone. To me, the opportunity to explore vanilla SMW quirks is one of the biggest draws of VLDC and I'm sad to see them gradually purged like this.

I can agree with this,mainly to be consistent regarding the glitches that get patched out and the ones that doesn't
Originally posted by shane
The return of the hard 1-exit limit is incredibly disappointing. I don't understand why the judges don't just dock points for poor utilization of a second exit/the level being too long rather than foisting an arbitrary rule upon the participants.


They did. Oh man they did.

After seeing "SECRET EXIT: YES" for the 50th time judging VLDCX, I'm perfectly fine with a hard exit limit for every contest going forward until the end of time.
Originally posted by Noivern
SECRET EXIT: YES

Can you please spoil shock text

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Twitter
I added two images to the Graphics Rules to help explain Tile Recoloring and Tile Merging. I'll post them here too in this collapse tag:
When I use an auto-scrolling layer 3, the statusbar scrolls too #tb{'_'}...
If you put layer 3's initial Y position to C0, the statusbar don't appear, only the item in the reserve.

Is there a way to fix this ? (it's maybe a problem with the base ROM)
When trying to use the layer 3 tide, for some reason Mario sometimes walks in the water, and he'll sometimes stand on nothing for a moment then swim like normal.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Good luck, gals!

I'll see if I can craft something up this time.

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YouTube
VLDC huh, I might as well give a try on this one

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hello 🙂
Originally posted by Noivern
Originally posted by shane
The return of the hard 1-exit limit is incredibly disappointing. I don't understand why the judges don't just dock points for poor utilization of a second exit/the level being too long rather than foisting an arbitrary rule upon the participants.


They did. Oh man they did.

After seeing "SECRET EXIT: YES" for the 50th time judging VLDCX, I'm perfectly fine with a hard exit limit for every contest going forward until the end of time.

And if the entire goal of the contest was to streamline the judging process, that solution would make perfect sense. Given that the contest seems to be more geared towards encouraging creativity with vanilla assets, removing an entire vanilla gameplay element from the pool of design possibilities is throwing the baby out with the bathwater and antithetical to the point of the contest. A solution that's more designer and player oriented would be to not volunteer as a judge if you do not wish to invest the time to judge the contest. I'm sure there isn't a dearth of people in the community would jump at the chance to judge VLDC; you can look at all of the fan judge threads for proof of that.
I can see where you're coming from, but I also sort of disagree, because people are still free to have multiple paths or rewards that aren't a second exit in their entries. If one's idea involves branching the level, they can still find ways implement it if they think it's worth it. Plus, do note that single exit doesn't mean players will obligatorily only do a single run of the stage if they feel they missed something, and be assured judges will not play levels just once.

On the other hand, the simple fact a contest allows secret exits encourages people to go beyond their original idea just for the sake of making more stuff, generally producing too long and disjointed stages. It's a fact. I think it's a worthy sacrifice to raise general level quality, not only to judges, but also to players in general, who would usually not even bother with the bad secret exits anyways.

Having to play a level twice outside the context of a game is kind of silly anyway.

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Twitter
i have a question here

can i modify unoccupied map16 tiles to merge a tileset or no?

do i have to claim a certain level number or do i have to use some other level and make a thread of it like for ex 1 or 5?

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This is my layout i plan on adding one soon

I have a discord server smwc users only


https://discord.gg/asqCguX
Originally posted by codfish1002
i have a question here

can i modify unoccupied map16 tiles to merge a tileset or no?

do i have to claim a certain level number or do i have to use some other level and make a thread of it like for ex 1 or 5?

You can modify any map16 as long as they're not on pages 0, 1, 2, 80 or 81. Also, you don't need to claim any levels, and the people making threads are just doing it for fun and feedback.

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To add a bit to the secret exit discussion, others have mentioned most of my talking points. At this time I'm unwilling to let them back in, especially in a format where time limits don't exist. If I were to consider them once more, I would certainly look to place a time limit again. Like Koopster mentioned, I'd say a good 95%-98% of secret exits detract from a level's experience in a contest, because the point of a secret exit in a regular hack is to actually hide some kind of reward or progress. In a contest, there is nothing like that, so it's just more level for the sake of having more level.

It's exceedingly rare that I play a contest level where the secret exit is actually beneficial to the level's design. Almost every other time I'm scoring someone down for adding one because it adds little to the level. While their removal was definitely, in part, motivated by easing judging burdens after VLDCX, I like to believe that their exclusion also helps designers stay more focused on their levels and score higher overall.
Oh boy, it's once again time for a bunch of folks to pour their pure essence into a single level for a yearly competition! I think I'm gonna give VLDC another shot after my previous attempts at it, should be fun.

Good luck to everyone else participating!

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What is a Lunar Magic, and can I eat it?
So I read something about merging tiles, how exactly do you do that in YYCHR? (Or if it is done in lunar magic.)

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Currently working on: Princess Peach Alpha
Are the GFX editing rules also valid for the layer 3 BGs?

Does the base ROM includes a non-layer 3 status bar patch for the layer 3 BGs?
Originally posted by slakkmichael
So I read something about merging tiles, how exactly do you do that in YYCHR? (Or if it is done in lunar magic.)

When I've merged stuff in the past, I literally resort to just manually drawing the tiles on top of one another because there is no transparent paste function in the version I use. It accomplishes the same thing but is a little inconvenient. But I don't have a better way available.

Also I answered MORC's questions in Discord:
Quote
FPzero Today at 1:24 AM
There is no other non-layer 3 status bar patch included
we tried adding a sprite one but we need to revise the sprite status bar for compatibility
and yes, the gfx rules apply to layer 3 stuff too
I have 2 questions

1 Where are the chocolate mountain hills i cant seem to find them and the layer 3 gfx list in the vldc baserom doesn't mention them at all

2 can i make more than 1 level or am i only limited to make 1 level?

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This is my layout i plan on adding one soon

I have a discord server smwc users only


https://discord.gg/asqCguX
Originally posted by codfish1002
1 Where are the chocolate mountain hills i cant seem to find them and the layer 3 gfx list in the vldc baserom doesn't mention them at all

You mean the graphics? They are found alongside the rest of the Grassland 1 backgrounds i.e. GFX19.

Originally posted by codfish1002
2 can i make more than 1 level or am i only limited to make 1 level?

Only one level. It always have been like that, the rules mention only "level" but not "levels" (unless it's about levels in general) and the secret exit rule doesn't make much sense if you can submit multiple levels.

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Okay, my layout looks ugly.
Pages: « 1 2 3 410 11 »
Forum Index - Important - The 12th Vanilla Level Design Contest - VLDC12 - Discussion and Questions

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