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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 4 5 6 7 8 9 10 11 »
Hello~ Could I ask a question?

Can I edit map16's act like?
For example,wood tlile act like exit pipe,pipe tlie act like bush tile...

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My Poor English Skills...
You can play my VLDC12 entry here!
Originally posted by KitikuSa
Hello~ Could I ask a question?

Can I edit map16's act like?
For example,wood tlile act like exit pipe,pipe tlie act like bush tile...

My understanding is that you can copy tiles and make them "act like", but don't do the modifications on the original tiles (pages 0, 1, 2, 80, 81 needs to be untouched).

Damn, I've been waiting for the contest for like 2 months, and now I'm like "my level design is crap, I have no creativity, what's the point?" #tb{¬_¬}

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Super Mario Pants World
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New Super Mario Pants World
I'm READY!!!

Looks like it's gonna be fun.
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"Submitting a kaizo level will get you disqualified".

How do I know if my level is kaizo?

Fx, if there is a required spinjump on a saw is it kaizo?
Sounds interesting. I'm claiming level 2 and sub-levels 120 and 121 for my entry.

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You can download my VLDC12 entry Here - final update
Can my level be disqualified if addmusic is dumb and automatically replaces the opening message(Welcome to dinosaur land) song with the here we go song. Do I need to change it myself or I am not allowed to?
Originally posted by jirok
"Submitting a kaizo level will get you disqualified".

How do I know if my level is kaizo?

Fx, if there is a required spinjump on a saw is it kaizo?

No, that's a pretty standard level maneuver, and an original SMW example encouraging (though not mandating) it would include a segment of Wendy's Castle. So, through exposure, most every SMW player should know it is possible to do. Even if you had them keep the spin jump on the saw over a pit, it's still a safe technique to use without being called a Kaizo.

Your level is Kaizo if it is defined by techniques requiring a great deal of precision with each movement and specific reaction times or lengths of button hold for jumps with almost no leeway. The average player would be dependent on savestates. An example of Kaizo would be if you absolutely had to perform shell jumps, jump as a small Mario to make an otherwise impassible Clappin' Chuck jump so you had to run under him, exploit a double item-carry bug to be able to continue, just to name a couple, which are techniques a causal player would struggle greatly with. The saw is big enough where, though you have to pace yourself with it, it doesn't require so much precision that it would be called a Kaizo thing. What elements you surround it with may impact that: e.g. low muncher ceiling over the saw path while having to squeeze between that and a Parakoopa/another saw coming at you.

If you look around the Kaizo hacks forum to see some screenshots and videos of what people make for this enthusiast genre, you should be able to recognize these techniques apart from what you see in most hacks and commercial platformers. It has to be something you really intend to design with great knowledge of the game's mechanics; it's kind of hard to do Kaizo by accident.

Just look above you...
If it's something that can be stopped, then just try to stop it!
I was wondering: wouldn't be great to use the SMWFixOfficial patch I made? You can find it here.

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You can download my VLDC12 entry Here - final update
Originally posted by msi810
Can my level be disqualified if addmusic is dumb and automatically replaces the opening message(Welcome to dinosaur land) song with the here we go song. Do I need to change it myself or I am not allowed to?

Question: Does AMK actually replace the intro song with Here We Go?

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
Question: Does AMK actually replace the intro song with Here We Go?


If you download an unchanged Addmusic 1.06 and you insert the music without changing anything other than adding a new song. It doesn't change anything in the txt file. It just plays the here we go song instead of the welcome song in the game. I also tried this with a clean rom except making it 2MB and without adding any new songs and it's the same problem. So it seems like it's just packaged in such a way that in the game it plays the here we go song instead of the welcome song.
I don't think I'm interested in participating in this contest. I'd much rather prefer the chocolate level design contests. And the results for the chocolate level design contest that was done a few months ago that I made a level for aren't in yet, so I don't yet know what I did wrong and how I could improve my level design for future contests such as this one.

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The thing is: It does not matter! AddmusicK makes it so that the intro song is now tied to the level instead of hardcoded in the ROM. But it never removes or replaces the song, it's still there. Replacing the song Welcome might give you trouble but changing which song plays in the intro? It isn't going to get judged anyway.

And besides: If you couldn't change the intro song then why can you use custom musics in your levels in the first place? If you use them, you basically replace the original song by the definition of your intro example. And if that were the case then what's the point of allowing AMK in the first place?

tl;dr You're making a problem which doesn't exist.

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
The thing is: It does not matter! AddmusicK makes it so that the intro song is now tied to the level instead of hardcoded in the ROM. But it never removes or replaces the song, it's still there. Replacing the song Welcome might give you trouble but changing which song plays in the intro? It isn't going to get judged anyway.

And besides: If you couldn't change the intro song then why can you use custom musics in your levels in the first place? If you use them, you basically replace the original song by the definition of your intro example. And if that were the case then what's the point of allowing AMK in the first place?

tl;dr You're making a problem which doesn't exist.


Okay, I understand, thanks. I was just worried that it could get disqualified because it would create problems with making a possible compilation hack, which the rules(the submission paragraph) says that they might do.
Edit: Also when i meant changing the music i meant changing it in Addmusic txt file not in lunar magic, if i'm correctly understanding what you were saying.
I'm a tad rusty since it's been ages since I've dabbled in SMW ROM hacking, and I saw this and thought about getting back into this by entering this. Since I've never entered a VLDC before, I want to ask, do you have to sign up anywhere, or can you just outright submit a level?

Of course, I'm not expecting myself to place spectacularly since I am out of practice, but hey! Wouldn't hurt to give it a shot for fun :P
Originally posted by codfish1002
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?

I...hmm. Looking through the files, it appears we...forgot to add them. Oops. Well, since we definitely intended for them to be used, you can download them from the graphics section. Sorry about that.
As for your second question, you may only submit one level.

Originally posted by KitikuSa
Hello~ Could I ask a question?

Can I edit map16's act like?
For example,wood tlile act like exit pipe,pipe tlie act like bush tile...

You can, but you have to make a copy of that tile and put it into your custom map16 page. Don't directly edit the tiles on pages 0, 1, 2, 80, or 81.

Originally posted by jirok
"Submitting a kaizo level will get you disqualified".

How do I know if my level is kaizo?

Fx, if there is a required spinjump on a saw is it kaizo?

That's not Kaizo. Basically, look up some Kaizo:Light hacks and see the kinds of things they do, then avoid making your level that difficult. Basically, if you've never made Kaizo before, you probably aren't at risk of making a Kaizo level accidentally. Just avoid making things too hard, and seek feedback from others before submitting your level. Counterfeit also gave a pretty good explanation.

Originally posted by Rykon-V73
Sounds interesting. I'm claiming level 2 and sub-levels 120 and 121 for my entry.

There is no claiming of levels and sublevels, but I get the feeling this is also just a joke :)

Originally posted by Rykon-V73
I was wondering: wouldn't be great to use the SMWFixOfficial patch I made? You can find it here.

We thought about it, but your SMW-Fix has a ton of very subjective changes that don't always preserve the spirit of pure vanilla, and out of the nearly 200 minor changes you include as possibilities, we found we only needed maybe a dozen of them. So we grabbed the few that we needed and put them in a smaller asm file for our patching purposes. Yours was definitely considered!

Originally posted by msi810
Can my level be disqualified if addmusic is dumb and automatically replaces the opening message(Welcome to dinosaur land) song with the here we go song. Do I need to change it myself or I am not allowed to?

That won't disqualify you. I've seen it happen with so many hacks, plus the intro level isn't counted for scoring at all. Don't worry about it happening.

Originally posted by Luther
I'm a tad rusty since it's been ages since I've dabbled in SMW ROM hacking, and I saw this and thought about getting back into this by entering this. Since I've never entered a VLDC before, I want to ask, do you have to sign up anywhere, or can you just outright submit a level?

Of course, I'm not expecting myself to place spectacularly since I am out of practice, but hey! Wouldn't hurt to give it a shot for fun :P

No need to sign up! Just make a level and have fun!
Rule update: idol brought to my attention that the shared map16 page on page 2 blocks the use of LM's more recent custom tide feature:


I didn't even know this feature existed, or that it required specific tiles on page 0x2 to be available to use it. I definitely didn't intend to prevent its use. So, to fix our mistake, we're allowing the editing of Map16 tiles 0x200-0x20A if and only if you are going to use the custom tide feature in your level. Please do not edit them if you aren't.

In the future, I'll definitely remember this and keep those tiles clear for use.
We are allowed to use "Mode 7" (GFX27) Graphics?
Hey guys. My name is Gabriel. I am posting this here because I don't know if I can post it anywhere else. Just wanted to let everyone know that I will be Participating in this Contest as well. This will be my Second Attempt at a VLDC Level. My first was made for VLDC9 I believe. The Level was Frozen Mirage and out of (I think) 115 Entries, my Level got 98th Place. I wish to do better than that, so I am giving it another go for VLDC12.
Take this with a grain of salt, but I'm not sure if I can agree with the "Yoshi Immunity Fix" being part of the base ROM, because that doesn't seem to be considered "vanilla" behavior to me. Someone else pointed out something:

Originally posted by zacmario
This still be useful to those who don't desire immunity, but I don't believe its a bug, the original cheesebridge basically had this as an optional gimmick.
I think the idea orignates from kuribos shoe and munchers.


It's quite contradictory, to be honest. Just like where VLDC8 made Grinders and Diagonal Podoboos immune to sliding but was changed back in VLDC9 onwards.

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100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


I noticed that the Layer 3 graphics files are already inserted into the rom. Do we need to remove the unused ones before we submit our entry?
Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
Forum Index - Important - The 12th Vanilla Level Design Contest - VLDC12 - Discussion and Questions

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