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24h SMW II: Discussion

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24hoSMWDiscussion

Another question: Are we allowed to add new movements after the original movements (using an ASM patch, so the original movements remain)?

(Just trying to clear up any technicalities I can think of.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Pretty sure it's just the original movements only.
Well, made a quick something that looked like a title screen, simple and plain.Not the best, but still pretty good...
Your layout has been removed.
I wonder how many people are using the modus operandi of "try to fit in as many ridiculously close calls as possible"? I certainly know that I am. :V
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Originally posted by yoshicookiezeus
I wonder how many people are using the modus operandi of "try to fit in as many ridiculously close calls as possible"? I certainly know that I am. :V

Yo. In fact, mine almost looks like it could be a Kaizo level. There's one part where I run and jump off a note block that's one tile directly underneath a spike and then do a shell jump just in time to nearly get hit by a baseball.
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Originally posted by Zeldara109
Another question: Are we allowed to add new movements after the original movements (using an ASM patch, so the original movements remain)?


No. Stick with the original movements only.
Hopefully this time, I won't mess up my patches and use a messed up unheadered ROM.

If I do mess this up, anyone may hit me on the head with a hammer.


That is all.
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I updated my entry a little bit. Check it out. Made another close call thing.
Omg, I may actually have ideas for this :O
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I don't think so. There are others that certainly will. ycz's entry is pretty cool, but feels kaizo-ish at some points. I don't think there's a rule regarding automatic kaizo levels.
My entry is 1000000000000000000000% better than yours, MarioStarLuigi!

I'm now awaiting the results and my 1st place spot.
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

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Status: Dead until I regain interest. Link to hack thread.

I can't think of anything other than a standard level. I guess that will have to work.

Darn. #w{:<}
Originally posted by TRS
I can't think of anything other than a standard level. I guess that will have to work.

As long as you do it well, I don't think that making a normal level is necessarily a bad thing; the entries I've personally been the most impressed by so far are simply ones where it looks like the title screen level is being played through competently, without doing stuff like running into walls or pointlessly standing still.

Originally posted by Ripperon-X
ycz's entry is pretty cool, but feels kaizo-ish at some points.

Yeah, that's pretty much what I was aiming for: placing as many hazards around Mario as possible without him actually dying. I am not entirely certain how feasible playing through my entry normally would be.
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Get the official ASMT resource pack here!

I just "played" all the entries so far (unless I accidentally missed one) and mariocool1999's entry made me laugh. I think it was ripperon's entry that I thought stood out and would be tough competition. I liked ycz's entry as well. I don't remember who all did what entry tho.
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I hope you checked through the update, Sokobansolver. It has a little addition.
Guess my entry wasn't that creative, but I think it's worth it. I played some of the entries, and I did like them, especially YCZ's and Sokobansolver's. Perhaps I might use this entry and modify it to be a kaizo level in a kaizo hack I'm making.
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It looks like my level isn't that creative either, but at least I submitted something. This is the first contest for me by the way, so I may get better next time.

EDIT: As a plus, I added the level to the overworld (in the place of YI1) so you can play it if you want to. It's pretty short though, about 6 or 7 screens long.
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24hoSMWDiscussion

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