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Yoshifanatic - Triangle Dimension
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 9th Annual VLDC Level Design Contest - Yoshifanatic - Triangle Dimension
Pages: « 1 »
Just got through with making my VLDC9 entry, so I've decided to post it so you guys can see it:

Link to the IPS patch

My level is pretty self explanatory. Mario finds himself in a weird dimension where everything (besides the enemies and coins) is made up of triangles.

Any feedback would be appreciated.


You'll need to use your acute senses to find the right path through this dimension!


Can't make a level without involving Yoshi in some way. XD


*insert unoriginal meme here*

Also, a few notes:
- I haven't yet chosen a custom song to play in the goal sublevel. The player will likely spend all of 5-10 second there though, so it's not like it will matter all that much.

- It'd be nice if Rope Fix 1 and 2 were applied to the base ROM because both of the line guided rope related glitches can occur in one part of my level.

- Despite appearances, very little graphical editing was used to achieve the effects used in my level. The only editing I did was swapping around the colors for certain tiles.

- This level is designed similarly to some levels in my hack, Yoshi's Strange Quest. If you've played that, see if you can spot the similarities.

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Originally posted by chineesmw
Originally posted by yoshifanatic
*insert unoriginal meme here*




Ooooh, interesting idea. I love how geometrical shapes are even being involved in a VLDC entry. Mathematics all the way! :p
Recent Hacks:
- Hazardous Halloween
- Sweet Land
- Super Mario Colors
Other SMW Playlists
The Doritos Dimension

--------------------
Your layout has been removed.
Originally posted by yoshifanatic
acute senses


:P

I liked the level! Some stuff killed me because I just didn't see it, since everything is so unusual and hard to get used to, but the concept is pretty great. And the secret exit was super creative but really difficult (I guess you were aiming for something difficult though).
This level gives me a whole radical 80s aesthetic vibe.
Your level is off-the-hook bodacious!
No really, the aesthetics are fantastic.

I think some saws would benefit from having their orientations changed to upwards. Some of the downward facing ones get into borderline unfair positions when you're on the line-guided platforms.
Originally posted by chineesmw

*insert quoted picture here in a spoiler*

Ooooh, interesting idea. I love how geometrical shapes are even being involved in a VLDC entry. Mathematics all the way! :p


Thanks. :)

I'm pretty happy with the results I got with this aesthetic, especially since it didn't hinder me much when designing the level. I was initially going to make the land triangles solid on all three sides, but I had to scrap that because SMW lacks tiles like "45 degree slope on top, solid on bottom" and it would have been annoying to work around that and would result in wonky collision detection at best on any non 90 degree corner.

Originally posted by leod
The Doritos Dimension


If I colored everything in my level shades of red, orange and yellow and was a bit more creative with level names, that could have been a potential level name for my level. XD

Originally posted by GbreezeSunset
:P

I liked the level! Some stuff killed me because I just didn't see it, since everything is so unusual and hard to get used to, but the concept is pretty great. And the secret exit was super creative but really difficult (I guess you were aiming for something difficult though).


I'm glad you liked my level. :)

Also, I was aiming for the secret exit path to be fairly difficult. The first half is meant to be somewhat easy in order to make up for the fact that the midpoint is located at the start of the secret exit path (and to make it easier to get to the secret exit path). and thus I couldn't use it during the first half. Any particular part that stood out as being really hard, in your opinion?

Originally posted by Agent Q
Your level is off-the-hook bodacious!
No really, the aesthetics are fantastic.

I think some saws would benefit from having their orientations changed to upwards. Some of the downward facing ones get into borderline unfair positions when you're on the line-guided platforms.


Thanks! :)

I'm pretty happy with how the aesthetics turned out. It's pretty cool too how much I was able to do with very little graphical editing and under VLDC9 vanilla conditions.


Also, I never had too much issue with the upside down saws near the line guided platforms, but I suppose it won't hurt to change it.




Also, real quick, I've made a few adjustments to my level, mostly some minor stuff that I noticed during my first test that I forgot to fix:

- Made some adjustments to the final line guided platform in the first half so that it always moves counter clockwise along its line guide and never starts going clockwise.

- Put a coin where the invisible mushroom is during the second half to make it easier to find.

- Put an invisible coin block ceiling in the goal sublevel in order to prevent the player from stomping on lakitu (or simply going too high) as doing so causes the goal tape to rise up higher than it's supposed to for some reason.

- Changed two of the upside down chainsaws into the right-side up versions (specifically the two that shared a line-guide with a platform), at Agent Q's request.

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Originally posted by yoshifanatic
Any particular part that stood out as being really hard, in your opinion?


Well, I went ahead and played it again, and I had an easier time this time, since I did it mostly without savestates. That seems kinda weird, but it's because I realized that most of the stuff that kills you, kills you because you don't know what is going to happen next. If you play it a lot, you remember where things are and it's easier. It's still difficult, but it's good that it's not "precision difficult". Still, there were some parts that might be too hard.

I didn't know if you wanted me to spinjump on the fuzzy or just normal jump; either way, it's pretty precise with two chainsaws to dodge.



I assumed here that I was supposed to jump on the chuck, but it's really annoying because the chuck bounce sends you in random directions and usually kills you. Also, if you make it to the ledge to the right, there's only two safe tiles to land on, with a spike right next to it.



Also, it's weird that the rope fix 1 and 2 don't fix this issue. It seems to only happen at this spot:



I read what you posted in the discussion thread; so the patch doesn't prevent against the glitch if the rope is moving up?
Originally posted by GbreezeSunset
Originally posted by yoshifanatic
Any particular part that stood out as being really hard, in your opinion?


Well, I went ahead and played it again, and I had an easier time this time, since I did it mostly without savestates. That seems kinda weird, but it's because I realized that most of the stuff that kills you, kills you because you don't know what is going to happen next. If you play it a lot, you remember where things are and it's easier. It's still difficult, but it's good that it's not "precision difficult". Still, there were some parts that might be too hard.

I didn't know if you wanted me to spinjump on the fuzzy or just normal jump; either way, it's pretty precise with two chainsaws to dodge.



I assumed here that I was supposed to jump on the chuck, but it's really annoying because the chuck bounce sends you in random directions and usually kills you. Also, if you make it to the ledge to the right, there's only two safe tiles to land on, with a spike right next to it.



Also, it's weird that the rope fix 1 and 2 don't fix this issue. It seems to only happen at this spot:



I read what you posted in the discussion thread; so the patch doesn't prevent against the glitch if the rope is moving up?


I see. It sounds like there may be some trial and error involved if that's the case. When I designed the secret exit section, I had to make sure that it was possible to avoid damage regardless of whether you triggered a line guide platform/rope early or late (though triggering something too early is not recommended). However, it's generally advantageous for the player to be patient and not attempt to make a jump or get past an obstacle until they've had time to see what is up ahead. I feel that I gave the player enough time to react to most of the obstacles, but if not, then I probably need to make a few adjustments.


Anyway, I've updated the IPS patch again, and I've made two changes to my level based on what you suggested I look at.

- For the first thing, I've moved the saws to the same spot, made one upside down, and moved them to a different spot so it should be easier to avoid them, at least when you have to jump towards that platform. Also, I intended the player to either spin jump off the fuzzy or make the jump without the fuzzy in this spot. It's up to the player to decide which way of passing that obstacle is easier/better.

- For the second thing, I removed one of the nearby fuzzies so that the jump onto the chuck is easier. I also got rid of that spike on the platform you have to land on after jumping on the chuck.



Also, as for the bug, Rope Fix 1 only fixes the bug when Mario is pushed off the rope by a wall, not when he is pushed off by a ceiling. I found a way to fix it for when Mario touches a ceiling without simply making him let go (as that would be kind of a cheap move and not make much sense) by making it so that he is pushed downwards a tiny bit every time he touches a ceiling while on a rope (he will automatically let go if he is pushed off the bottom). This fix isn't applied in the updated IPS patch though, because I couldn't get it to work with the SA-1 for some reason. If the fix is added to the base ROM, I'll update the IPS patch again.

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Alright, the deadline has been passed so now I'm wondering how my level will fare in this contest once the judging starts? I wish everyone good luck with their entries!


Also, I'd like to thank both GbreezeSunset for giving me feedback on my level and Frost for playing my level and giving it a ranking in her thread.

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Pages: « 1 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 9th Annual VLDC Level Design Contest - Yoshifanatic - Triangle Dimension

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