A small hack with like, say, 7-8ish levels max would be cool. The collab concept is extremely interesting. I also second doing a Layer 2 level next time because those are pretty fun. Maybe also one with autoscrolling?
I claim 14 on 09 (to finish that level)
And what are we (najeraldo) going to do about the overworld? Is it gonna be like in a chain concept or one is going to make it all?
I don't think doing the overworld in chain would be a good idea, so it would be one supmap per person.
About making the next level layer 2, yes, but which layer 2 sprite are we going to use? Not all the sprites work in every screen.
I decided to do another screen and help out. One thing though, could everyone who is submitting say what level and what screen they are doing.
Also if would be nice too if the direction of the level was stated on the first page. For example is the level from left to right or right to left or top to bottom or bottom to top.
Also also, what about sprite bouncy? It should be stated if sprite bouncy is used or not, as I was having some of my enemies disappear even when on sprite setting 10. Or is this using the no more sprite tiles limit patch?
Anyway, here is my entry. It is level 107 and screen 15.
I decided to do another screen and help out. One thing though, could everyone who is submitting say what level and what screen they are doing.
Everyone's been doing this from the beggining.
Originally posted by Final Theory
Also if would be nice too if the direction of the level was stated on the first page. For example is the level from left to right or right to left or top to bottom or bottom to top.
Good idea, added it to the first post.
Originally posted by Final Theory
Also also, what about sprite bouncy? It should be stated if sprite bouncy is used or not, as I was having some of my enemies disappear even when on sprite setting 10. Or is this using the no more sprite tiles limit patch?
You mean sprite buoyancy? It can be activated if needed so you can assume it will be used in every level unless there's no water/lava sprites. Also, sprites disappearing is probably due to them not being designed for vertical levels rather than sprite memory.
I noted that in Mathos' screen, all three note blocks give the player items (one flower and two stars). That's kinda weird.
Also that the level uses the wrong background settings. One suggestion I would have is setting the scrolling to "H-Scroll: Variable, V-Scroll: Slow", the main entrance's BG position to 60 and shuffling the background a bit by grabbing the first 12 rows of it, Ctrl+X (cutting them), moving the rest of the background to the top and pasting the other tiles at the bottom, should end up like this.
Originally posted by OneOf99
I couldn't figure out how to make a .bps with no header. When you open up the rom in Lunar Magic, it automatically adds a header
You can submit a .mwl file too if .bps is being a problem, "File" -> "Save Level to File as..."
Also the main entrance's BG Initial Position could be 60, I guess 00 also works but when I tried to scroll it in 60 it was consistent all the way to the top of the level, whereas I have no idea if it'll loop properly using 00. Minor thing, really.
(I apologize for basing a screen on my terrible, terrible VLDC6 contest entry that was disqualified, at least this time note blocks aren't invisible)
Originally posted by Katerpie
Oh dear. There are SEVEN portable springboards (which never despawn, unless you warp). Point of advice to level 107 designers (because not everybody knows about that).
If you have issues with sprites not spawning, put a door in your screen to despawn those, as those springboards may limit level design.
-------------------- Legacy ports zip (now that those went down because Dropbox)
I'm doing screen 04 on level 108. However, someone on the main page claimed screen 03 on level 108 (Daizo Dee Von). But I cannot find in the patch or in the screen shot Daizo Dee Von's level.
So I just don't understand. I cannot build or connect to screen 03 if I can't find the reference yet, but I picked 04 not knowing this and did build around level 05.
Also I have an idea that could help out during the process of this chain screen idea. Do it like the following.
When you pick a level and work out the settings and direction only allow people to work on the EVEN numbered screens (every other screen). Once everyone has submitted the even numbered screens then make a screen shot and update the patch.
After this is done then people can work on the odd numbered screens.
The reason for this is so you don't have to constantly be updating the base rom patch and screenshot image. In fact you only have to do it once technically per level.
When people work on the even screens they don't have to worry about connecting them to other screens so they can focus on just making the levels.After everyone is done with the even screens you then update the base rom and image and now everyone is ready to do the odd screens and finish the level having FULL information on how they should connect their screens to the other levels (even screens).
You only update the base and image after all even screens are done. So you only have to update one time really per level.
Might be helpful if this is done later on a much bigger scale as I could see being done just like we have the VLDC.
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