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Orbitual Chaos
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - Orbitual Chaos
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I normally don't want to involve myself in the forums anymore, save for special exceptions; this being an event, is a special exception.

Anybody remember that weird bonus room in amhunter's level and my own from VLDC7? How about Triangle Ship in VLDC8?


This is the combination of both ideas in one chaotic abstract frenzy. See this year's VLDCX theme (made by yours truly) come to life in this chaotic level.


(There is Exanimation is all these screenshots, hence the bad palette in screeny three)

Since this whole A E S T H E T I C thing is a... thing, I'm not really aiming to make this level look all it can be. Ya, that's pretty stupid. To down with the movement and what not, I'm making my level look nice. My main goal with this level is to use different creative abstract themes to kind of create a "world" or something. I plan for this to be a puzzle level, filled with multiple paths and exploration. There will be several ways you can complete this level too, such as a secret exit being hidden inside of the light, "Positive" world; which will be less reliant on puzzles.

The level itself will not take anymore than 400-500 SMW seconds to complete, the extra time is given so that you have time to think on puzzles if you can't see the answer right away. And if you want to explore and find all the Yoshi Coins! #tb{^V^} Yay for non-linearcy!
Originally posted by Skewer
I'm not really aiming to make this level look all it can be.
wait... so because A E S T H E T I C S is a meme you're going to half ass your level? or... I'm confused.

I like the grassland (except that purple cloud outline in the sky), but that triangle land grass palette is hideous. I'd work on that a bit more. The question marks and background is really neat though! and I really like the colours on the triangles!
most okayest
Originally posted by Hobz
(except that purple cloud outline in the sky)
Oh ya, missed that tid bit. Just gonna remove that right there.

As far as the negative dimension goes; it looks much better in game. I should have actually recorded a small gif of it.



This is how one portion of the level will look. My main goal is to shoot for different abstract themes.
>780 seconds

if you're making a level that takes 800 seconds to beat i am not going to play it. i am not even going to look at it.
but that's just me
most okayest
Just so people don't think Hobz didn't read the first post, I edited it quite a bit which should answer any concerns about pallete issues, theming, and of course, the timing.

(Ugh, I hate making back to back posts, but that's my fault for rushing this thread's creation. Huh, I really do half ass things now. Go figure)
I like the ExAnimation of the grass foreground! It's cool how you manipulated the different colors to be flashing at different speeds. I would maybe tone down the brightness of the flashing though, since its a pretty big contrast from the other, mellower colors in the level and could get irritating if the player is going to be there for an extended period of time.

Interested in how you are going to contrast the positive and negative worlds. Making each level interesting enough yet differently from the other might be challenging, but could be great if pulled off properly.
Originally posted by Hobz
>780 seconds

if you're making a level that takes 800 seconds to beat i am not going to play it. i am not even going to look at it.
but that's just me

You won't get to World X with that attitude. Plus, If it plays like his previous entries, it will be a good level.
Layout by Erik557
Hi.
I like this idea. This ExAnimated palette looks neat. I hope the level is going to be fun.
Calling Tim Follin a musical genius would be offensive to him.
500s completion time isn't even that long I dunno why people get so intense about how long a level should be. Not all platformer levels can be beaten in 30s, and even with only one checkpoint, if the designer can pull a long level off I don't see why they should be marked down or prevented from making the level just because it's long. Its about as pointless as complaining about a ice level just because ermgerd ice physics are bad. That's not a rule -=-

Even nintendo has made mario levels that long so =v

But I legit liked hostel a lot so,
nice concept for your level! I only fear that the red outlines are a bit bright. Maybe try to darken them a bit.
Good Luck with your entry #tb{:]}

--------------------
My Youtube channel

Currently working on:
Project C

Finished project:
I rather like the Hostel levels too, very creative. I plan to use some of those triangle techniques Frost introduced last VLDC into the level as further puzzles. So there's a bit of inspiration, I hope he no minds if I do that. #tb{''}

Originally posted by Impetus
500s completion time isn't even that long I dunno why people get so intense about how long a level should be.

People know me for making quite long levels. But if my last two VLDC levels are any consolation, it should stand that I know how to make a tame length. I just really enjoy making long levels though! That and I really like playing them.

TSRP has always been a source of inspiration for me, and it has some long levels I tell you. #tb{TwT}

I see you cut off! I'll conquer you. As far as the cutoff in the second screen goes with the water, the animation looks right in Lunar Magic, but in game it isn't reflected. Possible bug maybe in Lunar Magic?

First thing's first, I'll lower the brightness of the red outlines... just after this update. Just showing off another area of the level, this time with a more rocky, underground/water theme. Different themes of the level will adhere to certain rule sets I plan to set in place, that way each area will kind of play differently from the other. As you further explore the level, the more ways that will be opened up to you. It'd be nice if Item Memory could record if a Vine block was triggered or not, but I'm sure I can work stuff like that in.

The maximum ways in a level I plan to introduce late level would be around 3 different paths to choose from per area; but you'll see more of that later. Don't expect the level to be non-linear off the bat though, that comes around a minute into the level. #tb{^V^}
So yeah, after much thought and deliberation; I'm not going to submit this level to VLDC, mostly because I just didn't work on it. I find I have much more enjoyment working on my own personal hacks than I do participating in contests, even the VLDC's. Besides, the judging this year seems incredibly tight, that kind of pressure just isn't for me. That over all might be my main reason for feeling a lack in motivation.

Looking at the counter and comparing it to how busy I am, there's no way I'd be able to finish this level in time; not with everything I wanted to do with it. To anybody that was looking forward to this level, I'm sorry. But hey! Good news is that I don't plan to let the effort I spent here go to waste; you'll most likely see this level in Hunter and Scorpion's Bet: Scorpion's Search in all its vanilla glory.
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