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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - Friend... or foe?
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This is the VLDC, so only valilla elements are allowed.

As such, super-chocolate levels, like turn-based RPGs, are impossible.

Or such was thought.

I decided to put everything I knew could be done vanilla into one level.

Then I read the first two pages of map16 couldn't be changed.

Then I decided to use everything else I knew.

(Old Images)


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Oh yeah, the cut scenes are quickly draining my one page of map16. I've been saving space wherever possible, but it's a total mess as a result. Out of 256 blocks to start with, only 9 can be spared. 9!



(Hopefully) Final Submit

Well... thoughts?

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Want to see my Super Mario Timeline?
This is a very creative-looking gimmick! I'd love to see it turn into a really cool and fun level if you can pull it off right! Can't wait to see how it will turn out in the end!
R.I.P. eXcavator... You will always have a place in our hearts...
Since when are super chocolate levels turn based RPG's? I mean, you get points for being unique. Very unique.

I'm not sure how well this can actually turn out, especially with 1 page of map16. You can always use the BG map16 page and restrict horizontal and vertical movement. I could see this entry turning into something more humorous than anything else though to be honest, like the streamside of last year. E: not to say the level is a joke or anything, but I just think the idea is funny (especially if you make it silly with yoshi's dialogue).
Originally posted by GbreezeSunset
Since when are super chocolate levels turn based RPG's? I mean, you get points for being unique. Very unique.

I'm not sure how well this can actually turn out, especially with 1 page of map16. You can always use the BG map16 page and restrict horizontal and vertical movement. I could see this entry turning into something more humorous than anything else though to be honest, like the streamside of last year. E: not to say the level is a joke or anything, but I just think the idea is funny (especially if you make it silly with yoshi's dialogue).


Huh... I forgot about the background page.

But then again, I've been forced to put more than one entrance per sublevel, so... it would be difficult to make it work. Besides; This late, I should have *barely* enough space, so it's not really an issue (though, I wish I had remembered that earlier...)

As for the dialogue, I usually do funny, but I tried a more serious spin this time. Hoping it turns out well. Just have to make the ending cut scene, and It's pretty much ready for a beta (I haven't used the message boxes yet, so I will now).

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Want to see my Super Mario Timeline?
Also, I just thought of something. If you make every map16 16x16 square just one "letter", than you only need to use up 26 squares plus punctuation stuff, and you could spell out anything you wanted. The only problem is, the text might look awkward, since it would be spaced out.
Originally posted by GbreezeSunset
Also, I just thought of something. If you make every map16 16x16 square just one "letter", than you only need to use up 26 squares plus punctuation stuff, and you could spell out anything you wanted. The only problem is, the text might look awkward, since it would be spaced out.


Smart.

Though, I'm also limited in space, as only 7 sublevels are allowed.

Mario also needs to be at the left edge of the screen for most of them, so doubling up on secondary entrances won't work.

But, It's good to know.

Anyway, here's the beta. (sorry it's .ips)

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Want to see my Super Mario Timeline?
This level made me smile. #tb{^V^}

I think you should give Yoshi more attacks because it feels too easy otherwise.
Layout by Erik557
Hi.
Originally posted by Wind Fish
This level made me smile. #tb{^V^}

I think you should give Yoshi more attacks because it feels too easy otherwise.


The plan was to give him 2. He only has one atm because I need something submitted, the deadline's approaching, and don't want to accidentally submit nothing at all. But don't worry, it's unlikely this will be the final version, and a second attack is top of the priority list. (not in right now because... school)

EDIT: Two attacks now. Also fixed game-breaking bug where trying to go back when selecting items would fail (mixed up main/midway exit. Fixed now!)

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Want to see my Super Mario Timeline?
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - Friend... or foe?

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