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2017 Kaizo Level Design Contest (Discussion)

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Originally posted by natnew
can the "dragon coins save per retry even if not all 5 have been collected" be on a per-level basis? I kind of need it off...

I just talked with worldpeace about it and he confirmed that the dragon coin save patch isn't compatible with the retry system right now (at the moment, they will only be saved if all 5 of them are collected), but he can implement it if it turns out to be necessary. We can at least try to go for that and I'll return to you (not just you specifically) if anything gets done for us to possibly consider your suggestions.
Originally posted by Katerpie
Originally posted by natnew
can the "dragon coins save per retry even if not all 5 have been collected" be on a per-level basis? I kind of need it off...

I just talked with worldpeace about it and he confirmed that the dragon coin save patch isn't compatible with the retry system right now (at the moment, they will only be saved if all 5 of them are collected), but he can implement it if it turns out to be necessary. We can at least try to go for that and I'll return to you (not just you specifically) if anything gets done for us to possibly consider your suggestions.


I think you misunderstood... I don't really care if it's not implemented, but if it is, I was asking for the option to turn it off for my level. I was just seeing that it was requested, so I wanted to mention that.
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Originally posted by natnew
I think you misunderstood... I don't really care if it's not implemented, but if it is, I was asking for the option to turn it off for my level. I was just seeing that it was requested, so I wanted to mention that.

That's why I said he can implement it whenever it's necessary.
With global ExAnimation
Originally posted by Koopster
With global ExAnimation

Correction: Just ExAnimation. Whether it is global or not doesn't matter.


It's simply global exanimation. You can look up what they did by going to "Global ExAnimation" (#lm{exang}) and selecting slot 1
I noticed one of the entries set the retry system to skip the prompt and auto retry. How will this be handled in the collab? Since it will require you to beat the level or reset the game to get out of the level. Will you be able to start / select out of levels?

Also, I'm about 1/2 - 2/3 done with my level, hopefully will be done within a week or so :)
YouTube | Music
Originally posted by white_moth
I noticed one of the entries set the retry system to skip the prompt and auto retry. How will this be handled in the collab? Since it will require you to beat the level or reset the game to get out of the level. Will you be able to start / select out of levels?

You can START+SELECT to exit the level, since the retry system will be on a per-level basis anyway.
im out of ideas. i mean i have a few ideas for later on but for where im at right now im out of ideas. hopefully i find some motivation and finish the level but rn it's hard to get engaged with it, even though I personally really like what I've got so far
umm... can i help you!?
My level's about metals, and you gotta battle Iggy at the end.
1st section (takes place at an athletic level)
2nd section (takes place in Iggy's luxurious metallic castle)

What do you think?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

are we allowed to make the Layer-3-statusbar invisible?








Originally posted by Leiras
are we allowed to make the Layer-3-statusbar invisible?

Yes, you are.
Originally posted by MasterSkodwarde
My level's about metals, and you gotta battle Iggy at the end.
1st section (takes place at an athletic level)
2nd section (takes place in Iggy's luxurious metallic castle)

What do you think?


I can't judge from just two screenshots but looks good!! Maybe make sure the entire level doesn't clash graphics wise. I prefer to keep things either 1. entirely vanilla 2. a subtle mixture or 3. entirely non vanilla. So making one half of the level vanilla and the other half chocolate looks clashing.

The first screen is very similar to kaizo 1 as Masterkastylinos mentioned. Which isn't a bad thing! Just make sure to stay different enough.
i scrapped my entire level lmao maybe this time will go better
umm... can i help you!?
Originally posted by Hobz
i scrapped my entire level lmao maybe this time will go better


Don't be afraid to start over and scrap stuff, that's a good part of level design. What was wrong with your level though?
Originally posted by GbreezeSunset
Originally posted by MasterSkodwarde
My level's about metals, and you gotta battle Iggy at the end.
1st section (takes place at an athletic level)
2nd section (takes place in Iggy's luxurious metallic castle)

What do you think?


I can't judge from just two screenshots but looks good!! Maybe make sure the entire level doesn't clash graphics wise. I prefer to keep things either 1. entirely vanilla 2. a subtle mixture or 3. entirely non vanilla. So making one half of the level vanilla and the other half chocolate looks clashing.

The first screen is very similar to kaizo 1 as Masterkastylinos mentioned. Which isn't a bad thing! Just make sure to stay different enough.


Thanks. But does it make sense? Hope so.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by GbreezeSunset
What was wrong with your level though?
As much as I loved playing around with
yellow koopas (specifically, making them jump over shells to let you jump higher) and screen scrolling
, overall it was too unreliable. You could seemingly do the same thing three times and get three different outcomes. That, and I completely ran out of interesting set-ups for the last third of the level.
if you're interested, this is as far as I got. YI2 is section 1 Vanilla Ghost House is section 2. green coins mean scroll right blue coins mean scroll left etc etc

I'm definitely going to keep that level, though, and hopefully do something with it later.
umm... can i help you!?
Hey, uh, I have been having some issues.

First:

In the first room, there is a 0.2% chance that a p-switch will cancel all sounds when hit. I don't know why. It's also problematic, as the game also freezes when the room is completed or the player dies. I don't know what causes it, as it is exceedingly rare.

Second:

If the player dies in the main room (or any room with the same music), then respawns, and enters the second room (which has different music + a snake block), the music will become... staticy. It's extremely weird. At least this one has a cause, though, and doesn't affect gameplay other than the music. Also, I can just make it impossible to die in the first room, and it's ok.

Here is the ROM. if anyone could help, it would be great.

EDIT: also, the first two rooms are done... yay.
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