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Member of the Month - July 2017 - The 3AM show with Impetus EP3 (Ft. Special Guest lolyoshi)
Forum Index - Sunken Ghost Ship - Display Case - Interview Archive - Member of the Month - July 2017 - The 3AM show with Impetus EP3 (Ft. Special Guest lolyoshi)
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The intro music plays as the show begins.




Impetus: Welcome one and all to the 3am show with me, your host, Impetus. Tonight our guest is lolyoshi, judge of both 24h smw and currently judging VLDCX, and our member of the month!
lolyoshi: that's me.

Impetus: Alright, so, let's get right in straight away. Was 24h SMW your first time judging a contest like that, and how did you come to be a judge for it?
lolyoshi: The 24h SMW is actually not my first time judging a contest, that would be the C3 level design contest which Frost hosted (and jesus christ it wasn't that good, everytime I reread that judging, I always remind myself of the many grammar mistakes and typos (hopefully I proofread my stuff better in VLDCX)). As for how I become a judge for it: in truth, I don't remember surely, but it might have had something to do with how I understood SMW's level design better in comparison to others, which I feel they just disregarded a majority of it's thoughtfulness, and Gloomier likely chose me because of that (he can confirm it himself if he wants, lol). Other than that, it's likely because of the knowledge of level design that I know (and lvl dsgn skillz, possibly).

Impetus: Yo, that's cool to hear you've improved over time! How have you managed to handle the huge workload behind VLDCX? With over 180 entries, playing all of them must be a colossal task, and judging them even harder. Some of the other judges weren't able to handle it, but you've managed so far.
lolyoshi: Lately, I managed the huge workload of VLDCX by judging a bunch of entries, then taking a small break (maybe up to 1-2 weeks lol). Because it's legitmately draining, due to how nearly 70% of the entries I've played were basically not good. At some point, I stopped giving out actual comments on these particular levels, because the issue is the same with every one of them usually. I think I've managed to judge this many (currently at 147 judged) simply because my streams fill the role of explaining issues I may bring up in the entry, instead of writing it all down. As of now, I simply summarize my thoughts into the level instead of going into details in the comments. I completely understand the others who may feel nearly defeated by this number of entries, but compared to me (despite my current progress), they're doing a much better job at judging than me personally, especially when it comes to the writing part of the judging.
lolyoshi: I almost considered resigning, but I was already too far in for that to be a reasonable option. Plus, I feel like great help by judging this contest, despite the genuine annoyance I may get from it.
lolyoshi: I also want to add, it's been great reading the insights of the other judges on certain entries. It's really interesting when someone has a completely (or just not the same) different feeling towards an entry you may have liked or not.
lolyoshi: I think for this contest, the judging will definitely be less unreasonable.

Impetus: That's pretty fair. It might be an idea to organize your VODs along with the judge comments so people can easily see the playthroughs they're looking for? Speaking of streaming, have you gotten any fans through streaming? Is it something you plan to keep doing in the future, or is it just for VLDCX?
lolyoshi: Currently, I have the VODs saved of the judging, but I don't have plans to organize them so people can easily search what they want for (there's like 183 entries bro. (and one of the vods somehow got corrupted so a good chunk of the important entries judged are lost, so, superb). As for fans, I already had some regulars that show up that are not exactly from smwc, but I have gained slightly more of them from the judging (I don't think they will stick around much, nor do I expect them). In the future, I don't plan to stream more after VLDCX, besides the few occasions that I want to stream myself playing a hack or something for people (I might betatest JUMP½ on stream, for example).

Impetus: So, you mentioned earlier that you thought you were picked for your understanding and knowledge of level design. What's your personal design philosophy, and any tips you have for other designers?
lolyoshi: It's actually something I struggle explaining and understanding it myself a lot (my personal design philosophy). My general mindset is that a level's individual obstacles must have a purpose (or at least, any sort of structure, enemy placement, etc), and filler (adding stuff for the sake of it) should be avoided. Another would be that the level should avoid forcing you to wait, as it kills the pacing of it (Actually, I'm just gonna copy-paste the concept of this from when I explained it during the discussion of flow and pace with judges): "my level design mentor described this as the gaming boner, where if the level forces you to slow down or to wait for a certain something, you will get less excited for the action and become more uninterested if it happens very often. basically, you need to keep the flow consistent and satisfying to get a really healthy gaming boner". it might be funny, but it totally makes sense, right? I feel it could be better explained but I think that was the gist of it. I can't think of many other tips for other designers (I'm not that helpful), but the Super Mario 3D World's 4 Step Level Design video from Game Maker's Toolkit is a fairly good breakdown. However, it's not the only way to make an engaging level, but it's not a bad start. At one point, you will be able to follow your own format which may work out better or not instead. it really depends what you're trying to accomplish in your level (or hack). You simply need to understand what makes something fun or truly challenging, and that even the most delicate of changes could make a big difference in a level.

Impetus: Hmm, so, how do you think your own personal level design tastes and ideas compare to some of the schools of thought of level design within the community? Obviously with the idea of accomplishing different things in mind too.
lolyoshi: My personal level design tastes and ideas are very much inspired by hacks in the older days, where people tried to experiment with things in the engine, and manage to come up with cool stuff that may be janky or not (sounds a lot like recent vldc, ain't it?) Hacks that comes to mind the most is the Vip and Wall Mix series, which has the best example of young, amateur, level designer creativity that is so endearing, janky, and "romhacky". I feel some levels in those hacks still hold up and probably are better than whatever people are making out here today sometimes (I'm impatiently waiting for VIP6's finished state, it has so much gold despite the schizophrenic difficulty curve). When compared to the community, they tend to make hacks in the intent to seem "polished" and "official" (though, they barely succeed at achieving more than that), and seem to have a strong distaste to anything that might look flawed (or isn't a big deal) and lacking in looking impressive. Generally, the community tries to be traditional (or being nintendo-like). It seems to be the in-house standard. I wish I could mention things related to actual level design but I kinda just can't? I personally don't have a problem with hacks trying conceal their identity of being a romhack, it might be interesting if done exceptionally.
lolyoshi: If I was gonna criticize, I feel the schools of thought of level design in the community is still lacking a bit and missing the big picture (not saying it hasn't improved, cause it really did!). They either simplify things (or the problems) or completely misunderstand (or disregard) certain aspects that are important (or just point out things that aren't actually issues really). Everytime I looked at AxemJinx's level design tutorial, I always felt like it misses a lot of things. I had the idea of possibly writing a guide of my own (like redoing the tutorial), but I'm completely inept at doing that and it would take so much effort. I remember people like S.N.N. seemed interested in helping it when I talked about it.

Impetus: \o/ this has all been super insightful! I'd be intrested in reading a longer form guide from your POV too, actually. But yeah, thanks for sharing so much here. Anything else you want to add or talk about before we move on to the quickfire questions?
lolyoshi: I don't think so.

Impetus: Aight, actually before the quickfire questions, we have a special question from Koopster himself. What are your thoughts on JUMP and the JUMP community?
lolyoshi: JUMP is the primary cause of how I got better at level design. Without it, I wouldn't have met my mentor who helped me by slapping some knowledge and providing feedback on my early level submissions (then becoming sort of buds) and other stuff that got me to where I am right now. JUMP is special to me, as it brought back the "aesthetic" of classic, youtube-like, janky romhacking, self-awareness that was needed and missing for a while. The hack, while not perfect, was very innovative when it came to it's creativity and level design (reminiscent of the vip, but slowly became it's own identity instead of simulating one), and inspired many people I believe. JUMP got me to know some cool people who have had similar ideology as me, or just enjoyed doing silly and wacky stuff in SMW, that being truly sadistic or creative. The project has my best works I feel too. Working on the sequel (supposed to be prequel, but not anymore really), JUMP½, I very much enjoyed building up and working with the team. We're not too conflicted and we just want to be entertained by the stuff we can think of. I hope you will enjoy it when it comes out, that's all we want really.

Impetus: Alright, now! Finally we're moving onto the quickfire questions, I hope you're ready.
lolyoshi: I've been sleep deprived this whole interview. With what I wrote, what could stop me.
Impetus: Heh, okay then, good luck!
Impetus: Firstly: What colour yoshi is a lolyoshi?
lolyoshi: Green. Alternatively, red.
Impetus: What's your choice of weapon in a zombie apocalypse?
lolyoshi: Me.
Impetus: What's your favourite movie?
lolyoshi: I don't have a singular favorite, but I love The End Evangelion (I'd count that as a movie, animated or not, though should never be watched without seeing the show).
Impetus: Which meme is the best meme?
lolyoshi: any meme that isn't 1-2 weeks old and requires actual creativity (in other words, one day they will always be bad).
Impetus: Nightcore or Vaporwave?
lolyoshi: Nightcore: the hell is wrong with you. Vaporwave: sure.
Impetus: Do you have any good riddles?
lolyoshi: Google isn't giving me any good ones. So I wish.
Impetus: Who will win OLDC?
lolyoshi: Takashi Tezuka
lolyoshi: That's me, I hope I win.
lolyoshi: Top 2, MAX.
Impetus: Do you have anything planned for this C3?
lolyoshi: Unfortunately, no (been like this since 2015). Something else might come out that has me involved though.
Impetus: Got any music recommendations for the users here?
lolyoshi: My music tastes are all over the place and not at all experienced. On my mind right now are Kendrick Lamar and Kanye West (mostly his old stuff (MBDTF is golden)) if you like their type of hip-hop. MF Doom's album Mm Food is great too.
lolyoshi: I much prefer listening to albums, even though they require me to commit.
Impetus: How about any hack recommendations, something people may not have heard of?
lolyoshi: Fishing Season 2 just got moderated in the hack section, and it's great.
lolyoshi: It's not often you get these sort of hacks.
Impetus: Aight, last one. Any last words for this interview?
lolyoshi: Shoutouts to my n**** rayray.
lolyoshi: and um, the JUMP½ team.
lolyoshi: The interview was fun.
lolyoshi: That's all really.

Impetus: Nice. Well, that's all for tonight, you've been a great guest on my fictional, text-based talk show! To my audience, maybe we'll see each other again soon - or maybe the show will take quite some time for another episode, it's always unknown til the last moment, really~
lolyoshi: 👏
lolyoshi: 👌
lolyoshi: that went better than I expected
lolyoshi: very much
Impetus: =D
This interview certainly JUMPed around hahahahahahahaha congrats on motm
Originally posted by lolyoshi
I don't remember surely, but it might have had something to do with how I understood SMW's level design better in comparison to others, which I feel they just disregarded a majority of it's thoughtfulness, and Gloomier likely chose me because of that (he can confirm it himself if he wants, lol). Other than that, it's likely because of the knowledge of level design that I know (and lvl dsgn skillz, possibly).

Koopster recommended you and I agreed because baller vanilla lvl dsgn skillz as shown in your VLDC 9 entry. I only came to know about your knowledge on SMW's level design after I picked you - iirc you and some others were talking about the contest on IRC and then you posted a link to the reverse SMW design e-book and talked about how SMW did its stuff well, which helped me a lot to judge that contest as well btw.

Anyway, good interview and congrats! 👏
Congrats! Thank you for seeing the VLDCX judging through to the end.

My personal favourite level from lolyoshi is his VLDC7 entry.
Layout by Erik557
Hi.
👏

Congrats, that was a good interview!
Congrats, lolyoshi! You seem like a very good level designer in general, and you're also making great progress with the VLDCX judging, so I think you deserved MOTM.

--------------------
Formerly known as nick 139
My YouTube channel
69penis69 should've gotten MOTM, but you're still pretty good too! Congratulations, it was very well deserved.
Quote
My general mindset is that a level's individual obstacles must have a purpose (or at least, any sort of structure, enemy placement, etc), and filler (adding stuff for the sake of it) should be avoided. Another would be that the level should avoid forcing you to wait, as it kills the pacing of it (Actually, I'm just gonna copy-paste the concept of this from when I explained it during the discussion of flow and pace with judges): "my level design mentor described this as the gaming boner, where if the level forces you to slow down or to wait for a certain something, you will get less excited for the action and become more uninterested if it happens very often. basically, you need to keep the flow consistent and satisfying to get a really healthy gaming boner". it might be funny, but it totally makes sense, right? I feel it could be better explained but I think that was the gist of it.

Quote
Hacks that comes to mind the most is the Vip and Wall Mix series, which has the best example of young, amateur, level designer creativity that is so endearing, janky, and "romhacky". I feel some levels in those hacks still hold up and probably are better than whatever people are making out here today sometimes (I'm impatiently waiting for VIP6's finished state, it has so much gold despite the schizophrenic difficulty curve). When compared to the community, they tend to make hacks in the intent to seem "polished" and "official" (though, they barely succeed at achieving more than that), and seem to have a strong distaste to anything that might look flawed (or isn't a big deal) and lacking in looking impressive. Generally, the community tries to be traditional (or being nintendo-like). It seems to be the in-house standard.

👏👏👏👏👏👏👏

Grats on MotM, wwwでっていう
Still my fave western level designer

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HackPortsASM"Uploader"

Quote
n****




Congrats lolyoshi, one of the best smw players imo
Layout made by MaxodeX
2021 TRENO vibe check thread
Lolyoshi, one of my favourite level designers. Yeah, he totally deserved MotM.
Congrats lolyoshi, guess you are a pretty good level designer according to others so i'll jump on the bandwagon too.

postcount+
Congratulations, lolyoshi ! Never stop making cool stuff #smw{:TUP:}
Congrats! You are a hero.
yo way to go my fellow canadian dude. let's write that level design guide one day #lm{extgfx}
heY bro, congrats!!
lolyoshi is the member of the month #smw{:TUP:}

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Congrats, you're arguably one of the best guy at level design out there and it shows when you talk about it.
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Forum Index - Sunken Ghost Ship - Display Case - Interview Archive - Member of the Month - July 2017 - The 3AM show with Impetus EP3 (Ft. Special Guest lolyoshi)

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