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FPzero posted:
Tyty said he liked the music in the first level, and I knew it sounded familiar, so I looked around and found it's another Touhou song, from one of the official sidegames.
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# ? Apr 15, 2017 19:48 |
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# ? May 13, 2024 10:30 |
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Fairy Wars stage 2, to be specific
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# ? Apr 15, 2017 20:01 |
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Have you considered not getting the Dragon Coins in an autoscrolling level? I liked those levels. They had hard elements to them without being bullshit. get that OUT of my face fucked around with this message at 21:46 on Apr 15, 2017 |
# ? Apr 15, 2017 21:32 |
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get that OUT of my face posted:Have you considered not getting the Dragon Coins in an autoscrolling level? They're shiny. How could you not pick them up?
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# ? Apr 16, 2017 01:54 |
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Playing platformers with a joystick, what kind of crazy person are you??? Those levels looked good. Challenging but not in an unfair way.
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# ? Apr 16, 2017 02:48 |
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He also plays Super Metroid with a control stick Including single-wall walljumps FP is basically crazy.
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# ? Apr 16, 2017 02:52 |
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someone awful. posted:Playing platformers with a joystick, what kind of crazy person are you??? To be fair I didn't own another controller with a better d-pad that was also reliable at the time. My ps3 controller is temperamental on PC. However, as of last week I now own a USB SNES controller and we already used it to record another session after Abstract World and that was very good.
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# ? Apr 16, 2017 02:53 |
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The only controllers I've used that have had tolerable D-pads were the SNES and PS2 controllers. Everyone else seems to be obsessed with making circular D-pads where it's really easy to accidentally hit the wrong direction.
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# ? Apr 16, 2017 03:28 |
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Parachutist Plains is one of my favorites, by using slow autoscroll with the parachuting enemies you get a level that keeps you moving and bouncing around at all times. e: And it uses Year-Round Absorbed Curiosity. Any level that uses music from Fairy Wars gets extra points from me. The left side of Abstract is almost best world, while the right side is True Worst World. Shin Worst World. VIOLENT Worst World. And I also exclusively use control sticks to play platformers, I don't like D-pads. It makes single wall wall jumps in Super Metroid extremely easy! Stink Terios fucked around with this message at 03:57 on Apr 16, 2017 |
# ? Apr 16, 2017 03:44 |
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Wait. So falling platforms in SMW will slow down if in water, and float back up if you jump off them? Was this ever actually used in the game?
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# ? Apr 16, 2017 07:27 |
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Dr Pepper posted:Wait. So falling platforms in SMW will slow down if in water, and float back up if you jump off them? I think there's a couple of levels that just do the whole "platforms in water float up" dealie, but none that fall into water like the second level. Speaking of, holy poo poo that was pretty intense. Super neat, but man, I'm glad I'm not playing that.
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# ? Apr 16, 2017 07:55 |
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Dr Pepper posted:Wait. So falling platforms in SMW will slow down if in water, and float back up if you jump off them? I think it's Yoshi's Island 4? It has water all along the bottom edge of the screen, and floating platforms and spikeballs.
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# ? Apr 16, 2017 17:30 |
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Holy poo poo that level was intense, but it looks so great. You were really cheating death at a few parts there.
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# ? Apr 16, 2017 20:00 |
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Is there any collection of the tracks used for the levels in the contest you're LP'ing? Because I really dig some of them.
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# ? Apr 17, 2017 05:38 |
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Not to my knowledge. Unless the tracks have been uploaded to Youtube, they're all just a bunch of .spc files hosted on SMWCentral. You can download and play .spc's with an SPC player but otherwise they won't play in a regular media player. It's ok to make hard levels in Mario, but don't forget that this is not Super Meat Boy. Dying and respawning in Meat Boy is trivial and part of the experience. In SMW, it's slow and tedious. Mario is not a game with friendly checkpointing and you must design your hard levels with that in mind. Otherwise, well, you take the green door like I did. (Still not sure how to get past those four koopas.) (I've since seen parts of the rest of the third level and I think I want to go back to it. We gave up way before the level gets interesting and I want to make another honest attempt at it. Maybe with savestates. We'll revisit it some other time.)
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# ? Apr 17, 2017 21:48 |
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FPzero posted:Not to my knowledge. Unless the tracks have been uploaded to Youtube, they're all just a bunch of .spc files hosted on SMWCentral. You can download and play .spc's with an SPC player but otherwise they won't play in a regular media player. There's a lot of players that can handle game audio files with minimal tinkering.
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# ? Apr 17, 2017 22:20 |
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I'm going to guess that you were made to facetank those koopas. Otherwise, is it possible to stomp the very edge of one of them as it wanders to the leftmost side of their platform without getting hit?
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# ? Apr 18, 2017 01:50 |
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There actually is a solution to that part that doesn't involve taking a hit from the koopas that's both genius and probably way too meta (i.e. reliant on knowledge and expectations of game mechanic interactions). You'll see it when I revisit the level some time.
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# ? Apr 18, 2017 03:23 |
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Can you use L/R to despawn them or something? Being able to adjust the camera in SMW just seems to cause way more problems than it solves, honestly.
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# ? Apr 18, 2017 03:44 |
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My money's on having to do a precisely timed slide up that one-tile slope.
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# ? Apr 18, 2017 14:14 |
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dancingbears posted:My money's on having to do a precisely timed slide up that one-tile slope. He tried that I think. It's not even a slope.
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# ? Apr 18, 2017 15:21 |
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Y'know, the more of this hack I see the more I realise that the people who made the levels and put together the hack greatly disagree with me on what "vanilla" means. Not the music and definitely not the overworld, that's fair enough, but a lot of levels have me going "...okay so how is this vanilla?" Maybe I just haven't played enough of SMW (definitely) but stuff like almost everything in the Fabulatory is visually cool and good but I'm not entirely sure it belongs in this kind of hack. But, clearly several people thought otherwise and I'm sure they had their reasons so
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# ? Apr 18, 2017 15:35 |
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Correct me if I'm wrong, but doesn't vanilla just mean that you can only use stuff that's in the game to begin with (except the music, of course)?
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# ? Apr 18, 2017 15:58 |
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Dragonatrix posted:Y'know, the more of this hack I see the more I realise that the people who made the levels and put together the hack greatly disagree with me on what "vanilla" means. Not the music and definitely not the overworld, that's fair enough, but a lot of levels have me going "...okay so how is this vanilla?" Maybe I just haven't played enough of SMW (definitely) but stuff like almost everything in the Fabulatory is visually cool and good but I'm not entirely sure it belongs in this kind of hack. But, clearly several people thought otherwise and I'm sure they had their reasons so From what they said, the VLDC stopped being "making vanilla SMW levels" and became "what can you do without adding anything to the SMW ROM".
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# ? Apr 18, 2017 16:06 |
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Yeah the first contest was made to just purely focused on level design with small allowances made for tileset combination. The graphical craziness was nowhere like it is today. But, as mentioned, at some point the contest changed to a kind of free-for-all using whatever is in the rom. At one point I suggested renaming it to the Vanilla Resources Contest since the graphical focus was becoming greater but we just kept the old, more recognizable name. I'm actually satisfied with the state of the contest these days. The limitations requiring that all graphics come from the rom have resulted in people making some really creative tilesets. I'm continually impressed by what this community can make each year. And if people spend too much effort on making the level look good and not enough on design? Well, the weighted scoring system helps remove the emphasis on graphics (all categories used to be equally weighted in the first few years).
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# ? Apr 18, 2017 16:27 |
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Yeah, I'll admit I'm kinda liking the system as it stands. It's impressive seeing what people can come up with just by chopping up existing graphics and resources (ghost-face jumpscares, kirby bubble levels, loving casino night zone), but it's clear that there's a great deal of importance placed on levels playing well. Well-designed platforming is deceptively challenging to innovate within, and some of the nicest-looking levels have clearly gotten dinged for failing to do so. I will say that graphics seem to still have a surprising amount of weight in the scores based on how several levels have been placing, but I guess we haven't really seen the cream of the crop yet either.
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# ? Apr 18, 2017 16:37 |
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Shady Amish Terror posted:I will say that graphics seem to still have a surprising amount of weight in the scores based on how several levels have been placing, but I guess we haven't really seen the cream of the crop yet either. This isn't really that surprising. In fact I bet that if you removed the aesthetics score line altogether, pretty levels would still score better than plain-but-fun levels. It's very difficult for a judge to separate how they feel about a level from how it plays, so the positive response garnered by good aesthetics allows a level to punch well above its weight. Hence why the commentary mentioned designing levels using only the concrete block tile. It'd be interesting to see a competition where each judge would be randomly assigned to play either the level-as-written, or the level with all its assets replaced by basic assets, no background, vanilla palettes, etc.
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# ? Apr 18, 2017 16:56 |
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I suppose you're right in that regard, it's just that a couple of the prettiest levels have been pretty abysmal in bringing much to the gameplay table. The Fabulatory is probably one of the worst offenders of that; it is, indeed, a really pretty and fun-looking level, but way too much of it was just running across flat ground in a long tunnel. It mostly felt like a mix of stages 1 and 4 from the first island of SMW, with I guess the firey plants from Donut Plains thrown in for good measure. Hell, just having one big open space to maneuver past or a door or a pipe or something would have broken up the monotony a little. Instead it felt like a bizarrely empty castle level. It placed really high in spite of only having a couple of interesting challenges. Given the sparseness of the platforming, I'm actually wondering if it may have been a victim of time-crunch.
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# ? Apr 18, 2017 17:36 |
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This level is split between two videos because the raw recording time for it was somewhere around 45 minutes and I didn't have many good places to edit footage out since we talked over most of it. There are just way too many level ideas in this level. Pick 2 out of the 5 distinct ones we encounter over the two videos and you could build a solid enough level. The other problem is that the difficulty spikes really badly during the autoscroller due to "Big Mario Discrimination," or making a level so claustrophobic that being Small Mario is preferable to being Big Mario just because of his smaller hitbox. Visual clarity is also a problem. Why are dolphin tails suddenly harmful? Why can't I stand on darker objects in the autoscroller? Why the other random sprite replacements? "Abstract" isn't meant to be a cop-out, no holds barred free pass to be weird and get away with it when you have questionable design decisions.
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# ? Apr 20, 2017 13:30 |
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From your description that just sounded like instant coffee tbh. Curious about the Mario Maker/down-swim thing.
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# ? Apr 20, 2017 15:55 |
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Did Porcupuffer always just float upwards like that?
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# ? Apr 20, 2017 16:26 |
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Mak0rz posted:Did Porcupuffer always just float upwards like that? If they aren't in water, they move left and right while floating upwards.
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# ? Apr 20, 2017 17:42 |
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AlphaKretin posted:From your description that just sounded like instant coffee tbh. It's this stuff: Definitely not instant coffee. It's exactly like chocolate syrup in bottles except it's coffee-flavored syrup. Goes great on ice cream too. I gotta get my friend to mail some to my brother because he'd probably go crazy for it.
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# ? Apr 20, 2017 21:19 |
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From the thumbnail I thought it was mustard.
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# ? Apr 20, 2017 21:33 |
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FPzero posted:It's this stuff: How is it the official state drink of Rhode Island, but more importantly how have I never heard of this product before and thank god for the internet so I can acquire some
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# ? Apr 20, 2017 21:40 |
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oldskool posted:How is it the official state drink of Rhode Island They drink it straight out of the bottle.
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# ? Apr 20, 2017 22:15 |
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The rapid animation of those Rip van Baby Yoshis is really unsettling.
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# ? Apr 20, 2017 23:01 |
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PoptartsNinja posted:They drink it straight out of the bottle. Also at least they try to be original and not boring like half the other states that have milk as official state drink. https://en.wikipedia.org/wiki/State_drink BTW, the other pages for Official State _________ ( https://en.wikipedia.org/wiki/Lists_of_United_States_state_symbols ), have some good stereotyping humor going on.
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# ? Apr 20, 2017 23:06 |
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Ah, the Rhode Island iced tea Edit: virgin white Russian Mak0rz fucked around with this message at 23:41 on Apr 20, 2017 |
# ? Apr 20, 2017 23:38 |
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# ? May 13, 2024 10:30 |
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Oh hey, Sky at The Weird. Serious contender for worst level in the game.
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# ? Apr 21, 2017 03:15 |