Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

raocow posted:

It's worth noting that the contest DID have peeps sending over outright kaizo nonsense, or like 'check out my sweet 20 screens of absolutely nothing!!' but those levels just got outright disqualified and thus are not present in the compilation game. That's kinda why 'worst world' is actually kinda alright if bland.

When I saw worst world, I was expecting levels of that caliber. Glad to see that there was definitely a bottom line there. I'm interested in seeing the rest if bland was the worst it had to offer.

Adbot
ADBOT LOVES YOU

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

That level definitely wasn't a Kaizo styled one, but it was still pretty bad.

And a lot of those levels just don't seem coherent. Some of them look like they're trying to do too much at once and it just ends up a mess.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

JossiRossi posted:

I initially discounted the thread because I can only handle so much "random person playing SMW hacks and getting frustrated" and was really surprised to see it actually be a discussion of level creation and design. I'm really glad I took another look and gave it a go because you two are interesting to listen to as you play through the levels.

I'm also surprised they used the term "Worst" for the first batch of levels. They are not exceptionally bad (for the most part) almost seems unfair to label them that.

Worst is probably just relative in this case. Apparently the really bad submissions and levels that are just Kaizo stuff just got left out of the hack entirely.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I really liked that first level. I wonder why it was scored so harshly from that one judge.

The second level started out strong, but that turned into a real mess soon enough.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Certainly wouldn't be impossible, but it would require a ton of work with Assembly. Which is really difficult to pull off since you're essentially reprogramming how the entire game works and not just doing things like replacing sprites and all that.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

TooMuchAbstraction posted:

Given what happened to the last LP attempt, I suspect that BNW is now de facto banned from SA because any thread about it will devolve into shitposting, no matter how pure the OP's intent.

If it is, I'm sure they would have outright said it was. But aside from NSFW games, the only games outright banned from this subforum were the Pokemon games, and the bans for those got lifted some time ago.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Genocyber posted:

It's more groan-worthy than anything. It's largely a composite of the Woolsey and Advance scripts with additional "jokes" by the romhackers. The drama they're talking about comes from the creator being a brony and goons inevitably being goons.

The real problem came from the fact that the author decided to talk about his mastrubation habits for some reason. That's when things turned bad in that thread.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Yeah, that coin level was really cool. I liked that little meta puzzle at the 2nd half of it too.

Blaze Dragon posted:

The levels are good but the "how to romhack" talk is really interesting. I have no interest in ever getting into romhacking (beyond doing a bit with Pokemon here and there in the past), but it's really neat to listen to people who know about it.

Also that coins level had a really cool gimmick and I can imagine how weird it must be to avoid coins. It's like its turning your Mario instincts, honed for decades, against you.

It probably doesn't help that the first half conditions you to do this thing that would be natural in a platformer, then the 2nd half tells you to do otherwise.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

FPzero posted:

I've since been informed that the green pipe that neither of us remembered at the beginning of Midnight Arbor is actually hidden behind invisible 1-up checkpoint tiles. The game tracks if you found 1-ups hidden with them and by placing objects underneath those tiles, the objects will be revealed when the game deletes those tiles. That's ridiculously clever and I never knew something like that was possible in the 10 years I've been hacking SMW. I can give a better explanation later if anyone's still confused (I wouldn't blame you if you didn't know SMW even HAD 1-up checkpoint tiles.).

Wait, did this even get used for anything in the actual game? This the first time I've heard of something like this. :psyduck:

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Oh, that's why VDLC has the 1up reset feature? I was wondering what that was for.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Are the Switch palaces just levels implemented by judges?

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

frankenfreak posted:

Seriously, I agree: gently caress that!

Would it be possible to kill the paratroopa under the platform (you know the one) with a shell in Yoshi's mouth or does spitting it out drop you, too?

The only interesting thing about that level is the combination of red and green paratroopers. You could probably made some sort of shmup-style gameplay out of that. (It's me, I'm the bad ideas haver.)

It could work, but obviously the first thing that would have to happen is that you would need to be able to see what's going on in that level.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

TooMuchAbstraction posted:

I could see a scrolling shmup level being reasonably creative, but it'd need to be a lot more forgiving and non-silhouetted. Grabbing red shells to spit fireballs to clear a path through a wave of enemies sounds plausibly fun, for example.

You would also have to ensure that the player fires off the fireballs high enough so that they don't fall to their deaths due to the mechanics not really being suited for such a thing. Either by placing enemy formations high enough to encourage such behavior, or putting like a platform or something at the bottom so the player is allowed to fire off the shell without falling off the screen immediately. Honestly, it does seem like a creative enough idea, and one that could work if enough care and thought was put into the level.

The other problem is that taking 1 hit essentially kills you since you lose Yoshi in that case.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Mister Olympus posted:

The sad thing about the previous-previous SMW is that, conceptually, "let's turn Mario into a shmup" is a fun idea but in having to work with vanilla constraints, it screws the pooch because you can't do the things that make actual shmups playable within the bounds of standard Mario physics.

Also, I'm considering doing one of the miscellaneous Fire Emblem romhacks floating around, but don't exactly have the time to transcribe dialogue... What do people do there? (Or is this a TSF question)

Depends on the game. If you can locate a text dump, that will make your job a lot easier.

Or you could just not bother with transcribing, and summarize what the dialogue says.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Heavy Sigh posted:

This level contains many facets of Gutsman.



ROCKMAN CX #12: SPILL YOUR GUTS
(Heavy Sigh, Shinryu, El Generico, NGDBSS, Combat Lobster, and Simply Simon)

I finally got around to watching these videos, and the hack is certainly impressive on a technical scale. It's just a shame about everything else.

Also the sheer disbelief at the bullshit the game pulls had me in stitches.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
You have to kill yourself at the final boss at least 4 times in order to win.

You have to kill yourself at the final boss at least 4 times in order to win. :psyduck:

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Yeah, while that level looked hard, it didn't seem like bullshit. It seemed pretty forgiving since it was throwing out mushrooms fairly often, and actually providing safety nets at certain points. It definitely could have used some refinement.

The only hint I saw was the notice that said Columbus. Were you meant to "enter" the date? Since those signs were coins, I wonder if you would have gotten dragon coins going down the right ones. Though there were only 4 "inputs" so I dunno where the 5th one would be placed.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Mak0rz posted:

What was the music in that level? It sounds Goemon-esque.

We're the Robots from Megaman 9

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
That was a pretty cool level. I'm amazed at how much they were able to make with just vanilla graphics. I really liked the touch of using the roulette power ups as slot machines. And that was a good use of incorporating a secret exit into the level.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Are they doing away with subtitles, though? Because that's a different feature entirely.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

someone awful. posted:

The overworld in VLDC9 is insanely charming and must have taken a ridiculous amount of work to do. So many little touches!

That is something I'm curious to know about. What goes into the process of editing the overworld?

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I think that video makes a really good argument that VLDC really should stop emphasizing graphics since they can dazzle people into placing awful levels much higher than they deserved. Gambly Night is really bad once you remove all the bells and whistles.

Araxxor fucked around with this message at 00:12 on Apr 26, 2017

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
That's pretty unethical and goes against the point of having multiple judges in the first place. And if it's about difficulty, the hack pretty much has a way to mark hard levels with the green doors. And those don't automatically mean the level is bad (The swiss hotel seemed pretty fair despite it being a jump up in difficulty.)

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Cheez posted:

This doesn't line explain people tossing out lines like "just constantly an idiot and a terrible judge that drags everything down" unless there's some crazy elitism in the community, and I'd like to think such statements actually have a solid foundation.

Yeah, I think those statements are a bit much as well. Save states clouding judgement is one issue, but deliberately miscoring is a bigger one.

I have to wonder what the "best world" is gonna be like after all this came to light. I don't doubt that there will be quality levels there, but I wonder if some of them will deserve it.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
How long does it take to put the collab hack together? I'd imagine making drastic changes to the overworld and messing with ASM to increase the level count and file size would take up some time. Not to mention organizing the levels into worlds and everything involved in designing the overworld in the first place.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Please Hold the Line was a fantastic level, and I was actually sad to see the goal tape show up as soon as it did. I wanted to see what other tricks the level creator could have thrown at you.

OOPS! was terribly designed and the score fixing was just scummy. It's one thing to like the level, but it's another thing to try to deliberately elevate it to game the system.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Stellar Garden was a great level. Provided good platforming challenges and really made good use of the auto-scroll aspect.

Ice Cutting Site was fantastic, and if judging issues didn't creep into 1st through 8th place, I'm looking forward to what those levels will bring. It avoided the issues of offscreen challenges and obstacles in a really creative way. Those little puzzles rooms in that level also reminded me of those puzzles you'd see in the more recent Kirby games as well. Fitting, considering the music used.

Dragonatrix posted:

If I remember right, there was like two levels that were ranked 11th according to the world map? One was the casino level, and the other one I don't even remember. The casino level definitely wasn't even close to as good as these two, despite being pretty alright overall.

I really wonder what Koopster's problem with the 10th place level was. If it wasn't for him ranking it basically a little bit over thoroughly average, it'd probably have ranked even higher.

That would be Nightswimming, from this video. That level was far better designed than Gambly Night, and was much more deserving of 11th place. There's definitely not nearly as much of a quality gap between it and 10th place compared to Gambly Night and 10th place.

So I would say that there isn't much of a gap between the best world and the not quite so best levels since there were still a bunch of really good levels throughout the hack. Some of them just happened to be scattered between the mediocre and really bad levels due to the world organization.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Also those are just options the player can choose to enable. You can leave the game unaltered if you wish.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Strange Matter posted:

So is the lesson of this episode that the best SMW levels are actually Kirby levels?

Kirby is consistently good, so this checks out.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Bruceski posted:

Is that "replace every sprite with cement blocks, is the level still interesting to play"?

Yep. While aesthetics can enhance a level, if they're the only thing that a level has going for it, it really can't be called a good level, which is what that's for.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I checked the actual ROM hack. The pipe still appears even if you haven't gotten all the exits. And nothing about that secret room changes either. I guess there's a hidden flag that gets set up there once you get all the exits? I'm not sure how they implemented that.

So what makes these post-game levels different from the rest? Did we actually play all the submissions or did some of them get shoved into here?

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
That gimmick looked really poorly implemented and it was nauseating to watch. It might have been able to work a lot better with a more delicate touch in level design and such, but that is really not what happened here.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
That level was okay, but it really needed more power ups in the 2nd section. Hopefully Waluigi land will be better, but those 2 levels aren't getting my hopes up.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
From what I hear, DKC is really not that easy to hack due to reasons. I mean for one thing, every single barrel cannon in the game is coded as a separate object.

Adbot
ADBOT LOVES YOU

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I don't see a way either, unless there was a fake wall somewhere. And I can't see those in that map. Unless those are one of the things defined by the chunks themselves.

  • Locked thread