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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.
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# ¿ Jan 2, 2017 12:29 |
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# ¿ Apr 28, 2024 10:10 |
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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.
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# ¿ Jan 7, 2017 01:32 |
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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. 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.
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# ¿ Jan 9, 2017 00:11 |
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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.
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# ¿ Jan 13, 2017 23:33 |
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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.
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# ¿ Jan 15, 2017 00:02 |
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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.
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# ¿ Jan 24, 2017 18:46 |
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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.
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# ¿ Jan 24, 2017 19:59 |
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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. 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.
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# ¿ Jan 25, 2017 22:08 |
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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.
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# ¿ Feb 3, 2017 06:28 |
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Oh, that's why VDLC has the 1up reset feature? I was wondering what that was for.
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# ¿ Feb 3, 2017 19:36 |
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Are the Switch palaces just levels implemented by judges?
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# ¿ Feb 22, 2017 11:33 |
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frankenfreak posted:Seriously, I agree: gently caress that! 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.
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# ¿ Mar 3, 2017 20:55 |
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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.
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# ¿ Mar 3, 2017 23:31 |
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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. 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.
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# ¿ Mar 7, 2017 04:20 |
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Heavy Sigh posted:This level contains many facets of Gutsman. 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.
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# ¿ Mar 8, 2017 20:26 |
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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.
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# ¿ Mar 13, 2017 19:04 |
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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.
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# ¿ Mar 15, 2017 02:09 |
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Mak0rz posted:What was the music in that level? It sounds Goemon-esque. We're the Robots from Megaman 9
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# ¿ Mar 16, 2017 04:29 |
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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.
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# ¿ Mar 18, 2017 06:57 |
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Are they doing away with subtitles, though? Because that's a different feature entirely.
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# ¿ Apr 1, 2017 06:44 |
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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?
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# ¿ Apr 7, 2017 00:58 |
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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 |
# ¿ Apr 25, 2017 23:46 |
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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.)
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# ¿ Apr 27, 2017 08:22 |
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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.
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# ¿ Apr 27, 2017 18:51 |
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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.
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# ¿ Apr 28, 2017 00:16 |
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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.
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# ¿ Jul 19, 2017 04:29 |
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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. 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.
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# ¿ Aug 27, 2017 01:29 |
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Also those are just options the player can choose to enable. You can leave the game unaltered if you wish.
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# ¿ Sep 18, 2017 20:57 |
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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.
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# ¿ Oct 4, 2017 19:07 |
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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.
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# ¿ Oct 14, 2017 19:27 |
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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?
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# ¿ Oct 18, 2017 19:00 |
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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.
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# ¿ Oct 30, 2017 02:09 |
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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.
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# ¿ Oct 31, 2017 21:39 |
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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.
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# ¿ Nov 6, 2017 06:19 |
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# ¿ Apr 28, 2024 10:10 |
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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.
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# ¿ Dec 9, 2017 01:49 |