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The 8th Annual VLDC: Discussion

Originally posted by Nin
Will levels still have time limits?

Why would they not? The time limits of each level were kept in the VLDC7 collab, so I see no reason why they would them removed now.
Well, this seems to be the hack will be complete next month,and I can't wait to play it,I swear! And one last thing: why they are no sfx echoes during the gameplay?
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
AddMusicK kills sound effect echoing for some reason. This is assuming you mean like the echoing in SMW's cave music for example.
It's easily the best thing I've done
So why the empty numb?
Originally posted by Nin
Will levels still have time limits?

Why are they disliked so much? They are part of the challenge and when they are low the players need to move at a bit faster pace through obstacles making them more fun.
Considering what the time limit should be is also a part of the level design, so it would be weird for them to be taken out of a contest about level design, yeah

I mean, a reasonable time limit will go pretty much unnoticed because it's just assumed that you would have enough time to beat the level, but an unreasonable time limit would be reason to lose points (unless it was an intentional gotta-go-fast kind of level, but even then it should be beatable without requiring perfection), so it should still be something that's taken into consideration
There is no reason to take out time limits, and conversely, 1-ups in this contest. Even you don't care for either, other entrants do.

If you're making a group hack, sure. But that's not exactly what this is. There is no reason to take out anything in a "collab" where everyone does their own thing.
I'm not even sure why this is being discussed. Of course they'll both stay in, just like last year.
I would like to request that the amount of lives you start with be increased slightly. While playing through VLDC7, I ended up never going above 10 lives due to the rarity of 1-ups, and the fact that some of the levels were hard as balls. Frequently losing midpoints due to game overs (most often on hard levels where I needed midpoints to win) was incredibly frustrating.
Didn't the VLDC7 just save after every level anyways? I don't really see the need to increase the number of default lives. It's really not that bad, I mean if you're really worried about lives you could simply do earlier levels to get 1-ups.

And to save the midway point, just move on the map after getting it.
The patch also saves getting the midway point when you move on the overworld and you don't loose it after a game over.
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by NGB
And to save the midway point, just move on the map after getting it.
The patch also saves getting the midway point when you move on the overworld and you don't loose it after a game over.

Didn't know that lol. Thinking about it, it kinda makes Game Overs useless, which imo is not nice.
Do you already know, which level you will use for the title screen?
I'm just curious, because I didn't see any specific reason, why you picked the level you choose in VLDC7.
So I just want to know, if there is any algorithm I just don't understand and if you use the same methode to choose this years intro level.
Or is it just a random entry?
My Youtube channel

Currently working on:
Project C

Finished project:
I suppose it's just a random entry, likely one of the the best world levels excluding the top 3ish.
Eternity is right. I picked an entry at random from the top tier (but not the highest three). I wanted the title level to show off the quality of the upper tier without spoiling the winners.

I will probably do the same thing this year.
Should use fourth place. They don't get a trophy, might as well get some recognition otherwise. btw, who are the judges exactly?
The judges are SNN, MrDeePay and me. Both me and SNN have already finished judging, so we only need MDP to finish as well (suppose it shouldn't take long, actually me and SNN were a bit fast here).
Originally posted by allowiscous
Should use fourth place. They don't get a trophy

Actually fourth and fifth get blue/red vanilla tile honorary mention trophies as well.
It's easily the best thing I've done
So why the empty numb?
Oh, i had no idea. Then 6th?!
I don't think a specific spot should be assigned as choice placement for title moves. For example with 6th, I think any of VLDC7's 6th place entrants would have made for poor title moves' levels. They were all either too busy/flashy/gimmicky/close-quartered/or all around uniquely "different" to be played out as a demo level. Never mind that both mine and Inside Intestines wouldn't have even worked since you enter a door within the first screen.

It should be a level that both represents the spirit of the contest but also the spirit of SMW. I found last year's choice, given the levels represented in the Best World, to easily be the best option since it showed clever creativity using vanilla resources; had fundamentally solid design, yet was overall clean and simple. I think WYE's level may have been the only other level in the Best World that would have worked - if the criteria encourages Best World levels only - as it too had very similar characteristics befitting of outstanding vanilla creativity yet keeping relatively true to SMW's roots.
Mmm, I actually agree with Milk though. Having a level that's similar to what Groovy was in the original (simple, yet very fluid gameplay) is pretty ideal. I was thinking of posting how unfitting something like Inside Intestines would have been for a title screen level earlier, but decided against it. I'm glad I'm not the only one who thought of this at least.

..though admittedly, when I chose Quicksand Inc. for VLDC7's title screen, it was more of a fluke that it actually played like a straightforward level. I didn't have that in mind at all.