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VLDC1 Compilation - Progress and Discussion Thread (OW is done!)

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I'd collaborate and/or ask Jack and SNN and other people who have worked on older the past two VLDC compilations about how the hack is done. There's not much you should add at all, aside from an overworld, inserting the levels, map16, and GFX, music if applicable, as well as patches regarding the overworld. You shouldn't mess with any of the levels except if it's kaizo, where you should add a goal orb. I don't understand the Green Switch Palace thing? Just have all four switch palaces? What's the problem? And about firephoenix's level: why is it in a World X? Why not just put in the worst world, with DQ on it? There really doesn't need to be a World X, really. I don't think this one should be too fancy with stuff like that. Just put in a quality overworld with quality overworld features, with the levels altogether. Then move on to VLDC2, and so on.
Tbh, starting with VLDC6 might have been the better idea, considering it's the most "vanilla" vldc yet.
Other than that I'll see if I can help out. Hopefully Koopster's overworld work can make that overworld better though; it doesn't look very good especially compared to the VLDC7's and VLDC8's.
I suppose I should post updates here more often.

I talked with nin about this a few weeks back, he will take care of the overworld since Koopster said he wouldn't finish the submaps. About world X, we decided not to include it, instead nin will just give it a special place in the best world (it really doesn't fit in the worst world).

About the switch palaces, I'm just going to include three green ones (light, normal and dark) as NGB suggested, the reason I'm doing this is because all three levels with green switches have green blocks with capes. The blue and red blocks in FP's level will be revealed from the begging and act as 130. Yellow and Green blocks in other levels will be revealed by their respective swithces (there's only about 2 level that use them though).

I'll post a patch containing the switch blocks and the counter-break patch soon.

Regarding custom music, I received mixed opinions on this, but I decided not to include it, it doesn't feel right considering it wasn't allowed in the original contest.

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Tbh, starting with VLDC6 might have been the better idea, considering it's the most "vanilla" vldc yet.

If you mean it would be better to start with the easiest then that would be VLDC4 and 5. VLDC6 allowed ExGFX files (with a lot of restrictions but still allowed them), while VLDC4 and 5 didn't. Still, I started with 1 because it's the first, no other reason.
...I still don't understand the green switch thing. So three levels actually have the green switches in it? Or is it just three levels have green switch blocks in them? If it's the latter, I seriously don't understand why we can't have it like the other VLDCs and have four switch palaces on the overworld. One Green Switch palace should be enough to enable all green switch blocks, should it not?
Originally posted by Frost
...I still don't understand the green switch thing. So three levels actually have the green switches in it? Or is it just three levels have green switch blocks in them? If it's the latter, I seriously don't understand why we can't have it like the other VLDCs and have four switch palaces on the overworld. One Green Switch palace should be enough to enable all green switch blocks, should it not?

All three levels have green switches on it. The green switch blocks are either used for secret exits in two of them, and in FP's it's required to actually clear it (you go left to activate the switch which enables the path to the right which leads to the exit). If say, the green switch in Shining Forest is activated, that would kill half of FP's level, and vice-versa.

VLDC 7 and 8 were intended to be placed in one hack from the beginning, and the switch blocks were placed with that intend. For VLDC1 this is not the case, the switches and blocks were placed with the intention of having the player play the level, press the switch and then use the blocks for the secret/normal exit, and I want to keep that. This is also the reason why I want to apply the counter-break patch.
Huh. I get it now. Tbh I don't see the point in differentiating the colours of green, but whatever. As for the Red/Blue switches, why not just have them as a separate level instead of just naturally turning on firephoenix's? I could provide them, even.

EDIT: Tbh, I'd really like the overworld to be the best, like VLDC7's and VLDC8's. It would be really neat if we get a "contest" going on for this, much like the current VLDCs.
Originally posted by Najeraldo
he will take care of the overworld since Koopster said he wouldn't finish the submaps

I never said that. I just casually vanished from here. I have to apologise for that, it's just that I suddenly decided to overwhelm myself with a million things, such as the Brazilian collab and VLDC8 behind the scenes stuff, and that all besides my own projects. I ought to apologise for Erik as well since I claimed a Morton's Empire level a few months ago...

I still have interest in making maps but I don't mind sharing the task. I can hand you the hub as well if you still really want it. Also if you want to settle a deadline for me, please do so.
It's easily the best thing I've done
So why the empty numb?
Oops, then I must of heard wrong again and it's all my fault like always. I've already redid the Hub and re-did another on of those submaps. You could do the rest (the last 3 maps) if you'd like to though!
New patch

I changed the switch in Shining Forest to light green and the one in Pleasant Hills to dark green. The switch in Flight of the Yoshi (aka, dat FP level) is still normal green. Currently the blocks in FotY are activated from the beginning and spawn capes, but that might change in the future. Also I removed the death counter because I suspect it was kind of buggy. I might add it again later though.



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As for the Red/Blue switches, why not just have them as a separate level instead of just naturally turning on firephoenix's? I could provide them, even.

You mean having those and the three green ones? If so, don't see why not, it would require using custom blocks, but it's feasible. If we add a hub level, we could place the red and blue switches there.

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EDIT: Tbh, I'd really like the overworld to be the best, like VLDC7's and VLDC8's. It would be really neat if we get a "contest" going on for this, much like the current VLDCs.

If there's enough interest for a contest I wouldn't mind running one, but right now nin and koopster are the only ones who voluntered to make an overworld.

@koopster and nin, I think you two should agree on which maps to use. As for the deadline, I think April first is fair enough.
this VLDC1 compilation is very good, I think this has to get some custom songs, because I think custom music will be YAY!
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
Wow, you still exist.

So I got news



Hubba hub pallet tub



A new forest with new colors

Nin said he has revamped two maps, but he hasn't shown them anywhere yet, so I don't know what up. He said he wants to revamp another one, too. Basically he only left best world and another one I don't remember for me to make. I think? I haven't seen him around the IRC in a while.
It's easily the best thing I've done
So why the empty numb?
Looking good, Koopster, send them to me when you have them.

Oh and speaking of IRC, made a channel, so feel free to visit #vldc1 for discussions and stuff.
Originally posted by ForthRightMC
this VLDC1 compilation is very good, I think this has to get some custom songs, because I think custom music will be YAY!


well I'm still AGAINST that idea of custom music in VLDC1 (maybe in VLDC2 or higher)

@Najeraldo: any chance of making the black switch block in the "Black Switch Palace" level a working exit? that switch is currently not working so I'm stuck in that level.
Maps are done, but my internet broke again, so uhh.
Whoa, I didn't see this.

This looks like a cool idea, converting the old VLDC's into a hack! We didn't get that idea until VLDC7, so it does feel like a nice change of pace. Is this going to be applied for all the other VLDC's, or just VLDC1?

Overall, sounds like a nice project! Any plans for it now?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Originally posted by erpster2
@Najeraldo: any chance of making the black switch block in the "Black Switch Palace" level a working exit? that switch is currently not working so I'm stuck in that level.

Fixed. I modified this block with the of LX5 to make it work because I didn't want it to interfere with the other four switch palaces. It also reappears after pressed so you can clear the level again if you want. I haven't updated the patch yet, but it will be there when I update it.

Originally posted by Nin
Maps are done, but my internet broke again, so uhh.

Any chance of recovering them? I don't really want to drag this project longuer than necessary. If you don't mind I can take care of some of the maps.

Originally posted by Falconpunch
Is this going to be applied for all the other VLDC's, or just VLDC1?

When I started this, the idea was to make all VLDCs, but I'm sure sure if I'll actually do them all, of course that doesn't mean it can be done by somebody else. If I have enough free time and motivation and nobody has started it, I do VLDC2 by the end of the year.

And here's a question: any ideas for what we could add in the hub level other than the blue and red switches?

Edit: Another question: which levels deserve a goal sphere at the beginning? For now I can only think of Frozen Future Fury for this.
So this is still a thing that exists :P

I remade the castle submap:



The Bowser castle level is Nightmare Factory, it was originally in the dark world, but I decided to include it in the castle world instead because...it's a castle yeah, and instead I moved Big Boo's Icy Mansion to the ghost house world...because it's a ghost house. I know, deep reasoning there, right?

So yeah, I gave Nightmare factory the bowser castle tile because it's the only level in that world that ends with Bowser (I think also the only one in the contest, but I'm not sure). The two castle tiles bellow it are Iggy's Castle and Wendy's security castle, again, I gave them those tiles for obvious reasons.
That looks rather good #tb{:D}

I suppose I should send you the ROM with the maps I had made :V

EDIT: and now of all times I realise I made the hub with a cave world in mind instead of a fortress world? Like whaaat. I suppose the door can be easily turned into a star, though.
It's easily the best thing I've done
So why the empty numb?
Well, that explains the door. And yes, send me what you have, please.
I don't think that other goal spheres are required and it'd be optimal to credit people in the hub. Like, the people who did the OWs and the judges maybe.
Here's the dark submap. Next up is the worst world.



The black part uses the lightning effect.

Any thoughts?

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