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Discussion and Questions

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You can paste regular Boo tiles over the graphics the Big Boo uses.
I'm having issues with my background for my level. I can get it to look awesome no matter which layer is the "primary" background (the one in front with all the details)- layer 2 or layer 3. If I do layer 3, though, I'm afraid the color loss will make me lose points in aesthetics just because it's not "consistent" with other uses of the tiles in the rest of the level on the other layers in different sections... It led me to wonder:

Is it against the rules for a layer 3 tile to have transparency where it normally doesn't in 4bpp mode, if converting to 2bpp puts transparency there? On the one hand, YY-CHR automatically does that. On the other, transparency's technically not there normally, and you can't "merge" with transparent tiles, so I want to be sure if this is against the rules before I do it. Koopster said "yes", but I'd like a second opinion from the judges and vitor, just in case he's incorrect.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by Nimono
Is it against the rules for a layer 3 tile to have transparency where it normally doesn't in 4bpp mode, if converting to 2bpp puts transparency there? On the one hand, YY-CHR automatically does that.


If you simply copy-pasted the tile in YY-CHR to convert it to 2BPP, and in the process of converting YY-CHR adds the transparency, then you are not breaking any rules. This is acceptable.
1) Maybe take the 1/3 bottom part of main OW and pull a SMB3 where it scrolls horizontally...? Or a DKC2 where its vertical.

2) OW platforms that when Mario steps on it, it carries him to a level. Or warping through portals.

3) Day/Night cycle (maybe too much lol)

Just my rusty ideas :v
Originally posted by Nimono
I'm having issues with my background for my level. I can get it to look awesome no matter which layer is the "primary" background (the one in front with all the details)- layer 2 or layer 3. If I do layer 3, though, I'm afraid the color loss will make me lose points in aesthetics just because it's not "consistent" with other uses of the tiles in the rest of the level on the other layers in different sections... It led me to wonder:

Is it against the rules for a layer 3 tile to have transparency where it normally doesn't in 4bpp mode, if converting to 2bpp puts transparency there? On the one hand, YY-CHR automatically does that. On the other, transparency's technically not there normally, and you can't "merge" with transparent tiles, so I want to be sure if this is against the rules before I do it. Koopster said "yes", but I'd like a second opinion from the judges and vitor, just in case he's incorrect.


Originally posted by Ruberjig
1) Maybe take the 1/3 bottom part of main OW and pull a SMB3 where it scrolls horizontally...? Or a DKC2 where its vertical.

2) OW platforms that when Mario steps on it, it carries him to a level. Or warping through portals.

3) Day/Night cycle (maybe too much lol)

Just my rusty ideas :v


I feel like at this rate, YY-CHR 4bpp -> 2bpp converting is pretty much lottery. There's a couple of users who are having similar situations (either the backwards e.g. was transparency but it's no longer and vice-versa) and asked me about that. That's not fair and doesn't make sense. So, for and only for only layer 3 tiles, I'm allowing to freely color remap/recolor tiles, including truncating (merging colors into a single one) and changing transparency.
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Lol nice answer to my question fam
I don't know why he quoted your post but you didn't ask a question.
I actually meant to quote Noivern but I ended up scrolling down my mouse and quoted Ruberjig instead, hahahah.

Also since I forgot to reply about the overworld maps, I might frustrate you but... Each OW can only link levels from their local ROM. I mean, the main OW (1) can only link levels from the ROM (1) and the main OW (2) can only link levels from the ROM (2). So in case we get more than 96 entries, some of them must to go to the other overworld maps, unless if I stick with Jack's extended OW patch again. Of course, I can still make the second ROM levels go only in submaps and let the second main OW reserved for the best entries, but... We will see when we have an accurate estimate on how many entries we will have this year.
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Are we allowed to use a method of ripping graphics used in this threadhttps://www.smwcentral.net/?p=viewthread&t=82704 to create new backgrounds? Its still using only Lunar Magic but I know the definition of Vanilla gets discussed quite often here.

EDIT: My link isn't working ._. https://www.smwcentral.net/?p=viewthread&t=82704
I don't see only being able to link levels from the local rom as an issue, just insert the levels into the rom they'll be on the map/submap of? As others have mentioned it'll probably be nicer to not be as tight for OW space as before.

Deciding between using the 2nd main OW or a submap for best world is something that'll affect the contest though.
Random suggestion for the compilation: overworld icons that indicate if a level uses switch blocks (and which colors it uses specifically).
Originally posted by Vitor Vilela
Also since I forgot to reply about the overworld maps, I might frustrate you but... Each OW can only link levels from their local ROM. I mean, the main OW (1) can only link levels from the ROM (1) and the main OW (2) can only link levels from the ROM (2). So in case we get more than 96 entries, some of them must to go to the other overworld maps, unless if I stick with Jack's extended OW patch again. Of course, I can still make the second ROM levels go only in submaps and let the second main OW reserved for the best entries, but... We will see when we have an accurate estimate on how many entries we will have this year.

I don't think that'll be an issue as Impetus said, having more maps is a plus either way, considering the ones in VLDC9 really were pretty tight on space (which might have worked out in favor of it by being really busy and lively, but still a lot of levels hugged the edges on submaps and stuff).

So even if we don't use ALL the maps, we can always just skip a submap in ROM 1 and use a submap in ROM 2 for it instead, so the 96 limit won't be hit at all.
Your layout has been removed.
Just putting an FYI that instead of posting screenshots in here, please post them in this thread instead. That way the judges that want to avoid seeing level progress can still check up on this thread.
Originally posted by Aeon
switch blocks

i feel like that'd fit btter with the judes comments screen. less clutter on the overworld that way
ask me if i give a f*ck...
sorry for the weird pm vitor


I had thought if there was a way to change Bowser graphics without changing the original one. If not can we do so?
Do you seriously have to put a Bowser fight in your level...?
It's easily the best thing I've done
So why the empty numb?
I've already submitted my level.

I don't care what place I'm in, I just want my level in VLDCX.

I don't even care if it gets into the worst world.
Originally posted by IronFoxGaming
I've already submitted my level.

I don't care what place I'm in, I just want my level in VLDCX.

I don't even care if it gets into the worst world.

This attitude is why we started disqualifying levels.
It's easily the best thing I've done
So why the empty numb?
You enter contests with the goal in mind to win.
Originally posted by IronFoxGaming
I don't care what place I'm in, I just want my level in VLDCX.
the thing is that you already said that.

anyways WHO NEEDS EXGFX WHEN YOU GOT ~♪EXANIMATION♪~
ask me if i give a f*ck...
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