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Discussion and Questions

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Originally posted by NGB
Are you aware that layer 3 will disappear as soon as you hit that message box?
Just asking, cause that is a huge oversight. If this message doesn't add anything valuable you might be better off without it.


I actually did remove it. (Before I saw your post I mean)
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Are people just making fan judge threads because they'll get a sticky at this point?

I'm really curious to know how many of you will manage to judge everything and judge well.
It's easily the best thing I've done
So why the empty numb?
I can't wait for my "judge the fan judge" thread after real vldcx judging is over.
(in the hopes this won't get overlooked here)

Would you consider applying the Horizontal scroll fix patch to the base ROM and/or the final product? My level would benefit from it, and I can't imagine anyone's level hinges on the glitch.


 
Yes, feel free to use it.
GitHub - Twitter - YouTube - SnesLab Discord
I would like to ask... what thing is that makes a level be the main or sub level? Or, can the starting point be the sub level? And how long are sublevels allowed to be? Can they be longer than the main?

I am wanting to make a team up level for the contest, but this is a thing I would like knowing the answer for.

Read my posted story here!!.

The Best Hack EVAR!!:



This layout good as my stories is made by Kagami
main level is the one you enter from overworld while sublevel is the one you enter from the main level....?
GitHub - Twitter - YouTube - SnesLab Discord
oops, I kinda edited my question a bit. Care to check that too please?

Read my posted story here!!.

The Best Hack EVAR!!:



This layout good as my stories is made by Kagami
Originally posted by CidYoshi
I would like to ask... what thing is that makes a level be the main or sub level? Or, can the starting point be the sub level? And how long are sublevels allowed to be? Can they be longer than the main?

I am wanting to make a team up level for the contest, but this is a thing I would like knowing the answer for.


Main level is the one you enter from the overworld. Sublevels can be longer than the main level. There's no screen limits.
GitHub - Twitter - YouTube - SnesLab Discord
How do I make a background with a gradient in it? This tutorial uses an old version of LM and is thus useless to me unfortunately, since I don't know enough about LM to do anything other than follow instructions strictly.

e: It's not really my place to say but it would be nice if there was an updated tutorial on vanilla gradients because they do make backgrounds look a lot better
It would be nice and that's why it's tagged [Legacy].
That and a lot of other vanilla tricks (especially ones commonly used in VLDCs) REALLY need tutorials, but nobody seems to care to write any.
Your layout has been removed.
Spoiler alert: I discoverd how to do it using Layer 3 by examining WhiteYoshiEgg's level and now my goal screen is amazingly ugly.

Radical.
For what it's worth, the normal method works the exact same way except you put it on layer 2 instead.
Your layout has been removed.
It would be nice to see a tutorial on vldc tricks like 1-up checkpoints, gradients, sprite tileset mixing, various vanilla glitches, commonly unused tiles like tile 1C0, etc.
Originally posted by leod
For what it's worth, the normal method works the exact same way except you put it on layer 2 instead.

The depths of my ignorance are such that I'm not sure what you mean or how to do it, but I'm going to have to figure it out because my layer 3 version gets all messed up when you go through the goal tape

e: I figured it out because I am very smart
Originally posted by GbreezeSunset
It would be nice to see a tutorial on vldc tricks like 1-up checkpoints, gradients, sprite tileset mixing, various vanilla glitches, commonly unused tiles like tile 1C0, etc.

Write one for one of those things.
I put it on the tutorial list like weeks ago and people actually bring up that guides for these things would be great and helpful, but nobody is ever interested in actually writing them.
Your layout has been removed.
I did figure it out by the way.
You are very smart.
Your layout has been removed.
Looks like
worldpeace
is winning this year's VLDC.

I suppose that's to be expected since he single handily saved JUMP with his levels and ASM knowledge.
Layout by Erik557
Hi.
Originally posted by Hobz
My firm stance is that we have to do all or nothing. Either all levels are skippable, or none of them are. We either accept hard levels as they are, or we don't accept them at all. Because as I said, what's the point of even accepting a level and putting it in the collab in the first place if you're going to encourage people to avoid playing it altogether?

You can already skip whatever overworld level you want. The point of completing all the levels was to get to world x and the green doors negated the requirement to actually beat the hard ones. I do agree that green doors kind of remove the point of the level which is why I proposed this to the other judges:

"We could just not require hard levels to be beaten for the world x thing. Overworld progress isn't hindered by not being able to beat a level so from a design standpoint the doors make very little sense.

One way to clearly define this is to order levels on the overworld by difficulty and color them green if they're not required to be beaten, or purple if they have a secret exit. This way you can unlock the entire game without needing to play hard levels, but it won't count towards your completion score."

I think that beating those hard levels will just count towards your completion of the game, so that there's at least some incentive to play them if you're a completionist. This way the hard levels don't shield off content, but they don't get completely negated by just being able to be "beaten" by entering a door.
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