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[Non-Level] What made you want to make your VLDCX level like it is?

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I wanted to go for either a castle or a ghost house, and then Eevee had the idea of creating (or at least trying to recreate) a level based on Star Wars. I didn't watch much of it at the time lol, but thankfully I was provided some videos and we started working on our level from there. It was pretty fun and something different~
Windowless ride, feeling alive
Are you alive or just breathing?
1. Make what was boring (bactracking) and make it fun
2. I wish levels flipped upside down...
oh wait layer 2

but how could I change the level...
remembers layer 2 scroll generator
I wanted to make a snowy level since I felt both homesick and overheated where I was. As for the actual level itself:

The original idea revolved around using layer 2 to scroll some lineguides around with the on/off switch fall option. Unfortunately I found out that line guides platforms/sprites failed to interact with layer 2 (or at least they did after messing with the settings).

I wanted to make a level that I would find fun.
Your layout has been removed.
I haven't really seen many candy levels in any of the past VLDCs, so I thought it would be interesting to try something a little different.
Formerly known as nick 139
My YouTube channel
User: Hinalyte / ID: 1553 ~ loading kotori.css
Found inspiration from Terraria's Underground Hallow (it's full of crystals) and a bit from The Great Cave Offensive.

Mirann wanted to make a cave level too then we merged both of our ideas together.
level design got 100% better because of mirann 👌

mirannedit: I'm Hinalyte and removed Gloomier's edit
I just wanted to make a short, simple smwlike level free from any overwhelming overbearing gimmicks. I just wanted to make a pleasant time that'd place well enough to show that you dont need to go hogwild with the spritemixing, tileset mixing, exanimation, 1f0, and all the bells and whistles just to have a shot at a high placement.








And also win vldcx, can't forget that bit.
Later.
I had this random idea with dolphins but it didn't go anywhere in the final version. I didn't like the rope tileset so I merged it and the grassland tilesets together, nothing interesting behind that.

When I picked the music it had variations for bonus and death routes so I deiced to make harder version of the level after getting all dragon coins, which leads to the secret exit.

Originally I wanted to make secret exit overl-y complicated but thankfully I realized it was just idiotic(you'd have to run from the beginning to the end of the level few times and then finally speedrun it through against p-switch's timer) so I went the so-called death route instead.

So nothing fancy, I wanted it to feel like SMW level to some degree so I didn't go too crazy with palettes or tileset mixing.
I just thought, "Vines!" And went with that... then when I got fan judging reviews I made it a lot more about vines.
*Insert witty footer here*
The dreaded failures of my latest levels in my contest/collab entries made me want to create something both unique and fun, as well as have it tested more than once.

Also, Tile 1F0 got popular, so I tried it with Yoshi and it worked lolariously, so I built a level based around that little trick. I was originally going to make a theatre level but I didn't have much room on the screen for level design...
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

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