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VANILLA LEVEL DESIGN CONTEST 11 - The (unofficial) Collaboration (It's here)

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The Addmusick problem has finally been fixed! I suspect there was something wrong with the old ROM, so I made a new rom and transferred everything to that one, so it's got all the music in plus everything else.

Originally posted by SomeGuy712x
it seems the tile for the left parenthesis was replaced with a "9". So, this'll affect everyone's messages that use parenthesis. That's quite the "oops"!

Thanks for pointing that out. I'll make sure that's fixed up in the final demo.
You know what? Suddenly I had some ideas for a Grass Map song. Can I compose it?

we betrayed smwcp2
MK2TDS
Each Overworld border would look better if each had its own distinctive design in terms of patterns.
Originally posted by Raymondsze
Each Overworld border would look better if each had its own distinctive design in terms of patterns.
I'm in favor of this.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

With our current technology, it's definitely doable. One for each theme would be cool.

And besides, there's no World X to worry about, so it should be simple to accomplish.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
its not like it'd really require much technology at all. you can just change each submap layer 3 and palette already in lunar magic.
I will probably start working on the main map this weekend so wish me luck.
VLDC's are my favourite hacks.
Thank you so much for taking up this project. I look forward to the release and will definitely be playing it!
This undertaking is Pog. Especially for something that's unofficial and started by a fairly new user around here. How well this has progressed in such a short amount of time deserves a lot of attention. I believe every single custom song used in levels that used one will be eventually found and inserted in the right places.

I might be taking lowest and highest ranked levels (not counting mine, which I've uploaded before shamelessly advertising my 10th place level and being the opposite of modest) and I hope a lot of let's plays will come out of the hack.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Originally posted by idol
its not like it'd really require much technology at all. you can just change each submap layer 3 and palette already in lunar magic.

Two hacks, Mario Game and Mario: The Mysterious Gem have already accomplished this. Different patterns for each submap.
Been following around for ages now in terms of VLDC stuff and I look very much forward to when this is all polished up and shiny. Keep up the nice work!
I'm not going to claim anything because I'm unskilled at drawing out maps, and I haven't gotten down music comping here yet, but I came here to tell you how much I appreciate this big project you are undertaking, and I wish you all the good luck there is to see it all the way to the end.

Do you plan on doing something like this for VLDC12 eventually, or is it just for this VLDC? I'm okay with whichever answer is provided; I'm just curious.

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STELLA!
Originally posted by Arash
Do you plan on doing something like this for VLDC12 eventually, or is it just for this VLDC? I'm okay with whichever answer is provided; I'm just curious.

Dtothefourth is making a tool to compile all the vldc12 entries.
Originally posted by Stivi
Originally posted by Arash
Do you plan on doing something like this for VLDC12 eventually, or is it just for this VLDC? I'm okay with whichever answer is provided; I'm just curious.

Dtothefourth is making a tool to compile all the vldc12 entries.

Nice. That'll be something I'll have to keep tabs on in the future.

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STELLA!
I started working on the main map yesterday. Here's the grass world so far



Alright everybody! After a long week of fiddling around with patches, music and all that sort of shenanigans, the demo of VLDC11 is available! Includes all the levels from the contest in here! You can also download it in the opening thread post.

Download!


Frozen Grassland (by yoshi9429, 74th)

This door works incorrectly, and line-guides doesn't work.
I'm forget Uploading a brr sample of MML for a night version of Frozen Grassland.
Of course, you may have already found it, but upload the file again.

My Entry Music - Re-upload
I am yoshi9429 enjoying Lunar Magic and Touhou Danmakufu ph3 and RPG Maker MV.
Issues have been noticed and fixed up. This new release should be 100% fully playable now. Opening post will be updated to contain the new fixes.

Download!
Just gave my level another quick runthrough, and the parenthesis issue is fixed, so it says "(not" instead of "9not", so that's good. However, I decided to double-check all of my secrets, and... there are problems.

If you smuggle Yoshi into the IHOP mushroom platform area (where the Star Fox - Corneria music is playing), and take the pipe exit out of that room while on Yoshi, then you're supposed to be taken to a room that states "UNAUTHORIZED YOSHI DETECTED" and then tells the player that I can't have them breaking my whole level. From there, you'd need to leave Yoshi behind in order to continue with the level.

However, in this hack now, if I try that, I get taken straight to the final moon room, which is supposed to be a reward for avoiding all loose coins in the level prior to the goal screen. Additionally, if I do the coinless run proper, then the pipe that's supposed to take me to the final moon room instead takes me to the "UNAUTHORIZED YOSHI DETECTED" room. I'm guessing someone accidentally swapped those exit pointers somehow.

Also, upon entering the final moon room, the wrong message gets displayed. So, the "Display Level Message 1" sprites around there must not be triggering properly. Looking at Lunar Magic, I have a guess as to what the problem might be. In my original level, the game takes the 9 "Display Level Message 1" sprites way below the entrance to the final moon room into account for which message to display, despite them being far below where the room is entered. However, I'm guessing that doesn't happen in this hack, and so the wrong message is shown.

I tried copying the 9 "Display Level Message 1" sprites from below and pasting them right next to the final moon room's entrance, and tested it out, and now the correct message is shown there.

I also decided to fix up the exit pointers so that they all go to the correct places (didn't need to actually adjust the secondary exits at all while doing this). And, I've saved both involved sublevels as .mwl files so you guys can just insert them easily and everything should work correctly:

Level 058
Level 059

@Lsh0426
Your huge image stretches the page on me. Can you scale that down to like 50% of its size, please?

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