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Mad Scientist - ASM Contest [Final Results]

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Thank you for voting,

and this round's winner is...
anonimzwx
with the entry of Beam and score of 70 points!

ParticipantEntryScore
anonimzwxBeam70
DarolacElementary69
NerDoseDual65
EternityLarvaTime41
RuberjigX-Ray40

That's a close round given that some focused on technicality and others from a gameplay standpoint.
Indeed, anonimzwx won this round for a very good reason. But Darolac had the interesting idea of implementing maths into gameplay as well.


For now, let's make a small break until round 3 starts, around a day or so. As such, it will officially start at November 6th, 19:00 UTC.
YEEY, Thanks to all people who voted for me in this round, tbh i am very happy, specially was very nice to me read the comment of Von Farhenheit, it feels like all the works to do the gimmick worth it.

Now I will reply your comments.

Originally posted by Maxodex
- beam
this one is very cool and it looks very very polished. i really appreciate this one out of the whole bunch because to me it has the highest degree of customizability; you could really do all sorts of weird shit with this if you wanted, and that's really cool. sad that some people are voting it lower but i really have to condemn the sample level though, it's prettttty bad. i know you can argue that in an asm contest the sample level is the least important since the focus should be all on the asm item itself, but if the sample level does a shit job at showcasing what your asm item can do and instead makes it super frustrating to experience... well you can't really be angry about people being turned off. i really want to see a great level using this beam thing to the fullest.


Yeah, the most of down votes of my entry were because the sample level was hard, for me those votes were like "WTF bro is an asm contest, sample level is just to show some ways to use the gimmick", but also i can understand them because tbh the second half of the level is a bit frutrating. Now that is not fault of the gimmick, the gimmick is ultra flexible, you can defines all differents variables like wait time, warning time, speed of crossing the screen, color, direction, time that the light trail keeps on the screen, layer 1 speed, also platforms has an infinity amount of differents movements based in trigonometry, then it can be very easy or very hard depends on the level designer. I think i will do a better level the next time, something simplier because i feel that all the hard job and effort that i did on that gimmick was overshadowed by the sample level.

For those who said "is janky or wacky", that is the idea, It is a gimmick made to be uncomfortable for the player.

Also for those guys who said about the "invisible platform" well i think is a very valuable feedback to do another version for the platform, now i prefere that the platform is untouchable if it is not revealed, because as Counterfeit said, the idea fo the gimmick is act and think fast reacting to the gimmick, then if the platform is always touchable then i think that goes against the gimmick. Now i think that i will do a version that is always touchable to use with others gimmicks.

this gimmick was very hard for me, work with hdma and windowing to make it work with any window and any position has a lot of little details and problems, any error means flickering or graphical glitches, but the system that i did works very nice, i think that i can do a lot of sprites that use windowing crazy effects now, because the effect that i did is just one of the possible effects that i can do, i think i can do something like the "Ray-X" but that only works when the player is in underground and it follows the player or an specific enemy like yoshi island does or maybe simulate the body of an enemy with windowing and do very big things, imagine a ultra big boo that uses almost all the screen? well that is possible with the system that i did, also shadow effects like the shadow projected in "puppy love" of earthworm jim 2.

I think i will do a video about how it works =p.

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Hell yeah, from last to third place.
While most of the criticism was legitimate a couple of people reviewed the contest entries as how good/complex the asm is. I thought only the result mattered but my asm skills are only capable of making basic stuff so not a big deal at all, they're right after all.
As always i'm making an improved version, I'll upload it to my youtube once it's done. Can't wait for round 3!
I suck at ASM and AMK
This round was quite a bit of fun to participate in. Congrats to anonimzwx!

I would like to also congrat NerDose, who also did a really fine job on this round (and funnily the sample level was actually a pretty good level). I loved Dual, I think he doesn't give himself a lot of credit but he's a pretty good asmer in my book.

Round 3 - Boss Improvment

Now we get to the la... hold on, boss creation? No, boss improvement. You are given a selection of certain bosses and the goal is to make the boss more interesting or fun to play.

The Rules

You have got a predetermined list of bosses which you have to improve.
  • The first one is to edit the boss. Example: Custom Thwomp Boss is a variation of Homing Thwomp Boss with a bigger variety of attacks and different way to attack it.
  • The other way is to use external sources (such as UberASM) and change the boss drastically that way. A lot of the more advanced submissions of the 7th 24hoSMW, a contest where you had to create a cool Big Boo boss fight without making edits to Big Boo itself beyond HP and graphics, are enhanced with ASM without modifying the boss directly (especially the top two which even change the gameplay).
Since they're tied to each other, you can chose either method.

The Bosses

The following bosses can be modified:

Extra rules:

If you modify the boss, the most important point is to add enough customisation so the boss in an improvement but the boss still should be fairily recognisable. As a rule of thumb, 50% of your submission's code should be original but I'm not too strict about it and allow more lines of code if there aren't many lines to work with.

Edit: Before I forget it: The deadline is in ten days as of the posting, at November 16th, 18:00 UTC!.

Edit²: Added Pix and Undine to the list.

Edit³: Fixed HTML.

Edit^4: Clarified the extra rule.
Not planning on participating, but this is such a cool round idea. SMW has never had amazing bosses so I look forward to seeing what crazy stuff people could do with them.
Good luck everyone!

PFP by Empathic-Nooks on Deviantart. Check em out!
Hey check it out I made a level that got 104th place (wow he sucks!).
First time making/improving a boss, I am actually scared of this one but I will definitely participate. Can't wait to see all the entries, I can't imagine what anon is capable of doing now!
I suck at ASM and AMK
Originally posted by codfish1002
wait... we need to improve every single boss in the list or just one?

Just one.
uhm tbh this theme is horrible:

-Each boss has different number of code lines, some of them are very short codes and as i must keep 50% original then there is very few things that i can do.

-Most of them are very outdated and with a not very good code quality, tbh i could do a better job doing any of them from scratch, the only nice coded boss of the list is reznor but it already has a lot of customizable options and i can't do a big change to make it better.

-The theme of this round cut all creativity and is very restrictive.

-In most of the bosses, change movement or behaviour doesn't add a lot because they are very simple and with very few frames, then the only way to edit the boss is edit projectiles.

I think the theme should be just "do your own version of a boss on the list".

EDIT: Also thanks nerdose.

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Originally posted by anonimzwx
I think the theme should be just "do your own version of a boss on the list".

asking people to code their own boss didn't work so well last time. also, what would be the point of asking people to code something that already exists?

imo i think this round allows for a lot of creativity - if worldpeace could do what he did for his boo boss in 24hosmw and take a mundane boss and turn it into a creative fight, other people can do that too. it just takes good knowledge of what makes boss fights interesting.
While I do appreciate adding Undine and Pix to the list, it was generally an example of my criticism of basically asking if you can extend it to all sprites officially hosted in the sprites section that use the "Boss" tag for our ASM people to choose to improve on. More options than whats on the prompt at the time of this post would benefit creativity.

BTW, good luck to the entrants.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


Originally posted by MFG
The other way is to use external sources

I'm taking this to mean (by example), that a SMB3 Bowser that does not have bricks and you adding bricks as "new original idea" (curses Nintendo already did that one!) would qualify. If so, then really the skies the limit as far as code. Although this is more restrictive than even the previous round, so I guess we'll see how this turns out.
I'm curious to see what people with do with these bosses. Undine has a cool concept, but the execution is flawed. But the most versatile one is the big boo boss. I think that the customizable Reznors are the oddest choice there. Because it's so customizable already, that there isn't much to add to it. I think that Reznors can be used very well, but there isn't much to expand on them, in terms of code. #smrpg{gdi}


Originally posted by idol
Originally posted by anonimzwx
I think the theme should be just "do your own version of a boss on the list".

asking people to code their own boss didn't work so well last time. also, what would be the point of asking people to code something that already exists?


Is not do the same boss, is do your own version, you can add all attacks and things that you want, but with that "50% code" rule you dont have a lot of space for creativity, also edit code is awful, specially if it doesnt have self-explanatory labels, comments and good variable names. Also some bosses have spaggetti code and is just a mess work with that, is just annoying and boring.

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Yeah, just because a sprite exists doesn't mean it's good. I think that anon's idea is pretty good. Imagine seeing a boss like Undine but with more interesting attacks, with less janky stuff and way more creative mechanics too. I'm on the fence about this round's theme.

It's not bad, but that "make your version" of a boss sounds neat too.


First of all: I thought that making a round about derivatives would make an interesting round which is why I made that 50% rule. Creating your own boss defeats the point of derivatives.

In addition, the 50% rule only applies for the final result so the lines of code can be doubled. And I won't take it too seriously either, especially for bosses with few lines of code. I just made an edit in the rules to clarify that.

Originally posted by SF - The Dark Warrior
While I do appreciate adding Undine and Pix to the list, it was generally an example of my criticism of basically asking if you can extend it to all sprites officially hosted in the sprites section that use the "Boss" tag for our ASM people to choose to improve on. More options than whats on the prompt at the time of this post would benefit creativity.

I thought that as well but when I thought about improvements, I have thought about a couple bosses. In hindsight, I really should having a list of exceptions (namely those sprites with code which are not bosses) would indeed be better.

To the public: In fact, do you think we should allow more bosses?
I like this theme a lot, as long as the code line limit isn't enforced too strictly. I'm a little worried that the meta of this round will be to just pick the boss with the most amount of lines to get the most freedom, but the fact that MFG said it's more of a suggestion than a hard rule gives me a good feeling about it. I also think Reznor is a top tier pick for modding a boss, which seems to be an unpopular choice #smrpg{:D}

I don't see any downside with expanding the list of bosses to pick from. I imagine MFG will have to compare each entry to its original anyway. I have one question: is it allowed to change graphics in any way? Can you add frames and projectiles that are not in the original?

allow shy guy emojis in post footers you cowards!
Originally posted by anonimzwx
I think the theme should be just "do your own version of a boss on the list".


While I understand some of your points, having to create and specially test a full on boss in ten days (heck, even in twenty days) that is fun, varied and well crafted is not at the hand of everyone - I myself work full time and I don't really have the time to pour into that in so few days to be honest (also that's the reason the last asm contest flopped).

I don't agree with your reasoning that it limits creativity: there are wonderful things that can be done with those bosses with some imagination; in fact, I already have an good idea.

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