jepense said:
I had a great time creating mine. In fact, it was probably my favorite gaming experience this year. And I agree, the contest wasn't a failure as such, but since the initial response was so enthusiastic, I had hoped for much more. Also, I was personally looking forward to the judging for more detailed feedback on my own mod.
Good to hear! I was also looking forward to the judging but the amount of submissions seemed so small that it seemed kinda pointless. I would still love to hear other people's feedback on the mods though.
jepense said:
I think many people got overambitious and gave up when they couldn't realize their vision, or saw that it took way too much time. I kept it pretty simple and still it took quite some effort to get the game finished. And as you said, this was with a very advanced editor. I suggest that for the upcoming contests involving more difficult-to-use tools, the recommended sizes of the entries should be smaller. Probably more people would have finished now, if the limit was 3-4 levels instead of 5-8.
I agree as well that some people seemed to get too ambitious. I suffered the same problem too as my original idea for Massimo was pretty elaborate. I'm still suprised on how much I was able to get in there before my deadline.
I still think five levels was an appropriate number. It's "learning the tools" that is the hard part. Once I got my head wrapped around Map16, the exits, sprite/BG maps, etc. I was putting out about 2 to 4 levels a week. I thought 3+ months would have been plenty of time for 5 levels.
jepense said:
My advice would be to start small and expand, not to start big and get overwhelmed. I started by making the overworld which of course fixed the number of levels as well. Now, I'm very happy with the layout of my overworld, but I was struggling to get the final few levels done (won't say which were the last ones I made, though).
Agreed. Don't think too much about the big picture and just focus on one level at a time and go from there. Again it's all about taking it easy at first and expanding your skills with each new stage. Compare my first stage, Massimo's Hole, to the Skies of Yg when I finally started to get the hang of things, and then to the last level of Massi8Bit when I started incorporating my own tricks. Just keep making levels and you will eventually get better at it.
jepense said:
It was quite an educational experience as well. I actually scrapped two almost complete levels and remade them since I felt they were just plain boring. It was really painful to do, since I had already put time and effort into them, but in the end I think it made the whole much better. It did make me a bit sympathetic to games with boring filler segments though, since it really isn't easy to just get rid of them.
It was very educational for me as well. I had to scrap and rework several of my levels too. There's still levels in the game that I think could use a lot of reworking (First section of The Wild, some of the Evil Place levels, and the
level). Still this isn't the first time I've worked on game editing so I guess I was a little bit more prepared than most. It is the first time to work on something as big as this so it taught me a lot about the hell developers in that era had to go through with bug testing. I'm still amazed that I was able to get nearly all the bugs squashed in my game. ZSNES's screenshot function became my best friend during that time
Jocchan said:
Too bad so few people managed to submit anything. I, for one, doubted I could make it with a whole game from the very beginning, but I tried anyways and had three levels more or less completed before noticing the deadline was too close to finish it all.
My game also featured a few nice additions I had to remove to submit single stages:
The second level I submitted, Swallowed!, was also supposed to feature a small boss fight with Birdo, and this got replaced with a simple hidden exit.
Speaking of it... Enk, did you try that stage? Should I finish the other one and submit it too? And what about switch palaces (see my post above)?
Yes I did try your stage and it was quite fun. Pretty easy going (not a bad thing) but is made up for by the back tracking puzzle at the end. I thought the fish stuck in the lava was a little funny (that was intentional right?) and I may go in a fix a couple of the rough corners where your slopes meet the water. I didn't notice anything broken off the bat and the maze was fairly well thought out. I think it will make a good early maze stage. Also what is with the ? block stuck in the pipes at the end of the second exit? Is there a way to get to that or is it just for teasing?
As far as switch palaces go, unless you have some ideas on how to approach it I was hoping to just keep the editing as clean and simple as possible. I may down the road incorporate the switch blocks but I have to make sure it's in a way that it works well with other people's levels if they decide to include them.
I will however be expanding some of the tools everyone can work with later this week. I won't say how exactly, but hopefully it will be in a way that more people can be able to contribute levels.
JoshuaJSlone said:
I dunno; this one might've been too long. I sort've had the feeling of a school project that wasn't due for a long time and cramming at the end... but since it wasn't really due I didn't have to force myself to cram at the end.
This isn't even a completed level, but
here's a modified version of Yoshi's Island 2 I was experimenting with. I was basically trying to come up with a few assholey key sections to place in levels, but I wasn't sure where to go with those levels beyond that.
Had the deadline been even shorter I think I might've been the only one making a game. :lol I don't want people to feel frustrated when making their games. The best results come with time where you can fully realize your ideas. If you wait until the last minute, then yes, it will feel like cramming for a school exam.
Thank you for submitting a level too! I'll give it a go tonight.
Koren said:
Nice... I'll try to submit one ore two if I can polish them enough.
As I said Enk in PM, I was sorry that I wasn't able to enter the contest. I'm still in WIP stages. I was expected this to be a lot of work, but I wasn't expecting my job to take all my spare time, unfortunately
Still, I had a blast messing with Lunar Magic again, so many, many thanks for the contest.
For the very same reasons, I haven't been able yet to try your works (I want to take my time and enjoy it). So I'll spare the congratulations for later, but judging just by the screens, all of you made fantastic job.
Keep going at it if you still want to finish your game. Even though the contest is over I'll still give your game the front page teatment (
and this goes the same for everyone else too). You sounded like you were trying to put your all into your project so I hope to see what the final version looks like.