Make a Good 24 Hour Mega Man Level
Author Message
ParmaJon Offline
Regular
**
Registered

Posts: 34
Threads: 3
Joined: Mar 2016
Reputation: 4
#1
Make a Good 24 Hour Mega Man Level
[Image: R180GPI.png]

Make a Good 24 Hour Mega Man Level


Hey everyone, I know this is kind of unexpected but here's a small treat a few of us put together. We put together a private mini test contest (mostly as a proof of concept) where contestants were given a box of 4 random items (2 enemies and 2 gimmicks) and had to make a level in 24 hours. We ended up getting 6 entries by known designers and they got scored by three judges.
This was all done in a version of the MaGMML2 devkit started on May 30th 2016. The contest ran for about two months then fell into production hell until this winter.
Questionably more important than this contest itself is that we will be running another similar contest open to everyone once the MaGMML3 devkit is public.
Yea, the games a bit rough around the edges but it should still be a fun experience!

Judges:
ParmaJon
MiniMacro
Creshman




FAQ


Why didn’t I hear about this?
The contest was only known about in a private server with about 20 people, it was just easier to run in a small closed environment to work all the kinks out.

Can I join this server?
No, it’s a private hangout server.

How were the judges selected?
A few of us knew wanted to try judging so this gave us an opportunity to judge on small scale and see how we liked it without trying to get into one of the main MaGMML’s.

How were the weapon choices chosen, it genuinely puzzles me that people would’ve selected them?
Honestly we just kinda threw about 10 names for weapons out there and voted. Since we weren’t even sure if this would be released as a game or without any foresight there was no thought to selecting decent or balanced weapons.

When will the next contest be?
Whenever the MaGMML3 devkit is out. In that one it will be organized and structured much better with a different judge set.



My game wont save
Make sure it doesn't share a folder with another game that has main.sav and file.sav otherwise there will be a conflict. If you are unsure keep it in its own separate folder



[Image: h58fzoP.png][Image: lHjA9gi.png][Image: tcY69sO.png][Image: X12m4DD.png][Image: lu34Lr0.png]

(This post was last modified: 19-02-2018, 11:40 PM by ParmaJon.)
19-02-2018, 07:23 PM
Find Reply
Lionheart261 Offline
Still Here
***
Registered

Posts: 80
Threads: 2
Joined: Nov 2017
Reputation: 4
#2
RE: Make a Good 24 Hour Mega Man Level
Not too bad, but a few critiques:

1. Some of the tiles look like they should be actual ground tiles and not background tiles, so it's a bit disorienting.

2. In NaOH's stage, if you have Time Slow active, it automatically kills Quick Man but still leaves you locked in place, forcing a hard reset.
19-02-2018, 08:25 PM
Find Reply
ThatOneEnderMan Offline
Sewer Boy
**
Registered

Posts: 46
Threads: 0
Joined: Dec 2014
Reputation: 3
#3
RE: Make a Good 24 Hour Mega Man Level
what up sewer boy here

It's a fun game even if the wily stages and NaOH's stages I liked but ehhhhhh, oh well. Better luck next year to all except myself....hah........
The post-game bonus is amazing though, praise Pyro for that
20-02-2018, 05:45 AM
Find Reply
Lionheart261 Offline
Still Here
***
Registered

Posts: 80
Threads: 2
Joined: Nov 2017
Reputation: 4
#4
RE: Make a Good 24 Hour Mega Man Level
Few more criticisms:

1. Why is the water capsule gimmick so fucking fast sometimes? I can barely react in order to jump in time and end up falling to my death, not to mention the actual firing of the capsules themselves doesn't seem to follow a strict pattern-it's more like a general *recommendation* that's completely ignored sometimes.
2. Some of the tile placements make it incredibly awkward to land on certain obstacles.
3. Super Arm serves a purpose, right? Thus far, I haven't found a single use for it in 5 out of the six stages.
4. Forgive me if I'm wrong, but weren't there only two gimmicks allowed per stage? Cuz some stages seem to use three or more. Do the spawners not count as gimmicks?
20-02-2018, 06:44 AM
Find Reply
ThatOneEnderMan Offline
Sewer Boy
**
Registered

Posts: 46
Threads: 0
Joined: Dec 2014
Reputation: 3
#5
RE: Make a Good 24 Hour Mega Man Level
(20-02-2018, 06:44 AM)Lionheart261 Wrote: Forgive me if I'm wrong, but weren't there only two gimmicks allowed per stage? Cuz some stages seem to use three or more. Do the spawners not count as gimmicks?

Sort of. It was highly advised to mostly use the two gimmicks and two enemies, but not only use them. It was weird.
20-02-2018, 07:16 AM
Find Reply
Entity1037 Offline
That One Person Who Does Things
*****
Registered

Posts: 472
Threads: 14
Joined: Dec 2014
Reputation: 7
#6
RE: Make a Good 24 Hour Mega Man Level
You had to use your box items, but you were welcome to use things not in your box if you wanted to.

Programming a thing, ba da baa, programming a thing, ba da baa...
(This post was last modified: 23-02-2018, 01:25 PM by Entity1037.)
20-02-2018, 10:08 AM
Find Reply
Mr. G-Force Offline
You are my bottom tier hero.
**
Registered

Posts: 41
Threads: 0
Joined: Sep 2015
Reputation: 3
#7
RE: Make a Good 24 Hour Mega Man Level
Just a couple of questions I have, mostly out of curiosity:

1) For the Wily stages, did the judges get to pick their "box" contents, or was it random like the starter levels? Also, were they restricted to the 24 hour limit?

2) Why didn't MiniMacro create a Wily stage?

3) What's the song that plays during the stage portion of Wily 3? It's not mentioned in the credits and I swear I've heard it somewhere (for some reason I wanna say it's from a Mario & Luigi game, but I'm not sure)

4) Why did Ace make two levels? (I'm not arguing since both of his levels were solid, but did he basically challenge himself to make two levels? Or was it that, since there were only 5 contestants, in order to meet the "6 stage minimum quota", someone had to take it upon themselves to create two levels in the time limit?) I feel like I've worded this poorly but hopefully it's decipherable.

5) I don't usually question specific parts of stages, but what the heck is with that one room in Wily 3? Specifically, the long room with Croakers, Guts Blocks, and Changekeys raining down EVERYWHERE. Oh, and it's also absurdly laggy. Is it just to make use of the Super Arm, since it's so sparingly used otherwise? If you ignore that motive, the room just serves as pointless and annoying filler before the final boss. The Yashichi you get after said room, of course refills everything, making the room completely pointless. The room itself felt like something out of a romhack, but at the very least, it didn't plaster spikes everywhere.

Aside from that one part of Wily 3, the game was a fun and interesting diversion. I was really impressed by the creativity squeezed out of such a limiting idea, and in such a short time. I would really like to see "Breaking Ground" make its way into MaGMML3; that level was REALLY fun and creative! But if it does make a return, change the boss. For the love of Elewoofro, change the boss.

You were expecting something witty down here? Scroll your eyes back up there!


Bloody amateurs...
(This post was last modified: 23-02-2018, 01:20 AM by Mr. G-Force.)
23-02-2018, 01:17 AM
Find Reply
ThatOneEnderMan Offline
Sewer Boy
**
Registered

Posts: 46
Threads: 0
Joined: Dec 2014
Reputation: 3
#8
RE: Make a Good 24 Hour Mega Man Level
I can't reply to all of that, but for the ones I can,

2. MiniMarco did make a wily level but according to Parma in the Discord, it was incredibly bad (of course the person who gave my level the highest score made the level that got canned....)
4. Every contestant could have made up to 3 levels, actually, and I was going to make a second myself, but due to technical issues, I scrapped it.
5. Use time slow, trust me, it helps greatly.
23-02-2018, 06:37 AM
Find Reply
Entity1037 Offline
That One Person Who Does Things
*****
Registered

Posts: 472
Threads: 14
Joined: Dec 2014
Reputation: 7
#9
RE: Make a Good 24 Hour Mega Man Level
Ohh yeah, time slow makes enemies straight up not run their code like every other frame, so that would actually reduce lag.

Programming a thing, ba da baa, programming a thing, ba da baa...
(This post was last modified: 23-02-2018, 01:28 PM by Entity1037.)
23-02-2018, 01:27 PM
Find Reply
MiniMacro Offline
Quack !
**
Registered

Posts: 37
Threads: 8
Joined: Dec 2015
Reputation: 2
#10
RE: Make a Good 24 Hour Mega Man Level
yeah my level was actually terrible

wow this is total BS
24-02-2018, 02:19 AM
Find Reply


Forum Jump:


Users browsing this thread:
1 Guest(s)

Return to Top