ANIMEBRYAN'S PROFILE
Animebryan
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I had to "Old Yeller" my old laptop, a laptop that has given me a decade of entertainment, became the ultimate retro console thanks to emulators, and has allowed me to pursue my dream of being a game designer with both RPG Maker & SMBX. Now, ALL of that work, is gone. This is not how my 40th birthday should be. I am dead inside now. I just don't give a shit about anything anymore ;_;
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Mega Maker - Share your levels!
author=LockeZWell, that's just great, since I don't have internet at home.
You don't download levels from the website. You download Mega Maker from the website. In Mega Maker you go to online mode, go to Play Levels, go to Misc, and pick the option to enter a level ID.
It's not a game engine that lets you create standalone games like RPG Maker. It's a level editor that lets you play other people's levels like Mario Maker.
At the very least, I wanted to create some levels & record them but whenever I try to record Mega Maker, it always shows as a white screen. I usually record my LPs with HyperCam 3. Does anyone know of a recording program that can actually record this properly?
SRW2 Beta is Here!
@NeverSilent: When you played my Fire & Brimstone, did you collect enough stars to unlock Podoboo's Shoe? (the red shoe). Because that item alone makes Fire & Brimstone significantly easier. Can't wait to hear your playthrough of Yoshi's World Tour, which should be the last level for you.
Mega Maker - Share your levels!
How do you download levels from that website? Because I went on there to download Frogge's levels but didn't see an option to download them.
SRW2 Beta is Here!
Trouble with Gen. Fly Guy? I understand that he's a challenging boss, but no boss this late in the game should be a complete pushover either, which it was when Hali set up the paratroopa generator to only spawn red paratroopas. Yoshi's triple fireball is overpowered, like a shotgun blast at mid-range, because the triple fireballs can score multiple hits at the right distance.
I just re-watched my Beta Test video & I managed to beat him on my 1st try, so he's not that hard. In fact, too much running around & jumping will make you an easier target to hit. If you lose Yoshi, make sure to take a shell & throw it upwards to take out any pesky bullets above you, especially the homing ones. The only justified nerfing I can see is reducing the fire rate of the bullets.
As for the level itself, I agree that the starting ship should be longer to give the player more time to hit the flower mode block & power-up block. As for the difficulty goes, the auto-scrolling section is easiest to deal with if you take the upper path, since that's how you get the 1st Blue Yoshi anyway, as well as the 1st flower. If any of you testing this beta need a little insight, just watch my beta test run.
I just re-watched my Beta Test video & I managed to beat him on my 1st try, so he's not that hard. In fact, too much running around & jumping will make you an easier target to hit. If you lose Yoshi, make sure to take a shell & throw it upwards to take out any pesky bullets above you, especially the homing ones. The only justified nerfing I can see is reducing the fire rate of the bullets.
As for the level itself, I agree that the starting ship should be longer to give the player more time to hit the flower mode block & power-up block. As for the difficulty goes, the auto-scrolling section is easiest to deal with if you take the upper path, since that's how you get the 1st Blue Yoshi anyway, as well as the 1st flower. If any of you testing this beta need a little insight, just watch my beta test run.
SRW2 Beta is Here!
@NeverSilent: Actually, truth be told, I decided that Naval Piranha's Bog to be my 1st level because I wanted to learn how to make a complex boss fight, but in the end, it was Hali who actually came up with the boss fight.
@Hali: I actually just watched 1 of my test videos at x2 speed & the commentary was hilarious! I understand the need to rush it but listening to that commentary is nuts!
@Hali: I actually just watched 1 of my test videos at x2 speed & the commentary was hilarious! I understand the need to rush it but listening to that commentary is nuts!
SRW2 Beta is Here!
author=NeverSilent- Naval Piranha's Bog:
A tough level that sometimes borders on being unfair. While the gimmick of having to throw or spit plants at enemies that take multiple hits can get old, the tricks to finding the flowers are actually pretty well implemented in this stage. The one aspect that makes this level frustrating is that it's unnecessarily hard to get back on track if you happen to fall into the water. Due to the jumping water plant enemies, the water can become a death trap if you don't have the right power-ups.
Please do consider lowering the height of the very first platform, as well as the note blocks that are needed to get out of the water again. The way they are set up now, the player needs to build up speed from swimming in order to be able to jump onto them. This is not only cumbersome, but can also create the aforementioned death trap if the water plant enemies are still in place and limit the possible space for getting a running start.
It would also be very helpful if those pipes that spawn the small biting plant monsters were more clearly marked as such, for example through use of a differently colored pipe. Currently, it's very easy to take a cheap surprise hit from them unless you already know their position, especially the ones that are laid out horizontally instead of vertically.
The boss at the end of the level also takes way too many hits, which makes its good concept turn into a real slog. I know that SMBX makes this difficult, but it shouldn't be impossible to set something up to either increase the damage of the thrown object, or have the boss automatically take some one-time damage when it appears.
The 'getting out of the water' problem could easily be fixed by removing the note blocks & simply using vines that come out of the water so you could climb out of the water without lowering any of the blocks or ground ledges.
As for the nippers coming out of pipes, I can agree that having them come out of pipes unexpectedly can feel cheap, but as for using differently colored pipes, the color theme I wanted to run with for this level was 'green', because of the plant theme. This can be noted by the color of the YI styled stone blocks that I used throughout the stage, especially the underwater section. If only I could make a 'background object' of a YI styled sign with the nipper sprite on it & arrow pointing to the pipes (similar to the 'Chomp' warning signs from YI).
Now as much as I hate to say this, but your complaints about the boss fight actually offend me for 2 reasons.
1. You say the boss takes way too many hits. Both me & Hali agreed that even with Naval's charging headbutt attack & spore attack, that its too easy. All you have to do is stand just a few steps away from its nipper firing range (around where the grass is), wait for it to fire a nipper, have yoshi eat it, jump & spit it out. If you really want to beat her fast, jump off yoshi & grab the veggie, get back a little, jump & throw before the 1st nipper is shot out, then have yoshi eat the nipper & spit it out at her Naval, then grab the next veggie & repeat until she's ready to charge at you, jump on her head (it's safe), then go back to alternating between using veggies out of the ground & the nippers she spits. You don't even have to move much during the nippers & spores phase. Just watch my Let's Test of it:
2. "I know that SMBX makes this difficult, but it shouldn't be impossible to set something up to either increase the damage of the thrown object, or have the boss automatically take some one-time damage when it appears." This is ignorance at its worst! It IS impossible to increase the damage of projectile objects. SMBX v1.3 never had the capability to do this! You clearly don't understand how restrictive version 1.3 really is! And having Naval take any damage outside of the player's actions isn't necessary because of what I mentioned before about how this fight is too easy to begin with.
SRW2 Beta is Here!
According to the event page, we've been working on this for nearly 5 years now!
Date Added
07/10/2012 10:17 AM
Date Updated
06/29/2017 07:08 PM
LOL!
Date Added
07/10/2012 10:17 AM
Date Updated
06/29/2017 07:08 PM
LOL!
SRW2 Beta is Here!
This is sad really. Ever since I started doing my tests everyone else just gave up on testing as if my tests were the 'Be all & end all' of testing. While some made an effort during my testing, like pyrodoom, it just seems like everyone else just completed their levels & just ran off as if their roles were concluded. I understand that people have IRL issues outside of this project but even then they should be able to find some time to put into testing this all the way through.
srw2yawm.png
SRW2 Beta is Here!
author=halibabicaWell, I'm not the type to 'Data Mine' stuff like that. I was just wondering if I missed something in the beta. If that were the case, I'd fire it back up & start looking. I'm curious as to what kind of secrets they could possibly be. Due to the limitations, it's either 'Secret Levels' that you or someone else made that are being hidden similar to SRB2 or at least some hidden Toad House like hub or something. I doubt it would be a power-up vault considering that the best power-ups are already available.
You'll find no traces of it in the beta. You don't think I'd just let you data mine it, do you? ;P
Btw, do you plan on having some Box Art made for this, like the previous RMN games?













