ANIMEBRYAN'S PROFILE

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 ;_;
Dragon Quest Remake (95%...
A remake of the classic 1st Dragon Quest with RPG Maker MV

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A Balance Question for Everyone

Well, I guess I better pitch in my 2 cents. Truth be told, I'm a completionist (for those of you who haven't watched my LPs of the RMN/STTB series). As a completionist & knowing that the Flower Collecting is OPTIONAL, its to be expected that its gonna be harder than just casually beating the main game. While I may ragequit when a game screws me over, deep down, I actually expect this.

Another issue with this is what Solitayre said about SMBX not being well-built for collect-a-thons, seeing as the mid-point isn't designed to remember things like Dragon Coins collected or Colored Switches hit, etc. That being said, I actually admire Hali's attempt to push the engine to do something it wasn't originally designed to do, taking Last King of Hyrule into account.

The thing is, its understandable to give the player an incentive for not having a mid-point to work with while collecting the flowers. But the idea of removing an early Yoshi just to activate Flower Mode is wrong, especially if the early part of the level is designed with having Yoshi in mind. That especially won't work in my Yoshi's World Tour level considering each area gives you a Yoshi at the beginning of each area (and they can't be taken from their respective areas & they don't respawn either).

I had an idea based on how I rigged up my mid-point from Yoshi's World Tour where I made a 'mid-point respawn exclusive area' to pseudo-save the player's progress. I don't know if that idea could work for flowers placed before a mid-point. I could also suggest that everyone make their levels fully backtrack-able so that even starting at a mid-point the player could just go back for the flowers.

Well, whatever solution you can find, I don't believe Flower Mode should be done away with, it just needs to be implemented right. Maybe setting the deadline to March 31st was a really bad (and unrealistic) idea. Feel free to extended the deadline if that'll keep the game's concept from being ruined, you should know what happens to games that get 'Rushed' to completion without working out all the problems.

Stage List

author=Blobofgoo
I don't think so?
http://wohlsoft.ru/PGE/

Looking over the level. Apparently, it didn't disassociate them. However, the block I changed it to doesn't accept a 'hit' unless it contains something, while the previous block would accept a 'hit' regardless. I didn't realize that was a possibility.

So its the standalone version that's compatible with SMBX then. Well, even still, for compatibility sake you should use SMBX 1.3 for theses levels since that's what the rest of us are using. SMBX as enough quirks as is without having to worry about PGE cross-compatibility. As for the block types, there are some that don't register hits at all. You could probably use either the SMW Message Block or even the SMW gray switch block.

Stage List

author=Blobofgoo
Argh! I was messing around in the PGE Editor instead of the SMBX editor. After I tested it and closed out SMBX (Which I use for testing), I saw I missed Hali's suggestion to change the On/Off switches to something that becomes static when hit. I did this by using a replace block x with block y function in the PGE editor and then packed up the game to export it (Since I had only changed graphics). I wasn't aware it would strip the properties of the individual blocks! I just need to go back and re-associate each block to its event. Sorry for the trouble. I'll get on it right away.

I hope you will stick around. Your videos are very valuable.

PGE Editior? As in SMBX 2.0 PGE Editor?

Stage List

Here's my Let's Tests:

Blobofgoo's Fungal Forest (W1):

Blobofgoo's The Grand Pyramid (W2) (FAILURE!):

jackalotrun's Green Thumb (W3):

NeverSilent's Dragon Dungeon (W7):

Hali's Clown Cars Incorporated (W8):

Well, it seems I posted those rules for fucking nothing! In case I need to repost them for this page, here they are!:
Rule #1 - Make sure you go over the World guidelines such as themes & Yoshi types. As a reminder:
World 1: Green Grass Island (Basic Grass/Plains theme) (Green Yoshi)
World 2: Deathly Desert Island (Desert/Ghosts theme) (Yellow Yoshi)
World 3: Giga Growth Island (Plants/Giants theme) (Pink Yoshi)
World 4: Molten Mine Island (Lava/Caves theme) (Purple Yoshi)
World 5: Slip Drip Island (Ice/Water theme) (Light Blue/Teal Yoshi)
World 6: Sky High Island (Sky/Cliffs theme) (Blue Yoshi)
World 7: Pyre Fire Island (Fire/Wasteland theme) (Red Yoshi)
World 8: Brain Drain Island (Metal/Factory theme) (Black Yoshi)
World 9: Super Star Island (Anything Goes!) (Any will do)

Also regarding Banned NPCs (Hali can fill in any I might forget):
SMB3 Lakitu (NPC-47)
SMW Bowser Statue (NPC-181)

Those are the only 2 I remember so far.

Also, remember to put mid-tier power ups like leaves & flowers (not mushrooms!)
and to put a wall on left edge of a level's starting point if you have a power-up at the beginning. Also, don't let a mushroom from a block fall down a pit or in lava, that's just not right.

Rule #2 - TEST YOUR OWN DAMN LEVELS FOR GOD'S SAKE! Do you have any idea how annoying it is to playtest a level that either, can't be beat, can't get all 5 flowers or certain gimmicks & functions don't work right?! When you think your level is ready to be submitted, test it yourself first & make sure to get ALL 5 FLOWERS & complete it in 1 run! If you (the level designer) can't do it, how do you expect anyone else too?! No one but the designer of a level better understands how the level is supposed to function, even I might overlook or miss something that the original designer intended. Any designer for any game platform should follow this example, amateur or pro.

Check to make sure all of your events, layers & NPCs work right! And make sure Mario's starting position is set properly!

And here I thought that taking a weekend long break would be enough, guess not. I'm actually thinking about walking away from this project for 2 reasons.
#1 - If someone/people aren't going to read that list of rules & use some common sense when making levels with SMBX then I'm not going to be doing anymore Let's Tests!
#2 - As far as making anymore revisions to my Yoshi's World Tour level or any of my other levels, I'M DONE! Hali, for all the complaining you did for my levels, especially about making the player go through all 8 sections to get all 5 flowers in Yoshi's World Tour & yet you pull even worse shit with that level? And you can't hide behind the fact that it's the 'Last Level' to justify that bullshit when my level is AFTER THAT & by the time the player rounds-up all the stars from the previous levels they would be well prepared for a level like mine. Hell, going through all 8 sections of my level to get all 5 flowers is WAY EASIER than that fucking level! And you didn't even leave a proper explanation on how 'Flower Mode' works!

I'm taking some more time off from this project & I have to consider if whether I want to stick around or not.

Stage List

author=NeverSilent
@Animebryan:
Just as a heads-up: If you haven't started testing the updated version of Dragon Dungeon yet, you might want to hold off on that for a moment longer. I realised that one particular section of the level is rather boring at the moment and doesn't work the way I want it to, so I'm going to revise it again. It shouldn't take me long, but I figured I should at least let you know early enough.


Edit:
The update has been finished and the correct version should now be on the stage list.
OK. I managed to snag an hour's worth of internet right now & downloaded all the newest updated levels & will be doing Let's Tests for them tonight. I'll have them uploaded tomorrow when I have regular access to the internet again. Definitely looking forward to Clown Cars Inc. & seeing how Flower Mode is implemented.

BTW Hali, why would you prioritize World X's boss level over World 9's? (Just curious)

Stage List

author=halibabica
from NeverSilent
P.S.:
I booted up my old SNES again and played some Super Mario World just to check this - and behold, you actually can eat Blarggs with Yoshi. I never knew that!
Wow, that's such nonsense. I was going to change our core files so you couldn't, but apparently that's totally okay!
YES! Ahahahahaha! I win!

Looks like I'll be doing another Let's Test of Dragon Dungeon over the weekend.

Stage List

author=kentona
@AnimeBryan
-it's KENTON A, not 'ken-tone-ah'
-the ships are "sailing"
-I like the autoscroll

Whoops! My bad. I can understand the ships sailing, but I'm pretty sure the ground doesn't 'sail' though.

Stage List

Here are my Let's Tests for jackalotrun's Green Thumb (W3) & my Yoshi's World Tour v3 (W9):


I couldn't figure out why the ? Bucket at the Mini-boss wasn't there but you need to check all your events & their npc triggers to see if it wasn't being hidden by mistake.



Addition to rule #2 - Make sure to place Mario's starting point where it should be. If you moved Mario to a later section to test it immediately, remember to put him back afterward. Also, make sure all your events & layers work properly.

@pyrodoom: I've tried CamStudio before, didn't like it. In fact, I haven't been able to find any other recording program that easy to use other than HyperCam 3. As for video editing, I highly recommend the Free VSDC video editor. It may take some getting used to if you're new to video editing but once you figure out the basics you can get it to the what's needed. I don't have any real video editing skills myself. I just record my video, rename it & upload them as is. Seems to work so far.

Stage List

It's time for more Let's Tests:
Kentona's Ghost Coast (W2):

NeverSilent's Dragon Dungeon (W4, Uhhh . . .)

I highly recommend this be changed to a world 7 level. Counting the number of potential W4 levels & W7 levels, the 2 worlds' level amounts would be balanced if this were a W7 level instead.

Kentona's Donut Fall (W6):


Alrighty then! Time for some new rules regarding my Let's Tests for everyone's levels.

Rule #1 - Make sure you go over the World guidelines such as themes & Yoshi types. As a reminder:
World 1: Green Grass Island (Basic Grass/Plains theme) (Green Yoshi)
World 2: Deathly Desert Island (Desert/Ghosts theme) (Yellow Yoshi)
World 3: Giga Growth Island (Plants/Giants theme) (Pink Yoshi)
World 4: Molten Mine Island (Lava/Caves theme) (Purple Yoshi)
World 5: Slip Drip Island (Ice/Water theme) (Light Blue/Teal Yoshi)
World 6: Sky High Island (Sky/Cliffs theme) (Blue Yoshi)
World 7: Pyre Fire Island (Fire/Wasteland theme) (Red Yoshi)
World 8: Brain Drain Island (Metal/Factory theme) (Black Yoshi)
World 9: Super Star Island (Anything Goes!) (Any will do)

Also regarding Banned NPCs (Hali can fill in any I might forget):
SMB3 Lakitu (NPC-47)
SMW Bowser Statue (NPC-181)

Those are the only 2 I remember so far.

Also, remember to put mid-tier power ups like leaves & flowers (not mushrooms!)
and to put a wall on left edge of a level's starting point if you have a power-up at the beginning. Also, don't let a mushroom from a block fall down a pit or in lava, that's just not right.

Rule #2 - TEST YOUR OWN DAMN LEVELS FOR GOD'S SAKE! Do you have any idea how annoying it is to playtest a level that either, can't be beat, can't get all 5 flowers or certain gimmicks & functions don't work right?! When you think your level is ready to be submitted, test it yourself first & make sure to get ALL 5 FLOWERS & complete it in 1 run! If you (the level designer) can't do it, how do you expect anyone else too?! No one but the designer of a level better understands how the level is supposed to function, even I might overlook or miss something that the original designer intended. Any designer for any game platform should follow this example, amateur or pro.

Rule #3 - (This is specifically for you Hali!) Test it before you suggest it!
You told me to resprite NPC-55 (SMW Shell-less Blue Koopa) as Buster Beetle instead of the original koopa & to fix all my YI styled koopas. Not only does NPC-55 change back into NPC-119 if you move it after placing it but . . .
NPC-55 doesn't kick the SMB3 Ice Blocks! (NPC-45)


Do you have any idea how long it took me to fix the sprites for Buster Beetle after deleting them?! It's taking even longer to get my level done because of this. Good thing the level updates are coming in slow or otherwise I'd 'snap' from having to juggle doing Let's Tests AND doing numerous fixes to my level.

Anyway, it looks like jackalotrun finished updating his Green Thumb level like he mentioned in his Let's Play list, so I'll be Let's Testing that tonight.

Stage List

author=kentona
author=halibabica
And so it is up-to-date.
yes, I finally made time to update my levels. Ghost Coast's entire second section has been redone, and needs feedback.

And feedback you shall have. I'll be doing Let's Tests for NeverSilent's Dragon Dungeon & Kentona's Ghost Coast & Donut Fall tonight. My Yoshi's World Tour needs so many revisions I'll be lucky if I can fully revise it & Let's Test it too.