ANIMEBRYAN'S PROFILE
Animebryan
1299
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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Let's Test Videos! 7 to be exact!
pyrodoom's Tempest Valley (W1):
Hali's Burt the Unabashed's Fort (W1):
Hali's Blargg's Lava Lair (W4):
NeverSilent's Carps Against Humanity (W5):
My Naval Piranha's Bog (W3):
My Barrel Volcano (W4):
My Fire & Brimstone (W7):
pyrodoom's Tempest Valley (W1):
Hali's Burt the Unabashed's Fort (W1):
Hali's Blargg's Lava Lair (W4):
NeverSilent's Carps Against Humanity (W5):
My Naval Piranha's Bog (W3):
My Barrel Volcano (W4):
My Fire & Brimstone (W7):
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I'd say speeding up the veggie spawns is a good idea but there's no need to mess with the spores because the fight is already too easy.
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@Isrieri: It would seem that the versions of my Naval Piranha's Bog, Gen. Fly Guy's Air Force and Fire & Brimstone were all outdated versions. You should download their latest versions to see how much better they are.
Naval Piranha's Bog: The slow veggie generator time in the Naval Piranha fight was Hali's idea of making the fight more 'challenging', where I think that slower isn't more challenging. The starting position being at the boss was because of testing purposes because getting that fight to work & not be too easy was a pain to deal with & I forgot to re-position it. The fact that the pipes leading to the 2nd section are 2-way was done intentionally to give the player a easier time reaching the green switch along with the flower if they couldn't get it the first try. The reason why you can't do anything to the spores is because they're Lava Lotus fireballs (I figured due to their firing pattern that that would be obvious). You can't do anything to Lotus Fireballs, period.
Barrel Volcano: The vertical climb is supposed to be tedious. I couldn't imagine a way for it not to be. But your suggestion about using bridge pieces does sound simpler than the current platforms. As for the slow lava rising & falling, that was Hali's idea to slow the rising speed. It does fall at a decent rate though.
Gen. Fly Guy's Air Force: I can't believe you said that the ship interior should go. An airship level like this would be to boring if it was just outside of the airships, having to work your way through an armada of ships then getting inside the boss' flagship & fighting your way through it to get to him is what this level is all about. Btw, the boss fight is much better now thanks to Hali fixing it. Also, the homing bills I had set up are replaced with SMB3 styled Bull's-Eye Bills.
Fire & Brimstone: I still don't understand the issue about a paratroopa hopping on top of Yoshi's block. You should have enough time to hit the block & jump up onto Yoshi & eat the paratroopa before he gets to you. Or if you can't get on Yoshi by then, just hide under the block & let'em go past you, not that hard. But I raised the block by 1 to prevent that though.
Boss Factory (now called 'Mini-Boss Factory'): After the feedback Hali gave me, I did decide to scrap the level & now I'm working on a new version. Mini-bosses will still be generated (maybe killing at least 1 will yield a flower or something) but they will not be mandatory.
The Yoshi Relay Race (going to be renamed to 'Yoshi's World Tour'): Since Hali was so obsessed with 2P mode (I think 2P mode is a sick joke), I figured I would turn this 'Race Against a Timer' concept & turn it into a possible 2P race, but that idea proved to be horrible, along with racing against a timer at all. Your probably right about focusing more on obstacles instead of spamming enemies. I don't know why you would bring up the SMBX Beta, considering that no one takes that version seriously around here (because its still a WIP). I originally set the length of each section to be a certain number of screens long, with the 1st area being around 10 screens & every area after would be 2 screens longer than the previous one. Hali suggested that instead of going through all 8 areas just give the player a split path (W1 or W2, then W3 or W4, etc.) with a flower at each junction in-between. And NO on the song! I've hand picked all the themes for each area & that song just doesn't fit well.
Naval Piranha's Bog: The slow veggie generator time in the Naval Piranha fight was Hali's idea of making the fight more 'challenging', where I think that slower isn't more challenging. The starting position being at the boss was because of testing purposes because getting that fight to work & not be too easy was a pain to deal with & I forgot to re-position it. The fact that the pipes leading to the 2nd section are 2-way was done intentionally to give the player a easier time reaching the green switch along with the flower if they couldn't get it the first try. The reason why you can't do anything to the spores is because they're Lava Lotus fireballs (I figured due to their firing pattern that that would be obvious). You can't do anything to Lotus Fireballs, period.
Barrel Volcano: The vertical climb is supposed to be tedious. I couldn't imagine a way for it not to be. But your suggestion about using bridge pieces does sound simpler than the current platforms. As for the slow lava rising & falling, that was Hali's idea to slow the rising speed. It does fall at a decent rate though.
Gen. Fly Guy's Air Force: I can't believe you said that the ship interior should go. An airship level like this would be to boring if it was just outside of the airships, having to work your way through an armada of ships then getting inside the boss' flagship & fighting your way through it to get to him is what this level is all about. Btw, the boss fight is much better now thanks to Hali fixing it. Also, the homing bills I had set up are replaced with SMB3 styled Bull's-Eye Bills.
Fire & Brimstone: I still don't understand the issue about a paratroopa hopping on top of Yoshi's block. You should have enough time to hit the block & jump up onto Yoshi & eat the paratroopa before he gets to you. Or if you can't get on Yoshi by then, just hide under the block & let'em go past you, not that hard. But I raised the block by 1 to prevent that though.
Boss Factory (now called 'Mini-Boss Factory'): After the feedback Hali gave me, I did decide to scrap the level & now I'm working on a new version. Mini-bosses will still be generated (maybe killing at least 1 will yield a flower or something) but they will not be mandatory.
The Yoshi Relay Race (going to be renamed to 'Yoshi's World Tour'): Since Hali was so obsessed with 2P mode (I think 2P mode is a sick joke), I figured I would turn this 'Race Against a Timer' concept & turn it into a possible 2P race, but that idea proved to be horrible, along with racing against a timer at all. Your probably right about focusing more on obstacles instead of spamming enemies. I don't know why you would bring up the SMBX Beta, considering that no one takes that version seriously around here (because its still a WIP). I originally set the length of each section to be a certain number of screens long, with the 1st area being around 10 screens & every area after would be 2 screens longer than the previous one. Hali suggested that instead of going through all 8 areas just give the player a split path (W1 or W2, then W3 or W4, etc.) with a flower at each junction in-between. And NO on the song! I've hand picked all the themes for each area & that song just doesn't fit well.
Stage List
Here are my Let's Tests for Naval Piranha's Bog v4 & General Fly Guy's Air Force v3:
Those should be the final versions of those levels. If my Barrel Volcano and Fire & Brimstone passes without need of revisioning then I can focus on my Mini-Boss Factory.
Those should be the final versions of those levels. If my Barrel Volcano and Fire & Brimstone passes without need of revisioning then I can focus on my Mini-Boss Factory.
Stage List
Here's my Let's Test of my 3rd version of Fire & Brimstone for World 7:
I'm working on my World 8 Mini-Boss Factory level now. But not sure how to go about it. Hali wasn't happy with ANY of the original concepts I used.
I'm working on my World 8 Mini-Boss Factory level now. But not sure how to go about it. Hali wasn't happy with ANY of the original concepts I used.
Stage List
Here our my 2 Let's Tests, first one is Hali's Blargg's Lava Lair:
And here's my General Fly Guy's Air Force:
Apparently boss fights are not my forte :(
And here's my General Fly Guy's Air Force:
Apparently boss fights are not my forte :(
Stage List
Here's another Let's Test of my Barrel Volcano with the latest revisions:
As for the Naval Piranha boss fight, I can't deal with that shit anymore! I'll leave the functionality of that to you Hali. I'll also do a Let's Test of Blargg's Lava Lair tonight & have it uploaded by tomorrow. I'll also get to work on General Fly Guy's Air Force tonight as well (I've got my work cut out for me with that one).
As for the Naval Piranha boss fight, I can't deal with that shit anymore! I'll leave the functionality of that to you Hali. I'll also do a Let's Test of Blargg's Lava Lair tonight & have it uploaded by tomorrow. I'll also get to work on General Fly Guy's Air Force tonight as well (I've got my work cut out for me with that one).













