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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Super RMN World 2: Yoshi's Archipelago
Finally got my 2nd level up, W4 Barrel Volcano. I've got a video up showing me getting all 5 flower in 1 run as well:
Still waiting for feedback for the 2nd version of Fire and Brimstone.
More video feedback:
The ice flower isn't central to the level itself, only the boss fight. Since Naval Piranha is just a resprited Mother Brain (which is fireproof), that means the only way to damage it is to either throw a projectile at it (like a block or enemy) or have Yoshi eat an enemy & spit veggies out at it. Taking out the Nipper Plants makes no sense for 2 reasons. 1 - The original Naval Piranha fight from SMW2 actually had Nippers spawn from spores during the fight, since you needed to eat them in order to produce eggs. 2 - Mother Brain is a defenseless boss. Without other enemies & hazards, its not really a 'fight', much less a challenging one.
I guess I could take out the giant piranha plants to reduce the tediousness. Perhaps for throw-able objects & could have veggies generate (since that's what Yoshi spits out & the world theme is plants). I take the 'single screen length' into consideration & probably reduce the number of generators too. And thanks for the help for the NPC interaction, that was a pain to deal with. Having Naval Piranha move up & down could be tricky, since the editor has been trolling me in regards to layer movement, but I'll give it a try, but the 'vine body' isn't that big though, it may not look right.
Still waiting for feedback for the 2nd version of Fire and Brimstone.
More video feedback:
author=Ratty524
I took a look at the Naval Piranha vid myself.
At its core it looks super-tedious. The entire fight is dependent on having an ice flower on you at all times, and even then, it looks like you have to dodge nippers AND be able to angle your shots to hit the piranha and doing so only takes a small portion of its HP, and you simply rinse and repeat. The fact that you put the Ice flower generator all the way back to the level makes it look even more tedious.
How central is the ice flower to your level as a whole? If it isn't central at all, just ditch it. Forcing a power-up to beat a boss is kind of unfun in general because it doesn't leave the player with options on how they want to beat the level. Instead, you might want to consider generators of other throw-able objects like shells, overturned Goombobs, ice blocks, mushroom blocks, or any of the SMB2 enemies that can do the same job without forcing the player to change power-ups. This might mean ditching the nipper plants and maybe the other pirhana plant as tbh they don't really add much to the fight other than making the tedium even worse.
Second, I'd keep your boss within a single screen's length, because it's easier for players to focus on the boss itself, and it would prevent situations like blindly shooting ice blocks across the lake.
As for the graphics you can collect, the only way to alleviate that is to set it to another NPC or just set it to "friendly" so Mario won't collect it. If you choose the latter, the next step could be placing a wall of any "hurt" tile just outside the boundaries of the vines and set those graphics to be invisible, to create your wall around the boss while being able to hurt mario.
Lastly, your boss could just be a bit more interesting. Why not move it up and down through layer movement as oppose to keeping it static? It'll allow for a bit more variation while preserving your intent for landing accurate hits on the boss.
So yeah, it needs an overhaul but I think you can come up with a better solution.
The ice flower isn't central to the level itself, only the boss fight. Since Naval Piranha is just a resprited Mother Brain (which is fireproof), that means the only way to damage it is to either throw a projectile at it (like a block or enemy) or have Yoshi eat an enemy & spit veggies out at it. Taking out the Nipper Plants makes no sense for 2 reasons. 1 - The original Naval Piranha fight from SMW2 actually had Nippers spawn from spores during the fight, since you needed to eat them in order to produce eggs. 2 - Mother Brain is a defenseless boss. Without other enemies & hazards, its not really a 'fight', much less a challenging one.
I guess I could take out the giant piranha plants to reduce the tediousness. Perhaps for throw-able objects & could have veggies generate (since that's what Yoshi spits out & the world theme is plants). I take the 'single screen length' into consideration & probably reduce the number of generators too. And thanks for the help for the NPC interaction, that was a pain to deal with. Having Naval Piranha move up & down could be tricky, since the editor has been trolling me in regards to layer movement, but I'll give it a try, but the 'vine body' isn't that big though, it may not look right.
Befuddle Quest VII: Advent Children
So, after all this time since the event finished, it was never released? That's a shame. I was craving some puzzle solving & wanted to play this, bummer.
Super RMN World 2: Yoshi's Archipelago
author=JalexThere isn't a 'nomove' tag, but you could probably making it stay still by entering 'speed=0'.author=AnimebryanYou can make a text file for the mushroom NPC with the 'nomove' flag and place it in the level's folder. I don't remember if that's the exact syntax but I've done this for a level in the past.author=KloeBut that option is on the NPC tab, the power-up block is set using the Blocks and Tiles tab, which doesn't have a Don't Move option.author=Animebryan(Pssst, you just check the "don't move" bit in the NPC menu for the mushroom...)
You got the mushroom in the beginning to not move, that's impressive.
Super RMN World 2: Yoshi's Archipelago
author=KloeBut that option is on the NPC tab, the power-up block is set using the Blocks and Tiles tab, which doesn't have a Don't Move option.author=Animebryan(Pssst, you just check the "don't move" bit in the NPC menu for the mushroom...)
You got the mushroom in the beginning to not move, that's impressive.
author=halibabicaWell, that explains things. Guess I was right about Redigit being an incompetent moron, leaving that so buggy it doesn't even function right.
Auto-scroll is very buggy in SMBX. An auto-scroll will only work if the following is true:
A) It's scrolling section #1
B) The player starts in that section
It looks like the editor is supposed to be able to do more, but those features are broken. Only section #1 can scroll, and the player can't warp in from another section. It will only activate in the Level Start event, so you can't even delay its beginning. Yyyyep.
Super RMN World 2: Yoshi's Archipelago
More feedback:
Frosted Meadow (W5) by Frozen:
You got the mushroom in the beginning to not move, that's impressive. If you can't go down that 1st pipe anymore than why is it still there? You should just get rid of both the pipe & that pit as they serve no real purpose. That 1st buster beetle kicking the ice block at you is a cheapshot (got hit on the 1st & 2nd time playing). The tops of blocks are still slippery when they shouldn't be (unless indicated by frost).
Snow Mountain (W9) by Davenport:
No Luigi starting point. WHY, FOR THE LOVE OF GOD DO YOU STILL PUT MUSHROOMS INSTEAD OF BETTER POWER-UPS IN BLOCKS?!!! And I see you're still using red coins despite what Hali said, hope you put in a decent reward for them instead of just put'em in just for the hell of it. Something's wrong with the used block sprite. It looks like it's semi-transparent (mask must be a little off). Couldn't get past the nipper plant because it's impossible to cross! And why are those metal tubes there when all they do is drop? I refuse to play the rest of the level! This is trolling at its finest! Rating: -1 out of 10
Radiant Rainbow Road (W9) by Ratty524:
I'm going to start doing my feedback this way because it gives more insight on how a level actually plays.
I'm currently working on my world 4 level called Barrel Volcano. If the editor doesn't give me any BS, this should go smoothly & be finished by Thursday (hopefully).
Frosted Meadow (W5) by Frozen:
You got the mushroom in the beginning to not move, that's impressive. If you can't go down that 1st pipe anymore than why is it still there? You should just get rid of both the pipe & that pit as they serve no real purpose. That 1st buster beetle kicking the ice block at you is a cheapshot (got hit on the 1st & 2nd time playing). The tops of blocks are still slippery when they shouldn't be (unless indicated by frost).
Snow Mountain (W9) by Davenport:
No Luigi starting point. WHY, FOR THE LOVE OF GOD DO YOU STILL PUT MUSHROOMS INSTEAD OF BETTER POWER-UPS IN BLOCKS?!!! And I see you're still using red coins despite what Hali said, hope you put in a decent reward for them instead of just put'em in just for the hell of it. Something's wrong with the used block sprite. It looks like it's semi-transparent (mask must be a little off). Couldn't get past the nipper plant because it's impossible to cross! And why are those metal tubes there when all they do is drop? I refuse to play the rest of the level! This is trolling at its finest! Rating: -1 out of 10
Radiant Rainbow Road (W9) by Ratty524:
I'm going to start doing my feedback this way because it gives more insight on how a level actually plays.
author=halibabicaIn that case, tell me why auto-scroll refuses to work for me, despite following all the necessary procedures in the Editor Help file.
I haven't commented because I haven't watched it yet (drained). By the way, if you're having technical issues, I can probably help you with them. If something's not working out, just ask about it.
I'm currently working on my world 4 level called Barrel Volcano. If the editor doesn't give me any BS, this should go smoothly & be finished by Thursday (hopefully).
Super RMN World 2: Yoshi's Archipelago
author=halibabicaI thought it was encouraged to be testing each other's levels to begin with. Nobody has provided feedback on my 2nd version of Fire and Brimstone yet. My problem with creating levels isn't lack of creativity, its the editor being a piece of shit because it's programmer is an incompetent moron (read my 2016 strategy & planning pic on page 26 again).
In my experience, playing the game is often a good break from making the game.
@Hali Y U no comment on my Naval Piranha boss battle?
Super RMN World 2: Yoshi's Archipelago
More feedback:
Carps Against Humanity (W5) by NeverSilent:

You see this, it's called a poor design choice. I can't get out of there without ditching yoshi. I brought something in his mouth to hit the switch with an ice block but it didn't hit it. Need to bring the ceiling down 1 tile so only shells can fit through there, but then there's the 1 tile gap problem. And why have 2 shells together when only 1 can be reached with yoshi's tongue? (The green shells, not the ones in the pic). Apparently I missed that 4th flower, well hidden. The P-Switch just past it should help the player get to it (even hint at it) instead of blocking it (literally, its surrounded by a diamond of coins).
Bullet Bill Bouncing in Billowy Brumes (W6) by pyrodoom:
Repositioning bullet bill blasters, genius! I found Agent Toad, but was scary trying to reach it only to keep falling short (almost literally). Having in unkillable Lakitu constantly throwing spinies around haphazardly is so not cool (especially when there's 2 of them). Nothing is more worse than having a npc generator that follows you everywhere throwing spinies in your way (usually in mid-air) when you least expect it. Otherwise, pretty good level.
Anyway, I've uploaded version 2 of my Fire & Brimstone level (I just hope I made enough changes). I've been working on a world 6 boss level (it's a Airship level) but the editor keeps trolling me when it comes to auto-scrolling & sprite placement. I'm literally raging so hard at the editor that I came up with this:

(which is based on this: http://1.bp.blogspot.com/-xOnuBsOjZJo/VT7ek0XoK4I/AAAAAAAAIk0/_lSmAPGdCRk/s1600/konami%2B2015%2Byear%2Bplan.jpg )
(I've actually scrapped my world 6 level because of the stupid editor BS)
Oh, and here's a video showing my current progress with my world 3 boss level with Naval Piranha (it's a freaking unstable mess):
Carps Against Humanity (W5) by NeverSilent:

You see this, it's called a poor design choice. I can't get out of there without ditching yoshi. I brought something in his mouth to hit the switch with an ice block but it didn't hit it. Need to bring the ceiling down 1 tile so only shells can fit through there, but then there's the 1 tile gap problem. And why have 2 shells together when only 1 can be reached with yoshi's tongue? (The green shells, not the ones in the pic). Apparently I missed that 4th flower, well hidden. The P-Switch just past it should help the player get to it (even hint at it) instead of blocking it (literally, its surrounded by a diamond of coins).
Bullet Bill Bouncing in Billowy Brumes (W6) by pyrodoom:
Repositioning bullet bill blasters, genius! I found Agent Toad, but was scary trying to reach it only to keep falling short (almost literally). Having in unkillable Lakitu constantly throwing spinies around haphazardly is so not cool (especially when there's 2 of them). Nothing is more worse than having a npc generator that follows you everywhere throwing spinies in your way (usually in mid-air) when you least expect it. Otherwise, pretty good level.
Anyway, I've uploaded version 2 of my Fire & Brimstone level (I just hope I made enough changes). I've been working on a world 6 boss level (it's a Airship level) but the editor keeps trolling me when it comes to auto-scrolling & sprite placement. I'm literally raging so hard at the editor that I came up with this:

(which is based on this: http://1.bp.blogspot.com/-xOnuBsOjZJo/VT7ek0XoK4I/AAAAAAAAIk0/_lSmAPGdCRk/s1600/konami%2B2015%2Byear%2Bplan.jpg )
(I've actually scrapped my world 6 level because of the stupid editor BS)
Oh, and here's a video showing my current progress with my world 3 boss level with Naval Piranha (it's a freaking unstable mess):
Super RMN World 2: Yoshi's Archipelago
author=Seiromem
So I started on my world 9 level. I'm gonna make it into a spooky "Glitch" realm (with coherent tile placement, i assure you) . Had to find a good piece of music to use that would fit the theme. I Thought "Lavender Town, why not?".
So I worked it out and put it in the level and started working.
10 minutes into working on the level my body is shaking like I'm starting to get an anxiety, but it never escalates any further. I managed to endure it for 5 more minutes before snapping and turning off the editor.
So anybody have an idea of a piece of spooky music I should use?
Are you saying you were experiencing symptoms of Lavender Town Syndrome? Which version of it were you using? As for creepy music, you can find plenty on YouTube like this one:
Anyway, I have more feed back for your levels:
Giga Funklen (W3) Seiromem:
The precaution you took with the flower & P-Switch, the block on the right of the flower can lead the player to their death (even while pushing left). It would be better if you move the flower & the blocks 1 tile to the left, so the right side block isn't flush with the edge of the platform. Other than that, much better.
Debilitating Depths (W5) by Seiromem:
Apparently, if you're underwater while standing still (no momentum) & standing on a slippery surface, you can't walk to the left or right. Thanks for the 1-up factory at the 1st big cracked ice block :) When I got to the cracked ice block with the trapped 1-ups, I couldn't manage to break it, but when I left the room & came back, 1 of the 1-ups was out of the block without breaking it (the other 1-up simply wasn't there). Apparently, yoshi can also just eat the 1-ups right through the block. Quite the challenging level.
Fiery Flumes (W7) by Seiromem:
Nice to see you fixed that impossible to reach pipe toward the end. The difficulty is definitely on par with a world 7 level instead of a world 4 level.
Abandoned Factory (W8) by Seiromem:
The difficulty hasn't changed much, still rage inducing. Poison mushroom generators still too fast. Bots are a pain when getting the 1st flower. I'd feel sorry for anyone trying to get all 5 flowers in this level without relying on the checkpoint.
One problem I kept having during my testing of all these levels was whenever the P-Switch effect ends, I would get a ridiculous amount of lag, which lasted for a few seconds, enough to get you hit or killed without knowing what was going on. I don't know if its just on my end or what.
@Hali's feedback:
As for my Naval Piranha boss fight, I've been testing it to get it to work right. I'll put up another video by Monday (no internet access over the weekend) showing how the boss fight plays out, but to be honest, its kind of a mess.
For the W7 level, I don't mind taking the 'Hell' out of it into 'Fire & Brimstone'. This wasn't a revenge level but meant to be a challenging fire/lava level that I was excited to work on. I usually keep mp3s outside the level folder & did that by habit. When you say 'expand the ground' are you talking about making all the landing surfaces wider or actually using more of the black ground tiles? Because that almost requires a redesign of most of the stage.
I'll cut back on the power ups & get rid of the invisible coin blocks too. I'll cut the fireball generator's duration by a whole second as well. I guess I need to cut some more hazards from the 2nd half as well. I'll have the 2nd version up by Monday then. Aside from those 2 levels, I'll try to get my world 6 level finished (if the editor will stop trolling me with layer movement & auto-scrolling) & maybe a world 4 level next.
Btw, I'm not so sure a 2 week extension is going to be enough. While some people here can generate a level more quickly, some people like me can take a while (1st time making professional grade levels).
Super RMN World 2: Yoshi's Archipelago
author=Ratty524Yoshi had a shell in his mouth. Thinking that the red blocks needed to be there to get the 3-up moon & not realizing that there's no way out, I jumped with yoshi, spat the shell at the red switch block & jumped off yoshi. Might want to add another red switch block up there just for that reason.
@Animebryan: How did that happen? O-O
@Hali I forgot to ask, but I noticed you got on Davenport's case about using red coins. Does that mean red coins aren't allowed? Because my world 3 boss level uses them to get into a power-up room. I figured they should be allowed since the game this is based on (SMW2) was actually the 1st mario game to use them & would make for a nice extra purpose in levels by rewarding with power-ups & such.
@Solitayre I count 7 levels for world 3 actually (not counting the one I'm working on)
1-Wetlands
2-GigaGrowthGulf
3-Giga Funklen
4-Green Thumb
5-Grumbly Goomba Causeway
6-Jungle Rumble
7-Piranha Plant Valley
When I finally finish mine (hopefully tonight), that'll make 8
Also, along with fixing the boss fight for world 3, I have a world 6 & world 8 level in the works. If Hali is willing to extend the deadline, I could have time to do a world 4 level as well.
Super RMN World 2: Yoshi's Archipelago
More feedback:
Switch Swap Swamp (W1) by Ratty524:
Well this is an interesting concept. I love puzzle levels. Oh look at me! I'm stuck! (literally)
I definitely liked the amount of 1-ups in the stage, but I don't see anyway to reach the 3-up moon. There's no point in putting something in a level if there's no way to obtain it within the level. Maybe swap out a fire flower for a leaf or hide a blue koopa somewhere. Good level though.
Sinister Crypt (W2) by Jalex:
Dry Bowser's sprite is a bit off when he breathes fire. I don't remember enough about the 1st version to notice the diffence, but the level seems a bit too easy for a boss level, otherwise it's a good level.
@Hali Actually, I was planning on having fire flowers spawn during the fight among other generated things (nipper plants & poison mushrooms). But then I realized that the fire flowers should be swapped out with ice flowers so you can freeze the nipper plants & throw them at Naval Piranha. I just need to get the generators to work right.
Btw Hali, have you tested my W7 level yet? I have a video of me testing it to show how to get through it without dying & getting all 5 flowers:
Even if you watch the video first, at least give it a try a few times first to really gauge the difficulty of it.
Switch Swap Swamp (W1) by Ratty524:
Well this is an interesting concept. I love puzzle levels. Oh look at me! I'm stuck! (literally)

I definitely liked the amount of 1-ups in the stage, but I don't see anyway to reach the 3-up moon. There's no point in putting something in a level if there's no way to obtain it within the level. Maybe swap out a fire flower for a leaf or hide a blue koopa somewhere. Good level though.
Sinister Crypt (W2) by Jalex:
Dry Bowser's sprite is a bit off when he breathes fire. I don't remember enough about the 1st version to notice the diffence, but the level seems a bit too easy for a boss level, otherwise it's a good level.
@Hali Actually, I was planning on having fire flowers spawn during the fight among other generated things (nipper plants & poison mushrooms). But then I realized that the fire flowers should be swapped out with ice flowers so you can freeze the nipper plants & throw them at Naval Piranha. I just need to get the generators to work right.
Btw Hali, have you tested my W7 level yet? I have a video of me testing it to show how to get through it without dying & getting all 5 flowers:
Even if you watch the video first, at least give it a try a few times first to really gauge the difficulty of it.













