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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Super RMN World 2: Yoshi's Archipelago

Even more feedback:

Wetlands (W3) by Davenport:
Great looking level. Nice to see a level using the Yoshi's Island style considering that's what the game is based on (my W3 boss level uses YI graphics too). However, if the monkeys are resprited dry bones then you need to replace their collapsed spites too, because when I stomped them, they still looked active (even though you hear the dry bones collapsing SE). I can see some sprite clashes too:



Why are mini-rhinos throwing hammers at me? And you forgot to replace their effect sprite for when they die (effect-25). I don't know what the hell you resprited those spinies into, but you forgot to change their effect sprite too (effect-146). The pipe at the end of the 1st section looks horrible (outlines aren't dark enough or non-existent). You should use YI style pipe sections from the suggested graphics pack. Btw, you need to raise the water section by a tile to match the water's surface. You also completely forgot to put in the Dragon Coin Flowers (which are required btw). And what are you supposed to get for getting all the red coins?


Frosty (W5) by Frozen:
The tops of pipes shouldn't be slippery unless you indicate it (replace pipe tops with frosted versions of them). Same goes for ? blocks. Also, losing that 1st mushroom to the pit behind the starting point is not cool (similar to what Hali said about not letting mushrooms go off screen). Can't reach the 1st few flowers if little (might want to lower them by 1 tile). The cave area inside the pipe left of start, the ground isn't slippery. ? blocks just before checkpoint are too high, couldn't reach the ice flower without boosting off of yoshi. The invisible block with the POW block for the last flower is also too high (need to lower it by a tile or two).


Lakitu Rampage (W6) by Jalex:
I haven't even noticed the differences between this version & the last version. Plays well though.


Boom Boom Bastille (W7) by Ratty524:
If you're going to make things require yoshi to obtain (such as the 1-up in a bubble or the last flower), then you might want to tone down the bullet section. Other than that, it's better than the last version.


As far as my boss level for world 3 goes, the boss fight is a lost cause because Naval Piranha is a resprited Mother Brain that's immune to fireballs, which makes it difficult to damage. I can't seem to salvage it. The level plays well though.

With the editor trolling me the way it has, I don't know if I'll even finish my world 6 level. In fact, I might just move on to a world 8 level & that's it. I'll at least try out the 2nd version of Sinister Crypt & Switch Swap Swamp tonight.

Super RMN World 2: Yoshi's Archipelago

@Solitayre I never said it was a bug. I just find it strange that they can walk through each other when they're not supposed to. And I would never call an enemy generator turned 1-up factory a bug, never!

@Ratty524 The music file name in the custom section has the folder name with a / then the file name. I just highlight the the folder name & / and delete them.

Super RMN World 2: Yoshi's Archipelago

More feedback:

Jungle Rumble (W3) by Fflo:
Removing the blue paratroopa generator was a improvement. The flowers were too easy & should require more effort. Adding a platform generator where the last flower was is a bad idea. I had trouble getting it because new platforms would keep me from going low enough to touch it.


Giga Funklen (W3) by Seiromem:
Where the giant blue ! switch is, the giant piranha plant below is too close to the edge. Lost my yoshi after making a jump & ran into it because momentum wouldn't let me stop. The walls of pokeys is also a bad idea because it's difficult to deal with them if you don't have any projectiles to take them down with (even with the grass generators). Don't assume that they'll still have yoshi either because I've lost him a few times & not enough veggies to take down those pokeys. How in the hell do you expect anyone to make this jump?:



Couldn't complete the level because of that!


Colonel Cryos Cavalry (W5) by Ratty524:
MP3 doesn't play because the name isn't the same. Some of the things in this level, like the 1-up & later flowers seem impossible to get because there's no way to reach them. It would be possible by yoshi boost if you had actually provided one (oh wait, you did, via INVISIBLE BLOCK! Grrr!). Pretty challenging level for a world 5 boss.


Caustic Chemical Compound (W8) by Ratty524:
I never even noticed the thing with the platforms not looking like they're connected the 1st time I played this. My only problem with the level is that part before the 4th flower where those 3 chemical pipes drop those slime enemies right on the riding platform (spin jumping seems the only way to survive) & the pipe that generates the last riding platform is too low, the pipe & platform generator should be set a little higher (bumped my head & had to ditch yoshi to save myself).


Molten Mine Mire (W4) by Ratty524:
Once again the mp3 doesn't play because the name doesn't match up. Making the player ditch yoshi for that purple pipe is redundant because the exit where the 1-up is can be reached by simply skipping the pipe & yoshi boosting up there instead. Good level though.


Super Penguin Bros. (W5) by Solitayre:
You forgot to put Luigi's starting position. The graphics for this level are just beautiful. I'm guessing that the bumpties are resprited koopas right? The weird thing is when I put one down while its spinning (shell form), the others can walk right through it (bumpty generator). Speaking of which, thank you for the 1-up factory :)



Great level.


Finally got 1 of my levels submitted, W7 Hellfire & Brimstone. It's a hard level. I'm going to be uploading a Let's Test video on youtube to show how its possible to get through the level & get all 5 flowers in 1 go. My world 3 boss level is basically finished except for the boss fight, which is a complete mess! Nothing works right including the events & Naval Piranha's body refusing to appear, despite being on the default layer. I had so much trouble with the editor that I'm not sure if I wanna deal with my world 6 level, since layer movement & auto-scrolling still won't work right.

Super RMN World 2: Yoshi's Archipelago

author=lonestarluigi
Boom Boom Bastille by Ratty, review.

After the first boom boom fight, the stairs have some weird tiling.
The stairs in the thwomp area have some weird tiling as well.
The checkpoint is not the checkpoint its supposed to be
Again with stairs theres plenty of cut offs and weird tiling
The dragon coins aren't flowers.
Also the end goal is not the flower roulette neither.


That's odd. When I tested it out I didn't see those problems. The checkpoint, flower ring goal & dragon coin flowers all looked perfectly fine.

Super RMN World 2: Yoshi's Archipelago

More feedback:

Fungal Forest (W1) by Blobofgoo:
Still 2 yoshis at the start. Still have that strange (and unsettling) gap just after the goal. Other than that, it's a perfectly fine level.


RockinRoll Ridge (W6) by Ratty524:
Why did you include the top section of pipes in the middle of pipes? (This is what will make players with OCD cry, you know that right?) And did you really just stretch a SMW green pipe instead of using the default giant pipe (after flipping it vertically of course)?


Ghost Coast (W2) by Kentona:
Not much of a difference even with the ship added. I still say it's fine the way it is.

Still need help setting up screen positioning and whatnot for my world 3 boss level. Started working on a world 6 level but the editor is giving me the finger with layer movement & auto-scrolling. I have a world 7 level that I stayed up all night working on it. It's technically finished, I just need to beat it & tone down the excessively difficult parts (I didn't call it 'Hellfire & Brimstone' for nothing). Here's a pic of the starting screen:



I wanted to get it 'submit-able' by this morning but I still have to remove some cheap hazards I put in. I'll try to finish the world 3 boss fight & world 6 level over the weekend as well. I'll also test the new levels & reversions:
Jungle Rumble
Giga Funklen (I think world 3 has too many levels going for it now, including my boss level)
Colonel Cryos Cavalry

Super RMN World 2: Yoshi's Archipelago

I've had graphical issues myself with Yoshis having black shadows extending from their bodies, as if the mask for their sprites were off, but that wasn't the case. Closed the editor & restarted & the problem went away. It suspiciously seemed to happen after testing one of Davenport's levels (what with the excessive custom graphics that never get used or are messed up & such).

Also forgot to test Tempest Valley's new update last time.

Tempest Valley (W1) by pyrodoom:
The exit from the secret room is set to exit downward above the pipe instead of upward from the pipe. I missed the Tanooki Suit because it was invisible & I never jumped while underneath it. Well played.

Still need help setting up my boss fight for world 3 (Naval Piranha's Bog). I've started another level but the editor is being a pain in the ass right now (It's locking the screen into a position after activating a trigger for a event that moves a layer).

Super RMN World 2: Yoshi's Archipelago

author=kentona
author=Animebryan
Had to go nearly a week without internet so I'm falling far behind. Here's some feedback that's LONG overdue (probably redundant due to re-versions):

Ghost Coast (W2) by Kentona:
The music & enemies definitely fit the theme better. It's a shame you didn't replace the goonies with skeletal versions. If you can't seem to find sprites for them, I have a sheet with them (needs to be edited though). Btw, why are the dry bones placed 1 tile above the ships? Is it to keep them from falling through or something? And why are there 2 boss room sections (sections 2 & 3)? Where you planning on this being a mini-boss level?
I placed them one tile above the ships because otherwise they'd get "trapped" inside the ships when they appeared on screen and then wackiness ensued! I am not even sure if 1 tile is high enough tbh!

When I made this level, I used an existing level of mine from years ago as a base (so I wouldn't have to redo the chained events that move the ships up and down from scratch. tl;dr - I'm lazy)

I don't have skeletal goonie sprites.



You'd have to separate them from the main pic but they're usable.

More Feedback:
Green Thumb (W3) by jackalotrun:
That 1st flower was too easy, gotta make the player work for them. I still see you using that blind jump down & hiding that mushroom platform under the watering block & paratroopa. Other then that, good level.


Doom Dunes (W2) by outcry312:
Shouldn't make quicksand or other hazards flush with the ground. Set the top of the quicksand down by 1 tile. At the mid-point screen, you have a 1 tile gap above the pipe in the left wall. While it won't cause 'wall-zipping' it seems kinda strange to not fill that gap.


SlipnSnow (W5) by outcry312:
Please, for the love of god, don't follow Davenport's bad example of just putting mushrooms in blocks. At least make it a fire/ice flower or a leaf. Other than that, it was a very 'cool' level.


Tall Tops Forest (W1) by Illy:
Good level. I see no flaws in this level.


GigaGrowthGulf (W3) by Ratty524:
Great! Much better than auto-scrolling. I just don't understand why you chose to put 3 1-up mushrooms in that room instead of a 3-up moon.


Jungle Rumble (W3) by Fflo:
The Captain Olimar message typo, "When my heart grows to heavy,", should be 'too'. That blue paratroopa generator, I wanted to exploit it so badly, but they were ganging up on me, it was rediculous! Good level though.


Serenade Forest (W3) by Davenport:
That yoshi block is too high. The only way I could reach it was by bouncing off the noteblock to get up there, with a bit of luck. I see you still put mushrooms in blocks instead of better power-ups (frog area). Great level & music though.


Awesome Ice (W5) by Davenport:
So you renamed Ice Valley huh? Those duck/penguin things still leave a black shadow in their shell form, fix the mask for those sprites. Your bushes background objects have black upper corners too. Btw, levels are easily exploited when players have a yoshi & you let them have access to blue koopas, just saiyan. Definitely looks prettier with the snowy background though.


Lakitu Rampage (W6) by Jalex:
Need to make sure your 'Custom' music track name matches the actual mp3 track name. Even then, the track won't play until I pulled it out of the level folder & put it in my main SRMNW2 folder (which contains all the level files, level folders & all the mp3s). Great level & music.


Perilous Pipe Warehouse (W8) by Illy:
Nice background! That 1st bullet bill launcher has a 1 tile gap above it that can trap the player into the left wall until they are shot to death by said bullet bill launcher. When I revealed the P-Switch, I took it upon myself to kill off the thwomps with the koopa shell before backtracking only to find that the damn thing despawned. You should make it carryable. Great level & challenge.


Chemical Compound (W8) by Ratty524:
Most . . . awesome . . . level . . . ever! No complaints here.


Ghost Coast (W2) by Kentona:
The added mushroom blocks really help here. The level seems good enough as is.


BoomBoomBastille (W7) by Ratty524:
Took me a couple of tries on both routes. Final fight on hard route is much better than before. But it looks like Hali wants there to only be 1 route (which makes sense in the long run).

I didn't get a chance to work on a new level last night as I passed out after testing Ghost Coast again. Still waiting for some help on how to set up screen positioning for my boss fight level.

Super RMN World 2: Yoshi's Archipelago

Had to go nearly a week without internet so I'm falling far behind. Here's some feedback that's LONG overdue (probably redundant due to re-versions):

Ghost Coast (W2) by Kentona:
The music & enemies definitely fit the theme better. It's a shame you didn't replace the goonies with skeletal versions. If you can't seem to find sprites for them, I have a sheet with them (needs to be edited though). Btw, why are the dry bones placed 1 tile above the ships? Is it to keep them from falling through or something? And why are there 2 boss room sections (sections 2 & 3)? Where you planning on this being a mini-boss level?


Sinister Crypt (W2) by Jalex:
Very nice. Love the background & the music. I take it that the dummy section (section 4) was meant for a boss fight but you changed your mind or left it in there just in case?


Abandoned Factory (W8) by Seiromem:
Definitely like the background & music. Might want to tone-down on the poison mushroom spam (and slow their spawn rate a bit). Difficulty is extreme. So extreme that even with Black Yoshi's flying ability, it's hard to get through without getting hit. What really pisses me off is not being able to get yoshi back after I lose him. I usually take way too much damage just trying to get him back (usually results in death). I'm starting to believe it's impossible to beat without him. In fact, it's OFFICIALLY too god damn fucking hard!!!


Anyway, I'm almost finished with my boss level for world 3 but I've never set up a boss fight before & I'm not familiar with fixing the screen to not scroll during the boss fight. I tried to make a boss level for world 2 but it was an unsalvageable mess (wasted the whole weekend on it). I think I'll make a Sky level for world 6 & a level for world 4. As I wait for help on my boss fight I'll review all the new levels & revisions & work on a world 6 level.

Super RMN World 2: Yoshi's Archipelago

Even more Super RMN World 2 level feedback:

Green Thumb (W3) by jackalotrun:
The watering block making the mushroom platforms grow is an interesting gimmick, but you shouldn't be able to see the platforms through the ground (not sure if this can be help though). I don't like blind jumps like the one before the 2nd flower. The player needs to be able to see where he's landing or have some guidance on where to land.

The watering block right after that is also messed up. I couldn't throw the ice block into the block after one try with the paratroopa. I actually thought I was stuck with no way to activate it until I let go of a ice block & watched it glide along the bottom of the screen. That mushroom platform should be visible for that type of action because world 3 is too early of those type of 'blind faith' shenanigans.

I also felt cheated for not getting enough time to grab that last flower. Btw, what was the deal with that sign above the pipe? It looked like Samus' helmet or something.


Tempest Valley (W1) by pyrodoom:
Aww! You butchered the secret room (sad face). The new entrance to that path allows the player to circumvent most of the level though, not a good idea. Maybe have them exit back out closer to where the entrance was.


The Grand Pyramid (W2) by Blobofgoo:
No different than the 1st version. Mid-point still is too close to the end of the level instead of the halfway point.


Twilight Desert (W2) by Davenport:
Putting a spark in a bonus room is so uncool. As far as that red coin & lotus flower above the spikes go, you should at least get rid of that wood background behind the spikes. I didn't even realize they were spikes until I hoped down there after taking the lotus flower out. Why is the camel killable? Heard a 'Zelda' sound collecting a few of the flowers. And why aren't the goombas (resprited dry bones) edible?

The place where you get yoshi, I broke all of the blocks before the pipe & had no way to get over the pipe without ditching yoshi. You should make 1 of those lower blocks a coin or power-up block so you can hop onto it & the yoshi block to clear the pipe




Greenwood Forest (W3) by Davenport:
Nice background & music. Brown donut platforms don't fall like they're supposed to. Also, for the love of god!, why do you have a Keyhole secret exit in this level!?


Ice Valley (W5) by Davenport:
What's with the glitchy 'A' coin? You're supposed to use the Yoshi's Island Flowers! Those weird looking penguins have a black shadow visible when they revert to a shell form. The player also can't reach the yoshi (which is the wrong one BTW). I noticed that the level design is mostly identical to the 4th Special World level 'Awesome' from Super Mario World.


Blazing Inferno (W7) by Davenport:
You're power-up blocks shouldn't have just mushrooms! They should be either fire/ice flowers or leaves. Those new little grey rocks just took out a boulder that I was gonna ride & caused me to fall into the spikes!

The fact that you added a not so hidden pathway above the start of the level to circumvent the main part of the level, plus the grey rocks knocking out the boulders that are NEEDED to get over the spikes makes me think that you're either trolling or your level designing skills are getting worse. This level is so bad that I refused to complete it. I just hope Hali can salvage it.


Tokotoko Desert (W2) by Frozen:
When a player is in a quicksand pit, their jumping height gets nerfed, so its important to make the walls/edges of your quicksand pit low enough for them to escape, because I couldn't get out of this one:



Also, for a world 2 level, trapping the player in a quicksand pit while venus fly traps snipe you is pretty cheap (because avoiding a fireball AIMED DIRECTLY AT YOU is hard to avoid when your movement & jumps are being hindered). I was guaranteed to lose my yoshi every time I fell into quicksand (plus I think being on a yoshi gives you a slightly bigger hitbox).


Still working on my boss level for world 3, Naval Piranha's Bog. Working with the resources is a pain & I have to redo sprites & stuff. Also, is it possible to replace sound effects just like with graphics? Because after seeing how Davenport is replacing sonic rings for YI red coins I figured that the sonic ring sound doesn't fit & should be replaced with the actual YI red coin SE along along with the 'All red coins collected' SE as well. I'll be sure to provide feedback for some of the newer levels as well.

Super RMN World 2: Yoshi's Archipelago

More Super RMN World 2 level feedback:

Scorching Hot (W7) by Davenport:
Not that much different from the original version. It's impossible to get all the red coins if you die & restart at the mid-point. I see the prize for all the red coins is still that 'Final Star'. Are there supposed to be hidden stars in this game?


Future Shock (W8) by Solitayre:
Quite the challenge. I did find a 'single tile gap' that could zip someone through a wall into the lava:




Ghost Coast (W2) by Kentona:
Good challenge. Music seems unfitting for this type of level. I tried it again with the ghost house music & it definitely fit the level better. Also, some of the enemies didn't fit the theme either, like shell-less koopas, cheep-cheeps & goonies. It would be more fitting to replace them with Dry Bones, Fishbones & skeletal Goonies instead, but that's just my opinion.


I had one idea for a level only to scrap it because it was too demanding, but I'm working on a boss level for world 3 (Naval Piranha's Bog). Btw, is there a preset number of levels per world like in SMW2 (8 levels; 6 regular levels + 1 min-boss fortress & 1 boss castle) or can the number of levels per world fluctuate? I ask because I don't want to waste time making a level for a world with too many levels for it already.