DESMO360'S PROFILE
Search
Filter
Level Feedback - A-D
Online Play
I played online with some friends on the SMBX forums before they disappeared off the face of the earth. It's not too hard, as long as you can find someone who knows how to 'forward posts' (Whatever that means)
*Forward Po-r-ts. Thanks Soli
*Forward Po-r-ts. Thanks Soli
Level Feedback - A-D
Crystal Cave v3: http://rpgmaker.net/users/Desmo360/locker/Crystal_Cave_v3.zip
1. I increased the vertical space in the triple path area by 2 blocks each, giving sufficient room to jump or dodge.
2. Instead of one flame copter block, there is now two flame copter blocks and a regular one for those who like bouncing off the enemies for more air time.
3. I didn't fix the hit detection; and I agree, it is pretty wonky. I simply just don't know how to change it.
Did you know that the creator of SMBX quit making the program and that you can't even find it anymore on the website? We'll need to include the program in-the/as-a download. We'll also have to do this for RMN Bros. 1 and any other games people have made that give a link to the SMBX website.
1. I increased the vertical space in the triple path area by 2 blocks each, giving sufficient room to jump or dodge.
2. Instead of one flame copter block, there is now two flame copter blocks and a regular one for those who like bouncing off the enemies for more air time.
3. I didn't fix the hit detection; and I agree, it is pretty wonky. I simply just don't know how to change it.
Did you know that the creator of SMBX quit making the program and that you can't even find it anymore on the website? We'll need to include the program in-the/as-a download. We'll also have to do this for RMN Bros. 1 and any other games people have made that give a link to the SMBX website.
Level Feedback - A-D
author=Deckiller
Hey, nobody complains when Soli puts grass on the blocks :P
Soli's just that good. Nice makerscore, Deckiller. It really fits with our current year!
Level Feedback - A-D
author=halibabica
Don't be lazy, Desmo! This is exactly the kind of slacker-ing we're combating in this effort! We've proposed some perfectly plausible alternatives for you; a demonstration is more like an excuse in this case.
I'll try it out right now. I wasn't trying to be lazy; I thought my solution was pretty great!
Level Feedback - A-D
author=Solitayre
Hali's idea is a good one. If you flip the crab when you jump on it, it is clear that you canattack its weak pointpick it up. This is much more intuitive thna expecitng the player to figure this out on their own. Though the crabs should be visually distinguishable in some way.
Have you played the new version of Brickroad's revenge? The room before the checkpoint demonstrates it for the player.
Level Feedback O-Z
Here's the first half:
Oloeopia
Racheal
Ratty524
The last three will come later. I've got a lot on my plate right now. trust me, if I could be betatesting Shortstar's and Solitayre's levels right now I would. I literally can't wait for them!
Oloeopia
Yoshi Plains
-Are you kidding me? I named a level in my Mario game the exact same thing!
-You don't know how to use water? I would recommend figuring that out for yourself; Shortstar hasn't made a tutorial for that yet. Just play around with it in the engine. It's pretty easy to learn.
-Why don't you let me keep my yoshi? :(
-Your underground section is empty. Fill it with some enemies or obstacles.
-Needs a checkpoint!
-Are you kidding me? I named a level in my Mario game the exact same thing!
-You don't know how to use water? I would recommend figuring that out for yourself; Shortstar hasn't made a tutorial for that yet. Just play around with it in the engine. It's pretty easy to learn.
-Why don't you let me keep my yoshi? :(
-Your underground section is empty. Fill it with some enemies or obstacles.
-Needs a checkpoint!
Racheal
Ghost Circle
-I….I couldn't solve it. I suck at Ghost houses.
-Was there a checkpoint? If there wasn't, add one!
-I….I couldn't solve it. I suck at Ghost houses.
-Was there a checkpoint? If there wasn't, add one!
Ratty524
Aquatic Fortress
-A nice take off of the SMW butter bridge fortress. (Which I just played before I got on the computer! :P)
-Right when the first boss battle starts, a shell kills me. That ain't fair!
-I really like the three auto scroll parts!
-In the second part of the second boss battle the ghost appeared on top of me. Is there any way to warn the player before that happens? I never played past this part because I was frustrated. Also, as soon as I went to replay the level I had a runtime error and it shutdown.
Flying Block Fun
-Needs a checkpoint.
-In the second to last room, please add a floor! What if the player doesn't adjust on time?
-A fun level that utilizes the flying block.
Lakitu's Playground
-I hate lakitu. Good level though!
-I'd take out the sign that talks about the checkpoint. I had no problem figuring that out on my own.
Techno Underground
-Why are there Kaizo Mario type traps in your level?
-The bomb launcher caught me off guard and killed me. Use the warp instead of projectile.
-In the room after the crushers, the mapping is bad in so many places. The only advice I can give you is to repair it.
-Good storyline!
-The boss battle seemed like a weird mix of Mario, Metroid, Pokemon, and whatever game Mr. Saturns are from. BLAAAH!!!
-A nice take off of the SMW butter bridge fortress. (Which I just played before I got on the computer! :P)
-Right when the first boss battle starts, a shell kills me. That ain't fair!
-I really like the three auto scroll parts!
-In the second part of the second boss battle the ghost appeared on top of me. Is there any way to warn the player before that happens? I never played past this part because I was frustrated. Also, as soon as I went to replay the level I had a runtime error and it shutdown.
Flying Block Fun
-Needs a checkpoint.
-In the second to last room, please add a floor! What if the player doesn't adjust on time?
-A fun level that utilizes the flying block.
Lakitu's Playground
-I hate lakitu. Good level though!
-I'd take out the sign that talks about the checkpoint. I had no problem figuring that out on my own.
Techno Underground
-Why are there Kaizo Mario type traps in your level?
-The bomb launcher caught me off guard and killed me. Use the warp instead of projectile.
-In the room after the crushers, the mapping is bad in so many places. The only advice I can give you is to repair it.
-Good storyline!
-The boss battle seemed like a weird mix of Mario, Metroid, Pokemon, and whatever game Mr. Saturns are from. BLAAAH!!!
The last three will come later. I've got a lot on my plate right now. trust me, if I could be betatesting Shortstar's and Solitayre's levels right now I would. I literally can't wait for them!
Level Feedback - A-D
Here are my responses to the errors found in my levels by Hali. I tried to use a hide, but it didn't work. Sorry if it takes up a lot of the screen!
Brickroad's Revenge
Koopa moved to the other side of the door.
He is now in a glass box.
If only it were possible! I set up that event, but it never worked. I blame the editor on this one.
I added an extra room before the checkpoint that basically demonstrates that they work as shy guys. It's a show, not tell, as Brickroad would say.
The floor now drops as well.
Crystal Cave
Yoshi? I got rid of Yoshi in the newer version. GRS was upset that it didn't act like a yoshi so I simply took it out.
The first half of this level is puzzles and the second half is dodging. I'd say the beginning of the level is fine. If anything I need to add more after the checkpoint.
Oops! Made the switch.
Never thought of that. I changed it.
Galaxy Slide
I got rid of most of the lag, but its still there. There's not much I can do about it... What more should I add to the level? I thought it was exciting!
Koopa Bros. Fortress
lol, it wasn't that bad! But I still deleted about 10 bullets.
Two it is!
I already kind of already did that. Instead, I put coins in all the safe spots. It should be a lot easier now!
Fixed!
Removed three enemies, including the goomba you mentioned.
Fixed!
The fish now swim the normal speed. GRS actually told me to remove some jelectrodes.
I switched it with the red one.
Lava Run
I switched the flame propeller block for a bullet launcher.
Switch Madness
It's supposed to be hard, and I love this level to death. I don't want to change it at all. XD
Here are the newest versions of my levels:
Brickroad's Revenge v2: http://rpgmaker.net/users/Desmo360/locker/Brickroads_Revenge_v2.zip
Crystal Cave v2: http://rpgmaker.net/users/Desmo360/locker/Crystal_Cave_v2.zip
Galaxy Slide v2: http://rpgmaker.net/users/Desmo360/locker/Galaxy_Slide_v2.zip
Koopa Bros. Tower v2: http://rpgmaker.net/users/Desmo360/locker/Koopa_Bros_Tower_v2.zip
Lava Run v2: http://rpgmaker.net/users/Desmo360/locker/Lava_Run_v2.zip
There is no new Switch Madness 2 because I haven't changed it.
Brickroad's Revenge
author=halibabica
- there's a Koopa near the door that leads to Clawgrip's room that'll gank you the moment you leave it.
Koopa moved to the other side of the door.
- red coin chuck suit makes the final battle a JOKE. I know you and GRS were debating ways to make this less so, but I don't think it worked. Try putting him inside one of Mother Brain's glass boxes. He won't be able to attack until he's freed, but it'll beef up his HP at least while other threats are at work.
He is now in a glass box.
- a stray crab hurt me while the end cutscene was playing. You should erase those spawned NPCs!
If only it were possible! I set up that event, but it never worked. I blame the editor on this one.
- crabs have never been a foe you can pick up. This is not intuitive at all! Maybe keep the crabs as a constantly spawning threat, and have a regular Shy Guy walk out every now and then.
I added an extra room before the checkpoint that basically demonstrates that they work as shy guys. It's a show, not tell, as Brickroad would say.
- Peach looks weird getting crushed. I'd drop the floor out from beneath her instead. Or even in addition to the blocks falling.
The floor now drops as well.
Crystal Cave
- neat idea, but Yoshi looks...awful. Plus, you'll probably need a Mario forcer in this level. Resprite it to be a Yoshi forcer, maybe? I don't know what you can do about the sprites looking bad, though. Can the player's sprites be resized like those of NPCs?
Yoshi? I got rid of Yoshi in the newer version. GRS was upset that it didn't act like a yoshi so I simply took it out.
- the level design is kinda simple. Seems like there could be more before the switch puzzles.
The first half of this level is puzzles and the second half is dodging. I'd say the beginning of the level is fine. If anything I need to add more after the checkpoint.
- the Koopa that kicks shells hits the switches at the top of the slope. He screws everything up if you don't kill him! A normal Koopa would be fine.
Oops! Made the switch.
- the bats near the ceiling are avoidable, but very difficult! Perhaps the fire propeller cannon would be of more use here.
Never thought of that. I changed it.
Galaxy Slide
- this level is REALLY BORING. The P Switch part lags like a mofo too. Spice it up, fix the lag, blah blah blah.
I got rid of most of the lag, but its still there. There's not much I can do about it... What more should I add to the level? I thought it was exciting!
Koopa Bros. Fortress
- you're complaining about Firing Range when you have a bullet hell room like that? Excuse me???
lol, it wasn't that bad! But I still deleted about 10 bullets.
- there is a point when you have too many Hammer Bros. I know, I've been there. I'd cut them back to the standard 2.
Two it is!
- in the crushing room, it's difficult to tell where it's safe to stand. Use the shape of the ceiling to make it more obvious!
I already kind of already did that. Instead, I put coins in all the safe spots. It should be a lot easier now!
- aaagh, don't have one pipe lead out another with a plant in it! Horizontal and ceiling plants don't hide from Mario! They'll kill you as you're leaving their pipes!
Fixed!
- the whole level wrapping pipe section is very poorly set up. Make it more spacious and remove the Goomba that threatens the player's entry point.
Removed three enemies, including the goomba you mentioned.
- in fact, it's often hard to tell where the player is starting from. Remove ANY threats to starting locations!
Fixed!
- dang, those swimming blue fish are fast! You should consider slowing them down, and maybe add more to the Jelectro portion.
The fish now swim the normal speed. GRS actually told me to remove some jelectrodes.
- the green Koopa that spawns at the start of the fight is right in line to gank the player. Make it spawn later, or move its generator behind the Koopa Bros!
I switched it with the red one.
Lava Run
- the fire propeller cannon does NOTHING to Bullet Bills. Same with the POW Blocks! Give the player some weapons that actually help. Leaf powerups, the Bullet Cannon, anything more useful than what's already there.
I switched the flame propeller block for a bullet launcher.
Switch Madness
- this is an unbeatable mindnumbing level. Even without that glaring problem, this stage is horribly convoluted. It's too visually confusing to be even remotely navigable, and the puzzle is a HUGE BITCH on top of the rest of that. I'd reconsider every single aspect of it. It needs toned down severely.
It's supposed to be hard, and I love this level to death. I don't want to change it at all. XD
Here are the newest versions of my levels:
Brickroad's Revenge v2: http://rpgmaker.net/users/Desmo360/locker/Brickroads_Revenge_v2.zip
Crystal Cave v2: http://rpgmaker.net/users/Desmo360/locker/Crystal_Cave_v2.zip
Galaxy Slide v2: http://rpgmaker.net/users/Desmo360/locker/Galaxy_Slide_v2.zip
Koopa Bros. Tower v2: http://rpgmaker.net/users/Desmo360/locker/Koopa_Bros_Tower_v2.zip
Lava Run v2: http://rpgmaker.net/users/Desmo360/locker/Lava_Run_v2.zip
There is no new Switch Madness 2 because I haven't changed it.
Level Feedback E-N
Here's the second half!
Lennon
Link 2112
Marrend
MikeMC
Minus
Narcodis
Whew! What a day! I wonder what tomorrow's levels will bring...
EDIT: I can't wait for the S's! I have high expectations for Shortstar and Solitayre.
Lennon
Cerulean Corridor
-There were surprisingly no mistakes here! But water levels are supremely boring, so I'd ask you to fix that; if it's even possible to make a fun water level.
-There were surprisingly no mistakes here! But water levels are supremely boring, so I'd ask you to fix that; if it's even possible to make a fun water level.
Link 2112
1-1
-On the luigi path, there are hidden music blocks above the music blocks on screen, causing the player's jump to be cut short. Get rid of them.
-On the luigi path, the fireball thing just looks weird. Add a block to the center of it.
-On the luigi path, don't put piranha plants that come out of the ground like that. Either put them in a pipe or delete them.
-Altogether a fun coin collecting level, especially with two players!
Dagger Woods
-My only complaint is the SMB3 lakitu. Change it to the SMW lakitu.
-Altogether a classic forest level with some original ideas!
Forest
-I didn't try this one because it looked exactly like Dagger Woods.
Grasslands
-You make the player slide right into the whipper snappers! (That's their name, right?)
-A Thwomp? Seems so out of place.
-Just a suggestion: Hide a 1-Up on the ledge by the Thwomp. If the player sees the star but goes the other way, they'll be rewarded for exploring your level!
-Altogether a pleasant SMB3 grass level.
House Capades
-I like the story feel to it. Original!
-You need stars at the end of your levels. That's our rule!
-Altogether a great level with lots of replay value!
Ice Mountain
-When you stomp on winged goombas they turn blue?
-This level was amazing! I'm a sucker for a good puzzle level! It's a shame we weren't allowed to hide multiple stars in our levels, because you could probably hide at least three here!
-Altogether a cool ice mountain level with a fantastic puzzle.
Lennox Passage
Again, I didn't play it because it looked like another of your levels.
Mushroom Kingdom
-Great level, but it's kind of long. A checkpoint would work great!
-Link, all of your levels is fun and have a lot to do. You seem to understand that it's not just about designing a level that will get approved.
Pondville
-For the third time, haven't I already played this level?
The M-Team
-Interesting level… It was very original, that's all I can say.
-The Mario part had no music.
-On the luigi path, there are hidden music blocks above the music blocks on screen, causing the player's jump to be cut short. Get rid of them.
-On the luigi path, the fireball thing just looks weird. Add a block to the center of it.
-On the luigi path, don't put piranha plants that come out of the ground like that. Either put them in a pipe or delete them.
-Altogether a fun coin collecting level, especially with two players!
Dagger Woods
-My only complaint is the SMB3 lakitu. Change it to the SMW lakitu.
-Altogether a classic forest level with some original ideas!
Forest
-I didn't try this one because it looked exactly like Dagger Woods.
Grasslands
-You make the player slide right into the whipper snappers! (That's their name, right?)
-A Thwomp? Seems so out of place.
-Just a suggestion: Hide a 1-Up on the ledge by the Thwomp. If the player sees the star but goes the other way, they'll be rewarded for exploring your level!
-Altogether a pleasant SMB3 grass level.
House Capades
-I like the story feel to it. Original!
-You need stars at the end of your levels. That's our rule!
-Altogether a great level with lots of replay value!
Ice Mountain
-When you stomp on winged goombas they turn blue?
-This level was amazing! I'm a sucker for a good puzzle level! It's a shame we weren't allowed to hide multiple stars in our levels, because you could probably hide at least three here!
-Altogether a cool ice mountain level with a fantastic puzzle.
Lennox Passage
Again, I didn't play it because it looked like another of your levels.
Mushroom Kingdom
-Great level, but it's kind of long. A checkpoint would work great!
-Link, all of your levels is fun and have a lot to do. You seem to understand that it's not just about designing a level that will get approved.
Pondville
-For the third time, haven't I already played this level?
The M-Team
-Interesting level… It was very original, that's all I can say.
-The Mario part had no music.
Marrend
Roller Coaster
-Why do I have to play as luigi? What do you have against Mario?
-Very short. May I suggest you add a climbing part to the beginning of it? You know, to get to the roller coaster?
-It was fun; it just needs some more length to it. (That's what she said)
-Why do I have to play as luigi? What do you have against Mario?
-Very short. May I suggest you add a climbing part to the beginning of it? You know, to get to the roller coaster?
-It was fun; it just needs some more length to it. (That's what she said)
MikeMC
Mike MCQ 2-1
-Your sense of design is… original. Your level is a mess of random tiles trying to tell a story.
-Use door tiles for the doors. Otherwise I don't know they're doors.
-Have you ever played a Mario game? It seems to me you learned how to use the program, but you have no idea what you're doing with it.
-I never found the exit.
-Your sense of design is… original. Your level is a mess of random tiles trying to tell a story.
-Use door tiles for the doors. Otherwise I don't know they're doors.
-Have you ever played a Mario game? It seems to me you learned how to use the program, but you have no idea what you're doing with it.
-I never found the exit.
Minus
Ancient Ruins
-It has a story line! A nice touch!
-I know it's a smb1 level and you're tempted to use the don't turn back option, but please don't! The reason they ever had that back in the day was because they didn't have the technology to not use it.
-Don't use hidden blocks without at least a clue.
-Very difficult, especially the firebars.
-It has a story line! A nice touch!
-I know it's a smb1 level and you're tempted to use the don't turn back option, but please don't! The reason they ever had that back in the day was because they didn't have the technology to not use it.
-Don't use hidden blocks without at least a clue.
-Very difficult, especially the firebars.
Narcodis
Underground We Go
-At the beginning, there are two ground tiles floating in the air. Remove them.
-Don't fire shells at the player. Nobody likes that.
-At the beginning, there are two ground tiles floating in the air. Remove them.
-Don't fire shells at the player. Nobody likes that.
Whew! What a day! I wonder what tomorrow's levels will bring...
EDIT: I can't wait for the S's! I have high expectations for Shortstar and Solitayre.














