ISRIERI'S PROFILE
-Mysterious forum member since 2012
-Occasionally appears
-Has yet to make an RPG
-Occasionally appears
-Has yet to make an RPG
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Super RMN World
author=kentonaWalk Like An Egyptian
Scheme of PyramidsIn De Nile
Sand in my PantsDune and OutGet 'er Dune
Duneton Abbey (A++)
Bite the Sand That Feeds You
Super RMN World
Release Something Weekend
slimeys.PNG
Anyone wanna play an evil- I MEAN FUN SMBX level?
I beat it at 3:45. But I had to leave for work so I couldn't talk about it.
That level wasn't evil, it was boring! See, if you want to make a kaizo-no-funtime level.,Step 1 is variety. The entire level was just platforming on falling wood boards. And that was it! You didn't shake it up in any way! The banzai bills don't count! You should treat this kind of level like any other level you make, only design it with the mindset of a complete and utter asshole.
But most importantly, it wasn't funny! I didn't laugh once! This is very important. If you want to make a good kaizo level you have to have a sense of humor in how you go about making your traps. All this level had were Banzai Bills to the face, and it isn't particularly impressive. Mainly because you can still get by it all as long as you practice it. If you throw enough bodies at the problem it'll solve itself before long. Think of it like making a series of puzzles. Puzzles that require the reaction time of a superhuman.
A truly devious level would have you doing such crazy things that you'd want to give up at the very first screen. And it should only escalate from there. Don't make it hard for the sake of making it hard: You should focus on making obstacles that are silly and over-the-top.
Last thing would be to use space more concisely. You have a great big level that's all over the place and that's never good. Even in this case. Utilizing space well means never letting up on the different and distinct obstacles the level has to offer. They should all come in a sequence with little to no dead-air between them. But that's just a facet of good level design in general.
Watch The Master At Work
That level wasn't evil, it was boring! See, if you want to make a kaizo-no-funtime level.,Step 1 is variety. The entire level was just platforming on falling wood boards. And that was it! You didn't shake it up in any way! The banzai bills don't count! You should treat this kind of level like any other level you make, only design it with the mindset of a complete and utter asshole.
But most importantly, it wasn't funny! I didn't laugh once! This is very important. If you want to make a good kaizo level you have to have a sense of humor in how you go about making your traps. All this level had were Banzai Bills to the face, and it isn't particularly impressive. Mainly because you can still get by it all as long as you practice it. If you throw enough bodies at the problem it'll solve itself before long. Think of it like making a series of puzzles. Puzzles that require the reaction time of a superhuman.
A truly devious level would have you doing such crazy things that you'd want to give up at the very first screen. And it should only escalate from there. Don't make it hard for the sake of making it hard: You should focus on making obstacles that are silly and over-the-top.
Last thing would be to use space more concisely. You have a great big level that's all over the place and that's never good. Even in this case. Utilizing space well means never letting up on the different and distinct obstacles the level has to offer. They should all come in a sequence with little to no dead-air between them. But that's just a facet of good level design in general.
Watch The Master At Work
Anyone wanna play an evil- I MEAN FUN SMBX level?
I'm game. I've made worse stuff than whatever you've got. Post it here and I'll tell you what you did wrong.
Super RMN World
author=GreatRedSpirit
Sure are lots of scrubstrats being posted. Real Pros that aren't restricted by flesh beat Mario by corrupting the memory, injecting your own code, and jumping straight to the start of the credits.
It ain't the player's skill involved when the game itself just gives up.
How many superficial forum topics do you create a day?
Not since I got my user title.
Well I did make one about Enemies but I didn't think that was superficial at all!
Well I did make one about Enemies but I didn't think that was superficial at all!
Release Something Weekend
I'm still on the fence about this whole "Release the game on the weekend" thing. I've been debating whether to add the game page now, or to withhold it, or whether to submit the download, or whether to say something about it. Wondering whether I'm too early or not. I'm way too antsy!
That's not because the directions aren't clear, it's because I don't know how to read.
That's not because the directions aren't clear, it's because I don't know how to read.


















