ISRIERI'S PROFILE

Isrieri
"My father told me this would happen."
6155
-Mysterious forum member since 2012

-Occasionally appears

-Has yet to make an RPG

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What are you thinking about right now?

author=kentona
so I was flipping through the radio stations (because all of the radio stations here suck) and came across one that was playing a decent guitar riff. I was bopping along, enjoying it and then Chad Kroeger started singing. I was just enjoying a nickelback song.

Love the music, not the artist.

[Poll] Breaking the Mold

I want an RPG version of Tetrisphere. Not Tetris. Tetrisphere.

Super RMN All-Stars

I think DarklordKeinor was trying to point that very thing out. Stop trying to confuse everyone, Hali!

Watched The Blair Witch Project. I really wanted to wipe Heather's nose.

The first time I saw that, I waited until the end of the credits for the "This is a work of fiction" disclaimer.

Super RMN All-Stars

Revenge of the Contentious Blog

Wendy: same as Larry, but different arena and fought after Psy-Psy Boom-Boom.

Two bosses for that level was a bad idea to begin with.

Roy: there are very few NPCs that shake the ground in SMBX. The only one I know of is the POW Block. If an invisible POW Block generator were attached to the side of Roy (resprited Larry), then the POW Blocks could go off when he hits the ground after jumping.

That won't work because the POW Blocks can also affect Roy. He'd end up killing himself.

Morton: the other heavy koopa kid, but I wouldn't do the same as Roy twice. I'd actually like to experiment with Spike Tops/Zoomers and see if we can't make the 'run up the wall' style boss from SMW. It all depends on whether or not gravity can be made to affect them.

That won't work because setting the koopa kids (or Ludwig) to no gravity means that when they go into their shells, they won't come back out.

Lemmy: for this one, I'd like to emulate the pipe-style boss of SMW. Using two types of piranha plants (one for decoys, the other for the boss) and separate waves/layers can recreate the feel of this pretty well, I should think.

That could work but I never really liked that style of boss. Adding more junk to it for purposes of making it more challenging would be a bad idea, in this instance.

Iggy: Resprite a bully. We saw this work in Castles ~ Masterpiece Set.

That would work out well.

We're thinking too complicated. To ensure they don't overpower the bosses: why not just make minibosses the way I encouraged people in CMS? Where you don't change the boss npc or it's properties, and simply fiddle with the room you fight them in? The variety of each koopa kid fight should come from the terrain you fight them on and not the boss itself. The SMW bosses were the thing I liked least about that game anyway. I always liked the modularization of the previous games. Really, your Boom-Boom fight for CMS and nin8halos' koopa kid fights in SMB3X are great examples of what I'm talking about: We should shoot for something like that.


I had a stupid idea once where you fight Iggy while descending down a shaft filled with yellow turn blocks, like that one Star World level in SMW. The trick to the fight was that you'd be constantly bouncing the whole time, and so you had to make sure you don't get stuck in a hole with him, while dodging his shots at the same time. It's the way the blocks are placed down the shaft that would make the fight. Maybe some spikes at the very bottom.

But that's too hard. Honestly, we may be better off not messing with them. Exactly how many levels were you thinking needed to be added to the game? The worlds don't have to be symmetrical y'know. We can always have a world that's 5 levels and another that has 8.

Super RMN World

Here you go. That should be all the levels that haven't been denied or withdrawn as of 4/3/13. Except for Solitayre's own level.

Super RMN World

Sure thing. Gimmie a minute.

EDIT: Make that 25 minutes. Mediafire can just barely hold it all.

Revenge of the Contentious Blog

Just have him get rid of the boss. Better to get rid of an element that doesn't work than to try and dress up the level to accommodate it. Plus most of the level was pretty good and I think you covered all it's problems in your feedback. Granted, I haven't played the level in a while.

Revenge of the Contentious Blog

But I thought you were going to rework Koopa Rave!

I just came back from posting my take on that. I'm fine with including minibosses if they're done well and fun to fight: And this was one was pretty meh overall. I've no problem with just 1 Larry koopa in the game, or 2 Larry koopas even. But they have to be engaging. And sticking a rinker ring in the arena doesn't make it any more fun.

My real problem with it is that I don't know about him being a miniboss in THAT level. His appearance felt way too sudden and out of place. It's the same problem as sticking Boom Boom out in an open field in RMN3. I've mostly been going with my gut feelings as an indicator of what players will think about certain aspects of the game, and so far it hasn't appeared to steer me wrong.

EDIT: NO. DO NOT TRY AND FORCE THE KOOPA KIDS IN. THAT IS A BAD IDEA.
EDIT2: Unless you're suggesting WE make those koopa kid fights. For some reason I was assuming that we'd stick them in already existing levels! *facepalm*