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
STAGES TOTAL AS OF 3/14
World 1 = 6
World 2 = 7
World 3 = 6
World 4 = 3
World 5 = 6
World 6 = 3
World 7 = 2
World 8 = 2
Total = 35
(I just went by what was available on the participants list)
World 1 = 6
World 2 = 7
World 3 = 6
World 4 = 3
World 5 = 6
World 6 = 3
World 7 = 2
World 8 = 2
Total = 35
(I just went by what was available on the participants list)
What Videogames Are You Playing Right Now?
I am playing Maldita Castilla. And it is the game I have always wanted to make, and therefore excruciating for me to be away from it for any length of time.
It's basically an homage to old-school arcade run & gun platformers. Particularly Ghosts n' Goblins. And that sort of gameplay is right up my exteremly niche-y and hard-to-find ally.
But it's not just that, it's extremely fun for a run & gun! The graphics are charming and well-done, the music sounds like it comes from an authentic arcade machine, you have 3 hearts instead of 2 or 1, you can control your jump in midair. To someone used to Ghosts n' Goblins this is huge stuff. Plus the levels themselves offer a lot of variety, there's loads of cool bosses, and it's hard. Hard to believe it's freeware.

I'M WHORING THIS GAME OUT BECAUSE IT'S JUST THAT DAMN GOOD.
It's basically an homage to old-school arcade run & gun platformers. Particularly Ghosts n' Goblins. And that sort of gameplay is right up my exteremly niche-y and hard-to-find ally.
But it's not just that, it's extremely fun for a run & gun! The graphics are charming and well-done, the music sounds like it comes from an authentic arcade machine, you have 3 hearts instead of 2 or 1, you can control your jump in midair. To someone used to Ghosts n' Goblins this is huge stuff. Plus the levels themselves offer a lot of variety, there's loads of cool bosses, and it's hard. Hard to believe it's freeware.

I'M WHORING THIS GAME OUT BECAUSE IT'S JUST THAT DAMN GOOD.
I just realized that motivation doesn't exist in this world for me. :|
Revenge of the Contentious Blog
Well yeah, that's why you set lakitu to be immobile, so he doesn't move around and just bobs in place. So lakitu-carrying-mouser was really just for cool points. Plus if you use the tiles mario can jump through, the bombs go through them as well.
I could whip it up to show you guys, but it would probably have to go in W7 or something. I dunno.
I could whip it up to show you guys, but it would probably have to go in W7 or something. I dunno.
Revenge of the Contentious Blog
I had an idea for a boss that was just a combination of Mouser and Lakitu. Lakitu is holding a platform, with Mouser riding on it. The fight takes place on the battlements of two tall towers that mario hops back and forth between, with the stage scrolling up. If you set Lakitu to be friendly and immobile, and stick one of those invisi-blocks above his head, he won't throw things. It was a really cool fight. Problem was, once Mouser was beaten, I had no way to end the level. :(
You could probably still do something with that concept though. The platform lakitu held was 7 blocks wide; just enough room for mouser to move back and forth if you stick him in the middle. The stage would likely have to not scroll and just be 3 screens tall or something.
I also made a decently tough (though simple) Ludwig fight for Talking Time, but it ended up getting scrapped. Maybe it could provide inspiration?
You could probably still do something with that concept though. The platform lakitu held was 7 blocks wide; just enough room for mouser to move back and forth if you stick him in the middle. The stage would likely have to not scroll and just be 3 screens tall or something.
I also made a decently tough (though simple) Ludwig fight for Talking Time, but it ended up getting scrapped. Maybe it could provide inspiration?
Super RMN World
author=Ratty524
For Ghoulish Ghastly Ghosts, nin8halos, I'm not exactly sure how it's too lengthy. I guess since I made the level I could get through the gimmicky areas very quickly (especially the door sections).
The thing is that it overstays it's welcome. It felt like you came up with all these neat ideas and wanted to stick them all in the level (I'm guilty of this). You tried to cram too much content in, is all.
You don't really need to make drastic cuts: If it were me I'd just take your two elevator and corridor sections, cut one of each, and maybe reorder the sections to accommodate any difficulty shifts. The corridors in particular are mainly filler anyway.
The part with multiple doors was a dramatic shift compared to the shifting blocks, and wasn't something I'd stick at the end of the level. Rather, that ought to come either right before or right after the checkpoint.
Also for Mario's Dreamland: The 1up at the far end of the first section needs a block in the grey zone to keep it from going offscreen. Otherwise, my critique is in line with nin8halos' and I'm happy to approve it.
Super RMN World
author=kentona
Cowabunga
You ought to stick an exclamation point in that level title. Because it would be way cool and outrageous. (AIN'T I A RIOT)
author=nin8halos
Larry Koopa sprite swap #42
Only I was the sole person who used him in the game. One of the best boss fights and he wasn't even a sprite swap!
Skyward Sword or Twilight Princess, which should I buy?
I'd say Skyward Sword was a leap, followed by a faceplant into the dirt. It may have been a leap forward, but it wasn't a graceful one. Sure they got the motion controls as good as they could be, but I can't help but feel the game needed to be considerably dumbed down in order to accommodate it. The gameplay itself was okay, but the overall content of the game as a whole was inferior.
My big selling point was I liked the characters and world of Twilight Princess more: The progression of events feel more natural and player-driven, wheras in Skyward it's like you're getting strung along the whole time.
My big selling point was I liked the characters and world of Twilight Princess more: The progression of events feel more natural and player-driven, wheras in Skyward it's like you're getting strung along the whole time.
Super RMN World
Let me explain this in the only way I know how:
Y'know how in Super Mario World each world had a castle at the end, and a boss fight with one of the koopa kids? Us judges are doing those. But if any of you guys want to make a fortress level, go right ahead.
That's what the rules are trying to say.
Y'know how in Super Mario World each world had a castle at the end, and a boss fight with one of the koopa kids? Us judges are doing those. But if any of you guys want to make a fortress level, go right ahead.
That's what the rules are trying to say.














