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author=Solitayre
I was maybe going to run a Mario's Mansion game in October but since this is likely to still be going on through then, is there any interest? Let me know.

Count me in. I'm always looking for an excuse to do something Halloween related.

Super RMN World 2: Yoshi's Archipelago

author=Animebryan
author=Kloe
author=Animebryan
You got the mushroom in the beginning to not move, that's impressive.
(Pssst, you just check the "don't move" bit in the NPC menu for the mushroom...)
But that option is on the NPC tab, the power-up block is set using the Blocks and Tiles tab, which doesn't have a Don't Move option.

You can make a text file for the mushroom NPC with the 'nomove' flag and place it in the level's folder. I don't remember if that's the exact syntax but I've done this for a level in the past.

Super RMN World 2: Yoshi's Archipelago

halibabica
One thing to note about Lakitu is how SMBX manages its camera. Lakitu hangs out near the top of the screen, but the game tries to keep Mario directly in the middle. Stages with high ceilings and low floors may result in the player jumping too close to Lakitu, which makes things more difficult. As such is the case, you may want to adjust your screen edges to compensate...though that would also mean you should ditch your 3-up moon secret. Just an idea.

So basically any area more than one screen-height tall will put Lakitu too close to Mario. Is it possible to make Lakitu friendly but still keep the spinies harmful? If so, that might make the last section more manageable.

Super RMN World 2: Yoshi's Archipelago

author=pyrodoom
Edit: Also, I played Jalex's "Lakitu Rampage", and that stage frustrated me so quickly. Those dang lakitus are BRUTAL, man. Also, I know what you intend the player to do with that koopa section at the very bottom of the second section... but I really don't feel like that's a good idea, because it requires you to have a yoshi or else it's a no-win scenario. I even had a leaf and I couldn't make it back to any other parts of the stage, and I BARELY made it back to the koopa thing when I ran out of fly and had to float back - I don't know why I bothered though, might as well either cheat or drop down the pit. Some of the flowers weren't worth collecting in the brutality of the lakitus raining death upon me, and eventually I just sort of... got tired of the level, and flew to the end.
Even despite all that, it could just be my playing skills and that I suck horribly, but I also wanted to say that I'm split on whether it'd be better for your lakitu to be killable or not. I hate getting blindsided by lakitus when they CAN hurt you, but I also like being able to kill them. Having them friendly feels better in SMBX, but would also make it alot harder because you can't hurt them anymore. I had alot of fun bouncing around like a maniac every time I killed lakitu, though. I forgot the exact situation, but I think I was flying, hit the lakitu and lost my yoshi, then proceeded to kill the lakitu and land back on my yoshi IMMEDIATELY after. Awesome.
Also... what's the point of that intro bit? It doesn't add anything to the level, and one time it REALLY confused me because I didn't realize the ship was going to fall. You could have started Mario in the second section, or had the pipe in section 1 right after the first stretch of land and just ignore the airship all together, and that'd feel alot better.
The music was nice, and I liked the background you chose for the fourth section, though the stage feels empty at times. Maybe a few more clouds could do it?
Thanks for the feedback. One of my goals is for my levels to be accessible to everyone, not just the super-players. To be honest even I had trouble playing this level; the Lakitus are tough enough that I found myself nerfing the rest of the level to compensate, and even then most of my test plays result in killing Lakitu early, or falling into a pit (usually trying to kill Lakitu).

I'll most certainly keep the lakitus killable, because of how brutal they can be.

The airship sequence was originally supposed to be more complex (initially I was going to have a Lakitu carrying a bomb knock the ship out of the sky), but I simplified it because eventing in SMBX is such a pain. I can rework or remove it if people feel it doesn't work.

Super RMN World 2: Yoshi's Archipelago

@Animebryan:
Sinister Crypt was meant to be on the easy side. Since it's World 2, I was aiming for something reasonable to players who aren't as good as I am. (The boss was also a last-minute addition to the level, even then I consider it more of a mini-boss)

Super RMN World 2: Yoshi's Archipelago

Update to Sinister Crypt is up. Added a SMB1 Dry Bowser* to the end, and made the pipe to the bonus room two-way, just in case the player sees the eerie raft and says 'lol nope'.

*It turns out that the Red Yoshi GFX pack doesn't have a SMB1 Dry Bowser, so I modified a sprite of SMB3 Bowser and it turned out... not great. If anyone has a proper SMB1 Dry Bowser sprite I could use, I'd really appreciate it. Thanks.

Super RMN World 2: Yoshi's Archipelago

Just submitted an update to Lakitu Rampage, with most of hali's suggestions. I kept the 3-up moon portion the same because I think it's too hard for the flower (near impossible if the lakitu is still alive).

I'll have the update for Sinister Crypt up in a couple days, still need to figure out how/if I'll include the miniboss.

Super RMN World 2: Yoshi's Archipelago

I tried something like that, with the two layers for the pilot before and after talking to them, along with the layer for the ship. I also think I attached the second one to the airship layer, perhaps that was the problem? I'll do some more testing.

EDIT: I disabled 'attach to layer' on the NPC event, and it works perfectly now.

Super RMN World 2: Yoshi's Archipelago

author=halibabica
- It's a bit odd that the mega mole vanishes completely. You could check 'No Smoke' and have a replacement appear that says something else. It's also weird that the platform leads to a door floating in the sky. Wouldn't a pipe fit better?

I actually tried to do that with another NPC-on-a-ship later on, but the airship started spazzing like crazy after talking to him. How exactly should I add the replacement NPC?

Super RMN World 2: Yoshi's Archipelago

I just updated my world 6 level, now named Lakitu Rampage. Aside from the new name, all I did was rework a portion in the second room to make it easier.