MARREND'S PROFILE
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Super RMN Bros. 2
Okay, I'm finally getting the message that Roller Coaster is too short. However, I've no ideas or inspiration whatsoever as to the kind of area that can be had before the slide that can still be fun to play, while keeping the intended difficulty level.
Might just withdraw the submission, and my participation for this particular event/game...
Might just withdraw the submission, and my participation for this particular event/game...
Greetings. Unless you don't like being greeted. In which case, go away.
RMN3 Bugs (v2)
I'm not sure if it's just me or what, but I can't seem to remove a denied submission for a review. Granted, I submitted it while the server was being rehalled. I even made a complaint about it here. However, it seems that the complaint was totally ignored, probably because there was more pressing business at hand (subscriptions were still being worked out).
Super RMN Bros. 2
Rollarcoaster: Sliding across Grasstiles. Why so short?
All I wanted to do was make a simple sliding level. Note that I stated as much before Brickroad's stage was posted. There was a suggestion earlier to add a small-ish section before the slide to make the level longer, but I personally don't see the point.
Not that I don't expect the stage to be totally ripped apart by a Let's Play or a Let's Try video...
Super RMN Bros. 2
Played "Puzzles and Plains" a bit. The only horribly jarring thing about the level is the last pipe. Going down the initial pipe is fine, but I came down from the end pipe practically inside it. I didn't get stuck so I was able to finish the level (which is a good thing), but you might want to check the placement of last warp so it doesn't look as weird.
Super RMN Bros. 2
Re-submitted my stage so that it doesn't use the loop-around. It was kinda jarring. I'm not so sure about tacking on anything pre-slide, since that was never the idea for the stage to begin with. I'm still forcing Luigi, though.
Maybe this is just a crazy-stupid idea, but if Brickroad is the last boss who tosses red coins, or for sheer irony BobOmbs, I think he'd be tossing them at D-Bones.
Random commentary: What is this, Super Davenport Bros.?
Maybe this is just a crazy-stupid idea, but if Brickroad is the last boss who tosses red coins, or for sheer irony BobOmbs, I think he'd be tossing them at D-Bones.
Random commentary: What is this, Super Davenport Bros.?
Super RMN Bros. 2
Level submitted!
Roller Caster
Approximate Difficulty: 1/5.
Perhaps it's still a bit of a newb-ish attempt, but I'm open to suggestions for improvement!
Roller Caster
Approximate Difficulty: 1/5.
Perhaps it's still a bit of a newb-ish attempt, but I'm open to suggestions for improvement!
Super RMN Bros. 2
My level is coming along, but it fells like such a horribly newb-ish attempt at creating a hill-based stage. I kinda wanted to make some kind of roller coaster effect, where the player launches from one hill, then lands on a different slope to do it all over again, but figuring out the exact physics of where to put the next hill, what angles to use for optimum speed, etc. is getting frustrating.
What I'm building is something akin to my original idea, but not at the same time. Though my mapping, if the term could be used, could probably use a bit of work. No, the mapping could probably use a lot of work!
What I'm building is something akin to my original idea, but not at the same time. Though my mapping, if the term could be used, could probably use a bit of work. No, the mapping could probably use a lot of work!
Super RMN Bros. 2
Brickroad's level is exactly the kind of thing I was looking to do. Except Brick's level is infinitely more fun than what I had in mind.
Why do you have do be so awesome, Brick!? Why!?
Why do you have do be so awesome, Brick!? Why!?
Super RMN Bros. 2
For sliding, you could put a M and L player block before the slide and then at the end of the sliding part put the other player blocks so you can change back to what you were before.
I can see myself putting an M and or L block at the beginning of the stage, but the current conception of my level has the player using the hills basically all the way through the level, and having the momentum from the last portion send the player right into the star/end area. Kinda precludes the idea of allowing a character switch at the end!














