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Level Feedback E-N

Sorry for snappy responses, I am frustrated at how it could be so um.. well anyways, the softer looking sprites are background (torches, dark bricks, pillars..) and the sharper objects are interactive (breakable bricks, crates, small and large pipes..). Also there is a bit of everything in the main hall/outside so I figured players would catch on. I mean did you think that the ladder in the sewer led into a solid wall? Come on! The wall is actually used so that you don't jump onto the crate as you come off the ladder.

I did not want the usual 'run all the way to the other side' SMB level - this one you take your time. It's a short thinking map, with multiple rooms, a few secrets and a final confrontation of sorts.

Changes 04.08.11
I've raised a few ceilings and redid the starting Goal box. I've also replaced the exit with the correct star so it's more like the place blows up as you dive into the elevator (all the enemies die). The button that unlocks the exit path is now an on/off switch. The yellow ! box refuses to appear, but the pipe does change color like it's supposed to. There's one graphical error on top of the exit door but it's really nothing.

http://rpgmaker.net/users/Mikemc/locker/mikemcq21_040811e.zip
The pile of numbers is today's date.

Level Feedback E-N

author=halibabica
~ mike-mc ~

mike-mcq2-1e
- what kind of level name is that, son?!
- I like the angle you were going for with this, and I really liked how secrets were discovered. But there are some technical difficulties all throughout this thing.
- first of all, we're not allowed to use those goofy broken SMB3 stars, not even to open new paths. You could put the SMB1 axe in its place for the same effect. Besides, once the star is collected, it can never be collected again, meaning the level can only be completed once. This must be changed!
- one-tile high gaps are great places for weird glitches to happen. The one in the watery area had me scrolling slowly off the right side of the screen, where I got a preview of places to come until I turned around to slowly scroll back the other way. I noticed a few other places where such gaps existed. I'd remove them if I were you!
- The level setup is kinda cramped, but it works for what it is. What doesn't work is all the crazy background stuff you put in. It can be hard to tell at times what things are solid and what are just background. It also looks really missmatched, as all kinds of tiles are just thrown together. Try to go for a less visually confusing, more consistent design.
- these comments are only on the part of the level I could play before having the star ruined my chances of finishing it. I'll get back to you with the rest another day. I had to close the program to try again anyway.

Well first off my name is spelled wrong, then it's based off Quake 2, level 1 so.. Mikemc q2-1. I forget what 'e' stand for but it's the alternate version where the star is next to the exit rather than unlocking it like it was supposed to.
The rules state that the player must be able to finish the level once it is picked up, so there it's in front of the exit door.

The star I used is SMW not SMB3 so either you are mistaken or your notes are. I was also able to pass the level more than once as its position in the level makes it irrelevant - just enter the door if it's not there. *The text boxes will be changed also*

I'll raise the ceiling in some places.

The tiles are not 'thrown together', each room has a theme. As for not knowing what is background stuff, these are the tiles from the editor.. have you used the editor? Crates can be walked in front of; and jumped on, just like you could in the original Mario games.

Level Feedback E-N

Mike MCQ 2-1

-Your sense of design is… original. Your level is a mess of random tiles trying to tell a story.
-Use door tiles for the doors. Otherwise I don't know they're doors.
-Have you ever played a Mario game? It seems to me you learned how to use the program, but you have no idea what you're doing with it.
-I never found the exit.

You seem to have reviewed the WRONG MAP!
There are 2 slightly different maps, as described in the included mikemcq2-1.txt which states that one version is in case you get lost - the star is DIRECTLY IN FRON OF THE EXIT in that file. The exit room however is marked by a blue door that is locked. All locked paths have a dotted box next to them.. just like in Mario World..

All locked doors have a symbol within 3 squares away that changes when you unlock the door, and all pathways are marked with either the little yellow/brown door or an accessible pipe. The 1 or 2 doorless doorways are secret areas, and are not needed to pass the map.

Please try the correct map and include greater details on what you think is wrong with it.
And the correct entry title is Mikemc Q2-1, not Mike MCQ 2-1, if I wanted a space in my name I would have put it there.

- Mike

Where does talk about a new game go?

I think about the 8th post is where everything is wrapped up. The question's been answered, thanks everyone.

Where does talk about a new game go?

Where should we post information about a project we are working on, if we either want comments or to promote it? Game Discussion & Development says "Do not post topics about your game here." but it wouldn't belong in Off-Topic because it's about a game that is in development.

Same question for Artwork. If the art is being done for a game, where's the mid-point?

- Mike

Show and tell us your city/town/village/hamlet/whereever you live!

I live in a city called St. Albert. You might not think it's a city from simply driving through on the highway, but yeah, we've got city stuff. (North of Edmonton, Alberta)

Map View



post your picture

Well aren't you the badass mofo ;)

Super RMN Bros. 2

I actually didn't even start until 4 days before the first extension was made :P.

Super RMN Bros. 2

author=undefined
Here's my second level. After getting feedback for this, I will go ahead and PM both levels to GRS.
DECKILLER'S SECOND LEVEL
http://rpgmaker.net/users/Deckiller/locker/DeckillersSecondLevel.zip

There is a point with 2 tubes and an invincible-shell generator. After about 20 seconds the program begins to slow to a halt as more and more shells are generated. This is a major lag generator :(.

cause of diminished interest in game creation

I love the planning process and everything that goes on paper but the actual doing kinda bores me.