RATTY524'S PROFILE
I'm an artist and animator who loves making games in my currently vast amounts of spare time.
I also enjoy messing with people. :P
Check out my games!
I also enjoy messing with people. :P
Check out my games!
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Pokémon RMN Version
author=halibabica
I think you'll be lucky if they even get one region completed. Creating a Pokemon game from almost scratch is an extremely onerous task.
^
I did plan for an SS Anne-type of area at least, though I don't know what Vis_Mage is doing with that bit.
SRW2: Yoshi's Archipelago

To commemorate the release of this game I present to you Mario's icicle boner.
(by the way how on earth do you get to the bonus stages I'm so confused what's this about a rocket?)
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85A.png
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SRW2: Yoshi's Archipelago
Gamepage Pimpin'
CHECK YOUR STAGES
@Hali: 'Crap' is definitely lighter but it's like... I've never played any mario game where anyone used that word? I just feel like it'd look a bit more professional and respectful of the source material to use just about any other word in its place.
As for the other stuff, I understand your reasoning.
As for the other stuff, I understand your reasoning.
CHECK YOUR STAGES
When will this be finished? :P
Anyway here are my thoughts as I play these revisions
Big Blooper Basin
> I'm kind of mixed about the decision to remove the "no turn back" feature of this level in the sense that 1) there isn't much of an incentive to backtrack to begin with and 2) the level was designed with no backtracking in mind, so certain flower challenges in this are neutered by the fact that the player can go back to portions of the level to collect anything they miss.
At the same time, I feel like this lowering of difficulty makes the level more of a relaxing stroll and can serve as a nice breather between more difficult levels, hence I'm mixed about it.
> Did you replace the exit npc? the little ending screen you added made me smile. Overall I'm fine with what you did to this level.
Boom-Boom Bastile
>My memory sucks but what changed?
Caustic Chemical Compound
>I noticed that the hitbox of the green blobs were reduced (noticeable by freezing them). It doesn't affect much but what was the rationale?
Colonel Cryo's Calvary
>Only thing is that if you are going to replace the bullet graphics of the first section, make them use the same color palette as in Super Mario World, because that's the visual theme of this level. Also, those bullet's effect graphics revert into regular bills when they're hit.
>You love Colonel Cryo, don't you? :P
Radiant Rainbow Road
>The star exit is bugged in that it seems like the npc that triggers the SMW exit is one tile lower than the star.
>I'm fine with everything else you did to this level honestly.
Rockin' Roll Ridge
>Can I mention that your new exits are such a good idea? That bit of charm may seem like nothing but it makes collecting those flowers feel satisfying.
Searing Skull Stepping
>Didn't you lecture me on genre awareness when I was developing Poke RMN? Some alternatives to "crap" are "crud" "junk" "mess" etc.
>Soooo past the checkpoint I noticed you added a block right next to the lava pit with the podobo. I left that area clear on purpose. While hard to pull off, you could kick a buzzy beetle shell, chase after it, destroy that podobo and combo with the other enemies that follow to score a 1up. Now with the darn block it's not possible. Why u do this?
Switch Swap Swamp
>Love it but the "super koopas" look like regular swoopers?
Anyway here are my thoughts as I play these revisions
Big Blooper Basin
> I'm kind of mixed about the decision to remove the "no turn back" feature of this level in the sense that 1) there isn't much of an incentive to backtrack to begin with and 2) the level was designed with no backtracking in mind, so certain flower challenges in this are neutered by the fact that the player can go back to portions of the level to collect anything they miss.
At the same time, I feel like this lowering of difficulty makes the level more of a relaxing stroll and can serve as a nice breather between more difficult levels, hence I'm mixed about it.
> Did you replace the exit npc? the little ending screen you added made me smile. Overall I'm fine with what you did to this level.
Boom-Boom Bastile
>My memory sucks but what changed?
Caustic Chemical Compound
>I noticed that the hitbox of the green blobs were reduced (noticeable by freezing them). It doesn't affect much but what was the rationale?
Colonel Cryo's Calvary
>Only thing is that if you are going to replace the bullet graphics of the first section, make them use the same color palette as in Super Mario World, because that's the visual theme of this level. Also, those bullet's effect graphics revert into regular bills when they're hit.
>You love Colonel Cryo, don't you? :P
Radiant Rainbow Road
>The star exit is bugged in that it seems like the npc that triggers the SMW exit is one tile lower than the star.
>I'm fine with everything else you did to this level honestly.
Rockin' Roll Ridge
>Can I mention that your new exits are such a good idea? That bit of charm may seem like nothing but it makes collecting those flowers feel satisfying.
Searing Skull Stepping
>Didn't you lecture me on genre awareness when I was developing Poke RMN? Some alternatives to "crap" are "crud" "junk" "mess" etc.
>Soooo past the checkpoint I noticed you added a block right next to the lava pit with the podobo. I left that area clear on purpose. While hard to pull off, you could kick a buzzy beetle shell, chase after it, destroy that podobo and combo with the other enemies that follow to score a 1up. Now with the darn block it's not possible. Why u do this?
Switch Swap Swamp
>Love it but the "super koopas" look like regular swoopers?













