RATTY524'S PROFILE

Ratty524
The 524 is for 524 Stone Crabs
12986
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!
Oblivion Quest
A FF-styled JRPG with a Classic Twist!

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SRW2 Beta is Here!

author=halibabica
1) The flowers "issue" is proving to be kind of a conundrum to me. While I was going over these stages, I went with the general idea that the actions needed to get any given flower are "more than nothing, but less than something." In other words, since flowers individually aren't all that valuable, the risk involved in gathering them should not be huge.

But that can make them stale and feel unrewarding because it's like, did the player actually accomplish something? I'm hoping the victory tune we attach to the 'show star' event will help with this. It's tempting to go in and make the flowers more of a challenge to collect, but that can bring other problems with it, like multiplying the failure case for collecting them (the point where you can't get them all and must start over, a sort of no-win situation). I think we walk that line pretty well at present, so I just don't know. They were only meant to encourage exploration in the first place. Maybe if the ones in bonus rooms had safe puzzles to solve?

I'm not asking you to make flowers more challenging to collect, so much as I'm asking for the methods to collecting them to have more variation.

Generally, the methods/challenges to collecting folowers boiled down to this in my playthrough:

1) Explore the level to find some hidden passage/pipe to find a flower
2) Complete some hard-to-reach jumping challenge to get a flower

... and not much else. To rephrase what I said, the act of obtaining flowers followed similar methods with each other from level-to-level, which made the hunt for flowers predictable to me, leading to boredom.

Why not some flowers hidden by a P-switch? A condensed red-coin challenge that rewards you with a flower? Flowers whimsically attached to some moving layer? I'd even take the "all flowers available in one spot" kind of level like in Kentona's 'Backin' Up' from Super RMN World 1. Right now, so many levels use flowers in the same way and it gets old.

SRW2 Beta is Here!

Heya. After watching some vids of this, I decided to do a playthrough of the beta myself and give feedback. This may be the last thing I ever do on this site.

I tested with Luigi since it doesn't seem like anyone else is. xD

So far, I was kind of worried that this was going to turn out like RMN Bros 2, but at least here, there are plenty of excellent levels, but it's not really living up to its predecessor, and the really problematic ones still stuck out in my mind. I mentioned this in some youtube comments, but definitely look into making adjustments to Naval Pirhanna and the Funklen level.

GENERAL NOTES:
1) I generally think I understand why some players are feeling underwhelmed with the way flowers are used in this game as a whole. By and large, barely anything is done with them besides hiding them in bonus rooms, and the requirements to reach said bonus rooms are often mega-obtuse or require advanced maneuvers to find, looking at this from the perspective of an average, casual player.

Take note, I don't have a problem with that method of placing flowers on its own, my issue is that it's done too much in this game. I'd say it's done even moreso than the way dragon coins were handled in Super Mario World, too much of it is a matter of "find the secret room to get the flower" and not enough of it is "complete a unique challenge to obtain this," and the result is that collecting flowers feels stale.

Part of the problem is that we were taking a traditional approach of developing these levels in our own isolated bubbles instead of communicating with each other to make sure our levels flow together, but that's said and done at this stage. I wouldn't ignore Isrieri's advice on rethinking flower placement in some of these levels, just make it something that allows the game to feel varied. It's a doable thing and it doesn't necessarily mean we have to break every creator's intent to accomplish this.

2) I recommend adding a warp pipe, for every mid-point on the world map, that functions as a shortcut to Agent Toad's headquarters. It would give those mid-sections a bit more significance beyond "here is where split-paths happen" and save players who want the HQ's powerups some travel time.

3) I like that you can play levels where you missed stars withing toad's HQ. It doesn't really work that well in this engine, though. Entering a pipe to a level in toad's HQ and dying means you get sent back to the world map, at the location from where you entered the HQ, so then you have to go through the HQ level again; and say if you did this from a completely different world and need to play the level from a different world; you'd have to travel by pipe all over again; and I think that also breaks checkpoints, but I haven't explicitly tested that yet. I don't really have an idea how to fix that off the top of my head, unfortunately.

4)

This is just one example of how underwhelming boss levels look on the world map.
I feel like you need a different icon graphic or something to distinguish boss levels from regular levels. Playing through this blind, I felt like I had no idea what was a regular level, a mid-point level, or a boss level.


LEVEL-SPECIFIC NOTES:
I mainly grouped these by screenshot because I was too lazy to actually write stuff down this time.


- (Ignore the black bar this image got, it's some screenshot bug with the engine)I just thought the area with the block could have something better than a single flippin' coin. Maybe a row of breakable brick blocks or something instead, just to give the player something to do in this section. It's not a big deal, though, I generally like you levels in this game, Frogge. They're very relaxing to stroll through and nice to look at.


- This is officially one of my favorite ghost house levels I've seen from the RMN Bros series. I have a suggestion, though. I feel like the faded bits of the level could be replaced with maybe a different color or something to better sell that they're translucent. The way it is now, because some objects aren't as translucent as others, it gets hard to distinguish what's solid and what isn't at a glance.


!BUG REPORT! The screen above shows a game-breaking bug with the mini-boss fight. I was standing in the center field with yoshi spitting veggies at the two sledge bros. when the npc that should have started the next phase didn't spawn at all, so I was forced to suicide to restart the fight.

- The second half of this level is generally annoying because you have to do quite a bit to reach the boss, to which it's then very possible to die and have to redo the tedious bits all over again. I recommend moving the checkpoint closer to the boss room, and maybe condensing the level a bit to accommodate.


- Oh yeah, and, uh, this key placement.


- Davenport's nutty levels never cease to put a smile on my face. The only thing I want to see is, for the first camel you come across, a line of coins over its hump to imply that you can jump on them for extra height. I remember seeing Animebryan not do this to reach needed heights in his playthrough, and that shows me that it needs to be communicated to the player better.


- I don't remember if I pointed this out already, but the key is spawning from the wrong direction (from the floor as oppose to the pipe)


- I'm not keen on this lava because it looks almost a bit too "safe;" I could see players thinking it's swimmable and die embarrassing deaths. Maybe try an alternate graphic for the lava with the same color, the one that looks like it's bubbling, to better imply that it's like... bubbling hot mud that you should not step in?

- On that subject, the effect graphic of the lava splashes need to be changed to match the color. I think one of my levels had a problem with this as well.

- What are your thoughts and swapping this level with the Phanto Koopa one? I just felt like, because this level is a very weird kind of crossover thing, it would be better suited for a bonus world?


- This level was alright but its lack of secrets disappointed me! Here was a prime opportunity for one that you didn't use. Mostly a nitpick, though.

ICE CLIMBERS
!BUG REPORT! This is the only level name I remember because it has a bug that crashes the application. It happens during the ski-hanger/platform section. If you continue riding towards the top, and you let that skiing snowman live and ride on the platform, it'll suddenly zip across the screen at light speed, and then an "overflow" error occurs and crashes the game. Maybe try deleting that one snowman.


More will come when I overcome my fear of playing Ice Climbers at this point.

Stage List

Err?

I checked the zip file I uploaded, and Radiant Rainbow Road is definitely in there. Did you double-check?

EDIT: Oh wait, you found it? Cool xD

I'll look at this sometime tomorrow maybe.

Revenge of the Fallen Review

Thank you for the review!

The technical limitations of working with RMXP without scripting (which is part of the reason the Summoner doesn't really behave in sync with everyone else, for instance) topped with the fact that I never really had previous experience making a game like this and a vague story that I came up with on the fly is the best answer I can give to why it's not particularly polished.

I give kudos to Gredge for doing a great job in expanding on the concepts with his half.

Stage List

Whoops time to start paying attention to this again. xD

Yay! I'm gonna direct an RPG Maker room in an Anime Expo here in Santos later this year!

Oh nice! Here's wishing for the best!

Stage List

Whoops! I better get up to speed with this. xD

President Trump

author=harmonic
You guys are completely unable to do this calmly. You're just using me as a lightning rod for your angst. I'm out.

Good riddance :)

President Trump

Well geez loueez, Harmonic. Are you happy that the right got its big 'ol sweet revenge on the left, now? Because that's actually important to anything at all, huh?

And while you play this off as this is some kind of game, people who are in marginalized groups are losing their rights at lightspeed and the people who have the power to oppose this are being silenced. But getting your sweet little revenge is all that matters, and the plight everyone else has to suffer is somehow trivial or equal to everything you, and only you, are suffering, huh?

[MAFIA] - Shin Megami Tensei {GAME OVER}

The quote page is full of gold.