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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Progress Report - 4/5/21 - Overworld Sprite Showcase

Holy damn this looks sick!

raocow's LP

Let's use SMBX2 next time!
author=Deckiller
I'd be down for another SMBX game next year.

this. Let's use SMBX2 next time as well!

New Battle Animations Showcase

A wild developer (finally) appears!

All three starters are very well received
Toribush seems to be the fan favorite
<3

author=seiromem
For Chi-Yim, such a change would alter its concept; it being able to use its extreme control over its power to always hit with low-accuracy moves like Focus Blast or Thunder, and is a neat way to make a Special Attacking fighting type a thing.
Yeaaah that was kind of the point of it, not to mention it would distinguish itself from Medicham a little. The idea of no guard on her was to take an aspect of Wing Chung Kung Fu in which fighters would practice blindfolded, having to sort of feel out the essence of their opponent (which is why their dex states that they are blind/have poor eyesight). I'm mostly fine with what you decide on, though.

Crabammer - Proposed name change to Crushtomp, to keep the name from being one letter off from its (likely) signature move
Alternatively, I propose, Crustomp (Crustacean/Stomp) :P

Otherwise, I mostly agree with what's already been brought up. Also Plugla is a great concept and Pokemon has never been divorced from goofy concepts.

Gamepage Pimpin'

The reward is having fun playing different characters.

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.

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?

SRW2 Beta is Here!

Ooooh I forgot to mention that Boom Boom Bastile has a bug where the graphic of the door doesn't appear in the bonus room that comes after the hard boss, but the pressing Up around the other side of that area will allow you to leave as if it were there. That's probably what you are describing, NeverSilent.

I blame Hali~.

SRW2 Beta is Here!


I admit it was hard to do much with this since editing the reds affected EVERYTHING but in game it's less taxing on the eyes.


A screen showing how it looks in-game. I think we have better contrast with this one.

SRW2 Beta is Here!

Ah, good that you've already addressed some of my main concerns with these levels!

As for the background issue with Fire & Brimstone, hi you are looking at an artist who knows how to use adjustment levels in photoshop and the likes. :P

I can do some color tests and send them over if you like.