New account registration is temporarily disabled.

THENECROMANCER'S PROFILE

Search

Filter

Super RMN Bros. 2

Topsy_Turvy.zip

Nice. It's a decent length. I really like what you did with the water bubbles. Some things are a little crowded, but its probably fine.

Ancient_pyramid.zip

It's ok. Your doing the quicksand/water things completely wrong. Make the box 3 tiles high instead of putting 3 1-tile lines of the boxes. You used probably 20-some boxs of sand where you could have used just 2 or 3. Plus, DONT MAKE THE PLAYER TRAVEL IN THE SAND LIKE THAT.

Ghost_house_1.zip

Meh, the level looks terrible with your choice of tiles, but it's a functional level. Your giving away too many easy 1-ups though.

Ghost_house_2.zip

This is a better one. Again, easy 1-ups. The layout is good, but there is still a lot of inconsistency in your choice of tiles.

Ghost_house_3.zip

Very messy. Cleaned up the layout would be fine.

Arctic_Mayhem.zip

Again, kind of messy but functional.

Super RMN Bros. 2

post=GreatRedSpirit
The axe is the best custom NPC to overwrite. Grabbing it kills it but it also won't give you points or coins or any other effect. I'm using it as a fake-out in my level and it works great.

Good point. The only problem though is that it falls to the ground. Is there a .txt flag to stop that? I never really messed around with those yet, does the nogravity flag do that?

*edit: tested it out and yup, nogravity=1, will make it float.

Super RMN Bros. 2

post=halibabica
I'm not sure exactly why that happens.

I see why it's happening. After some testing I figured out that it's because when you hit one checkpoint it count's them all as dead. Initially you don't see all the messages but when you restart you do. To prove this I got only the first checkpoint, didn't get any of the other ones, and killed myself. When I restart, I see all the messages.

What you can do is use another custom NPC, make it look like the checkpoint and you won't have that problem. I suggest using the coin so that you can have it float in the air.

TBS for RPG Maker 2003

Explain what exactly you have done(or better yet provide a link for the game project) and what goes wrong when you try to make use of it. I'll try and help.

Super RMN Bros. 2

Ancient_Fortress.zip

Much better. I would get rid of the arrow of coins, there is no confusion about which direction the player needs to go. I was able to skip the last section with the buzz saws cause I have a propeller block and I just jumped up top and ran past it. Also you CANNOT give the player 35 lives for beating the stage.

Checkpoint_GraveyardVer2.zip

HAHAHAHA Hilarirous. Great edits. This was obviously made with Brickroad in mind xD One major flaw though and I don't know if it's just because I played it in the editor. After a few rooms I died and when I started I was at the first checkpoint and it replayed all the messages I was seeing when I was collecting checkpoints in the second room.

Roller_Coaster.zip

Not much going on here. If this were a small part of the level it would be ok but a whole level of sliding is no fun and this is kinda short. Just make some other sections lead up to this. I think people should stop trying emulate Brickroad's level, sliding is a gimmick and should not be the entirely of the level.

shinIceVolcano.zip

Cool concept. The room at the end needs to be fixed, fill in the empty space. I guess you were trying to make the background image part of the scenery but it doesn't really work. The last room wasn't hard, the player can spin jump and bounce off the spikey's. I'd say difficulty 2, maybe 3, because of the instant death of the lava and the slippery platforms that can mess you up. The layout of the level itself isn't hard but I died several times because of the ice.

Super RMN Bros. 2

Done my level

House Capades (I'm really on the fence about the name)
Difficulty: umm...I dunno 1 or 2? Someone else should rate it. I made it super easy.

Couple things, its got some quicksand xD It's only a few tiles and the NPC has some helpful advice on how to travel up it faster. Also you dont have to do much horizontal movement, you can just fall through the bottom if you stay in the middle. I first had the sand going all the way to the floor so I moved it way up. Plus the quicksand is COMPLETELY OPTIONAL. You don't have to go down there, but if you fall off the vines you do have to go down the sand. You can only get all the yoshi coins if you go down the sand.

Also, the dialogue was just thrown in and not revised. The main idea is there but I know it can be better written. I just want to hear some thoughts on it. Should I take out the name of the hammer bro? haha

There is a checkpoint, but it's only on the right path. There are 2 paths to take. Your given a choice and once you make it there's no going back until you beat the level/die without a checkpoint. Once you make the choice, if its the right one you'l see the checkpoint right away.

So what do you think? (Brickroad, I'm looking at you) It will get some tweaks before the deadline.

Chobocobo.png

That looks exactly like a chocobo. Noob.

Super RMN Bros. 2

The length is ok, if you stay along the top path.

My biggest complaint is the sand in the first part. Only because I saw the hidden block in the editor did I go for it. I traveled down the first sand pit which takes forever, then I died in a hole. I thought I knew where I was behind the sand but I guess not...not being able to see yourself while you slowly navigate the sand pit is kinda rough. Since its at the bottom of the screen it stops scrolling so your no longer in the center of the screen and its easy to lose your position unless you hug the wall then you can see a few pixels of mario. The horizontal movement in sand is slower compared to the vertical movement. You should put the sand in the background, even if only for the parts where your expected to use the sand to travel. Visually it might not have the same effect but seeing yourself makes it easier to tolerate. Then I had to walk to the right through all the sand, its slow and tedious and boring. It was only a little bit of sand that you have to walk through so it's not too bad but Id rather not be forced to do that. Also in about..the third sand pit from the start where the goombas fall in, the top pieces are foreground and under it is background.

That path on the bottom only yields a powerup (if your lucky to find it) and a yoshi coin. When you get to the end of the bottom path, you cant just jump back to the top path. You have to back track quite a ways and travel up the sand of slowness. One way to fix that is to make that yellow pipe usable which I actually expected to be functional. It would suck if you ran the top path first then fell in that gap to back track and get the coin.

The level looks really sweet! but there's just a bit too much slowness mucking around in the sand in that first half. The second half is just fine.

At the part where the layer is moving up and down, move the powerup block one space to the left. I was standing under it when the layer moved up and it squished me dead. It could maybe use another power-up too. I only saw 2, besides the hidden one.

I assume I am supposed to jump on the flying goomba to get that high up yoshi coin? Problem is when he appears on screen I cant reach him fast enough to bounce off him at the peak of his jump. And after his first jump he's out of range. I simply cannot get that coin. I tried for several minutes. I jump off the layer just to the left of that onto a uphill slope, it totally kills my momentum so I can't rush him. I tried going at it from the right side but that was no good. Also, maybe when the layer gets submerged in the sand it shouldn't remain totally buried for so long? It's a pain to have to wait for it to reach high enough to make the jump.

Super RMN Bros. 2

Super RMN Bros. 2

HOLY SHIT

Bowser_Airship_Carrier.zip

This is so much fail that all my words cannot do justice to the amount of fail that spews from this horrid level. On what planet would this be fun? I spent about 4 minutes playing this level until I fell off the rising platform, with no way to keep going I decided to look at the level in the editor. I was holding up to scroll, which is faster than the platform was moving when I played, I wondered if this was ever going to end, and then....I hit a checkpoint. I LOL'd pretty hard because if I just spent about 3 minutes scrolling up and only hit a checkpoint I knew what a shit show this would continue to be. I had to see the end so I kept going. After the checkpoint there were vast stretchs where there wasn't a single thing in sight. Not even a cloud. Just endless scrolling into nothingness. Oh a row of coins, then more nothingness. Oh another checkpoint, which is pointless because you can only have one. Phew, the made it to the top....oh my GOD, there's another section. Even more scrolling, scrolling, scrolling...... sigh. I didn't time it but it felt I scrolled through pointless rows of coin, retarded placements for platforms, jagged random tiles, far too many power-ups and whole lot of nothing for about 7 minutes in total. This level would take someone more than 15 minutes to complete normally. It's so obvious what you did, you picked the coin NPC, held down the left mouse button, and held up on the keyboard while moving the mouse left and right.

Red_switch_panal.zip

This is the same fucking shit, but in reverse!!! Endless falling.


You need to stop. Please. Just stop. Put down the mouse. Just....sigh