HEDGE1'S PROFILE

Crystals: Legend of the ...
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Super RMN Bros. 3

I'll have something by tomorrow night that's "finished" for you to review. Technically it'll still be far from what I wanted, but it'll be a level that's playable from start to finish. April has not been a kind month to me.

EDIT: Here's the "completed" level.
http://rpgmaker.net/users/hedge1/locker/Watch_that_First_Step.lvl
It should correct for all of your complaints except for the wooden spikes. My argument for keeping the wooden spikes as-is is that they're really easy to dodge if you stop the elevator and wait. Let me know what changes you need to see (if any).

EDIT2: I'm still thinking about the name. I want something clever like "The Rise and Fall of Mario" or "Watch Your First Step" but I'm not sure if either work at all. "Toad's Gold Mine" is always an option.

Super RMN Bros. 3

Updated my level. This is the best I can do for the early mushroom so if you still have problems with it I'll place it in a box. Also I'm away from my computer for Easter so it'll be a few days before I can make further corrections + finish the level.

http://rpgmaker.net/users/hedge1/locker/First_Level.lvl

And I do plan to name it eventually.

Super RMN Bros. 3

author=halibabica
1. Place the first object
2. Hide the layer it's on
3. Set the replacement object in the exact same spot
4. Hide replacement
5. Unhide first object

Awesome! That sames me a lot of trouble.

Super RMN Bros. 3

Thanks for letting me participate Halibabica.

author=halibabica
Deal Breakers- First and foremost, it’s possible to miss the first mushroom. The player will definitely need it! I’d just put it in a block outside the entrance pipe.

Would it be acceptable if I made it impossible to miss unless the player actively avoids it? I like how it's easier to get if you're small (since that's really the only time you'd need it). If that's not acceptable I can place one outside as requested.

author=halibabica
Deal Breakers- the spikes that lace the cave floors and walls sometimes disappear before I reach them.

Would you believe that I never once encountered this problem in the 100 or so attempts I made at the level? Me neither, but apparently that's the case. Either way, the problem was that the top four coins incorrectly called the 'level start' event, while the bottom two coins correctly called the 'Drop Setup' event. I need the 'Drop Setup' event because if you restart the level mid-way through the spikes are back. Therefore I Auto-Start them hidden and then show them upon getting one of those coins. I've made changes and I think it's working now, though I'll let you be the judge when I upload a corrected version.

author=halibabica
Deal Breakers- I can live with the elevator needing a kick start, but the blue switch glitch MUST be fixed. I’m not sure why that’s happening, but here’s what I’d do: resprite a regular block as the blue switch block and place that on the same layer as the spikes that are being removed. That way, the switch will always make the blocks and spikes disappear.

The blue switch glitch appeared just last night just randomly and I totally agree it's unacceptable. While I'd like to find what's causing the problem your solution should be fool proof so I'll just do that to save me some time. Thanks for the suggestion.

As for the elevator, the double start error has been bugging me since I first designed it. The fix is on my to-do list, but given what else needs to be done I may never get that far. Related, I am incredibly proud of the mechanics that make the elevator work, even with that stupid double start error.

author=halibabica
Deal Breakers- unfinished. I hope you’re able to sort it all out in time.

Me too!

author=halibabica
If You Don’ts- section 1 needs music!

Do you really think so? I like the ominous silence prior to the big drop, though I admit it might sound a bit weird moving between the world map and the rest of the level.

author=halibabica
Nitpicks- the Toad that explains the elevator disappears after you talk to him. If this is necessary for event stuff, at least have another Toad appear to replace him.

Toad causes one layer of lava to move on the bottom of the map to cover for any investigative player who may want to check if the place is actually getting flooded. Calling him twice would move the lava too far. Do you know of an easy way to get two events on to the same tile? I've been doing it by calling events to move layers, but that's very cumbersome.

author=halibabica
Nitpicks- the lava between the pink pipes looks a bit strange since the pipes don’t line up with its edges. You’ll need to pick a different block to surround the lava with so they don’t look detached.

I preferred how the pink pipes fit with the surroundings, but I agree the edges look horrid. I've changed it to bricks instead.