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JACKALOTRUN'S PROFILE

Longtime fan of the gam creation but has never really gotten very far with it, you can find me making a rare "there isn't an SMBX event going on right now" appearance but I only truly exit hibernation for dem sweet Mairo bois

I'd like to imagine I'm a nice guy but emphasizing too much on it is self-indulgent and not stating as such is passive - I'd like to think of myself as an imply-ey guy

On the rare occasion I might actually be useful to you I'd be more than happy to help as long as it requires absolutely no codey or imagey stuff, seriously I have just enough brain cells to breath, I have no chance of picking up actually useful skills for game design

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Super RMN World 2: Yoshi's Archipelago

author=Seiromem
It's like a halibabica, only an adjective.

Or the German word for sparkle, misspelled. Found that one out after the fact.


What is a Halibabica?

Super RMN World 2: Yoshi's Archipelago

author=Seiromem
Giga Funklen because you didn't see that coming!

E: Hopefully he large amount of enemies are offset by the mass amount of veggies and veggie-fiable enemies.


Seiromem, what is Funklen? I swear you make a "Funklen" level for every colab

Super RMN World 2: Yoshi's Archipelago

Crazy Mine Madness by LoneStarLuigi

- The angry red koopas are weird, not bad, but weird
- I can't make that last jump in that section with the four single red donut blocks without sacrificing Yoshi

Slip n' Slide by Outcry312

- I'm unsure what to think of that house, it could be better polished however

Super RMN World 2: Yoshi's Archipelago

Sinister Crypt by Jalex

- Solid level, if a little easy

Twilight Desert by Davenport

- The piranha plants don't come directly out of the pipe anymore, why did that change?
- The Venus Fire Traps are still headbanging
- You have SMW Dry Bones heads but NSMB Dry Bones (which turn into SMW Dry bones if you kill them with a key/yoshi stomp) I would just stick with SMW dry bones
- I could not, for the life of me, find a way out of that pit with the red coin and Undead Lava Lotus
- The P-Switch for the pipe area never appears
- Come to think of it, I didn't find very many power-ups on this stage

Serenade Forest by Davenport

- Killing a Pumpkin Goomba reveals a dead frog... I have no idea if this is intentional or not given the latter stages focus on frogs... but I assume it isn't
- That first paratroopa is a god-damn homing troopa, which is harsh
- I can't reach the first yoshi, he is too high
- Killing the stationary piranha plant near the start (who shows up once, makes him feel a bit wasted) reveals a dead spiny
-

I'm thinking of mushrooms...
...in blocks...
...that makes me...
...angry
In all seriousness, what is your obsession with putting mushrooms in blocks?
- That section with the black nippon plants is considerably more difficult than the rest of the level. Nerf it. Nerf it with fire.
- There's a slope somewhere in this level that any mario player is going to slide down with a Kamikaze shell on it, which is insane

Awesome Ice by Davenport

- May I recommend "Icy Antics" as a better name
- Oh fuck me sideways, 10 mB? That's insane
- I see, Dave - there is no way in hell you need every block, background and NPC to have a custom graphic, downsize
- In fact, the bush and fences actually used in the stage have the wrong "m files", you needs to sort this
- The same goes for the ducks "shell" stage

Volcano Lotus Valley by Davenport

- This level is a pretty good level. Looks great and plays great.

Perilous Pipe Warehouse by Illy

- The outside areas are kinda ugly and somewhat pointless
- The level's background is... layered? The layers don't seem to match up.

Giga Growth Gulf by Ratty524

- This level works better now

Tokotoko Desert by Frozen

- This level is good

Chemical Compound by Ratty524

- Mmm... level is fucking gorgeous
- Just one thing, a whole three paragraphs for that sign?

Doom Dunes by Outcry312

- The level isn't the most aesthetically pleasing and that mushroom outside it's block is a little awkward, but it works.

Slip'n Snow by Outcry312

- This level is very aesthetically pleasing, and - while I think it overuses it's slipperyness, doesn't outright murder you with it

Fiery Flumes by Seiromem

- Everything is awesome... bar that bloody lava wall and those rediculous looking clouds

Target Practice by Jalex

- My name suggestion would be "Red Rain"
- See's background, has an eyegasm
- I don't know what to think of that floating door, so I won't

Tempest Valley by Pyrodoom

- This level is awesome, so yay

Jungle Rumble by Flo Rida Fflo

- This level is gorgeous and all the secrets feel well hidden and with great ways to get them
- You're a little lenient with the fire flowers on that boat, maybe tone it down a bit?

Super RMN World 2: Yoshi's Archipelago

author=Jalex
from Event Page
5 Slip Drip Island water/ice Indigo
6 Sky High Island cliffs/clouds Blue
I'd like some clarification on this before I start working on my next stage. Are you saying that World 5 should use the blue flying Yoshi and World 6 the ice one? That's what I'm guessing based on the colors listed, but it makes more sense if they were reversed...

He meant it in reverse by the sound of recent posts; he seems to have mistaken indigo for a bright shade of blue. To clarify - it's a very dark blue with some shades having some purple mixed in, he probably meant Cyan - which is more similar to Ice Yoshi's colour

Super RMN World 2: Yoshi's Archipelago

author=halibabica
from jackalotrun
- I fucking hate SMW mushrooms, they're so ugly in comparison, but sometimes you just gotta do what the engine requires. Gameplay > Graphics, amirite? (If you can't tell, I really don't like SMW mushrooms)
Well...then use something else? I only recommended them because they're the easiest fix. If you turn the solid part of the mushrooms into any type of bridge tile, they won't wall-crush the player while rising. You can make this work with some clever sprite edits.

from jackalotrun
- I'll update my enemies to giant when I find a Grand Paragoomba sprite, seeing as I can't find one for the life of me
Would it be so dreadful not to use paragoombas? Even so, it probably wouldn't be hard to edit some wings onto the existing giant goomba.

- To be fair, the fact they are invisible while rising makes them worth it anyway
- Fair enough, I'll get rid of the paragoombas and spinies and we'll have some more sledge bros., I'll replace the rest with Grand Goombas and Gargantua Koopa Troopas, once I've got some feedback. (So I can do it in one go)

Anyway, that's enough SMBX for now, I need to go do other things, I've got to keep going between this and Castle Masterpiece Set 2, yes - that is still a thing, no - we still haven't released it.

Super RMN World 2: Yoshi's Archipelago

Fiery Fumes v2 by Seiromem

- The main gimmick of this level, the lava pillars, are very boring, it's just a case of waiting for them to move and the timing isn't even that difficult, why do they have to move down so slowly, there are points where the main threat should just be platforming
- The clouds on that lava wall in the last section look rediculous, I suggest removing them
- Now, I have no idea if said glitch has been documented before, but if you stand on a skull raft until they all pile together on a wall, have the raft push you against the wall and jump, you'll zip straight through said wall, normally this wouldn't happen, but in the level there were a few times where I had to wait for an opportunity to jump up off the raft onto a platform, which meant I would often find myself zipping through the terrain - which isn't ideal. Given that we're trying to avoid such wall-zipping, I'd try to encourage the player to jump off earlier
- This level feels like a good ol' dungeoneering trek and while it has a few flaws, it's a well made level.

Ghost Coast v2.1 by Kentona

- Straight away, two dry bones spazzed the fuck out and went flying through the ground because for some reason, they are placed half a block deep into the block they stand on, why? That's just bizarre, I'll let you explain that one.
- Come to think of it, almost every dry bones in this level are either half a block in the air or in the ground. Am I missing a custom graphic?
- That second section still is (in my opinion) 100% pointless, it's somewhat easy, we get a checkpoint 90% of the way through the level, it feels really out of place, maybe a Big Boo Bossfight would suit better?

Tall Tops Forest by Illy

- This level works solid, moving on

Abandoned Factory by Seiromem

- Great level, looks great, plays great. Just got a few nitpicks to pick.
- That grey pipe you can go through in the second section, blends in REALLY well and it doesan't really have a tell-tale sign, especially since the section looks like a complicated puzzle.
- Now I like me some hard Mario, but fuck those sections with the conveyor belt towers with poison mushrooms, they move much quicker than I can react, you always hit your head, and the fact they come one after another so quickly is savage. Maybe tone that down?
- That boss door led me to believe there would be a boss and there wasn't. Which is a shame because a boss in this level would be great - especially seeing that factories and whatnot is your zone, I don't know if Hali has called monopoly on a world 8 boss, but if he has, make the miniboss, just whatever - this level would make for a great boss level.

I'm an idiot, I just realised that Jalex's level was shooting dry bones too and then realised that the event graphics pack that I didn't bother to download has the answer :3

Super RMN World 2: Yoshi's Archipelago

@Hali

- Okay, I'll admit, I kinda rushed this level a bit, mostly because I was kinda struggling to come up with ideas for the damn thing. So I kinda just released it and hope the critiques would give me ideas

- For now, I've just improved that water block sprite, at least it looks more professional now... right?

- I fucking hate SMW mushrooms, they're so ugly in comparison, but sometimes you just gotta do what the engine requires. Gameplay > Graphics, amirite? (If you can't tell, I really don't like SMW mushrooms)

- I'll update my enemies to giant when I find a Grand Paragoomba sprite, seeing as I can't find one for the life of me

- As with the enemies, I'll upgrade it's size only when I find a Grand Paragoomba sprite

- The miniboss fight is really the center of my edits, it is now a multi-phase thing like you suggest, they've had their resistances taken away and there are now blocks (as opposed to lava, my derp :3), also - I'm not using Phanto Koopa's, they were for the Phanto Koopa level, not this level, they would look VERY out of place

- I've tried to make the level more lively, I'm a bit tired if you can't tell from this strange reply, I feel a little light-headed as it is, but gam mak is priority #1

Super RMN World 2: Yoshi's Archipelago

Tall Tops Forest by Illy

- I'm still sure that ditching a Yoshi to solve a puzzle is somewhat frowned upon in this situation, but the rules are Hali's job
- Otherwise, I'd say this level is good to go