JACKALOTRUN'S PROFILE
jackalotrun
3397
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
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
So, I've finished making my first level, Green Thumb, I began to get a bit low on ideas towards the latter end of the level, the level is supposed to be a miniboss level, although I couldn't muster up any cool planty custom graphics. Constructive criticism greatly appreciated.
Super RMN World 2: Yoshi's Archipelago
author=NeverSilent
I would like to ask for a little bit of advice from the more experienced Mario level designers here, if that's okay. My current situation is that I have an idea for a level, and I think I've come up with some reasonable ways to implement what I'm planning to do. But I'm afraid that the concept is going to become much too gimmicky, and that my wish to adhere to my chosen "theme" will cause me to lose sight of what makes a good and enjoyable Mario level.
The idea I came up with is to build a level around Cheep Cheeps being shot out of pipes, both under water and on land. I think I've figured out how to kill the spawned enemies off again soon, so the level doesn't get absolutely crowded with them. But I really don't want the idea to degrade into just making the player wait and figure out the spawning intervals on the pipes every time, and then walk past at the correct moment. Do you think the idea is salvagable, and if so, how could I try to make it more engaging than a simple repetition of the "walk, dodge, walk, dodge" formula? And are there possible meaningful ways I can use Yoshi to positively influence this gimmick? Thanks for any advice!
My suggestion is to make the level regardless because that gimmick sounds good to me, and if there are any issues, I'm sure you'll get plenty of feedback.
Greenwood Forest by Davenport
- The normal donut blocks do not collapse when stood on too long
- That slightly longer piranha plant caught me off guard as I am not used to seeing longer Piranha Plants
- The goombas in this level have the same issue as the last
- The second half of this level is a bitch, the section which gives you one chance with Yoshi is particularly harsh
- I think we can all agree that after Super RMN Bros. 3 to never ever use secret exits in these events, no exceptions
Ice Valley by Davenport
- This level is dull in comparison to your other two levels and is very graphically intensive on the eyes with the snowstorm
- Oh my god, those ducks are amazing, in all seriousness, their stunned graphics "m" file is messed up
- Mushrooms... in blocks... Blarg...
- 1) Flowers, not A coins 2) Only two?
- I'm not sure you can have re-skinned yoshi
Super RMN World 2: Yoshi's Archipelago
Ghost Coast by Kentona
- This level didn't feel very ghostly, the albratrosses and beach koopas just kinda killed it, like Solitayre said, scrap the Traditional enemies and go all out with ghosts, especially seeing that with Yoshi, this level is a cakewalk, ghosts would fix that shit
- The checkpoint just kinda felt there for the sake of a checkpoint, right at the very end, if you feel that the player shouldn't be punished for dying after defeating the auto-scroll section, the solution is simple, don't place a second section where they can die (apart from drowning, although I'd imagine you'd have to try to drown to do it at this point).
Twilight Desert by Davenport
- Daven, you really need to let us know when you release and/or update levels, you're kinda letting yourself go un-noticed, there's a lovely comment section down here that I implore of you to utilise
- I really want to like this level, it's got great graphics and it's a great change of pace with a little more focus on dodging well-placed enemies, not to mention the minor key puzzle
- Those SMB2 Pokeys feel really out-of-place with all these YI enemies
- All the koopas are YI, bar that last one, change that
- Why are those Venus Fire Traps headbanging?
- Why bother with enemies in the bonus area
- Debugger counts 4 Dragon Coins#
- Why does Dragon Coin no. 2 give me LoZ sound effect
- Why does that first block contain a mushroom, you know how what we think about those
- Those camels are a) supposed to be drinking and b) are killable
- Killing a goomba by hitting a block below it, using a full yoshi to ground pound or throwing a key/shell at them reveals a dead dry bones
- This level didn't feel very ghostly, the albratrosses and beach koopas just kinda killed it, like Solitayre said, scrap the Traditional enemies and go all out with ghosts, especially seeing that with Yoshi, this level is a cakewalk, ghosts would fix that shit
- The checkpoint just kinda felt there for the sake of a checkpoint, right at the very end, if you feel that the player shouldn't be punished for dying after defeating the auto-scroll section, the solution is simple, don't place a second section where they can die (apart from drowning, although I'd imagine you'd have to try to drown to do it at this point).
Twilight Desert by Davenport
- Daven, you really need to let us know when you release and/or update levels, you're kinda letting yourself go un-noticed, there's a lovely comment section down here that I implore of you to utilise
- I really want to like this level, it's got great graphics and it's a great change of pace with a little more focus on dodging well-placed enemies, not to mention the minor key puzzle
- Those SMB2 Pokeys feel really out-of-place with all these YI enemies
- All the koopas are YI, bar that last one, change that
- Why are those Venus Fire Traps headbanging?
- Why bother with enemies in the bonus area
- Debugger counts 4 Dragon Coins#
- Why does Dragon Coin no. 2 give me LoZ sound effect
- Why does that first block contain a mushroom, you know how what we think about those
- Those camels are a) supposed to be drinking and b) are killable
- Killing a goomba by hitting a block below it, using a full yoshi to ground pound or throwing a key/shell at them reveals a dead dry bones
Super RMN World 2: Yoshi's Archipelago
author=BlobofgooThis is true.
Jackalotrun apparently likes much harder levels then the rest of you. I'll nerf Fungal Forest as suggested.
Boom Boom Bastille v1 is what I consider the perfect mid-game difficulty (World 4/5)
And you guys wanted the nerf it as it was world 7... *chuckles
Super RMN World 2: Yoshi's Archipelago
Scorching Hot by Davenport
- I can't hear any music :3
- What the fuck is up with that cloud at the beginning?
- Why are those ! points there?
- It may just be me, but those spikes really don't look very dangerous, as in I jumped into them... many times.
- Those Volcanoes are very distracting and look really weird
- You're not supposed to apply a different graphic for the checkpoint
- That lava pillar section was super tedious, just kinda stood there jumping on a donut block waiting for it to go down
- Tbh, we've already had a boulder level, do we really need another one?
Future Shock by Solitayre
- That first group of cheep cheeps are fucking savage
- Otherwise, this level is pretty damn good
- I can't hear any music :3
- What the fuck is up with that cloud at the beginning?
- Why are those ! points there?
- It may just be me, but those spikes really don't look very dangerous, as in I jumped into them... many times.
- Those Volcanoes are very distracting and look really weird
- You're not supposed to apply a different graphic for the checkpoint
- That lava pillar section was super tedious, just kinda stood there jumping on a donut block waiting for it to go down
- Tbh, we've already had a boulder level, do we really need another one?
Future Shock by Solitayre
- That first group of cheep cheeps are fucking savage
- Otherwise, this level is pretty damn good
Super RMN World 2: Yoshi's Archipelago
author=halibabica
Speaking of slopes, do note that it's impossible to slide while riding Yoshi. Thus you should ensure your slopes can be traversed both ways. That also means no auto-butt-slide levels.
It doesn't matter if yoshi is there or not...
Auto butt-slide levels should just be a no-no no matter what













