NIN8HALOS'S PROFILE

I'm a college student. I like games. I'm making some with Super Mario Bros X. I also like to watch Let's Plays. Mostly BoboTheVulture and MysteriousJG.

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Revenge of the Contentious Blog

Custom picture frame?

Revenge of the Contentious Blog

Having a consistent end-level thingy would be cool. Dunno what would work best. Maybe the SMB3 kind? Personally, I don't think putting a star inside an SMW exit gate would look good. Minor gripe though.
I was actually going to bring up Dragon Coins today. I'm in favor of exactly 5 per stage because I know a lot of people like to use them, and it's just weird when some levels have them and some don't. And why don't we make them RMN Coins? That would be cool. I could even make the graphical changes for you, and all you'll have to do is stick it in the world folder.
Oh, and how are we gonna do boss levels? Will the levels be shorter with big, mean bosses, or normal length with relatively simple bosses (like Isrieri wanted for CMS even though we all ignored him)? Personally, I would suggest half a level, checkpoint, then boss. Just to make the boss levels more boss-focused and not just like all the other levels. And should boss levels be castles or what? Are there any rules for designing boss levels other than the requirement of having a boss at the end?

Revenge of the Contentious Blog

author=halibabica
That first thing is mandatory. The game can't read custom graphics for a level if they're not in a folder with the same name. The second thing is personal preference. I like to keep the mp3's in the folder of their respective levels so they aren't just hanging around in a bunch at the bottom of the world folder. It doesn't fail selectively; you just need to make sure the file path is correct in the level itself.

However we decide to do this, we should make sure EVERYONE does it the same way. Also, I really hate it when some people put their levels INSIDE the folder and give the folder a different name. Then I have to pull the damn level out and rename the folder.
Regarding boss levels and star requirements: I think somewhere around 2/3 of all the stars up to that point would be a good requirement. That leaves a lot of wiggle room. Also, I was thinking we could add another door that lets the player skip the boss level entirely if they have maybe 90% of the stars up to that point. It would allow players to skip bosses that they just find impossible for some reason. Though really, that shouldn't even happen, and I have mixed feelings about the whole idea. I just thought I should bring it up for consideration.

Revenge of the Contentious Blog

Sounds cool.

Revenge of the Contentious Blog

I'm leaning towards Isrieri's idea on this one, if only because I don't want to see a final level that takes half an hour to complete. Even using stars as checkpoints of a sort, it would probably end up being way too damn big. There's also the minor concern of whether that would cause lag for some people. I'm fortunate enough to have just upgraded to an 8GB i7, so I never get lag on SMBX. Though I do still get a CPU usage warning. Which really shows how inefficient this program is.

Desmo360's Let's Play (Ep.17) - Isrieri

author=Desmo360
I definitely will be doing another game. I just haven't decided which to do yet.


There's always Super Mario Bros. 3X!
I don't actually know of any other SMBX games that have been made recently. You could do RMN World when it's finished, but that won't be for a while.
Oh, there's also Super Doki Doki world or whatever it's called. To be honest, I'm not a fan, but it's not like there are a lot of good SMBX games, so your options are severely limited.

Revenge of the Contentious Blog

author=halibabica
That is something I'd like to do, but I'm not sure how we could make it work. It's part of the reason I was hoping world map/hub stage hybrid would work.

The boss levels would have to be part of the hub itself, and considering we're using NPCs for level portraits, it would limit our design options considerably. Even worse, we'd probably run out of sections before we covered all the boss levels.

I don't really see a way around it. Skippable bosses aren't the end of the world. If we don't want the player to skip anything, we'd have to require they get every star, which I'm sure plenty of people would gripe about.


Just end every boss level with a door that leads back to a sealed-off star in the hub level.

Revenge of the Contentious Blog

That might work.
And since we're using stars like this, there's something else I wanted to bring up. Would it be a good idea to make the boss levels mandatory? Using the SMW star and some event trickery, you could pull that off. It would make the bosses actually mean something.

Desmo360's Let's Play (Ep.17) - Isrieri

author=DarklordKeinor
author=nin8halos
Good job. I couldn't beat that level.
Isrieri has a knack for making challenging levels. Anyone want me to try a no death challenge on the final level when I get to it?


I never understood the purpose of no death/damage challenges. They don't actually make the game more challenging because you should be avoiding death/damage anyway.

Desmo360's Let's Play (Ep.17) - Isrieri

Good job. I couldn't beat that level. So are you going to LP any more SMBX games?