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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Castles- Masterpiece Set

author=seiromem
You could always add a bit of realistic-ness to it. For example, you can make Wily move up and down in the slightest, making him look as though he is floating without having an effect on whether a shell hits him or not. Also, having those miner things come out of something other than thin air would be nice. As well as some kind of background other than black.

author=Isrieri
I like the fight it the way it is. :<

I won't change it then. I want it to look like the Wily battles from the early games, hence the black background. I'll just add cracks to the glass and call it done.
Now I need to find another project to work on.

Castles- Masterpiece Set

author=seiromem
Wily Heart is just fine for me, except the boss is a little bland. It's not a huge problem though.
Assault on Skull castle, lemme play it first if you really want something.
I have absolutely no problems at all with Assualt on Skull castle

Good to hear! I agree on the boss being a bit bland, but I don't really want to make anything fancy out of it. Thanks for responding.

Castles- Masterpiece Set

Does anyone have any suggestions or complaints regarding Assault on Skull Castle or Wily Heart before I submit the final versions?

Castles- Masterpiece Set

author=seiromem
I got a run time error for dividing by Zero (No idea where) O.o

When do you get the message?

Castles- Masterpiece Set

author=Isrieri
I was thinking, you guys. Are we in agreement that a majority of enemies ought to be vulnerable to fireballs? I'm referring primarily to SMB2 enemies. Like shy guys and snifits. I didn't make it a rule because I was just going to do it myself when I compile the levels together. It really shouldn't matter whether they are or not, but I want to check in with all of you and hear your thoughts.

You probably already know my opinion on this, but to restate, YES.

Castles- Masterpiece Set

author=Isrieri
ASSAULT ON SKULL CASTLE

-I don't suppose there's anything we can do about how if you fall in the pits halfway through, you just fall into space? I know those gaps are there to save memory and reduce lag, which I heartily approve of. So I'm more than willing to overlook it.

I'm not entirely sure what you mean, but if you're talking about the giant empty space below those pits, I have many carefully placed invisible friendly Goombas that readjust the level borders so that the bottom of the screen is actually higher once you reach the area before those pits. Even if you manage to fly way above. And there are more invisible friendly Goombas that restore the original borders if the player backtracks. So it's not even noticeable.

author=Isrieri
-I noticed a glitch with the checkpoint: The bottom right background tile won't appear for some reason when you playtest the level. Maybe it has a lower priority?

Yeah, it does seem to have lower priority. I'd consider that a flaw in the program, since obviously you'd always want the checkpoint graphics to appear in front of anything else. I could fix it by merging the two into one background tile.

author=Isrieri
WILY HEART

-No Mega Man 10 music?! Seriously, the Wily music in that game is kickass.

I'll consider it. I'm not actually too happy with the music in this level, but it's all I could find. And I'm surprised how lame all the Wily boss music is.

author=Isrieri
-Wow those thwomps are in some rough spots. Fantastic! The first one surprised me because it blends in so well with the level tiles. You could make them more noticeable by recoloring them red, but I imagine their current color was intentional.

I actually recolored those from red-orange to gray because it fit better with the level. I can change them if they're not conspicuous enough.

author=Isrieri
-I love the elevator. But I have a minor gripe with it. It's possible for megaman I mean Mario to get crushed if he's standing on top of a spike when he reaches the floor. I can't think of a workaround though.

That's one of those lovely SMBX quirks that we can't do anything about. Fortunately, the player will be avoiding those spikes anyway.

author=Isrieri
-This level punishes hasty twitch-control players like myself. I got my ass handed to me, so it's difficult for me to place this. It was a 3 or 4 for me, but I imagine it's a 4 or 5 for everyone else.

As long as there isn't anything unfairly difficult about it, that's fine. I intended for this to be the most challenging of my levels anyway.

author=Isrieri
-I have no clue how you pulled off an elevator that goes up and transitions into an area at the bottom of the map.

The elevator doesn't move up. The walls, spikes and coins move down. That way I could keep the entire level one screen high.

author=Isrieri
-Just a nitpick here: There's a block at the “top” of the elevator that is a quarter of a tile too high, and so I kept getting stopped when I moved forward. Only fix it if it's worth bothering with. It may be more trouble than it's worth, I dunno.

The downside to the elevator trick is that I couldn't get the walls to stop in a position perfectly even with the rest of the level's blocks. That's the best I could do. A minor problem considering how well the rest of it worked out. It does kinda suck though.

author=Isrieri
-The cannon-dudes have a very light box surrounding their sprites. That's only the case in this level, they're fine in Assault.

I didn't even notice. I'll have to fix that. If they look fine in Assault, that means the background there just makes their sprite box unnoticeable.

author=Isrieri
-How do you get that 1up on the ledge? Leaf? Or is there another way?

Leaf.

author=Isrieri
-I got on Farlon about this: The player should only be able to enter pipes that have flat ground before them. I'm referring to the tanooki room entrance. Set it up so the player can hop up there a little easier.

I can move the pipe back a tile.

author=Isrieri
-The Wily fight is deceptively simple. The hardhats are in the prime trajectory to nail you if you aren't careful. Funny story: When I first played the level I did it without sound, so I had no clue if I was hitting him. Made me laugh when I figured out what you did. Well done.

I'm thinking about adding cracks, like the glass normally gets when you damage it. Shouldn't be too hard; these are 8-bit graphics I'm dealing with.

Castles- Masterpiece Set

What the hell is a Funklen anyway?

Btw, Sandflow Fortress is pretty awesome now.

Castles- Masterpiece Set

Uploaded my third level and made very minor changes to Assault. I removed maybe 3 enemies. I don't think splitting it into two sections will make it work better, and from my past experiences, it tends to permanently screw up the block placement by shifting everything about half a tile. If there's anything else I need to change, let me know.

Castles- Masterpiece Set

author=pyrodoom
1.I know that the visuals aren't the best, the other guy slightly pointed that out, but your 2nd problem with the level doesn't make sense.
2.How does the background not fit the the pyramid theme? The very first NORMAL pyramid(meaning I'm not counting SMB2) has no background at all, plus SMB3 on Gameboy Advance and Super Nintendo used the cave background!
3.What do you mean by this? There are no Metroid enemies, unles you mean the GFX for Torpedo Teds, which covered something from Metroid. If this is the case, the Torpedo Ted's will be fixed as I've mentioned.

I figured out the problem. Your level file and the folder have different names, so when I loaded up the level, it didn't load the custom graphics.

Castles- Masterpiece Set

Spirit Temple:

This level is a war of attrition. With a very long series of death traps between the player and the checkpoint, it's likely they won't make it. The leaf helps a ton, though.
The graphics are just weird. Seems a lot of you guys have a strange sense of aesthetics.
Para-goombas work much better than Ninjis. Unfortunately, it still forces the player to spend a bit of time studying their movement to find the right time to jump, during which Bowser statues are spitting fireballs at them and what-not.
My biggest problem with this level is that every move the player makes has to be carefully calculate, or they'll either fall into quicksand that isn't actually there (fix that) or run into an enemy. With Bowser statues, sparks and torches that blast spinies into the air for some reason, there isn't any time to stop and think about what to do next.