NIN8HALOS'S PROFILE
nin8halos
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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
Revenge of the Contentious Blog
author=DarklordKeinor
7. The level has a purpose to it. Not necessarily a gimmick, but rather a theme. Play Super Mario World for a good example of this. Some levels existed for showing off new enemies, powerup usages, etc. There is no level that is linear flat terrain with a few obstacles. There is also something in the level that sets it apart from other levels.
I happen to think that most submitted levels do have a lot of unique characteristics. The problem is that they're often used poorly (Stop the Clock, Partners in Prime, Shell Games, all the Dr. Toadly levels). Fortunately that can all be solved by the judges.
Revenge of the Contentious Blog
author=halibabica
Oh, obviously we need to plan ahead and theme worlds and make teams and regulate the shit out of everything until we have an(other) SMB3 clone!
Hey, my SMB3 clone is totally awesome and you know it.
Revenge of the Contentious Blog
I have things to say!
First, I have some rules that I STRONGLY suggest we implement, though I know Hali will be opposed to most of them:
1. No Link. F%$# Link. He shouldn't be in any of these games.
2. No levels that force a specific character on the player. All levels should work with all characters (except f%$#ing Link).
3. None of those weird non-green Yoshis. At least ban the non-canon ones; they're not adding anything to the game.
4. No unnecessary re-spriting of power-ups. It's confusing.
5. SMB2 enemies should be vulnerable to fireballs. It was a poor design choice to make them immune, and we should correct it.
6. Stick to one style of a particular NPC for any given level. Don't mix SMB1/SMB3/SMW Goombas, for example.
7. Ban the flamethrower propeller, Piranha Pipe and Bullet Bill blaster carryables. Their only purpose is to encourage overly gimmicky levels. Oh, and no Clown Car either.
I like the painting idea. I started a game that I wanted to be like that, but I abandoned it. Hali's solution might work. Though I'd rather not see Hali/Eli as the villain in this game. I strongly support adding a sense of progression to this game. I like the idea of having worlds. Worlds are fun. But we could ignore worlds in the traditional sense in favor of the gallery concept (as in Mario 64). I also like Isrieri's idea of having each judge rule one world. I'm not sure how that would work, but I'm intrigued.
Regarding organization, planning, and difficulty curves: One of the major problems with previous RMN Bros. games was that levels were impossible to organize both in terms of difficulty and theme since everyone was just doing whatever they want. We saw this most clearly in All-Stars. I strongly recommend that we plan ahead this time to avoid that problem; even if it means people have to claim levels in advance. We can always fill those in if people flake. Boss levels are too important not to be highly regulated. Each world should have one (unless we're using mid-bosses or something), and it should be awesome. We don't need people inserting their lame pet villains into the game.
Lastly, I think it's extremely important that the rules of gameplay be consistent across the entire game. Whatever that means.
First, I have some rules that I STRONGLY suggest we implement, though I know Hali will be opposed to most of them:
1. No Link. F%$# Link. He shouldn't be in any of these games.
2. No levels that force a specific character on the player. All levels should work with all characters (except f%$#ing Link).
3. None of those weird non-green Yoshis. At least ban the non-canon ones; they're not adding anything to the game.
4. No unnecessary re-spriting of power-ups. It's confusing.
5. SMB2 enemies should be vulnerable to fireballs. It was a poor design choice to make them immune, and we should correct it.
6. Stick to one style of a particular NPC for any given level. Don't mix SMB1/SMB3/SMW Goombas, for example.
7. Ban the flamethrower propeller, Piranha Pipe and Bullet Bill blaster carryables. Their only purpose is to encourage overly gimmicky levels. Oh, and no Clown Car either.
I like the painting idea. I started a game that I wanted to be like that, but I abandoned it. Hali's solution might work. Though I'd rather not see Hali/Eli as the villain in this game. I strongly support adding a sense of progression to this game. I like the idea of having worlds. Worlds are fun. But we could ignore worlds in the traditional sense in favor of the gallery concept (as in Mario 64). I also like Isrieri's idea of having each judge rule one world. I'm not sure how that would work, but I'm intrigued.
Regarding organization, planning, and difficulty curves: One of the major problems with previous RMN Bros. games was that levels were impossible to organize both in terms of difficulty and theme since everyone was just doing whatever they want. We saw this most clearly in All-Stars. I strongly recommend that we plan ahead this time to avoid that problem; even if it means people have to claim levels in advance. We can always fill those in if people flake. Boss levels are too important not to be highly regulated. Each world should have one (unless we're using mid-bosses or something), and it should be awesome. We don't need people inserting their lame pet villains into the game.
Lastly, I think it's extremely important that the rules of gameplay be consistent across the entire game. Whatever that means.
Super RMN All-Stars
author=Davenport
Try the following settings: It worked for me.
npc(Stay still) = on
npc(Friendly) = on
I want to make all shells non-carryable, not make one shell a friendly NPC.
Super Mario Bros. 3X
author=gabmariormn
hi ave just question ave just to play in your episode is dos works on smbx 1.3 ave message error is tape mismach
Sorry, I don't understand your question.
Super RMN All-Stars
author=Isrieri
I've tried this. The shells are hard-coded to be carryable no matter what. Unfortunately, it isn't possible to relive the Mario 1 glory days.
I was afraid of that. This combined with the spin-jump removes a lot of the challenge of an SMB1-style level.
Super RMN All-Stars
An entire game composed of castle levels? I guess I'd have to contribute at least a couple levels to that.
On a completely unrelated note, has anyone ever found a way to make koopa shells non-carryable?
On a completely unrelated note, has anyone ever found a way to make koopa shells non-carryable?
Level List
Seven levels is good considering I only contributed for the third installment, which I didn't even know existed until it was about a month into development. I wish I had gotten involved with the first two games.
Actually, I wasn't aware of SMBX until Brickroad's LP of the first RMN Bros.
Actually, I wasn't aware of SMBX until Brickroad's LP of the first RMN Bros.













