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PYRODOOM'S PROFILE

Bleh. Weee... it's Julie. Woo. Yay.
SMBX designer
On technical hiatus(barely posting but still around)
SRW2: Yoshi's Archipelag...
More Islands = Better

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author=Animebryan
@pyrodoom: The thing I didn't like about the level was in fact enemy placement. I apologize for not being specific in the video. The problem is that every level (depending on the player's playstyle) has it's own unique 'flow'. Sometimes the player has to give up their own play-style & understand the flow of the level in order to progress through it without worrying about missing the timing of moving layers & enemies. This level has an odd flow that's hard to find or get used to.

Try playing it yourself & pay attention to the timing of the enemies & more importantly, the bullet bills & see if you find yourself missing the timing of those enemies. It would be nice if you could record yourself playing it so the rest of us can see how you play it. If there's one thing I noticed about testing my own levels, its that the designer often designs their levels to cater to their own play-style (my levels are guilty of that) & therefore, the timing of moving layers & npcs are usually based on how THEY play SMBX.


Ah, alright. I never actually did consider "player flow" and "timing of the enemies". Guess I just didn't think about it, because I actually didn't think it was a thing. I have my own pattern to placing enemies, based on where they'd 'look nice' and 'make sense' in my mind for them to be(you may note that enemies tend to be one block away from where blocks change/end, say one block away from a cliff, or one block away from a slope or wall), but I'll be sure to reconsider how I do this level.
I'll see about recording it, but my computer is kind of ass when it comes to recording, I have no privacy to do things like commentary(not that it's necessary, but it's preferred nonetheless), and I don't have a lot of time these days, mainly due to literal time limits I've got now. Best chance for me to start recording would be this weekend.

Still, I'll try. It should be pretty fun to attempt recording stuff again - I just hope the lag doesn't fuck me over. Remember the 'Recording Curse' people talked about a lot in gaming videos? Things go wrong the second they start recording games - heck, it's known all over. If it really is the timing of things in the level and "player flow", wouldn't the lag make the video rather pointless? .3.
It's like, "Here's a video about how I, the creator of this level, play the level. Sadly, I had to compensate for lag, so it's not how I truly play it. It was butchered."

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I just saw the message, which is mostly my fault given I'm currently on restriction(currently allowed on the computer for a short period, so taking this time to let you guys know the situation).
Also, a March deadline. Alright then, time to race against the clock. Finish Billowy Brumes after Hali's next few notes, and then start fixing A Cheesy Level. I'm hoping I can get that level in because two levels is pathetic for me(considering I was able to put three in the last one as well and I was hoping for more this time, but alas, to no avail), and every needs a little cheese in their life~ .3.

But yeah, I'm glad to see a new video for Billowy Brumes. BTW, Brumes was a word a friend chose when I was first asking for help with the most alliterative title ever(then it kind of got butchered due to character limits... then topped with Col. Cryo's Cruelly Cold Cathedral. God dang it.
Anyways, according to Google:
author=Google
brume
broÍžom
noun literary
noun: brume
mist or fog.
"the birds rise like brume"

Another definition I found: "a weather condition in which fog or mist is present, or the fog or mist itself"
So, it kind of fits. Basically, brume is supposed to be a cloud word that starts with b in this context.

I'm glad to see you were more cheery going into this, and I found it kind of funny how you were wondering where the Yoshi was.

But I could tell you were getting annoyed, and unlike the last Billowy Brumes video, you didn't say much here. I'll let you know, as I mentioned in the comment on the last video, Hali suggested taking out two of the Yoshis, because we had to think of these levels as part of a full game, and not just single levels. You can just bring a Yoshi in from another level.
You did say that you began to remember why you disliked the level, but you never really said why. You did mention it a few times, and one time you mentioned it after getting hit by a bullet bill it seems, so the only conclusion I can get from that is potential "enemy clusterfuck" or "bad enemy placement", which could be fixable, I just need to know if that's the actual issue here, because you said nothing else about it other than that you basically didn't like the level.
On the note of my Bullet Bill Cannon placements - the first cannon you come across? You have a coin path leading you on top of that. I did consider that the enemy jumping off that spot would make it discouraging to jump like that, but I don't see why it's necessary to have to jump over the cannon while right next to it if you can jump over it in other ways. I feel bad about saying this, you know what you're doing and I really don't want to sound defensive here, but it's a platformer. This is past the half-way mark of the game. Many games have you do things like that - first things that come to mind are Spyro(series I've watched people play but never played myself, honestly, but I know there are jumps like this) and Sonic.
The other one is a little better, I just want to say that yes, the cannon has fired as I went through the pipe, and no, it didn't hurt me, so that's good. :3
I did add in the ceiling enemies as you suggested, though they may have been too high up, as well as very few and far in between. There was one pretty close to the tanooki suit box(took out the first one because there was already one in the level. A 1-up and a Hammer Bros. suit is still quite a reward for flying to an area you normally wouldn't think to fly to without these videos, Hammer Bros. being considered the most valuable power-up by most), so if you flew to the left a little, you'd probably get attacked.

If you could let me know exactly what you meant when you said that you were remembering why you didn't like the level too much, it'd make me feel a little better and be able to fix the issues is capable(if it's about Yoshis though, that's up to Hali, in my opinion. I really don't care about many Yoshis appear in this level at this point. .3. )

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author=Animebryan
pyrodoom's Tempest Valley (W1):



Watching this video I was very questioning of a lot of things - I could have sworn I fixed the animations on things like flowers and the checkpoint and stuff, and I thought I properly fixed that Dragon Coin situation in the fall.
You see, the thing is, and I'm not sure if you knew this(I'd assume you would - not sure if it was you or Hali that told me to block them off), hitting the blocks don't count as getting the flowers, so if you accidentally destroy the flowers, you lose them for good. There was no way I was going to get around that without fear of the play potentially destroying their chance at a free one-up and a bonus at the end of the game without playing through the level again due to a stupid accident. ;-;
Still, I get your points - that 'pit' at the beginning actually WAS a pit at some point I think, but I think someone commented on it and suggested I change it, so I did. Didn't change it correctly, I guess. .3.
The P-Switches were the main gimmick of the level - I was actually slightly disappointed in how the level came out. I was hoping to use the Tempest Gimmick completely, somewhat inspired by a Sonic After the Sequel level(one of the first stages even), where when it rained, invisible objects appeared. I couldn't get the rain graphics to work, though. The stage was also intended to use stopwatches and the like, not P-Switches... they didn't work. Like at all. I couldn't get the game to register a stopwatch to turn layers on when collected. Sure it would have been pretty finnicky, anyways.
Still, intention or not, pointing out a lot that the stage relied on the P-Switches seemed a little awkward for me. I can't think of a proper analogy, but I'm not sure whether to take it as a problem with the level, or just something you noted for sake of level commentary.

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I really need to get back to work, holy crap I've been slacking. ._.

IMPORTANT! PLEASE READ!

I saw it.
I should be able to get started on fixing up my levels tomorrow.
(Found your wording on Billowy Brumes' feedback kind of funny, btw.)

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author=halibabica
Well well, looks like Christmas is coming early for you all. I should be able to send out your feedback tomorrow morning. I hope you aren't asleep on your feet...

Awesome! :D

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It works now. :D

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author=Ratty524
author=pyrodoom
author=Ratty524
author=pyrodoom
author=Ratty524
You should also hang out our #smbx channel in slack:

https://rpgmakernet.slack.com/messages/smbx/
How does one sign up to Slack?
Or, a better question, how does someone sign in? I'm interested in joining that "Slack", but I have no idea what I'm doing to even get into it.

You create an account and an admin (I'm one of them) will have to accept you.
Do you invite me, or do I attempt to join, or something?
Either way, my account for stack is angerincarnate64, I think.
I think you attempt to join.


I attempted to sign in.
Nothing happened.

Anything happen on your end as an admin? Maybe something saying "this user attempted to join"

I clicked the link and tried to sign in directly. I'm sure I've got the right username and password, but I checked anyways and it's correct.
I think you have to go into the team settings and put me in there directly if you can. I keep trying to use the "Find a Team" option, and when I get an email, it says
author=Slack
We searched for Slack teams you've already joined or are allowed to join, using
my email.

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author=Ratty524
author=pyrodoom
author=Ratty524
You should also hang out our #smbx channel in slack:

https://rpgmakernet.slack.com/messages/smbx/
How does one sign up to Slack?
Or, a better question, how does someone sign in? I'm interested in joining that "Slack", but I have no idea what I'm doing to even get into it.

You create an account and an admin (I'm one of them) will have to accept you.


Do you invite me, or do I attempt to join, or something?
Either way, my account for stack is angerincarnate64, I think.

author=Ratty524
author=halibabica
I see. Well, I'll take a look and see what it can do for this project later. We'll stick with what we know for now. This is already complicated enough.
Yeah I think sticking with the engine you've got would be best for this current project. I just demonstrated as something to consider down the line for future events.


If we do a Super RMN 64, I think it's possibly a good idea to at least try out SMBX 2.0. It seems to fit, in my mind. We can't do 3D(unless we decided to do a Mario 64 hack event), but we CAN go bigger for it. "Super RMN 2.0", most likely.

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author=Ratty524
You should also hang out our #smbx channel in slack:

https://rpgmakernet.slack.com/messages/smbx/


How does one sign up to Slack?
Or, a better question, how does someone sign in? I'm interested in joining that "Slack", but I have no idea what I'm doing to even get into it.