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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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To my experience, SMBX 2.0 is basically meant to be an open-source SMBX that allows heavy editing of the engine.
Basically, as long as it's a platformer, you should be able to make it in SMBX. People are making characters out the wazoo for it. Personally, until it's fully completed(unless they updated it since I last tried it out. May want to go look at it again), I'm not touching it. It's not that reliable for me, and I'm too use to how simple SMBX normally is.

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I'm here to note that this page is still here, and I'm testing to see if notices for people are still active on this page.
Of course, it's been about 10 days since the last message, but someone on the event page was curious if this was still active, and saying they couldn't get here.

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(Dang it, sorry for double post, forgot I already posted)
Updated "A Cheesy Level". :3
Fixed the ending and changed the behavior of the mini-mousers to that of the spiny eggs. I couldn't get spiny eggs to actually bounce off of things like bullies, which is what some of their original placements were based on, so I changed their placements as well. Also, fixed Mario's position and the warp rate of all mini-mousers.

author=Animebryan
I also sent Hali an updated version of General Fly Guy's Air Force, the boss level for World 6. The following fixes were applied:
1 - Lowered auto-scrolling speed from 1.5 to 1.3 (Should make getting 1st 2 blocks easier)
2 - Corrected Mario's starting positioning back to the start of the level
3 - Resprited Hammer Bros. into YI Styled ones

I'll be sure to check that out. I did try out "Fire and Brimstone" and it seemed a bit easier(though that may be because it's not an autoscrolling level), but the awkward hitboxes on many objects really bothered me throughout the level - the Bowser statue fire's hitbox seemed bigger than the sprite, the fire rotodiscs in the little area near the beginning of the stage where there are two right next to each other seem to hit you no matter what if you are big(either that, or you need to be dead center - in other words, if you don't know how that works out, you're gonna get hit if you're big. I'd call dick move, but I don't know, really). Beyond the minor hitbox issues, it was a pretty fun level. I especially liked the second section, where you go down. It was really interesting - if I had to do that for any level, I'd really not know what I was doing(It'd probably be really romhacky/crappy looking, given my experience with building up as opposed to building right-left or left-right).

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author=halibabica
Stars on boss stages will appear just before the fight. I'm using the SMW ones that don't end the level when collected.

And yes, the green rolling Spiny is your best bet for a stompable homing NPC. Setting jumphurt=0 should do the trick.


Thanks. :D
I still did change the placement of the end(I'd suggest a good place for the star would be in the center of that coin pyramid I put before the boss. .3. ), because I wasn't sure, and I'd find it kind of redundant to put it back now.

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author=Animebryan
My Let's Test of A Cheesy Level by pyrodoom:

Wow, I made the same mistake I critique you on.
Fuck. XD

Also, the second I heard your evil laughter, I realized what you were doing. That bonus room(technically required if you are powerless Mario) was actually meant to be room for getting extra lives, up to 10 if memory serves me well.

First coin uses the fact the mini-mousers can't be hurt by stopping - you are meant to bounce on something, either a rainbow shell or the generated mousers I give you(and you proceed to abuse for lives, which is understandable). Of course, putting so many at the end of the stage was a bad idea, I should lower the rate they generate, but it's punishment for falling in the cheese.

Also... that last bit.
Wow, I hate myself now. I saw that wall... and just died. I forgot to set it to off. Seriously, seeing that wall was painful.
OK, the thing about the wall you can probably guess(you saw it in the video near the end, actually) - when Mouser first appears on-screen, the wall is suppose to appear along with the cheesy ground. I know sometimes bosses could go off screen and despawn, resulting in the level breaking.
I find it ironic how I messed up the events for my wall and the starting position, sadly a result of time constraints I put on myself(didn't want you guys to wait too much longer, I already took long enough to get to the third coin), so those are obvious things I'm gonna need to fix, but the layer will also be turned off in the next version, and the mousers NPC codes will be changed slightly.

Glad you liked the level - by the way, it is possible to do the level without landing in the cheese, though incredibly hard to do so if you are going for the flowers. I don't know why the checkpoint or ending goal don't animate for any of my levels, either. It's weird.
One final note - just on a random walk after making the level, I realized something kind of bad for my level. With the Mouser fight, the ending goal spawns and you can finish the level... but what about the star? I can imagine there is some way to do it, by setting alot of events to the Mouser(maybe put Mouser on the Flower layer so that if you got all other flowers and he dies, he counts toward that "all objects in layer gone" condition and starts the event to spawn the star as well as his death on its own spawning the end thing), but I don't think that should be necessary. I may extend the level slightly to have the end on its own screen.

Edit: I would like to ask, by the way, I got everything else fixed up, made sure Mario starts in the right position, made sure the wall isn't up before you face Mouser, ect. But do you guys know any chasing enemies that die from a stomp? Would the spiny shells be a good one since, like rainbow shells(which are already used alot in this stage as a result of using yellow koopas), you can spin jump to kill them at the very least? I can't seem to get a bully to be stompable.

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I finally finished "A Cheesy Level" and sent it to Hali! :D
Though it's W9, I wasn't planning to make a SUPER OMEGA HARD LEVEL OVERLORD kind of thing, I'd say it's more the difficulty of an early world level, perhaps w2 or w3.
The gimmick is simple - the ground gimps your jump, aka, is "sticky".
It was interesting working on it, though it was also one of the more tedious levels I've had to work on(especially around the third flower - as I said before, I was basing my level making progress on the flowers, so if the level seems to end abruptly after it, I'm sorry. ;-; )
The Mouser fight itself was annoying to work with, but not for the level itself - graphics. I felt the graphics style of the custom cheese graphics looked very SMW, so I based it around that style, and I knew Yoshi's Island and SMW styles work well together. I tried to make Mouser into a big version of the little Mousers I used throughout the level, and that's when I learned I suck at editing sprites. .3.

So yeah, my final level for this project, "A Cheesy Level" :D
If you find any spots where the cheese acts up(as in, acting like water instead of quicksand), please tell me. I ran into that alot when I played the level, and while I think I fixed it all, I'm not too certain - it seemed to be a bit buggy on the editor's part.
Also, SMW koopas are also kind of buggy, so beware of SMW koopas not spawning, especially when mini-Mousers are involved.

TL;DR: Cheesy Level finished good. .3.

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Ah, OK then.
And sorry for the wall of text.

I can see what you're saying though. At the moment, I'll focus on "A Cheesy Level" before playing any other levels for testing(considering the fact it'd take time away from making the level and potentially frustrate me too much to do so).

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I do intend to continue with "A Cheesy Level", I've really been kind of hating myself for basically nothing because of it, at this point.

I want to finish A Cheesy Level so I can finally get some feedback on it, but I'm curious of where I should end the stage so that the sticky ground gimmick doesn't get tedious. It's taking a bit of time for me to think of more ideas than I already got for the level, and I've got two Flowers(I was basing the level's setpieces around the flowers, to gauge how far I was into the making of the level. Seems to be working, level's turning out fine in my opinion) to go, with the last one appearing right before a basic Mouser fight.
I did play with the idea of Mouser going around on a rainbow shell or bully, but I learned you can't attach some NPCs to others, so I can't get a Mouser that can chase you around. I'm also not sure how you guys feel about having a boss(though a basic one - literally just a small bit of layer work and "eventing"(I think that's what SMBX calls it? Shows how long it's been since I've used it, sadly) for music change, maybe some text, and finishing the level once Mouser is defeated) after the original deadline AND in World 9. Seriously, a Mouser just fits, but it depends on if it'd go against the rules of the event at this point - if it's allowed, it'd be a miniboss if anything, obviously. .3.

So yeah, I'm close to done with the level, just stuck on what I want to do with the level now. It shouldn't be as hard as I've made it for myself, to be honest. I think this is a minor case of "writer's block" but with level creation, and procrastination mixed in.
Life has gotten in the way for a while, but it really is my fault that it's taking this long to be done. I hope to be done by tomorrow if I'm lucky with new ideas - potentially gonna play some Super Mario Star Road or something so I can get some ideas. INSPIRATION AHOY!

In the meantime, I actually have played "General Fly Guy's Airforce" for Animebryan and I forgot if I gave you any feedback on the level. Sadly, I'm not cut out for feedback on that level because I can't finish it.
If I didn't suck so much at SMBX, I'd consider it a major problem. I do find it funny how I can save myself for most of the level using bullet bill bouncing - something you found kind of tedious to do in my level. A bit or irony I guess, me using something in your level that you found annoying/difficult with mine, and you give me LOTS of chances. Sadly, nothing level breaking has come from it, and I'm not going for Flowers on this level anymore since I'm more focused on finishing the level.
With that out of the way, I was put off by alot of things the more I played it, possibly as a result to playing a level so much that you can eventually get worse at it because you get kind of annoyed - mainly, minor graphical issues. I know there's an SMB3 homing bullet bill somewhere, one you could have used instead of that one that looks so... weird, and out of place among all the other ones. Heck, I've seen people with homing cannon balls, which look kind of funny but in my opinion seem a bit better for this level. They shouldn't be hard to find, I'm sure you can find some in the graphic packs you're using, and it's not necessarily a big issue, just kind of off to me. In the meantime, while the shy guys aren't as much of an issue, the Yoshi Island style mixed with the Super Mario Land Bullet Bills and the SMB3 style of the rest of the level is also a bit weird - they are a bit bright for SMB3, especially in relation to all of the black bullets. Unless you needed them to be bigger I would have preferred you used the originals from SMB2, since you're using an SMB3 tileset and they work a bit better together than SMB3 and Yoshi's Island would. Then again, after saying that, maybe you purposely used the Yoshi's Island Shy Guy's because they fit the game better, being based on Yoshis? Hm.
The first section is bullet hell and the second section isn't too much better in that regard, but with the first section it is truly Bullet Hell. I can only remember twice that I got to the second section legit, and the things that kill me most are Bullet Bills from off-screen because their spawning points had just spawned and I was trying to avoid something else. Chasing enemies being used at the same time... oh god please spare me. They aren't hard to handle on their own in this case - heck, they rarely come near me despite being chasing enemies - but among everything else, they are a threat by just being there. That's another thing that kills me very frequently - potshots from homing henrys(lol, i'd find it awesome if that was their actual name) while mid-jump or when dodging another enemy. And when I saw the hammer bros.? I kind of died inside, especially at the end of section two(Oh, look, bullet hell's hammer equivalent, Hammer Hell).
Trust me, I'm pretty sure it's not as hard as I'm making it out to be. I just suck, to be honest. However, no one else has spoken about your level yet, and I don't feel good about some of these enemies. Maybe take out a few of the hammer bros.(replace them with the SMB2-styled snifits, maybe?), and be a bit more careful with bullet bill placements so being blindsided isn't that common.

Sadly, and yes I mean it, as in 'unfortunately', that's the biggest issue I can find, the difficulty. Why am I sad about this? There's a few other issues, some which can be fixed very easily(just "typos" on your end, minor mistakes that are good to point out), and others... I'm not sure how to fix it.
Mainly, there's the graphical thing I mentioned, I felt that the snifits and 'homing henries' clashed against the main style of the level, but also, when I first downloaded the level, I couldn't find Mario's start position. It turned out you had accidentally left him at the boss(I did try out the boss, though it wasn't a good try, just me wondering where Mario was and when I started the level and found him there, I was like "Eh, why not." BTW, I didn't know that fire was dangerous, for some reason. Too much Sonic, I suppose, was thinking Wing Fortress logic. ._. ) and I had to place him back at the beginning. And when I did, a BIG problem happened that I can't think of anyway to fix it - the scrolling of the first section. For most of the level, it does REALLY well, it fits perfectly, nothing needs to be slowed down or sped up for the main level as it goes at the player's pace, in my opinion. Assuming you edit some of your enemy placement, it may be best to adjust the speed to match, though honestly... if you made it go faster.
Getting the first two power-ups would be nigh impossible.
Trust me when I say this, to a first-time player of SMBX, or a first-time player of this level to be truly honest, no one is going to get those first two power-ups. Maybe on a second or third playthrough, but I'm dead serious. If you do get them on your first try and aren't the creator of the level, you are lucky and I'd probably accuse you of cheating(Perhaps using the "Sonicstooslow" cheat to get to the Yoshi box even quicker). Another reason I've died? Trying to get the Yoshi I was crushed by the screen. If there's any game or any level that asks "What's killing me?" when it comes to autoscrolling, it's this one. It annoys me so much, each and every time I see that mushroom scroll off the screen when I try to grab it, since it's pretty much random which direction it goes once you hit the block, and in the meantime, if you try and get Yoshi after successfully getting the mushroom, you barely get a chance to jump on him. Sometimes, I'll hit the block after failing to get the mushroom, and the Yoshi won't even come out of its egg before it disappears off screen. Along with the original rule of mushrooms not being able to go off screen(Would having a moving block JUST off screen that followed the moving screen work? I'm afraid it'd bug out, but it'd be interesting to try out), the only potential fix I can think of would literally just be taking out the autoscroll. You mentioned you outright gave a Yoshi to the player at the very beginning, but it's almost a challenge in itself just to get it. :(

So yeah, this is currently my feelings on your level. It's not impossible, no where near, I'm just not the right guy to play it, it seems. I think that when the full game comes out eventually, this will honestly be a road block for me, like the boss level of Romanticism(World 6 as well, I think) of Super RMN World was to me.
Still haven't beaten Super RMN World 1, actually. I should work on that at some point.

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author=Solitayre
I was maybe going to run a Mario's Mansion game in October but since this is likely to still be going on through then, is there any interest? Let me know.


I missed the last one and recently had an idea for a Ghost House level I may be able to work on for that event(just need to test the idea out first .3.) I'm interested - anything that gives me reason to use SMBX. :3

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author=Jparker1984
author=halibabica
Well, that sounded rather defensive. I haven't tried that stage yet, so I can't comment officially, but still, don't brush off criticism too quickly.
Oh my bad, I had no intention of sounding that way. I'm sorry Pyrodoom.


And it's alright. Don't worry. :D

BTW, I do intend to finish the cheese level, I just need to find time for it.

author=Animebryan
Video Feedback for Deathtrap Industries Inc. (W8) by Isrieri:


The difficulty is too extreme, even for a world 8 level. It seriously needs to be toned down several notches!

Btw Hali, is Kloe's Burny Burny Cave finished? Because it doesn't say placeholder or unfinished. If its finished, I'll do a Let's Test of it tonight.


I have not played this level yet, really I should be getting to playing more levels when I have the time, but I want to mention this: I'm apparently a sadist, because I want Isrieri to make use of the block that switches the direction of the conveyor belts.
Like, tone everything else down, but in any area with a conveyor belt, have a shell-kicking koopa in a small crevice for them to kick a shell at the conveyor switch block. It would make the spinies' movements alot less regular, and could REALLY mess with the player when they are jumping around on the conveyor belt platforming section and getting that first flower.
In the meantime, I don't think it's a good idea to make some flowers effectively "cost" power-ups. As in, you shouldn't require a power-up to get the flower. Similarly to what AnimeBryan was doing in the video, it'd require that a player constantly just kill themselves to restart the level if they are going after flowers, probably the most logical and sensical "what if" scenario I've considered so far, since it's already happening in the videos to provide examples. Mainly, these are stars at risk, and lives don't mean much, but surely punishing the player in this fashion is wrong. Maybe add a second podoboo to that section if you so feel like, but please remove the blocks. No one likes requiring power-ups to get things like stars, since it unlocks end-game content.
It's about as bad as being in a game like Crash Bandicoot and having to go backwards in the level because you missed something.