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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
Video feedback for Bill Bouncing in Billowy Brumes (v1.2) (W6) by pyrodoom:

Downloading "General Fly Guy's Air Force" right now. I loved your feedback, and I'm glad you liked the direction I took with the level.
I did consider putting in homing paratroopas, but at the time it just felt a bit... too much. I didn't think to make them a punishment though, something I should have considered, honestly. Once I start getting Hali's feedback, I'll keep this kind of thing in mind.
Does SMBX come with Banzai Bill automatically? As in, a default NPC? I can't remember. I rarely used it, assuming SMBX did have it. I'd rather not mess with koopas sprites(I don't know if I actually did take out all flying/jumping koopas, but if I didn't, I'd rather not have a bouncing, flashing, Bullet Bill by accident. That's what testing is for, though .3.)
I never really did like Yoshi Coins in SMBX. When done properly, there's usually no reason to collect them, and when done terribly you just can't give a crap. They normally get ignored by most SMBX players I watch when they are just playing it and not showing off entire levels(they'll show off the levels, but won't check every nook and cranny usually). Of course, these coins let you collect stars, and those stars get you prizes and apparently a whole new world of levels, but even I probably wouldn't go for all the Yoshi Coins, not on a first run at least. And it can be a pain, even with good and even GREAT levels, to go back and do treasure hunting.
Something I wish that could be done, is having it so that if you don't collect all your Yoshi Coins in the first playthrough of the level, you wouldn't have to collect them all the second time - only the ones you missed. Say, you get to a point of no return and finish the level with only 4 Yoshi Coins. Now you have to replay the level again, just for that fifth coin. Still, it's not possible, so there is no need in me whining about it.

Edit:
author=Animebryan
Frostbite Island (v1.1) (W5) by Jparker1984:
My rage at the end of the video was caused by my patience running out considering what I had to deal with in Frogge's Colorful Playground. I wasn't playing at my best either which just frustrated me even more. Same thing happened with the 2nd version of pyrodoom's Bill Bouncing in Billowy Brumes. I was simply in a bad mood that got worse with the level trolling me. Whether you should change anything about the level or not I leave between you & Hali.

I may consider playing the level myself, but just some things I took note of while watching the video:
enemy on first screen? NO. Not OK buddy! Sure, it's a goomba, so you should have time to react to it, but it's the beginning of the level. You are getting your bearings, you probably aren't expecting to see an enemy immediately, and because you didn't notice it, didn't expect it, or couldn't react to it for one reason or another, you just got cheap-shotted. Remember that in most cases, a player could be small when entering that level, assuming they aren't taking advantage of stars or power-ups from other stages and they decide to enter the stage small, or they enter the stage small after already having died to something else most likely, you could very well die at the beginning of the level. It's just not good design.
Hiding enemies in blocks is also not good design. That is what separates SMBX from Super Mario Maker.
Many things do, actually, but that's the main thing. For some reason people love putting enemies in blocks with Mario Maker.

Anyways, along with the mushrooms in blocks and minor clashing, plus the sound not working properly... and this is the second version of that level?

I also want to note that I don't live in a colder area, I've rarely ever seen snow, but I wouldn't think of snow to be slippery. More of a personal thing.

Super RMN World 2: Yoshi's Archipelago

author=halibabica
from pyrodoom
Wait, how do I submit revisions? I've got one for the sky level, but I can't find the manage or submit buttons.
You should be getting notices from the game profile, dude. I posted a blog explaining everything.


Thanks, I didn't notice before. Sorry.

Stage List

Updated Billowy Brumes. I decreased the number of enemies and replaced most of them with goombas so that you can't take too much advantage of the Yoshis I give you.
To compensate, not only did I add one in the original position, but another one somewhere else in the level. So 3 Yoshis for the price of not being able to fly through the whole thing. :3

Super RMN World 2: Yoshi's Archipelago

Wait, how do I submit revisions? I've got one for the sky level, but I can't find the manage or submit buttons.

Super RMN World 2: Yoshi's Archipelago

Uploaded an unfinished form of my final level before the deadline.
Though it is unfinished, I'd like to see someone see what it's like and tell me how they feel about the direction their going. I'm near the middle of the stage, and I'm planning to put either a green or yellow(like cheese) Yoshi in the stage.
I do intend to have a boss in it, just a basic Mouser, though I can't find a SMW-styled Mouser. Not even a recolor.

Super RMN World 2: Yoshi's Archipelago

author=halibabica
from pyrodoom
I'd like to ask if I could keep Billowy Brumes placement in World 6 but have a Green Yoshi in the old Blue Yoshi's spot.
Sorry, no dice. I know Blue Yoshis are harder to design around than regular ones, but that's the core gimmick of the entire game. These broken Yoshis only appear later in the game where they may turn the tide for less skilled players. If you want to make Blue Yoshi less useful, consider using fewer (or no) koopas. As for Bryan being upset about it, well, based on what I saw of his RMN Bros. LP's, he'll be upset anytime you prevent him from breaking the game wide open.


Thank you, I'll try that then. :3

Super RMN World 2: Yoshi's Archipelago

(what the fuck, why did it double post ;-; )

Super RMN World 2: Yoshi's Archipelago

author=Animebryan
Bill Bouncing in Billowy Brumes (v1.3) (W6) by pyrodoom:

Woah, holy crap.
I notice you're kind of angry in this video, and it seems to all stem from the fact I took out a blue yoshi.
I did make the changes you asked for and then some because you did these video reviews to show the level creators how their level plays, and when I saw how you played my level(by barely playing it), I fixed it. If you could give me something more than "put yoshi back in", I'd be happy. You didn't even note the changes I did make, all you seemed to care about is that you didn't have a blue yoshi at the beginning of the level.
If the issue is the gimmick of the stage, bouncing on Bullet Bills, than I don't know what to do. I just need something more than "Now there's only one fucking blue yoshi in the stage."

It's a bit late to say this I know, but I'd like to ask if I could keep Billowy Brumes placement in World 6 but have a Green Yoshi in the old Blue Yoshi's spot. It's a personal thing, yeah, but I just don't like blue yoshis because they break levels. I'm giving black yoshis a break because they are only in the last world and I haven't seen one in any of the World 8 levels I've played, so they are very rare.
The best way for me to say it: a black yoshi is a hammer suit if a blue yoshi is a tanooki suit. They are the OP Yoshis.

Super RMN World 2: Yoshi's Archipelago

Does anyone know where I could find a SMW-styled Mouser?

Super RMN World 2: Yoshi's Archipelago

BTW, sorry for the double post earlier(might as well use this since it's still here), I found something interesting about SMBX and how it deals with quicksand and jumping.
I just began work on A Cheesy Level and was testing out how I'd do sticky blocks. I put a block to be slippery, and then put quicksand on it, and it makes it so the player CAN'T MOVE without jumping(this does make getting things like power-ups a bitch, so I may just use quicksand and ignore the slippery stuff). That's not the interesting thing, though it's how I found out about it.
Apparently, you can gain what I'm assuming to be full height off of quicksand if you duck first. If I understand correctly, you'd need to be on top of the quicksand to do it, meaning my level is good on that matter(you're never beneath the quicksand), but still. In the meantime, the sticky gimmick feels very INTERESTING at least... not sure how fun it'd be to deal with. I've sort of got an idea where there will be a top section where players can platform safely, but if they fall down they have to deal with the sticky ground. There are 3 sizables, and the dark one looks like burned cheese, and not sticky/slippery at all. I MAY have a good sizable to make slippery, but I'm not sure.
Without the duck-jump, it'd be impossible to jump above 3 blocks high as Mario, which is how high things like power-up blocks have to be so you aren't zipping through them in a stage like this. If a tutorial level is made for this game, it'd be a good thing to tell players of that JUST IN CASE, and I'll have an Agent Toad guy tell you about it as well.