PYRODOOM'S PROFILE
Bleh. Weee... it's Julie. Woo. Yay.
SMBX designer
On technical hiatus(barely posting but still around)
SMBX designer
On technical hiatus(barely posting but still around)
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Super RMN World 2: Yoshi's Archipelago
Added a new update for "Bill Bouncing in Billowy Brumes" based on Animebryan's test of the level. Similarly with Tempest Valley, though the change was SO minor that it didn't even matter - I fixed the indent in the ground. No actual level layout changes, nothing gameplay changing, just a minor aesthetic difference.
The biggest change I have to say was made was for Aerial Garden, because of one of the graphics. I basically had to fight the engine for some fucking reason as computer issues began occurring(blue screens up the wazoo), graphics weren't loading properly, and it seemed the level broke once or twice("Input past end file" error happened at least once) FINALLY I got it to work so that I could upload it without problems.
Back when I got the tileset, I was planning to use alot of its functionalities. Some things just plain didn't work because the engine wasn't made to let them work(the spinning blocks from 3D Land and the like would look weird in a level like this if they weren't spinning), and another was just... no. I couldn't tell how to even MAKE it work.
I eventually did get around to removing some graphics, though apparently I didn't get them all it seems, given the big block.
I hope to god these issues don't happen again with any level I make when it comes to revising them later on. I was planning to work on A Cheesy Level from 12 to 6 today, but it's already 5:11 PM. ;-;
The biggest change I have to say was made was for Aerial Garden, because of one of the graphics. I basically had to fight the engine for some fucking reason as computer issues began occurring(blue screens up the wazoo), graphics weren't loading properly, and it seemed the level broke once or twice("Input past end file" error happened at least once) FINALLY I got it to work so that I could upload it without problems.
Back when I got the tileset, I was planning to use alot of its functionalities. Some things just plain didn't work because the engine wasn't made to let them work(the spinning blocks from 3D Land and the like would look weird in a level like this if they weren't spinning), and another was just... no. I couldn't tell how to even MAKE it work.
I eventually did get around to removing some graphics, though apparently I didn't get them all it seems, given the big block.
I hope to god these issues don't happen again with any level I make when it comes to revising them later on. I was planning to work on A Cheesy Level from 12 to 6 today, but it's already 5:11 PM. ;-;
Super RMN World 2: Yoshi's Archipelago
author=Animebryan
Tempest Valley (v2.1) (W1) & Bill Bouncing in Billowy Blumes (v1.1) (W6) by pyrodoom:
In case you don't see it, here's my response in the Youtube comments:
author=Joshua Wood
Tempest Valley:
It was a very, VERY minor update. Basically, I fixed a pipe. I may do another update to change that indent - I didn't think it was too problematic(doesn't seem to be, but still), but I thought having a fold would make it look a little more interesting. Of course, being the only fold in the stage probably makes it look VERY out of place, so meh. Really, the update was for someone who had an issue with a pipe.
Bill Bouncing in Billowy Brumes:
WTF. I THOUGHT I FIXED THAT!!!
I saw that big block turn into a red block, WHAT THE FUCK. ;-; I thought I took that graphic out!
Anyways, this part was actually kind of painful to watch, especially after the comment of "you need a more reliable way to get up there". The way you get up there? After the bullet bill passes you, run after it then jump at the bill. You should not fall to the lower platform where the first bouncing koopa was. Surprised you even got it from there.
Also, I noticed that too. It's a pretty weird thing, sometimes the koopas will despawn and respawn at random. Seems to only be SMW koopas, though. Hm.
Originally, instead of donut blocks I was going to heavily use the chasing shell because it's pretty hard to deal with any chasing enemy but it's fun when you use it properly to kill enemies. Eventually, I sort of changed things around when the rainbow shell didn't work out(Lakitu originally threw them... they kept killing bullet bills required to beat the stage).
No one else commented on that rule about mushrooms leaving the screen in my stage, especially not in that fashion. It was a suggestion in forum posts on the event page, not in the rules lists, that people were talking about the off-border stuff when it comes to keeping mushrooms from falling off screen. Not mushrooms actually FALLING off the stage. .3.
I was kind of a dumbass in my placement of some koopas it seems - I need to change one of those blue koopas into another cliff-turning koopa. Honestly, having a blue koopa in W6, especially on such an open stage as this, is redundant and... weird. Like, it BREAKS the stage.
I never intended that to be Agent Toad, but it makes sense. It'd probably be good to edit his dialogue so that he would seem more like Agent Toad to me. In one of the levels, he seems more like "incompetent comic relief" and I was thinking cool dude, so I was just gonna be like, "Hey dude, have these sweet power-ups I found!" or something next time I edited the stage.
Which should be soon, seems I've got some work to do with it.
Thanks for playing my levels in a video! :D
Super RMN World 2: Yoshi's Archipelago
Updated my World 6 stage with a shortened name, 2P compatability, a single killable lakitu, ect.
I can't wait to see the feedback on the last version of "Tempest Valley"(is it ready to be accepted? Last person who looked over it didn't seem to have a problem) and this version of Bill "Bouncin' in Billowy Brumes". :3
Also, considered a sort of "the floor is lava" design with my cheese-based level. I don't seem to know where I can find a tileset that would work with my "sticky" idea. That's assuming it even works. This may seem like a dumb question, but is melted cheese even sticky? In my experience it's actually quite slippery, so eh. Also, I chose Cheese Land's theme last time, but this time was either considering the theme of one of the versions of "Sweet Mountain" from Sonic Colors(hey, a food-based level) or the Mario Kart 8 version of Cheese Land's theme. As a Sonic fan, I sort of leaned toward Sweet Mountain, but given this is Mario and Mario Kart 8's music was awesome, Cheese Land just seems to be a better choice. I don't know, what do you guys think?
Sweet Mountain:
Cheese Land:
I can't wait to see the feedback on the last version of "Tempest Valley"(is it ready to be accepted? Last person who looked over it didn't seem to have a problem) and this version of Bill "Bouncin' in Billowy Brumes". :3
Also, considered a sort of "the floor is lava" design with my cheese-based level. I don't seem to know where I can find a tileset that would work with my "sticky" idea. That's assuming it even works. This may seem like a dumb question, but is melted cheese even sticky? In my experience it's actually quite slippery, so eh. Also, I chose Cheese Land's theme last time, but this time was either considering the theme of one of the versions of "Sweet Mountain" from Sonic Colors(hey, a food-based level) or the Mario Kart 8 version of Cheese Land's theme. As a Sonic fan, I sort of leaned toward Sweet Mountain, but given this is Mario and Mario Kart 8's music was awesome, Cheese Land just seems to be a better choice. I don't know, what do you guys think?
Sweet Mountain:
Cheese Land:
Super RMN World 2: Yoshi's Archipelago
author=halibabica
@pyrodoom: hm, maybe I didn't explain myself too well. I'd like you to move the 1st flower to the left of the start because that spot is suspicious. As for the 1-up, there's only one in the entire stage, so I didn't specify where it was located. I don't think it's hard to find; it's just not clued in any way, so a player would only find it at random. I was suggesting you place it where someone might check.
OH, now I get it.
OK, it may have just been my recent sleeping habits getting to me, I just thought you wanted me to move the first power-up to the left. I remember the first power-up being a Fire Flower.
Super RMN World 2: Yoshi's Archipelago
author=halibabica
Pyrodoom, when I said a flower to the left of the start, I meant the 1st of the five you collect! :P
I don't think you ever said that. Looked over your suggestions, and not once did you mention the "flower to the left of the start". I think you did mention a 1-up that I actually was confused about, and I don't remember putting a hidden 1-up near that area at all.
I do want to say, if it's that hard to find, would it be a better idea to make it a 3-up moon? If you DO find it, you are better rewarded for it? .3.
Super RMN World 2: Yoshi's Archipelago
author=halibabica
pyrodoom's Bullet Bill Bouncing in Billowy Brumes:Hey, this is a pretty cool stage! I dig the style and atmosphere (no pun intended), but here are my beefs:
- Alliteration overload! Hate to break it to you, but your title's too long. Even if I wanted to leave it alone, it gets cut off by three characters on the world map. You'll have to shorten it up one way or another.
- The gap to the left of the start is highly suspicious. I know there's *ahem* that thing off to the left much further up, but at the start it's remarkably sketchy. I think a little island with the 1st flower would be much better.
- The gray terrain and sizables look great, but it's hard to tell what's solid and what isn't sometimes. If you make the sizable blocks slightly darker, that should be enough of a clue.
- The coin arrow near the 2nd flower is pointing down at a platform much smaller than itself. Stretch the platform to the left two tiles so it's definitely a safe drop. You may need to bump the 2nd flower and its array left a little to compensate.
- The spot after the coin arrow is really cruel with its layout. The donuts fall too fast, the bricks can't be broken, and you're almost guaranteed to die if you don't book it through as fast as possible. Either use sturdier donuts or take out one of the blocks so the player can jump up to safety.
- Regarding your donuts, they pose a 2P compatibility issue. You'll need to make generators out of them. I'd go with three seconds.
- The Bill bouncing you need to do to reach the 3rd flower is just a bit too devious. The first blaster you see to the right is too high to perform the needed jump. The one just after it is the correct height, so move it forward to the earlier set of ledges. I'd also put the flower in view of the floor below so the player knows it's up there.
- I'm not sure what the point of pipe warp 1 is except to save you from a failed Bill jump. You can't see the pipe at all from the ledge above, so the player has little indication on what to do. You should put in two separate coin trails; one leading up and the other leading down. This way the player knows what to do and that they have a choice.
- Oh, heck no, I am not cool with friendly Lakitus in a stage like this. The player needs to be able to kill this guy, and the one next to the warp pipe is just too much. You should delete the first one and make his counterpart able to be killed.
- The chamber that the warp pipe leads to is a little weird. I'm guessing the hole in the wall is to prevent a no-win situation with the Bill blaster on the other side. Personally, I think this whole little corner can be cut. The 1st warp pipe should drop you right where the 2nd one exits.
- I'm not sure anyone would find that hidden 1-up; at least not where it is. If it were closer to the blocks below and centered, then maybe.
- I didn't notice the flower under the checkpoint, but I did see the lower springblob while I was ascending. I bounced down to the lower blob, but couldn't see anything from there. You should place it differently so it can't be seen from the upper springblobs. I'd clue the flower's hiding place with a coin or something, though.
- It would take a flying Yoshi to reach the 2nd tanooki suit anyway, so why not put it on the platform higher above? You could even put it in a visible giant block for all the difference it'd make.
- The single-tile hops at the stage's end are just a bit much. I'd take out the last one or two; at least the player has a shot at surviving if the early three fall.
This is a nifty stage, and I'm glad to see the Bill bouncing is both optional and rewarding. It needs these tweaks to balance it out, though, so do the best you can with it.
Nice! Glad to hear you liked the level, too. :3
- Oh, dang. I could just use one or the other part of the level name, though it won't feel right. "Bullet Bill Bouncing" or "Billowy Brumes". Anyone has a suggestion for the name?
- Through the making of the stage, because it was kind of a short World 6 level, I was fighting with how many power-ups to put in. In general, if I put a fire flower over on a small island near the start to the left, I'd probably prefer to change that second fire flower at the start to a coin.
- Time to open Photoshop. :3
- Ah, I was unsure of it myself when I was doing it. Originally it was a much larger land piece and the nearby donuts weren't there. Still, that should work out - I should be able to squeeze the donut blocks and coin outward.
- This bit could actually be somewhat fixed by your next point, making it 2P compatible. I was unsure of that section, and making it so the platforms come back quicker would work out better. Maybe all other blocks respawn with 3 seconds delay, that one could come back at 1.5 - 2.5 seconds delay? Truthfully, I only found the fact that you had to rush through an issue, I didn't want to make it so that dealing with the Bullet Bill was too easy. I may try just adding the respawn time and seeing how that works out.
- That was something I should have known to do, but for some reason didn't. I think I was planning to do it, and tested their respawning, forgetting that it would be a different case with two players. Once you leave an area where blocks fell, the blocks come back, and I was like "Oh, in that case it won't be a problem!" forgetting about the second player's screen. XD This is something I'm sure to fix.
- I agree. This is one thing I didn't have a problem with in the level while making it, but looking back on it, yeah. It needs to be changed.
- Going down was sort of a punishment. If you missed the bullet bill jump, you'd get a lakitu(or you could die). In general, that little section is kind of... meh, honestly. I think I intended it to be a secret area at first, but when I decided "this is punish land", I kept it in and took out any power-ups there. I think the Bullet Bill was put there to give that area purpose, as it always kept people from skipping the level from trying to go under. And yeah, that gap is there so people don't just get themselves stuck. I'll see what I can do here. Without the lakitu, after all, you're not necessarily being punished anymore, so it could potentially serve it's original purpose.
- Ah. Yep, I think it's finally agreed to never give me lakitus. XD In both levels I've done so far, that's one of the major complaints people have had, that being my horrible usage of lakitu. Like, holy crap. XD I'll be sure to do this, I just didn't want it so a lakitu could hurt the player while they were jumping/bouncing.
- I mentioned this two points ago.
- When I open the level editor to fix these issues I MAY remember what you're talking about. At the moment though, I'm having some difficulties. Is this near the checkpoint? I forgot where I put a hidden 1-up.
- Ah, so THAT'S what it's called. I always thought they were just suppose to be some sort of mushroom - I kept calling them "Bouncy Mushrooms". So, in other words, hide the springblobs that hint at where the coin is? But wouldn't the Bullet Bill cannons make that redundant? One pops up, and it's going nowhere near where you seem to play the level, it should be pretty obvious there's something below that the cannons are shooting at. Unless they actually don't go high enough to see... hm.
- Interesting, I'll go do that. :3
- Hm. Not sure what to say here exactly, maybe a note that I actually did nearly rage playing my own level when I missed the actual, literal, final jump before the end and died with a platform that could have saved me in view.
Super RMN World 2: Yoshi's Archipelago
I was planning to make a World 4 level, but for personal reasons I wanted to try a World 8 or 9 level.
Say, if I tried the cheese thing again, do you think putting "quicksand" over some blocks would be a good way to make them seem 'sticky'?
Say, if I tried the cheese thing again, do you think putting "quicksand" over some blocks would be a good way to make them seem 'sticky'?
Super RMN World 2: Yoshi's Archipelago
author=Jalex
So basically any area more than one screen-height tall will put Lakitu too close to Mario. Is it possible to make Lakitu friendly but still keep the spinies harmful? If so, that might make the last section more manageable.
I think if you set the lakitu to friendly, things it throws will still hurt you.
Super RMN World 2: Yoshi's Archipelago
I just added my second level, and I MAY try another, but whether I finish a third is completely based on the amount of time I have.
"Bullet Bill Bouncing in Billowy Blumes"(ok, I was told by a friend that blume was a word meaning cloud or fog. I just searched it up, and it doesn't seen to exist. Dang it) is a sky level using an SMB3-styled SMB3DL tileset where you bounce off of enemies, frequently bullet bills, to get through. It's a rather short stage, but I tried to make it challenging, using a lava level I watched a video on in this forum as a form of inspiration(I think it was "Fire and Brimstone"?) It also has two lakitus, one being a punishment for missing a bullet bill, the other adding tension to the last two bits of the stage.
I'm a little off on the inclusion of the lakitus and the end part of the stage - especially with them both being in the same stage. I can't wait to see feedback on this level, because I've been working on it for 10 days and I am not sure how I feel on it at the moment, whether I'm proud of the amount of work that went into it or disappointed I didn't do more.
Edit: Also, I played Jalex's "Lakitu Rampage", and that stage frustrated me so quickly. Those dang lakitus are BRUTAL, man. Also, I know what you intend the player to do with that koopa section at the very bottom of the second section... but I really don't feel like that's a good idea, because it requires you to have a yoshi or else it's a no-win scenario. I even had a leaf and I couldn't make it back to any other parts of the stage, and I BARELY made it back to the koopa thing when I ran out of fly and had to float back - I don't know why I bothered though, might as well either cheat or drop down the pit. Some of the flowers weren't worth collecting in the brutality of the lakitus raining death upon me, and eventually I just sort of... got tired of the level, and flew to the end.
Even despite all that, it could just be my playing skills and that I suck horribly, but I also wanted to say that I'm split on whether it'd be better for your lakitu to be killable or not. I hate getting blindsided by lakitus when they CAN hurt you, but I also like being able to kill them. Having them friendly feels better in SMBX, but would also make it alot harder because you can't hurt them anymore. I had alot of fun bouncing around like a maniac every time I killed lakitu, though. I forgot the exact situation, but I think I was flying, hit the lakitu and lost my yoshi, then proceeded to kill the lakitu and land back on my yoshi IMMEDIATELY after. Awesome.
Also... what's the point of that intro bit? It doesn't add anything to the level, and one time it REALLY confused me because I didn't realize the ship was going to fall. You could have started Mario in the second section, or had the pipe in section 1 right after the first stretch of land and just ignore the airship all together, and that'd feel alot better.
The music was nice, and I liked the background you chose for the fourth section, though the stage feels empty at times. Maybe a few more clouds could do it?
"Bullet Bill Bouncing in Billowy Blumes"(ok, I was told by a friend that blume was a word meaning cloud or fog. I just searched it up, and it doesn't seen to exist. Dang it) is a sky level using an SMB3-styled SMB3DL tileset where you bounce off of enemies, frequently bullet bills, to get through. It's a rather short stage, but I tried to make it challenging, using a lava level I watched a video on in this forum as a form of inspiration(I think it was "Fire and Brimstone"?) It also has two lakitus, one being a punishment for missing a bullet bill, the other adding tension to the last two bits of the stage.
I'm a little off on the inclusion of the lakitus and the end part of the stage - especially with them both being in the same stage. I can't wait to see feedback on this level, because I've been working on it for 10 days and I am not sure how I feel on it at the moment, whether I'm proud of the amount of work that went into it or disappointed I didn't do more.
Edit: Also, I played Jalex's "Lakitu Rampage", and that stage frustrated me so quickly. Those dang lakitus are BRUTAL, man. Also, I know what you intend the player to do with that koopa section at the very bottom of the second section... but I really don't feel like that's a good idea, because it requires you to have a yoshi or else it's a no-win scenario. I even had a leaf and I couldn't make it back to any other parts of the stage, and I BARELY made it back to the koopa thing when I ran out of fly and had to float back - I don't know why I bothered though, might as well either cheat or drop down the pit. Some of the flowers weren't worth collecting in the brutality of the lakitus raining death upon me, and eventually I just sort of... got tired of the level, and flew to the end.
Even despite all that, it could just be my playing skills and that I suck horribly, but I also wanted to say that I'm split on whether it'd be better for your lakitu to be killable or not. I hate getting blindsided by lakitus when they CAN hurt you, but I also like being able to kill them. Having them friendly feels better in SMBX, but would also make it alot harder because you can't hurt them anymore. I had alot of fun bouncing around like a maniac every time I killed lakitu, though. I forgot the exact situation, but I think I was flying, hit the lakitu and lost my yoshi, then proceeded to kill the lakitu and land back on my yoshi IMMEDIATELY after. Awesome.
Also... what's the point of that intro bit? It doesn't add anything to the level, and one time it REALLY confused me because I didn't realize the ship was going to fall. You could have started Mario in the second section, or had the pipe in section 1 right after the first stretch of land and just ignore the airship all together, and that'd feel alot better.
The music was nice, and I liked the background you chose for the fourth section, though the stage feels empty at times. Maybe a few more clouds could do it?
Super RMN World 2: Yoshi's Archipelago
author=Punkitt
Hey, does anyone need a tileset compiler?
http://www.supermariobrosx.org/forums/viewtopic.php?f=31&t=11723
This is literally one of the most useful SMBX things I've ever laid my hands on. It's super convenient if you want to buff your tilesets up a bit!
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