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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...
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Super RMN World 2: Yoshi's Archipelago

author=jackalotrun
Tempest Valley by Pyrodoom

- This levels atmosphere is killing it... I mean that in a good way.
- Seriously this level is also god-damn gorgeous, and that music is brilliant.
- That section where the tempest gimmick is added is really confusing, Why is the conveyor thing required?
- That dragon coin down the side of that pipe is a little bit BS, how am I supposed to guess it's safe? There's a god-damn hole at the bottom (which can be seen) and the coin (which cannot be seen) can only be grabbed by jumping in.


- This levels atmosphere is killing it... I mean that in a good way.
Oh my, this is surprising. :3 Thanks!

- Seriously this level is also god-damn gorgeous, and that music is brilliant.
I guess the trick of "BASE THE LEVEL AROUND SONIC MUSIC" worked again. .3.

- That section where the tempest gimmick is added is really confusing, Why is the conveyor thing required?
I find it funny that you refer to it as the "Tempest Gimmick". It probably would have helped the "Tempest" theme if I could have gotten the rain graphics to work(for some reason, they were treated as NPCs... I honestly don't know). I do know what Tempest means, I just couldn't get it to work. I also attempted to make a play on words(I always thought "Tempest" was related to "Temporal"), and was planning to use the time stopper P-Switch thingy and even put in a thing where you climb a tree with it... and it didn't really work out all that well.
Anyways, to the criticism, I understand. I don't know why I put that in there, I think it was me being an idiot and begging for attention. "THIS IS COOL RIGHT? DOES THIS LOOK COOL? LOVE ME PLEASE!" Even as I was playing the level, it didn't... click with me. I don't know why I didn't change it.
Would you say I should "fix"(as in, finish) the platform's path-line so at the very least it won't be bouncing around? Or should I just replace it entirely with a stationary platform for the switches to drop onto?

- That dragon coin down the side of that pipe is a little bit BS, how am I supposed to guess it's safe? There's a god-damn hole at the bottom (which can be seen) and the coin (which cannot be seen) can only be grabbed by jumping in.
This is the only thing I don't know how to respond to. I really should address this point, but for as much as I want to explain why I put it there, the more I think about it the more I realize that you may be right. Mainly, I was considering that the player saw how land worked in other parts of the level, so seeing such an empty space next to the pipe would probably ask the player to jump in, just out of curiosity's sake. I'd imagine they'd think that if they died, at least they didn't have to do the entire level again, and it'd probably give them a little more reason to jump once they found some of the other secrets(which I'm assuming you did not find, or didn't care to mention if you did find them). Generally, why would someone who clearly had the ability to put blocks there, leave it alone? Why would there be so much space there if you WEREN'T suppose to jump down?
Maybe I'm alone on this, I don't know. After that small rant, I think it'd probably be a good idea to move it somewhere. Possibly find a spot to place a dragon coin to be blocked off if the button isn't pressed, so to get to it you'd have to press it, or something.

Any notes on enemy placement?

Super RMN World 2: Yoshi's Archipelago

Next time, I'm gonna think smaller on level design(not, "level design is less important", just simpler, not as grandiose) and bigger on atmosphere. Why? Because I just made a god dang mountain after a long hiatus from SMBX. I can't wait to see the feedback I get on this.

I played a few of the levels, and I'll replay them again to refresh my memory, but of all the W1 levels I played, they were pretty nice. There were quite a few graphical hiccups here and there, but beyond that, everything seemed OK. I especially liked Colorful Playground, though the music glitched in it I think(that's to my memory, anyways). As in, there was no music. May need to fix that custom music file.

Super RMN World 2: Yoshi's Archipelago

author=halibabica
from Ratty524
Or you could make the upgrade yourself as it's more likely that many of the people who are new/carrying over from the last event are probably using the "latest" version.
Compatibility is my main concern here. Are there any conflict issues there might be between versions that you know of?


Beyond possible graphic problems, no. SMBX 1.3.0.1 is merely a graphical and sound update including things like new slopes(that's pretty much the only thing I've noticed in my usage of it. I could pull up a list of the changes, but it'd feel rather redundant at this point since I feel saying it's a "graphical and sound update" is enough). All levels I've ever played that were made in SMBX 1.3 work perfectly for 1.3.0.1, but I'm not sure about the other direction.

If compatibility is your main concern here, I think Ratty's suggestion makes a lot of sense - if you download SMBX 1.3.0.1, any level made by the community, whether it be 1.3 or 1.3.0.1, will work perfectly. As opposed to making a few people, and take note just a few, but still, most likely re-download SMBX 1.3 - which means they'll have two versions of SMBX on their computer, and that they'll most likely have to redo any levels they made in the other version due to compatibility concerns.

Let's Play Pt.2 - Super RMN World

I heard he had a level-by-level review thing, but I haven't seen it. Can someone link it to me?

Super Mario Seasons

I'm back and I'm sorry. This game KIND of got dropped after a while. Still, the reason the download is the way it is, was because the file size of the game got too large for RMN. I couldn't find a way around it without doing that. :(

[SCRIPTING] [RGSS] [RMXP] Battle System Error

Hello everyone, it's been a while.

To get to the point, I've got 3 battle scripts going on currently, and that's all I plan mostly. It feels like alot of scripts are not compatible with http://rpgmaker.net/scripts/29/ or http://forums.rpgmakerweb.com/index.php?/topic/37195-charge-turn-battle-ctb-system-final-fantasy-x-tactics-style/ and they are not compatible with each other. I am also using http://rpgmaker.net/scripts/347/ though it is mostly an appearance change for the battle system when you beat the opponent.

It is a NoMethodError
author=The Error Message
Script 'Chrono Cross Color Field' line 213: NoMethodError occured
undefined method 'refresh' for nil:NilClass


When it goes back to the editor and I check the script, I saw this line:
author=Chrono Cross Color Field Line 213
@color_icons.refresh(@color_set)


I know that NoMethodError means that the script is trying to access a method/class that does not exist, but I don't understand what it is referring to or how to fix it. Can anyone give me some insight to the problem? Is it incompatibility? Could someone fix the scripts to be compatible if that's the issue? If not, I'll gladly take out the problematic script(I have tried the Color Field script on its own and while no error popped up, it didn't work properly as in no symbols appeared like there was suppose to)

Castles Masterpiece Set 2

I see that #1 there are very few stages and #2 most of them aren't accepted.
You guys may need to extend the end date for this, and I may need to get started on a level if you do.

Castles Masterpiece Set 2

I'm finally getting started on my castle today.
I'm planning on doing a castle in the clouds, so sky based, and my plans deal with using both cloud graphics and a possible castle recolor to fit with the clouds.
I would also like to say that there is a new version of SMBX. SMBX 1.3.0.1 is out, and while it has minor changes(for example, most of it is graphics changes and you can play 1.3 games in it and vice versa), if you have a problem with the graphics or music in one of my stages, it's probably the version I'm using. .3.

Castles Masterpiece Set 2

author=wildwes
author=Ratty524
Lol, for the most part, I do very little off-screen planning with my SMBX levels and I sort of jump the gun on it, making up the concept as I go along.
I... I'm not the only one who does this? And here I thought that everyone else actually completely planned out their level layout beforehand... Don't worry, my level for the Shroomland Forest is already over halfway done, I'm just being RIDICULOUSLY slow about it. Maybe I'll be done and post it... tomorrow?

Actually, I'm alot like Ratty in this case. I'll get an idea for a theme(usually music gives me the idea), and I'll make the level around that theme. I never plan my layouts.
The difference between me and him is that my levels are usually not completed ever or terrible.
Anyways, I'm in this thing, so yeah.

RPGMVX - Attack Button

So I did as I said, saving before running the test, and now the Skill button doesn't do anything whatsoever. Also, Guard acts like Skill and Item acts like Guard. I am going to take a look at the edits you made, and see if returning one of them to default will help.

Edit: So I returned the Window_ActorCommand script to normal and so the Attack button returned, but with the function of the Skill Button, and you get the drill, as the other Buttons began to act like other Buttons. Nonetheless, that seems to be the issue, seeing as returning the Scene_Battle to normal still got the Skill button to not do anything, even after saving. I assume the ActorCommand somehow deals with the numbers, and I assume that this means that the number for the final option should still be used, even if it doesn't do anything.
So, I shouldn't mess with ActorCommand, and should instead look for another way to fix it, most likely dealing with numbers.

Edit 2: Now I feel like a fucking idiot.
I had two Scene_Battle, and most likely the game read both. I don't know how I got the two Scene_Battle, but it happened. Anyways, it's finally working. Thanks dude. :3