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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Project Spooky: Recruiting Team for Horror Puzzle Action RPG based off of Creepy Pastas

author=AfternoonNappingGod
author=pyrodoom
First off, I want in.
Second, if you want to research creepypastas, look up these 2 people on Youtube by the names of YurioofWind, and SomeOrdinaryGamers. If you go to SomeOrdinaryGamers you will find the person telling stories sent to him, then analyzing them. The creepypastas will also be in the description, and sometimes he plays games based off the creepypastas, or just a horror game. Yurioofwind on the other hand normally does unreleased games and such, but as of last year he started and ended his Creepypasta series in both Gaming Mysteries and Creepy Gaming Mysteries.
Third, is this going to be a project on RPG maker, and if so, which one?
1) Welcome to the team. I declare thee officially number 2 of Project Spooky!

2) I will look into those two.

3) I was thinking RPG Maker VX Ace, but I might use just VX unless somebody else would like to do the programming as well. I am used to VX, Ace is still kinda of new to me, but I can get used to it pretty quickly.

EDIT:
I made a forum that will used be later when our team has been gathered for discussion. It is still under construction.

Project Spooky Forums



Since I can't use RPG maker VX Ace, I think we should do this on RPG maker VX. While Ace is apparently better, you say you don't know it as well as VX, so it would make sense to do something in your comfort zone first if you are doing this kind of subject on a horror game.

Castles- Masterpiece Set

Technically this isn't the final version, it's just put there to make a point. Isreiri must love my level to want me to make it so good. It's definetly not the best level, but he seems to be going, "I love your level, here are some things you need to change if it's going to be in the episode though", I want at least one of my levels in the episode, and I have one more shot. But, Desert Palace was apparently just that good, to do OVER and OVER again. I made the following fixes:
Added a moving platform in the second section of the pyramid.
Moved the Gritties back a few spaces so there is room for Mario and the Gritties to move, without problems.
The Mouser battle stayed the same though, while the final platform leading to the boss is now a circle-like movement, that should be easier to jump to. Tested it, and it seems like this platform desyncs as well, but at least it's better than the last one. Plus the checkpoint was moved back to it's original spot.
I checked the POW block I added to make sure nothing wrong could happen, and I felt I should keep it anyway because if you didn't get the P-Block, it makes the stage slightly easier than it is at the end. Mainly, the POW block is just there to get the coins easier, and you wouldn't be able to get them all without it.
The section before the first corridor was changed so you can't use Koopa shells to gill the Goombas or the Boos, but you don't get an extra-life from nine Goombas, but kept it like that, because by then the player must have a lot of points. You would most likely get a life by then. Most other things are the same, and I don't think many more revisions are needed, because trust me, I already got that achievement in the bag, "Most revisions to a level". You said if I made these changes, then it would be considered finished, well, is it? :3

Castles- Masterpiece Set

author=Ratty524
author=jackalotrun
author=DarklordKeinor
author=Blobofgoo
I've found that I have enough stuff in the graphics pack to make an entire castle out of CANDY...
That sounds like a delicious idea. ^-^
Kill me...
*kills*

Though shall not kill.
You shall not pass!
You will not pass GO.

[Poll] Western RPGs VS Japanese RPGs

Japan will always be better than America.

Project Spooky: Recruiting Team for Horror Puzzle Action RPG based off of Creepy Pastas

First off, I want in.
Second, if you want to research creepypastas, look up these 2 people on Youtube by the names of YurioofWind, and SomeOrdinaryGamers. If you go to SomeOrdinaryGamers you will find the person telling stories sent to him, then analyzing them. The creepypastas will also be in the description, and sometimes he plays games based off the creepypastas, or just a horror game. Yurioofwind on the other hand normally does unreleased games and such, but as of last year he started and ended his Creepypasta series in both Gaming Mysteries and Creepy Gaming Mysteries.
Third, is this going to be a project on RPG maker, and if so, which one?

Castles- Masterpiece Set

author=Isrieri
pyrodoom
DESERT PALACE

-You did well with this version! The level is really starting to shape up.

-Those boos are now a little tricky to get by if you want to nab those blue bricks. But I still think they're a little pointless at the moment. Easily fixed! Put a block at the start of the first corridor, and add some more goombas inside it so there are 9 of them. Get rid of the koopa at the start, otherwise you can just use his shell to kill the boos or goombas. Then, once the player uses the bricks to kill the boos, he can take one and toss it at the goombas to get a 1up!

-I'd also put a ? Block at the end of that corridor so that the brick hits it and makes a vine pop up. That seems to be the theme of your level: The vines. So play it up! If you put the ? Block on the floor, it means the player needs to use the brick block to make it come out.

-See what we've done there? There's 2 ways to do that first room now: You can either ignore the blue bricks and go through that corridor of goombas on your own, and have to deal with the koopas and pokeys by yourself. But if you take the time to get the bricks, you can score a 1up and have an easier time with the pokey! We've made it worth the player's while to go get the bricks.

-The second room looks much better now! You used the space more competently than before, and it's more interesting to look at and play through. Well done.

-I think the goombas up at the top aren't enough for that corridor, though. You ought to use pokeys instead. Just 3 or 4 high. Put those on the right side of the corridor going left. And have 1 or 2 koopas on the left side of the corridor. That way the player can either try his luck with the pokeys or get the koopa shells and make it easier for himself.

-Take out those coins above the venus plant in the sand. I know you did it so the player knows that a plant's in there. But they won't be going in the quicksand anyway. Savvy players might think that's a clue for a secret pipe or something.

-Take the Right border and shorten it so that there's only 3 tiles of wall showing on the right. Always remember to do that when you don't use part of a level anymore: Don't just fill in the tiles.

-If you want to, you could add a little extra something to the middle part of the room to make it a bit more interesting: Like a couple of blocks.




Kind of like that.


-You may be wondering why there's a P-Switch in there. You don't have to use a P-switch in this level, but I had an idea.

-The next room isn't good enough how you have it, because there's nothing there EXCEPT a wall you have to break with the bricks. The only reason it's there is to slow the player down, which is bad. You need to have something happen there. But it can work as long as there's something interesting going on. So I had 2 ideas:

1) With all the bricks up there, it would be awfully nice to have a P-Switch to turn them all into coins! But it would also mean they're too high up for the player to reach. You'd have to remodel the room and make them a little easier to get somehow, maybe also get rid of the vine in the big room and have platforms so the players can take the p-switch into the room with them. You could hide a 1up or spring in some bricks that the player needs to hit with a blue brick.
2) Or you could could make a space at the top of the ceiling and have pipes that shoot bombs down at the player. They'd have to break through the bricks first, so you have plenty of time to realize that they'll be raining on you if you don't hurry: Then it would be okay to make the player have to break through some walls with the bricks. But I still don't think you should put a 2-tile thick wall in their way: Just have two 1-tile thick walls instead. If you wanted to use this idea, you might have to make the room a little bigger (just half a screen) to get creative with it.

-Either way, you may want to move the checkpoint back to the start of the tower room. It wasn't a good idea to put it in the brick room because that means the player has to waste time going through those walls again every time they die. Not good.

-I'm not sure about the bomb that shoots out of the ground. It was kinda funny, but if you want to have something like that, you ought to put a pipe under it so the player knows there's something there. I'd take it out if you go with Option 2.

-The tower room is still pretty good! I would only change one thing: The last platform before the boss gets out of synch sometimes. So its barely possible to jump to it, and only at certain times. Make that last platform go in a circle, or anything else that makes it a bit shorter. That way it's easier to jump to.

-Still love that Mouser boss. Because falling = for-sure-death now, it's a little tougher than it was before. That's another good reason to move the checkpoint back to the tower: the level won't be as annoying to play through again.

-Other than that, I think the level is almost ready! My only other recommendation is what I said in my first review of it: It make your level look really good if you made the walls of the level into larger “block” pieces. I know it would take a long time to do, so I won't make you do it. But I only think it would probably take you an hour or so. Not as long as it took you to fix the level up!




You don't have to make everything into bricks. You can leave spaces in there.


-I can't think of much else to change, so once all that's fixed up, I declare the level READY.


On the first note, did you mean to place a brick at the start of the corridor like this:

That's in the first section of the pyramid, in case you're wondering, sorry it's so stretched.
Also, in the 3rd section about the blue blocks, I made it so you can use the P-Switch to get in there and get the coins, by having a POW block in that room. I don't think it can mess with the blocks above the bomb cannon, calling it that since it's now coming from a pipe. The thing is, and I will test this, will having a POW block ruin the gimmick, by if you aren't using the P-switch you could break the blocks in that room? Just wondering.

Castles- Masterpiece Set

Isreiri, I love what I did with the blue blocks! I made that Boo section a bit more difficult, plus put a lot of blue blocks up there for killing the Boos, and taking them down to kill some Gritties and Koopas. Next is the Blue Block room, you may not like the idea, but, it deals with breaking blocks with these blue blocks, not too hard, and it makes you stop, sure, but the room is small, and you don't have to do too much. The second part of the room is pretty cool, you may be surprised with what I did. :3 I'll re-upload soon.

Castles- Masterpiece Set

author=Isreiri
DESERT PALACE

-Take the first goomba, and move him 5 tiles to the right. He's too close.

-Y'know what this castle needs? Those blue blocks Mario can pick up and throw! That would be a great mechanic that you could come up with different ideas for. Think of all the things Mario can do with them. They're just like koopa shells, only they can't hurt him. You can use them to bowl over lines of enemies, or hit blocks that are way up in the air Mario wouldn't be able to reach otherwise. Incorporate those somehow!

-Like in the very first room. Those two boos are way up near the ceiling and won't ever be able to get Mario. You should put some platforms or ledges that lead up there. There can be some coins there, or the blue bricks. That way it makes the corridor after that much easier.

-You could even create another section just to have more blue bricks ideas. I don't think anyone's bothered to use them much, so if you use them a lot in your level in clever ways, it will make it more memorable.

-Good job using those background tiles in the corridors. They make the level a lot more distinctive.

-That ledge with the 2 koopas and pokey: Take the right side of that and make it one tile longer. Trust me on this one.

-I think you ought to get rid of the pipe. It doesn't really do anything now, and it makes it kind of easy to get hit by the venus plant sometimes. While you're at it, you should get rid of those blocks above the pipe and make something more out of that area. Add a pipe with a piranha plant on the ceiling, or put in some spikes or platforms. Maybe add some spike pits and more pokeys. Anything you can think of.

-That sure is a long hall of nothing from the vine to the first door. You should either shorten the corridor so that the door is closer, or put something in the corridor!

-Hmm. You ought to rename the level Dusty Dune Dungeon. (You don't have to I just thought it was cool)

-Section 3 is better, but it's still a little boring. Here's a little trick you can do: Once the player comes out the door, make them have to up a ladder, or some platforms, to reach the corridor at the TOP of the section. And then they can DROP into the main room. That way it doesn't seem as flat, makes more use of the space you have, and is more interesting.

-But then you'd need some more platforms in the main room. You could make two platforms in midair with roto-discs circling around them, and get rid of the roto-disc on the lower platform. It would still be tricky to get to the powerup, but you wouldn't have to.

-And then you can either make the next corridor higher up, or you can leave it where it is. But I'd say make it higher up, because it makes the room itself stand out more. Like a pitfall with stuff at the bottom, instead of just a big ol' room.

-Section 4 (the tower) is much better. Segmenting the platforms really helped! I don't know about the goomba spawner though. It's a little too high for the player to notice that they'll be dropping on his poor head. But you don't need to get rid of it, just make them come out slower: 4 seconds in stead of 2.5.

-I'd like it if you used the default SMW red boss door. The one you have is neat, but if we make the boss doors big, it will be more noticeable. And consistent.

-I still love that boss. Surprisingly tricky for an otherwise mild level.

I notice how the fact the Boos don't bother Mario as much as normal because of their placement in the first section seemed to bother you, but I like the fact that blue blocks could be a nice idea. One issue:The door was made to be Super Mario Brothers 3's Boss Door, or in the game's case, the door you enter to fight Bowser. In this case, since I wanted a SMB3 styled level, I changed the door style, which apparently failed, as I'm being asked to change it to SMW for consistency. I guess it was kind of because I've been getting use to SMBX talk on the other forums, like Knux's Forums and New Super Mario Brothers X Forums, so when I think of SMW and SMB3 close together on the same screen, I think, "CLASH", when I know clash is only when the tiles don't fit. Still, with even the SMW boss door and Checkpoint's SMW cartoony style, I don't think it would be right to risk it. But to keep consistency, I should change it. :(
Also, that name is pretty good, but, the reason I named it what it was, is because the original song title, "The Palace that was Found", now with the Ocarina of Time song in the game, the stage name is just a name, and could probably be called Desert Pyramid, because it's a pyramid...but that would emphasize too much that it's a pyramid and NOT a castle, so I feel I should keep it the way it is.
About the goomba, I can't, or else we'll run into a problem where the enemies are too close, and I can't move the second goomba too much farther to the right, or else he'll be on the pyramid, which will look weird to me.
About the quicksand, yes the quicksand. There is a reason for it being there, that's because you die. XD No spikes on the bottom, it's just no risk no reward. The quicksand is there to make you try and jump out as fast as you can while bombs are being thrown, via Mouser. The platforms are only there so the boss can be finished, but the quicksand is if the player falls in, you get bombed most likely. I won't take out the quicksand unless more complaints come in. :(
I will do the ladder trick, but so the section doesn't get longer, I'll have to take out the intro enemies to that section, and possible move them. Meanwhile, I am thinking that it should be more like a pit, so the player goes up the ladder, kill some enemies, and then, WOOPS, fall off onto a platform. I don't think platforms are needed, because you'll either fall into quicksand, meaning I take away the pirahna plants, or just take away the quicksand itself, and change the main room up a little so I can incorporate the blue block section, door leading to it, THEN do the tower bit. BTW, no Goomba change, I like it the way it is. The timing to me would seem strange on 4, not 2.5, because the "Gritties", don't know why I've been calling them Goombas, come out so random, it shouldn't matter anyway. You could get hit because the goomba goes one way, otherwise, it goes the other and completely misses you, so with the platforms and the 4 second timing, there would be no risk!
The hall will be shortened, since I don't want enemies in there, it wouldn't be too many enemies, it would be raining Gritties or annoying Yellow Koopas would be getting you everywhere. This is a castle, not a slaughterhouse...
That pokey thing, OK, will do, I know why it will be done. The pokey will move in such a way touching the Koopas, that it will take longer for either Koopa to reach its own side, making it slightly easier, and most likely not glitching out because the Pokey gets too close to the edge.

Castles- Masterpiece Set

author=Ratty524
Pyrodoom's Dessert Palace
The quicksand and the boss fight ruined this level for me. Quicksand is hard enough to control through, and to top it off you had Venus plants coming out of it. I liked the simplicity of your level but that just killed the fun. The boss fight... I don't even know if it's possible, though you made it. Half of the time Mouser just throws those bombs straight into the quicksand, and the way you have the moving platforms set up, is one where the other platform can carry you backwards and away from Mouser's bombs, which makes him harder to reach for B.S. reasons. I strongly suggest you rework this section in particular.

It's possible, and I believe Isreirei said that he liked the boss battle. So when I made my revisions, I didn't change the boss at all, this boss is the exact same as before, so you may of hated the level even more before.

Castles- Masterpiece Set

author=seiromem
author=pyrodoom
Yes, I know about the button, and it didn't work.
Try using a pipe to enter the pyramid instead of a door. I had the same problem as you with the door, and a pipe worked instead for some reason.

OK, if I'm told to edit again, I'll edit. :3