Share your own SMBX levels and play others' too.
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CynicHost
- Level Reviewer

- Posts: 455
- Joined: Fri Dec 25, 2015 9:28 am
- Flair: heck
Postby CynicHost » Wed Aug 17, 2016 10:14 am
Circle Guy wrote:sorry not doing smbx anymore so not updating them (im a nsmbwii hacker nao del with it)
Does this mean you won't be continuing your projects?
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Wed Aug 17, 2016 1:51 pm
Merlin wrote:Circle Guy wrote:sorry not doing smbx anymore so not updating them (im a nsmbwii hacker nao del with it)
Does this mean you won't be continuing your projects?
as of now yeah
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loop
- Ninji

- Posts: 984
- Joined: Sun Apr 17, 2016 5:56 pm
- Flair: i may be dumb but im not stupid!
- Pronouns: he/him/they
Postby loop » Wed Aug 24, 2016 8:29 pm
Is the fact that the URL codes are missing intentional?
Eh, at least we have the copy-paste function.
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Wed Aug 24, 2016 8:32 pm
Jayce 777 wrote:Is the fact that the URL codes are missing intentional?
Eh, at least we have the copy-paste function.
they don't work in spoilers :p
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Wed Aug 24, 2016 9:05 pm
You should include an image for each level. Also, you can put around your links to make them work in spoilers, however they shouldn't even be in spoilers. Save spoilers for large blocks of text and screenshots
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Wed Aug 24, 2016 9:52 pm
PixelPest wrote:You should include an image for each level. Also, you can put around your links to make them work in spoilers, however they shouldn't even be in spoilers. Save spoilers for large blocks of text and screenshots
i won't be able to do that until like 2 weeks, im going on vacation.
:p
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Thu Aug 25, 2016 4:31 am
got u covered fam, marioheadz always look out for each other
galaxy9:
2-2:
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Thu Aug 25, 2016 6:29 am
AeroMatter wrote:got u covered fam, marioheadz always look out for each other
galaxy9:
2-2:
yo thanks fam
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The Thwomp King
- Boss Bass

- Posts: 1272
- Joined: Tue Feb 17, 2015 12:09 pm
Postby The Thwomp King » Thu Aug 25, 2016 2:33 pm
Hey so I wanted to review this level, but it seems you didn't put all the files into it. Could you send me the music files affiliated with this level?
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Thu Aug 25, 2016 2:36 pm
The Thwomp King wrote:Hey so I wanted to review this level, but it seems you didn't put all the files into it. Could you send me the music files affiliated with this level?
I don't have access to my computer right now, but i can tell you the music is the nsmbu desert theme. The cave one is the pvz fog theme.
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Fri Sep 02, 2016 9:28 pm
guys i added a poll
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Wed Sep 07, 2016 8:39 pm
I like some of thing things you did with SMBXmix 2-2, but it could have done without the chasing Koopas AI that can go through walls. That's really my only true critique with this level, and I think you did a great job throughout the whole level with platforming. I noticed you made sure to block off your ceilings, and there didn't seem to be any bugs except some Lua errors which is probably my fault rather than yours. The level seems to be a bit short, but if this isn't a stand alone level and is part of a world like the "2-2" implies then I guess the length is okay, but maybe a secret exit or something would make this level fit. Nice work, Circle Guy!
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Wed Sep 07, 2016 8:41 pm
AeroMatter wrote:
thx for dat review ^-^
also i got the flame chomp api from valtteri i can't code lol
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Sat Sep 10, 2016 1:52 pm
Has no exits because you forgot the .lvl file.
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Sat Sep 10, 2016 2:56 pm
AeroMatter wrote:
Has no exits because you forgot the .lvl file.
woops im dumb
well i can't do it right now because ill be working on a project over the weekend ;-;
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sat Sep 10, 2016 5:12 pm
Review of Rope Climb Cavern
Level Design and Gameplay: 3.0/10 (weighed 70%)
This level wasn't very fun overall. It was pretty short and the gimmick that made the level what it was, wasn't very well developed; everything it had to give was pretty much demonstrated right at the beginning of the level. It would have been better to introduce the moving platforms later, as one example of this. LunaLua also crashed when the Chain Chomp came on the screen; you must not have included all of the needed files or implemented it wrong, so that kind of took away from the level as well. Coin placement also was far below standard. There were a few instances of good coin placement in the cave section, however there were mostly just coins clumped together in large numbers in various spots and in other cases were too close to the ground (it looks best if there is at least two blocks of space between the bottom of the coin and the ground in most cases). I also thought the introduction of Note Blocks randomly at the end was a very poor choice. They really weren't seen throughout the level otherwise and didn't really make sense for them, in terms of flow, to be excessively placed near the end of the level. This random introduction of them so close to the end not only seemed relatively pointless but the randomness of it just didn't make sense. Power-up placement was good however and enemy placement was pretty okay. On another topic that didn't effect the score: put everything except for the .lvl file and music in another folder with the same name as the level. Also use a lunadll.lua for single levels: lunaworld.lua is meant for episodes.
Graphics and Sound: 5.5/10 (weighed 30%)
The music for this level didn't actually exist, so that's kind of an issue. (It wasn't included in the download.) Most of the graphics looked fine together, except for the bonus room, which was also poorly done; it used no Bonus tileset blocks, such that even though all of the blocks were SMB3, the background didn't look good with the other block choices. After LunaLua crashed, the Chain Chomp graphics were also a little screwed up as well. Otherwise, everything seemed to fit nicely together.
Overall: 3.75/10
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