Eri7's levels thread - FLUDD House RELEASED!

Share your own SMBX levels and play others' too.

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Eri7
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Eri7's levels thread - FLUDD House RELEASED!

Postby Eri7 » Fri Oct 26, 2018 4:00 pm

Welcome guys to my level thread, here you will find my standalone levels, i hope you have fun!

The Sparky Cave
version: SMBX 2.0 Beta 3
Download link: http://www.mediafire.com/file/cadi94cx3 ... 7.rar/file
Screenshot:
Spoiler: show
Image

Link's Journey
version: SMBX 2.0 Beta 3
Download link: http://www.mediafire.com/file/6ur6airgd ... 7.rar/file
Screenshot:
Spoiler: show
Image
Super Simon
version: SMBX 38A
Download link: https://www.mediafire.com/file/oz7g6yz7 ... n.rar/file
Screenshot:
Spoiler: show
Image
FLUDD House (1.1)
Changelog:
Spoiler: show
1.1
Increased bubble hitbox.
Made few parts of the level easier.
Some other minor stuff.
version: SMBX 38A
Download link: https://www.mediafire.com/file/gd8a4auk ... 1.rar/file
Screenshot:
Spoiler: show
Image
Last edited by Eri7 on Mon Apr 22, 2019 7:06 am, edited 3 times in total.

TheNightingale
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Re: Eri7's levels thread

Postby TheNightingale » Fri Oct 26, 2018 4:43 pm

This looks interesting. I hope you make more!

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Re: Eri7's levels thread

Postby Eri7 » Wed Nov 28, 2018 4:40 pm

Hey guys, i wanted to update the thread with a teaser for the next level that i have planned to add in my thread.
Here is the banner:
Image

The main character is called Stargazer and he will play like link gameplay wise. The level will be a standalone level with its own original story and it will contain cutscenes, puzzles and much more which will make the level a bit long compared to your typical mario levels but i don't think that would be a bad thing. Some of the planning has been done, concept arts too and character sprites as well.

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Re: Eri7's levels thread

Postby Eri7 » Sat Feb 16, 2019 7:47 am

Guys would someone play my levels please.
Reviews/Feedback is welcome.

Also the stargazer level will probably be released after the 4-th demo of MKA gets released.
(Both are tied together in one story)

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Re: Eri7's levels thread

Postby candle » Thu Mar 07, 2019 3:18 pm

Hi Eri7, just played "Sparky's Cave". I'm better at finding and documenting bugs rather than helping to improve level design, but hopefully you will find this helpful anyway.

First of all, I find the music appropriate and I also like the "showcase" at the beginning of the level, with which you introduce the level theme.

Most of the obstacles I found fairly easy to overcome. By comparison, the Sparky/Spikes/Circling platform combos I found much more difficult. In particular, Mario can get smashed by the rotating platforms while being impaled (and stunned) by the spikes. I think the platforms should pause while you're being hit and immobile. Another problem I found was that, occasionally, the circling platforms can cause Mario to nearly fall off, as if they were moving much faster than they actually are. Also, they cause a graphical bug when moving through obstacles. Finally, I found these Sparky/Spikes/Circling platform slightly overused towards the end - maybe add a few Venus Fire Traps or Volcano Lotuses to them, for some variation and increased difficulty.

About the
Spoiler: show
moving wall
of the final section, it's an appropriate conclusion for the level :-) However, obvious as it may be that something bad is going to happen when you hit that black block, I would make
Spoiler: show
the wall
only appear after you hit the block.

With a bit of polish, I think you could use this for a World #1 level. Keep it up :-)

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Re: Eri7's levels thread

Postby Eri7 » Thu Mar 07, 2019 3:42 pm

candle wrote:
Thu Mar 07, 2019 3:18 pm
Hi Eri7, just played "Sparky's Cave". I'm better at finding and documenting bugs rather than helping to improve level design, but hopefully you will find this helpful anyway.

First of all, I find the music appropriate and I also like the "showcase" at the beginning of the level, with which you introduce the level theme.

Most of the obstacles I found fairly easy to overcome. By comparison, the Sparky/Spikes/Circling platform combos I found much more difficult. In particular, Mario can get smashed by the rotating platforms while being impaled (and stunned) by the spikes. I think the platforms should pause while you're being hit and immobile. Another problem I found was that, occasionally, the circling platforms can cause Mario to nearly fall off, as if they were moving much faster than they actually are. Also, they cause a graphical bug when moving through obstacles. Finally, I found these Sparky/Spikes/Circling platform slightly overused towards the end - maybe add a few Venus Fire Traps or Volcano Lotuses to them, for some variation and increased difficulty.

About the
Spoiler: show
moving wall
of the final section, it's an appropriate conclusion for the level :-) However, obvious as it may be that something bad is going to happen when you hit that black block, I would make
Spoiler: show
the wall
only appear after you hit the block.

With a bit of polish, I think you could use this for a World #1 level. Keep it up :-)
Thank you for your feedback, this level was meant to be a standalone and as you can see its on 2.0 and my project is on 38A which means i can't re-use it for my project.
I might make a sequel to the level as i find using the sparky gimmick very fun to use and i feel like there is a lot of unexplored potential with it.
Also if you can play my link level, i will be very happy to hear your feedback on it as well! :D

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Re: Eri7's levels thread

Postby TDK » Thu Mar 07, 2019 7:19 pm

Made a video.

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Re: Eri7's levels thread

Postby candle » Fri Mar 08, 2019 4:44 pm

Eri7 wrote:
Thu Mar 07, 2019 3:42 pm
Also if you can play my link level, i will be very happy to hear your feedback on it as well! :D
Next week :-)

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Re: Eri7's levels thread

Postby candle » Sun Mar 17, 2019 3:34 pm

So, about Link's Journey: I like that level :-) The overall design I find more polished than in "The Sparky Cave". Also, it was sensible to reduce the giant snakes' hitpoints to three rather than give them five, like a regular Giant Piranha Plant would have. I do wish there would have been some more ranged attackers and that the
Spoiler: show
second phase of the boss battle
would be more difficult, but for a level in a world #1 or maybe the middle of a world #2, you could use it as it is.

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Re: Eri7's levels thread

Postby MegaDood » Sun Mar 17, 2019 4:48 pm

They look interesting, especially the Link one. I'll give them a try.

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Re: Eri7's levels thread

Postby Eri7 » Sun Mar 17, 2019 5:11 pm

candle wrote:
Sun Mar 17, 2019 3:34 pm
So, about Link's Journey: I like that level :-) The overall design I find more polished than in "The Sparky Cave". Also, it was sensible to reduce the giant snakes' hitpoints to three rather than give them five, like a regular Giant Piranha Plant would have. I do wish there would have been some more ranged attackers and that the
Spoiler: show
second phase of the boss battle
would be more difficult, but for a level in a world #1 or maybe the middle of a world #2, you could use it as it is.
Thanks for the reviews! I did put more efforts into the link level than the sparky cave so thats understandable as to why its a better level but yeah i agree that there had to be more ranged enemies and the boss battle was kinda low effort as well. But anyway, i am hoping you could give me feedback on my future planned levels, i have planned Stargazer and a Simon(Castlevania) level however it would be in 38A.
MegaDood wrote:
Sun Mar 17, 2019 4:48 pm
They look interesting, especially the Link one. I'll give them a try.
That would be nice, thanks!

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Re: Eri7's levels thread

Postby MegaDood » Mon Mar 18, 2019 7:30 am

Ok, so I played them. I'm not really a reviewer but here I go.
Sparky Cave was actually pretty good. I liked the progression and how it introduced you to the platforms that moved with the Sparkys. Also the second phase was quite tough but fun too. The enemy placement was good, and so were the coins. There may have been just a bit too many spikes though. That, in my opinion was my favorite.

Now the second, Link's adventure, was not bad, but I do have a few things I didn't like. Firstly, the large number of powerups present made it feel way too easy, but then again, this is quite a good thing if the player is inexperienced a playing Link. Secondly, the bombs served little to no purpose gimmick wise. They were a great tool, but they didn't really come in handy for any of the puzzles. My last thing I didn't like was in the second phase of the boss room. I felt that the enemies appeared out of nowhere and could potentially hurt the player without them expecting it. It's fine the next time it happens, but could serve as a nasty surprise the first time playing it. Or honestly, I could just be bad. :lol: The things I did like were the Advance coin placement. I felt they were very much like something you'd see in a real Mario game as they were quite fun to get to and not too complicated. Also the idea of breaking through parts of the stage was really fun too.

The music and graphics in each levels was great too.
Overall, they were fun and enjoyable levels. My only gripe really was the abundance of powerups in Link's adventure, and the sudden appearance of enemies in the boss area.
Well done! If you want a number, I'd rate Sparky's Cave a 7.5/10 and Link's adventure a 6/10 or 6.5/10.

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Re: Eri7's levels thread

Postby Eri7 » Mon Mar 18, 2019 1:52 pm

MegaDood wrote:
Mon Mar 18, 2019 7:30 am
Ok, so I played them. I'm not really a reviewer but here I go.
Sparky Cave was actually pretty good. I liked the progression and how it introduced you to the platforms that moved with the Sparkys. Also the second phase was quite tough but fun too. The enemy placement was good, and so were the coins. There may have been just a bit too many spikes though. That, in my opinion was my favorite.

Now the second, Link's adventure, was not bad, but I do have a few things I didn't like. Firstly, the large number of powerups present made it feel way too easy, but then again, this is quite a good thing if the player is inexperienced a playing Link. Secondly, the bombs served little to no purpose gimmick wise. They were a great tool, but they didn't really come in handy for any of the puzzles. My last thing I didn't like was in the second phase of the boss room. I felt that the enemies appeared out of nowhere and could potentially hurt the player without them expecting it. It's fine the next time it happens, but could serve as a nasty surprise the first time playing it. Or honestly, I could just be bad. :lol: The things I did like were the Advance coin placement. I felt they were very much like something you'd see in a real Mario game as they were quite fun to get to and not too complicated. Also the idea of breaking through parts of the stage was really fun too.

The music and graphics in each levels was great too.
Overall, they were fun and enjoyable levels. My only gripe really was the abundance of powerups in Link's adventure, and the sudden appearance of enemies in the boss area.
Well done! If you want a number, I'd rate Sparky's Cave a 7.5/10 and Link's adventure a 6/10 or 6.5/10.
Thank you for the feedback <3

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Re: Eri7's levels thread - Super Simon RELEASED

Postby Eri7 » Sun Mar 31, 2019 6:39 pm

New level added to the topic!

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Re: Eri7's levels thread - Super Simon RELEASED

Postby Archived » Mon Apr 01, 2019 3:11 am

Archived
Last edited by Archived on Sat Jan 28, 2023 3:57 pm, edited 1 time in total.

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Re: Eri7's levels thread - Super Simon RELEASED

Postby KateBulka » Mon Apr 01, 2019 10:23 am

I decided to play through your level, and i'll count a cons of this level.
Okay so i hate:
Simon playable. He was really buggy (you should try to jump on slopes lol), i couldn't run, jumping works really weird (i can't change direction while jump) and jump height is really low, and there is no horizontal speed acceliration. The only thing i liked is abilities though. I know that this playable wasn't made by Eri7, but i hope my feedback was somehow useful at least to the creator of this playable.
This one is okay, but feels off..:
1) Visuals - it seems to be alright,and i don't really have a problems with that, expect for plants enemies (they always felt unfitting), SMB1 style (on your place i wouldn't choose it) and colors. Blue color is not that bad, but i always felt like it doesn't really fits, althrough i think it's subjective thing.
2) Level design bugs..? - Boom-booms were really unfitting. Not just that, but you don't need to throw a bottles at them, just make sure to stay over them.
3) Bossfight - It felt somehow SMW, so it looked unfitting in SMB1 styled visuals, but overall i guess it's okay.
Soo this is everything i can say about this level. Overall it feels decent, but it didn't felt playable because of Simon himself.

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Re: Eri7's levels thread - Super Simon RELEASED

Postby Eri7 » Mon Apr 01, 2019 11:01 am

Chorpe wrote:
Mon Apr 01, 2019 10:23 am
Okay so i hate:
Simon playable. He was really buggy (you should try to jump on slopes lol), i couldn't run, jumping works really weird (i can't change direction while jump) and jump height is really low, and there is no horizontal speed acceliration. The only thing i liked is abilities though. I know that this playable wasn't made by Eri7, but i hope my feedback was somehow useful at least to the creator of this playable.
The script detecting the slope collision probably doesn't allow simon to gain any Y-speed because it might trigger him to do the sliding animation. Most of the things you see in his physics such as jumping, his height jump and horizontal speed acceleration is BASED on the ORIGINAL castlevania game, what i managed to do however was increase his X-speed because his original X-speed is 3 times slower than the one you have in the level.
Chorpe wrote:
Mon Apr 01, 2019 10:23 am
1) Visuals - it seems to be alright,and i don't really have a problems with that, expect for plants enemies (they always felt unfitting), SMB1 style (on your place i wouldn't choose it) and colors. Blue color is not that bad, but i always felt like it doesn't really fits, althrough i think it's subjective thing.
I didn't know what npc to pick that would tell the player it behaves like a pirahna plant and still fit with the aesthetics.
Chorpe wrote:
Mon Apr 01, 2019 10:23 am
2) Level design bugs..? - Boom-booms were really unfitting. Not just that, but you don't need to throw a bottles at them, just make sure to stay over them.
Yet again, i didn't know what to put on their place that will fit with the gimmick, also i didn't know you can kill them without a bottle, i guess i didn't test my stuff correctly lol.
Chorpe wrote:
Mon Apr 01, 2019 10:23 am
3) Bossfight - It felt somehow SMW, so it looked unfitting in SMB1 styled visuals, but overall i guess it's okay.
The boss battle was rushed so i picked the first thing that came to mind, i was gonna use a smb1 styled version of him but it just didn't look threatening enough so i decided to mix styles which shouldn't be that big of a deal if it happens only once.
Chorpe wrote:
Mon Apr 01, 2019 10:23 am
Soo this is everything i can say about this level. Overall it feels decent, but it didn't felt playable because of Simon himself.
Thank you for the review but you just have to get used to Simon as most of his physics are copied from the original NES castlevania game and i tried my best to design the level around his weird physics.

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Re: Eri7's levels thread - Super Simon RELEASED

Postby Eri7 » Wed Apr 03, 2019 6:34 pm

So uh, has anyone else played the level?

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Re: Eri7's levels thread - Super Simon RELEASED

Postby Eri7 » Sat Apr 13, 2019 7:48 am

I guess not, such a shame, i spent a lot of efforts into this level only to see it be unplayable... Well time to make another unplayable level which will be fun to play called:
Spoiler: show
Image

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Re: Eri7's levels thread - FLUDD House RELEASED!

Postby Eri7 » Sun Apr 21, 2019 12:59 pm

FLUDD House added to the topic, it was supposed to be in the third 38A contest but sadly, the contest has been already taking over 5 months to even release the results so i have decided to improve my level and release it as standalone, there are 2 stars in the level and a secret boss, have fun!


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