I beat Milky Way Wishes not too long ago and was actually thinking of making a Marx boss myself (as I had seen it done in Brutal Mario), so when I saw that it was already done
and was being boasted as the "most awesome boss in SMBX," I had to try it out.
And now, my review of Amplitude Area:
This is definitely a really well made level. I liked all the little details you added to make it work, like having the spring board appear on a layer rather than inside the block so that it wouldn't get off-screened forever. My only complains would be that the Shotzos can be difficult to see before they fire (not sure how to fix this, though), and that the left path in Section 2 is objectively more difficult than the right path in that same section (there's even a 1-up on the right side!). I recommend not making the player jump on a moving note-block, moving the power-up for that path further back, and maybe adding a 1-up on that path as well. However, these are both minor complaints; the level was well made and I had fun playing it. Good job!
And now, stuff I didn't have a problem with, but I
do have a solution to:
Mudkip wrote:FanofSMBX wrote:1. The shotzos only turn when they fire, which is kinda misleading
Well, I don't know where we've got a problem here. It looks better when it is set like this. And it looks more confusing, which kind of the theme of this level is.
Um, first of all, you shouldn't make a level intentionally confusing, much less theme the level around being confusing. Second, I encountered the Bullet Bill Cannon bug in one of my early levels, but didn't think of a solution until now: make the cannon's graphic invisible, then have what you want the cannon's graphic to be sprite-swap a friendly NPC set to "Don't Move" and place one in front of each cannon. It may take a bit of experimenting to keep the cannon from pushing the friendly NPC away, but I'm sure it's possible.
Mudkip wrote:FanofSMBX wrote:2. The Bombers effects are really icky-looking - they only have a few frames and it moves quick
Bombs have a quick effect, I can't do anything about it. And I can't make them bigger.
But what you
can do is make their effects invisible, then sprite-swap an NPC to be their effect instead. Put each NPC on their own layer, make each layer invisible, then attach each NPC to their respective effect layer, and have them trigger an event on their death that shows their "effect." Don't forget to have another event hide the effect after a second or two. For an example, check out the Metal Storm level from my now cancelled project:
http://www.smbxgame.com/forums/v ... f=34&t=824
And now, my review of your custom boss:
I know that this is the main draw of the level, but this is actually where things start to fall apart. While the boss is quite ambitious, it's also quite buggy. Honestly, I wouldn't hate this boss as much as I do if you had only put a 1-up at the start of that boss level; as it is now, the player can get Game-Over on that boss, and if that happens, he/she will have to go through the entire level again, and as well designed as that level is, it gets old after having to play through it multiple times, split-paths and everything. Plus, the player only has ~4 lives at this point, and since the boss's bugs cause cheap deaths, this will make having to go through the level again all the more frustrating.
Anyway, the bugs:
This is the bug that made me want to know just
how you made your boss. While it is clever that you used note blocks (I would have never thought of that and tried to find a way to use NPC generators), there's a bug in SMBX that makes it so that note blocks won't bounce the player if the note block is on a horizontally moving layer (note the skid effects when I land on Marx). Because this is also the only part of the fight where Marx's wings harm the player (and that's unintuitive), I recommend shortening the width of npc-46 to 64 pixels (the same width as npc-156)

Although this isn't exactly a bug, and although I understand why you did this, it's impossible for first-time players to react to, and it's what killed me the most. I just recommend putting the note block on another layer and making the event not hide the note block until c3.

At the end of the event, there's a noticeable gap in the projectiles that can kill the player, and since the projectiles move quickly, it can be difficult to reliably avoid it. Although this only happened to me once, it's still an issue I have with the boss, and the most simple to fix: decrease ar2's Trigger Event Delay to 1.9 seconds.

This happened to me quite a few times, and this is probably the most severe of the boss's problems, as it appears I'm stomping on the boss, but I still get killed. After analyzing the level without CGFX, I noticed that you only placed one note block on this layer instead of two like some of the others. You should go back and make it so that there are two note blocks on this layer and on the h13 layer.

On top of that, I have three more issues with the boss: First, the seeds spawn too slowly; I recommend having the next one spawn with the same event that hides the previous one. Second, the black hole is unintuitive, for both first-time players and those who've already played Kirby Super Star, as the original black hole didn't do damage unless it sucked you in. Even if you didn't (want/have enough events) to recreate the original black hole with invisible blocks and instant warps, you could have at least made the lava sprite-swaps expand from the black hole (reverse the order the layers are shown), giving first-time players a chance to run away. Third, the events that move the health bar take longer to activate than the player has the ability to hit the note block(s) again, meaning some jumps will be nullified by a previous jump triggering the event that stops moving the health bar. I recommend decreasing hit's Trigger Event Delay to 0.1 seconds, then increasing bar's movement speed to -10; that way, each bounce causes Marx's health to decrease by the same amount.
Lastly:
Mudkip wrote:FanofSMBX wrote:5. Might I suggest looping several backgrounds together to make the star background smoother?
Unfortunately we don't have eight backgrounds which share the same size and we don't have a limitless amount of events.
True, but since it has already been established that you used NPCs instead of backgrounds for the animation, you really could have added more frames, then just set the "frames" code equal to however many frames there ended up being. In fact, since there are still some coins and rupees that haven't been sprite-swapped, you could have made the sunsets and the actual starry background loop as well,
but even I admit that would begin to burden the download time.
--EDIT--
Actually, if you wanted to make the sunsets and the actual starry background loop as well, it would probably be better to make them one-frame NPCs (or BGOs), put them on a layer, and have them move with events (to keep them from running out, have each NPC/background object be on its own layer, then when it moves off screen completely, have an event hide it and move it back behind the next one, then show it and re-trigger the event that makes it scroll, like what I did with the Gradius III level in my cancelled project), assuming there are still enough events left over after the boss's events are accounted for.
--END EDIT--
In conclusion:
As much as I admire your ambition to recreate Marx in SMBX (SMBX needs more custom bosses like this), there are a few problems with the boss that lead to cheap deaths, as shown in my GIFs, and these, combined with the fact that the player can Game-Over and have to go through the level again, make the boss more frustrating than fun.
P.S. If you wanted to do a better job at recreating the part where Marx's shadow chases you before Marx jumps up after a few seconds, you could have the shadow sprite-swap a nogravity=1 Bully, then use the Attach to Layer option to make it so Marx always jumps out where his shadow ends up.
FanofSMBX wrote:7. Is it just me or does he run on the same attacks in a loop?
I re-played the KSS Marx fight just now, and his attacks run on a loop, too. The only difference (aside from the order and speed of his attacks) is that his attack loop is programmed to change when his HP reaches a certain point, and that's something that would be really difficult to recreate in SMBX.
Mudkip wrote:FanofSMBX, did you ever made a level by yourself or did you ever learn how to use events?
I wonder that myself sometimes. I swear, he pinpoints all the problems that
can't be fixed with vanilla SMBX, then complains about them and only them.