stageleft wrote:Yep heard that one already. The graphics will not be altered or changed. Further comments to this effect will be ignored as it does not give me anything to work with.
You should stop ignoring it though because it's true.
I disagree. Everybody is entitled to an opinion. Besides 200+ downloads tells me otherwise. I expect to hear more of that so I'm not gonna respond if the post is plain rude... unless its a funny post.
Last edited by stageleft on Wed Apr 20, 2016 11:33 pm, edited 10 times in total.
stageleft wrote:Besides 200+ downloads tells me otherwise.
I highly doubt that over 200 people downloaded this already. Exaggerating much?
Also, just because people download it doesn't mean they liked it. Even I downloaded it.
I don't know why almost anyone in this forum who releases an episode and recives feedback, which they don't like for some reason take it as hate/rude comment.
So i played this thing and made some screens to show the real fun of this:
- The whole episode has cutoff
- Sometimes you walk hours without any npcs and later you get spammed with them
-Death can somehow hurt you if you try jumping under him
- The level with peach which is called final in the editor in the game it's called Zzzzzzzzzzzzzzzzzz is beyond final.
- Unfitting gfx in some levels aka metroid npcs which don't fit with smb2 at all
- Unfitting music in most of the levels, i sure liked hearing some sm64 desert music in a slide like wood generation level(screen 2-4 is that) if it would actually look like a pyramid and had some pyramid tiles i would like the music for it. But this is just unfitting.
- The Giant Snakes don't belong in tiny pipes. If you already used them why couldn't you use the giant pipes? That would look a lot better
- Piranha plants cutoff intensifies hard. Yes that one screen with them is true.
- Strange design like the screen i did where you can see some lava, or the one before death in which you get some grass and then some clouds with some tank wheels in them, looks really good in a bad way tho
- Oh also you see the screen before the two screens with Peach? Yeah that actually got myself to ask me "Why am i still playing this actually?" Like that threw just looks horrible no offense but that is just ugh, the worst you can do.
- Did i already mention the cutoff in the desert music slide like wood generation? There are the right tiles in the editor so why not use them?
Okay this list could get much longer but since you will think of this post as a rude comment towards this episode anyway, i am practically probably wasting time helping here.
If this would be a joke episode it still would be a really bad joke episode. And tbh i call this episode a joke episode.
The design is awful, what came into when you made this? Did you think people would really like this?
There's a lot to improve for you and instead of being a childish user and dismiss all the advice you got so far to improve on this whole thing, you should really consider making better levels then this.
This was just not fun to play at all.
Oh wait i might share the screens i took in the editor of the map
- Cutoff
- Gotta be honest terrible design
- Scenery spammed all over it
- Don't even get me started on the stuff which you can see on some of the screens which doesn't belong there. Like icebergs in the space/sky/whatever. Never saw that.
- Strange design aka for example random desert tiles in the space/sky/whatever section.
Also this looks like a third leg for some reasons.
I think the world map looks good besides the cutoffs, it has okay proportions what is more important to me. Of course it would be better without the cutoffs though. (And personally while I think you could dream about things that involve "clashing", you don't really dream about cutoffs) I also like how multiple paths open up on the world map. I think it kinda fits the dream theme, something like not having a strict order, just expanding in any direction like a dream. The level design has a certain charme to it, it is also about that randomness.
But I think at many points you compromise the gameplay too far in order to keep that dream theme up. There was one level where I simply couldn't find the goal. After I finally found it, I still wasn't sure what made it spawn. I think it spawned after I reached a platform above a sand pit (It was a level with an angry sun in the beginning that has the chasing koopa AI). In one level there is a SMB2 level exit styled door (The big bird head), how are you supposed to know that they work like a door? I thought it was a pipe and after I couldn't get in I thought it just was decoration. There are also many little design flaws like not being able to leave the star gate levels if you don't have enough stars, you have to get killed in order to leave them.
Right now I have 12 stars, but need 16 stars for a gate, I believe I beat every level so far. There is no indication in which level I was missing a star. I am sure I found stars in levels with yellow dots, while in some levels with red dots I couldn't find anything despite searching for secrets. So I guess the color of the levels is also just random to fit the dream theme. So the missing stars could be anywhere, I have to replay the whole game just to find a few stars. Searching for secrets within levels that have such a dreamy/confusing level design can be very exhausting.
So.. there is nothing wrong with your dream theme. It is something unusual and therefor a nice alternative to other episodes with more linear level design. But you should also keep in mind that this shouldn't compromise important gameplay aspects too much.
Last edited by Fennor on Tue Jan 26, 2016 11:05 pm, edited 1 time in total.
Its funny I was just thinking that I would make a comment asking that if your going to talk about cut off and mismatched graphics and how the game is absolute garbage to include a few screen shots as proof. Well Tinkerbell you surprise me, I guess your not so bad afterall. I actually agree, this was a joke episode. I'm not sure if you caught or understand ALL the real humor in it though and omitting the fact that it might have been even slightly fun to play tells me you didn't play it, but thats actually some pretty extensive feedback.
Creative post Tinkerbell worthy of a response and kinda funny. I rate your review 5 outta 10. It would be higher but some complains were just rediculous.
Fennor, I was hoping actually somebody would notice that you are required to die if you enter a gate to get out of the level, if somebody knew how to remedy that I'd fix it. And its true that finding all of the stars is difficult and finding 12 is actually pretty impressive. Before the 16 star gate there is a possible 19 Stars to find but they do require going back and searching levels, which would suck if you didn't love the game, another reason most of the levels are so short. If you do find 16 you are rewarded with a really tough level and huge bonuses.
Vile Insomniaxe hahaha! Yup thats Pixelpest. Hovering around showing me a few ropes. Only active judge that I've talked with so far.
Last edited by stageleft on Wed Apr 20, 2016 11:34 pm, edited 10 times in total.
stageleft wrote:I was hoping actually somebody would notice that you are required to die if you enter a gate to get out of the level, if somebody knew how to remedy that I'd fix it.
I recommend using offscreen exits. I think you used one before, in the Leveleditor on the settings tab you can set offscreen exit on. Then you can just walk out of the level. Or you could make a door that gets you out of the level. At the warp options you can set it to level exit somewhere. In that case you may also want the character to come out of that door when starting the level by changing the entrance type to warp x, (X being the warp number you have for the door in the level), instead of normal entrance.
And you have to adjust the conditions for the pathway. If you approach the level from the left on the world map while the exit behind the star door is supposed to get you to the right, then change 'Level Exits: Right' to the correct Exit type instead of Any. Which in your case should be SMB2 Boss exit I think. If you leave it at Any you will also get past the gate by going offscreen or using the level exit door.
Sweet Fennor thanks. I should fix that entire level with the angry sun because honestly it was a level I had better plans for and just didn't get around to completing it. If I get more feedback I'll make one more update to remedy the gate problem, polish up some cutoff and refine a few stages that could really use it.. and whatever else is brought up.
Feb 4th, The game already looks 70% more legit. Longer levels. Also at the suggestion of Fennor stars now have hints to show which levels they are in. I admit, Grant Atlus was a joke episode hastey and sarcastic, but I intend to make it classy. Reworked episode to be released within the month with some of my own custom graphics.
Last edited by stageleft on Wed Apr 20, 2016 11:21 pm, edited 1 time in total.
Instead of showing him the finger, you guys should be happy he toke his time and redid the episode.
That's something which doesn't happen here that much.
Cut-off is fixed as of March 22nd the 90% version is available to download. The previous link only had 66 downloads if anyone wants to enjoy a more seamless version, its up now.
Also The subsidy is kind of a play on the situation, a joke. Use your imagination it could be anything. Maybe its a loan from the the SMBX site in the form of graphics and such. Maybe the government loaned Wart a big subsidy to create the world and now hes working on paying it back. Luckily for him theres no interest on a subsidy lol.
Last edited by stageleft on Sun May 01, 2016 2:23 am, edited 2 times in total.
So far the beginning of the game was pretty interesting. Little bit of a dark feeling as you play along and get into some moderate stage of the first world area. Im liking it so far. The level designs look like by choice and not mistake so I sense the purpose aspect of it. Bit lost to the main story however.
Judging from the screens, it sounds to be a bit little muddler. Infact, there're some different styling of GFX. In my opinion it's really bad to see the different styling.
Hmm, a question I want make is : why did you put a web under a palm-size ? Also, why are there purple/violet torches on an ice way ?
A chicken and a king on a palm, wow, strange, very strange, but ok, wow. Also, I advice you to put s more backgrounds objects to feel (addressed to player) to being in a really world or artistic dream (what you want).
Anywway, who I am to judge, infact it's just an opinion. Not to be taken as an offense, but trying to be taken as an advice and criticism.
Judging from the new screens this looks a lot better.
There's some mix-matching of styles, but IMO that could work out if done well. There's only one screen with 16-bit and 8-bit graphics at the same time.
I might download the redone episode and see what I think of it.
The story is mainly non-existant for a classic nes feel with the less reading, more exploring effect. However you might be right Mufasa... if I make another revision I should add something specific for mario and toad, something more in depth with Wart, and change some of the nonsense I have written into random npcs. Spoiler concerning storyline here
There are 2 endings. Both are short and cruel like an old nes game ending. I'm Open to suggestions on anything story related.
Kingbowser112, I appreciate your advice. Maybe I should add more weird backgrounds to make it more dreamy. All criticism goes into consideration I was just not used how things worked around here when I first uploaded the game.
Thanks Gameinsky. Yes there is a lot of mix-matching styles so I try to keep the styles complimentary with some contrasts. It doesn't always work though, there are 3 or 4 levels I would definately change if I make the last revision.