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Re: Idea Brainstorming And Design Feedback

Posted: Sat Sep 08, 2018 12:51 pm
by RhysOwens
Enjl wrote:
Sat Sep 08, 2018 12:39 pm
RhysOwens wrote:
Sat Sep 08, 2018 11:01 am
So I'm planning on doing an unofficial sequel to The Princess Cliche (The Daisy version) like Kley/whoever did with "Another P.C." under the name of "After the Princess Cliche".

You know how the NPCs have death effects equal to the Super Mushrooms? Well the plot is a theory of sorts on what happened after Bowser stomped the Princess, turning her into a mushroom.
Basically the Mushroom Transformation was done using a Special Wand and Mario/Luigi has to reclaim the wand from Bowser who's moved castle to turn Daisy back to normal.
So what exactly is it that you need help brainstorming with?
Sorry, I was more asking for "design feedback" with that one.

Re: Idea Brainstorming And Design Feedback

Posted: Sat Sep 08, 2018 5:28 pm
by Emral
RhysOwens wrote:
Sat Sep 08, 2018 12:51 pm
Enjl wrote:
Sat Sep 08, 2018 12:39 pm
RhysOwens wrote:
Sat Sep 08, 2018 11:01 am
So I'm planning on doing an unofficial sequel to The Princess Cliche (The Daisy version) like Kley/whoever did with "Another P.C." under the name of "After the Princess Cliche".

You know how the NPCs have death effects equal to the Super Mushrooms? Well the plot is a theory of sorts on what happened after Bowser stomped the Princess, turning her into a mushroom.
Basically the Mushroom Transformation was done using a Special Wand and Mario/Luigi has to reclaim the wand from Bowser who's moved castle to turn Daisy back to normal.
So what exactly is it that you need help brainstorming with?
Sorry, I was more asking for "design feedback" with that one.
There is no design here though. It's a story idea.
Please read the first post to get a better understanding for what kind of feedback this thread was made for.

Re: Idea Brainstorming And Design Feedback

Posted: Fri Oct 26, 2018 4:38 pm
by FireyPaperMario
I recently had this brainstorm for a SMBX 2.0 Beta 3 and/or 38A/1.4.x custom level that's based off 1 of the stages from Mortal Kombat 1 & II!

But to be specific, when you beat a custom level with a few restricted tasks*, you'll be able to enter a different section of the level instead of going for the goal. Plus, fight a hidden boss character for a Power Star.

So, would this idea be possible to translate into SMBX, or am I too crazy? ;)

*Y'all know, in all versions of Mortal Kombat 1 & II, there are hidden boss characters that requires a task or more to fight.

Re: Idea Brainstorming And Design Feedback

Posted: Fri Oct 26, 2018 5:49 pm
by Emral
MarioRPGExpert93 wrote:
Fri Oct 26, 2018 4:38 pm
I recently had this brainstorm for a SMBX 2.0 Beta 3 and/or 38A/1.4.x custom level that's based off 1 of the stages from Mortal Kombat 1 & II!

But to be specific, when you beat a custom level with a few restricted tasks*, you'll be able to enter a different section of the level instead of going for the goal. Plus, fight a hidden boss character for a Power Star.

So, would this idea be possible to translate into SMBX, or am I too crazy? ;)

*Y'all know, in all versions of Mortal Kombat 1 & II, there are hidden boss characters that requires a task or more to fight.
It's easy to do but troubleshooting shower thoughts isn't really the point of this topic.

Re: Idea Brainstorming And Design Feedback

Posted: Sun Sep 22, 2019 5:28 am
by PROX
ok, I'm trying to use pokeys in innovative ways such as putting them on vertical moving platforms (horizontal ones only seem to break them), and have them block specific areas in front of sizeables so players are forced to maneuver around them and deal with the enemies on the alternate path. That's all I got so far, I haven't tried springs or bumpers, but I assume that those will just break the pokeys too(EDIT: Just tested and yes, they do). Does anyone have any suggestions on how I could use pokeys in more creative ways without them breaking apart and just ruining the intended obstacle? I am experimenting with other npcs that could potentially act like pokeys, but it would be cool to hear other ideas.

Re: Idea Brainstorming And Design Feedback

Posted: Sat Oct 05, 2019 2:00 am
by UnderscoreFyreNova
PROX wrote:
Sun Sep 22, 2019 5:28 am
ok, I'm trying to use pokeys in innovative ways such as putting them on vertical moving platforms (horizontal ones only seem to break them), and have them block specific areas in front of sizeables so players are forced to maneuver around them and deal with the enemies on the alternate path. That's all I got so far, I haven't tried springs or bumpers, but I assume that those will just break the pokeys too(EDIT: Just tested and yes, they do). Does anyone have any suggestions on how I could use pokeys in more creative ways without them breaking apart and just ruining the intended obstacle? I am experimenting with other npcs that could potentially act like pokeys, but it would be cool to hear other ideas.
Use the splitting to your advantage? Like,make a setup where a pokey is on a moving platform, and a moving platform directly above that one comes down to kinda chop the pokey in half? Sounds like a cool idea.

Re: Idea Brainstorming And Design Feedback

Posted: Sat Oct 05, 2019 10:37 pm
by PROX
skyhighway wrote:
Sat Oct 05, 2019 2:00 am
PROX wrote:
Sun Sep 22, 2019 5:28 am
ok, I'm trying to use pokeys in innovative ways such as putting them on vertical moving platforms (horizontal ones only seem to break them), and have them block specific areas in front of sizeables so players are forced to maneuver around them and deal with the enemies on the alternate path. That's all I got so far, I haven't tried springs or bumpers, but I assume that those will just break the pokeys too(EDIT: Just tested and yes, they do). Does anyone have any suggestions on how I could use pokeys in more creative ways without them breaking apart and just ruining the intended obstacle? I am experimenting with other npcs that could potentially act like pokeys, but it would be cool to hear other ideas.
Use the splitting to your advantage? Like,make a setup where a pokey is on a moving platform, and a moving platform directly above that one comes down to kinda chop the pokey in half? Sounds like a cool idea.
thanks for the reply, but with the new pokeys we just got, I was able to do almost everything I wanted to do in my level.

Re: Idea Brainstorming And Design Feedback

Posted: Sun Oct 06, 2019 3:51 am
by Emral
skyhighway wrote:
Sat Oct 05, 2019 2:00 am
Use the splitting to your advantage? Like,make a setup where a pokey is on a moving platform, and a moving platform directly above that one comes down to kinda chop the pokey in half? Sounds like a cool idea.
How is this an obstacle? And how could it be morphed into being more than one obstacle?

Re: Idea Brainstorming And Design Feedback

Posted: Sun Oct 06, 2019 10:06 am
by UnderscoreFyreNova
Enjl wrote:
Sun Oct 06, 2019 3:51 am
skyhighway wrote:
Sat Oct 05, 2019 2:00 am
Use the splitting to your advantage? Like,make a setup where a pokey is on a moving platform, and a moving platform directly above that one comes down to kinda chop the pokey in half? Sounds like a cool idea.
How is this an obstacle? And how could it be morphed into being more than one obstacle?
It could've provided a cool segment where you had to time your jump in between Pokeys, and even as a method of "Oh hey, if you wanna get that star coin, you gotta jump across those precariously positioned platforms before they get taken over by Pokeys!"

loving the cat