Re: Eri7's levels thread - FLUDD House RELEASED!
Posted: Sun Apr 21, 2019 2:11 pm
The design in the Simon Belmont level was legendary, even tho i didn't like how the playable slowed down a bit when jumping.
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Thanks, i worked really hard on it, expect an update soon on the level which will include hard mode and 2 new bosses + 4 new weapons!The Yoshi Lord wrote: ↑Sun Apr 21, 2019 2:11 pmThe design in the Simon Belmont level was legendary, even tho i didn't like how the playable slowed down a bit when jumping.
Hmm, maybe its because the way Hugo programmed the character is that you have less momentum while mid-air or something.The Yoshi Lord wrote: ↑Sun Apr 21, 2019 2:30 pmI played the OG Castlevania trilogy, what I'm talking here is that when you jump while moving, the character loses some momentum.
Yeii, this is the first review ever that i have gotten from a level reviewer and i like it, there are indeed stuff i can still improve upon this level so i just want to thank you for taking your time to review my level, it means a lot to me! <3Shadow_Flame wrote: ↑Thu Apr 25, 2019 11:21 amHi Eri, I just played through your FLUDD House level and here's what I think:
- I loved the level, it's very unique! It didn't feel too long or too short and the music fits perfectly. There were a few tricky spots, especially that part with the sumo bros where you could barely stop when touching the ground.
- I like the animation that you've done for the ghosts as well as the custom background and enemies.
- There were some pretty nice gimmicks, particularly that bit with the ghost bully that's attached to the spiky wall, I felt that was creative!
- I played through the level twice as the first time I got the key and fought the mini-boss and I wanted to see what happens if you don't get the key (I guess you don't confront the mid-boss in that case?). The mid-boss himself can be a bit hard in his later stages as you quickly run out of platforms and you need to step on them to regain momentum for your water jetpack. I suggest adding more solid platforms in the fight rather than just the ones that fall down almost instantly.
- That last segment with the chasing Chomp caught me a bit off guard but I enjoyed it. I saw that if you jump over the Chomp right before the end, the star disappears but then reappears if you go slightly back, then return. Just something that I noticed...
- I didn't see any cut-offs or glitches and the level flowed well with plenty of power-ups (would've liked a fire flower at some point though). I think there was an unnecessary water bubble at the end of the penultimate section as two of them were placed so close to each other, rendering one of them obsolete. I also took damage at one point in the vertical room as it was a bit of a blind jump and I wasn't near the platform, thus falling down on the moving spikes.
Overall, I really enjoyed this level and it kept me interested from start to finish. Just a few minor things to sort out but other than that, I can't say much more than "well done"!
I give this level 9/10
Sumo Bros and the FLUDD were coded by 38A, not me, however scripting the Sumo Bros to be more accurate to SMW and making a scripted FLUDD is possible so i will see if i can do this.Enjl wrote: ↑Thu Apr 25, 2019 3:04 pmSomeone tell him his lightning comes out the wrong spot...*
Also for some reason lightning hurts the player in this engine/level which is inconsistent with how it works in SMW and completely threw me off, oops!
Just as easy, but lets you go to the bathroom while playing. When you return, all offscreen blocks will still be there and you can just grab the star without a stalker.
Fludd is one of the worst programmed things I've ever laid my eyes upon: Case 1 - Activating it with jump rather than alt run
Fludd is one of the worst programmed things I've ever laid my eyes upon: Case 2 - Lack of Direction Lock
Fludd is one of the worst programmed things I've ever laid my eyes upon: Case 3 - This level didn't know you could walk on spikes