Yumetaro wrote:I get really annoyed when people put a super serious novel-size story in their episodes even though Mario isn't a series known for its story, or when they put in characters that have no reason to be in a Mario game.
I don't take it really serious, when it comes to a plot in a SMBX-episode, but it is kind of strange that most stories are about "the princess got kidnapped" instead of something else. But some nice stories are out there too, of course ^^.
About characters that are inside an episode for no reason, I guess it is fun for most people (including me) to have references to their favorite game heroes, like Sonic, Samus Aran, Castlevania characters, or other characters. Of course it should have at least a half decent reason to include them, other than "it is a joke, so just take it as one", as this reason can only last for so long before it get's boring and unfun.
Kep wrote:I hate when people save all of the good gimmicks and stuff until the last few worlds in the episode; seriously, it's NOT cool to bore the shit out of the player until they get to what, world 5/6/7?
I guess this mostly happens in first time episodes, because no one really knows all the stuff about "gimmicks" and events good enough when they start to publish their work (like me, for example), or because more than one person works onto a project (like TGCA/NGCA), and the balance for the levels differ because of that. Also it may feel better for the most designers, if the first worlds are more like simpler in gameplay, instead of the allaround gimmicky party. But I guess I understand what you mean ^^.
Emral wrote:Yumetaro wrote:I get really annoyed when people put a super serious novel-size story in their episodes even though Mario isn't a series known for its story, or when they put in characters that have no reason to be in a Mario game.
Nowadays the "Mario" in Super Mario Bros X is only there because people fear changing the playable characters' sprites.
Partly you may be right, but many people may like it as a Mario-game. I mean, most of us know Mario from the youngest years on, so they might want to have a Mario-game created by themselves, but of course with plots and characters, that are usually not really in a Mario-title. But it sure would be fun to cross the SMBX-like Mario boarder for sure. I can say, when I ever do make another project, it will be based around a space station, all inclusive with my own characters, monsters, plot, and stuff. It will not resemble anything from a Mario-game, but will be like an Anime like Ghost in the Shell (inclusive GFX and cutscenes).
bossedit8 wrote:What I do not really like is that if a Level or Episode is not fully tested enough to play it properly. I do encounter various Levels/Episodes that are made but either not looked around the Area too much like glitching through a 1 block gap sideways or any glitches/bugs, misleading pathways to the World to Level by linking a Level Icon to it or Level to Level by linking a Warp to it and more related to that.
I just feel the same way about this ^^. I usually stop playing an episode, when I see that it is not really tested, but build on thoughts, plans, and math only. I think, when one dosn't testplays his/her level for real, then he or she maybe just dosn't have fun to play the own level, which is a bad sign for itself. I for myself are embarrassed everytime, when I see someone playing my levels and witness a design-bug ^^.
MrPunchia wrote:I also think name alliteration is pretty unnecessary.
I only like to do it sometimes, when it just fits too good to not be done ("buzzsaw bastion" for example), but doing it for the sake of "100%ing the alliteration-grade" is also not my kind of work.
Frozen Rex wrote:I hate collecting those "power" stars. Most of the levels in the episodes uses a star as an exit. Can't you find anything else to use as an exit? This even gets more annoying when the stars are more than one (and usually the amount of the stars in a level is three).
I like when you do need the stars for extra content, like hidden levels and such, but usually they are mostly used as keys in "HUBisodes" (a lazy word maybe ^^). I am not too much a fan of HUB-styled episodes (because they usually don't have much hidden content, even if they could), but I don't dislike them, either. I rather would use only two stars per level (one at the goal and one is hidden somewhere), instead of more, and you would only need them, to enter areas with extra levels, worlds, or other interesting stuff. But of course this is just personnel preference :-).
Frozen Rex wrote:Also, another thing, people always makes SMB3 styled levels. But why? There aren't so many levels that isn't SMB3 styled nor people that makes levels with other styles. I miss playing levels that created with other styles. This happens in graphics too. There are bunch of SMB3 graphics but I can only find 4-5 SMB1 styled graphics when I look for them in the forums.
Most people seem to like SMB3 the most, since it may be the most balanced Mario level-design among the old games. But the graphics can play a huge role too, of course. But when you just found 4 to 5 different SMB1-GFX (or did you mean topics for SMB1-GFX), then you probably missed some peoples GFX, like Valtteri's GFX-pack, Squishy Rex's and Red Yoshies GFX-pack (the ultimate CGFX-pack)
or my SMB1 expanded GFX-pack, that is especially around SMB1:-).
Frozen Rex wrote:The interesting fact is, people started to use more power stars and prefer SMB3 style after an episode come out, which is loved by everyone.
That goes not for me. The reason why I have stars in my project, is because I like how the DKC-series keep their design with that. There you collect DK-coins (in DKC3) or Kremling-coins (in DKC2) to unlock the real final world, but there it is optional and you can play from beginning to end without ever get all the coins.