Re: ANNOUNCING SMBX 2.0!!! (Playable Wario and Bowser Announ
Posted: Tue Dec 08, 2015 12:58 am
whys bowser shooting fire from his fists
Forums for SMBX
https://www.smbxgame.com/forums/
the concept of criticism seems lost on you, m8.but I'll definitely keep it in mind nonetheless should I begin to consider reasons for scrapping the project entirely.
"This isn't really something I can actually do anything with." You can, you're just choosing not to. That's fine, but don't try to reframe it as the detractors being unhelpful when really it's just your unwillingness to rethink your approach.Horikawa Otane wrote:Your only contribution so far has been "idk if this will work, I think it's too fundamentally flawed and complex to ever be viable and I don't believe the open beta process can work." This isn't really something I can actually do anything with, nor is it something I agree with (and I know many people who share my opinion), but I'll definitely keep it in mind nonetheless should I begin to consider reasons for scrapping the project entirely.Ace wrote:Do you think patronizing people who voice legitimate criticism is cool? I'm not stupid, I can tell when I'm being patronized.Horikawa Otane wrote:ok your concern has been noted thanks for contributing
Additionally, your concern regarding patronizing comments has also been noted.
Will you accept suggestions from someone who doesn't have a thorough understanding of smbx coding? Will you accept suggestions that involve scrapping a lot of the gimmicks that have already been put in?Horikawa Otane wrote:Then offer specific solutions to the goddamn problem. Just saying "make it better" does nothing? What am I supposed to do with that? What? Run Lua.MakeWarioCool()? Run Lua.MakeCharactersLessComplexInNonSpecificWays()? Like... Give me IDEAS. Give me realistic IDEAS to implement.Kuribo wrote:"This isn't really something I can actually do anything with." You can, you're just choosing not to. That's fine, but don't try to reframe it as the detractors being unhelpful when really it's just your unwillingness to rethink your approach.Horikawa Otane wrote:
Your only contribution so far has been "idk if this will work, I think it's too fundamentally flawed and complex to ever be viable and I don't believe the open beta process can work." This isn't really something I can actually do anything with, nor is it something I agree with (and I know many people who share my opinion), but I'll definitely keep it in mind nonetheless should I begin to consider reasons for scrapping the project entirely.
Additionally, your concern regarding patronizing comments has also been noted.
It's all well and good to spout theory, but unless you have practical suggestions it's worthless to me as a producer.
Making something more complex can be a challenge, but making something less complex doesn't involve much. If you really want specific suggestions I can give some. For Wario, removing lakitus and replacing it with that idea you linked to is already a lot better. It makes the character different enough to stand out from the others, and it actually fits with his character. In addition, there are benefits and detriments to using him depending on the level. Levels with more coins will favor him. This is a lot different than forcing a designer to design a level around Wario. With this concept, a designer can pretty safely design an episode and include Wario without worrying about him breaking the levels too much (maybe don't include the stopwatch, though, though; it can mess up a lot of stuff).Horikawa Otane wrote:If Ace has actual suggestions, real suggestions, and not floating theory land stuff like 'make the characters less complex!' or 'make them better!' then I welcome them.qig wrote:the concept of criticism seems lost on you, m8.but I'll definitely keep it in mind nonetheless should I begin to consider reasons for scrapping the project entirely.
Fair enough.Horikawa Otane wrote:Ace literally said the project was too foundationally flawed to ever be viable. That, to me, is analogous to suggesting scrapping it.Kuribo wrote: Will you accept suggestions from someone who doesn't have a thorough understanding of smbx coding? Will you accept suggestions that involve scrapping a lot of the gimmicks that have already been put in?
I'll give you suggestions but I would like them to be listened to, and for you not to spin it as me telling you to scrap the game as you did with Ace. Also keep in mind that it's my opinion and not something worth getting worked up over.
Regarding your suggestions - I'll absolutely listen to them, but you need to understand this IS a two-way street. I don't HAVE to adopt anything you suggest, so don't get angry if I decide not to. We're allowed to disagree on things. But I'm very open to suggestion. Provided it's given in a respectful way and you are precise with your suggestions, I'm 100% okay with it. Like, I'd be super happy to get them actually haha.
Additionally, with your lack of knowlede/experience as to the engine, be aware that you may waste your time thinking of suggestions that are impossible to do. Feel free to ask what's possible and impossible though. Like I don't want either of us to waste our time with suggestions like that.
if you really want to keep the goomba and koopa troopa shields, then yeah, I think the sprites should be changed to at the very least use 2x2 pixels. The shield concept seems confusing though, since from what i can tell, you have to pick up the powerup first before recruiting that specific kind of minion. If you have a fire powerup and kill a goomba, it doesn't convert it for whatever reason. Maybe make the leaf powerup not a shield, and instead just make it so that no matter what, certain enemies are always added to your shield if you kill them. It's tough though, because obviously not every level is going to have either of those (it should be possible to place a maximum though, if a level has a lot of them). That's what makes the shields really weird with the original implementation, though. If you have a level with no "bowser minion" enemies, then you can't regenerate your shield, which seems like something that level designers would have to design around and ultimately limit design choices. Or maybe that's not how it works. It's just kind of confusing overall. I feel like if you really don't want to get rid of shields, the best way to make them consistent is to make them independent of power ups.Horikawa Otane wrote:
To me, Bowser has always been about his minions. This was the concept of the shield. His physics are generally the same as Link's so currently he should be about the same as Link in terms of 'level access' so to speak. He has two hits and cannot recover health, so I intended him to be a more... Conservative character? You have all these tools, but you're ultimately VERY fragile. Again, I'm against utterly removing his shield powers, but I do think you make a good point regarding implementing his hammer ability from SMB1 Bowser. That would be realistic - I had issues finding a thing to do with Hammer Bros. Bowser so maybe removing that shield and giving him a SMB1 Bowser style short-range hammer rain would be a good balance to that. I also really like the idea of making him breathe the Yoshi fireballs. Could replace the fish shield with that. Should be reasonable to spawn it near his mouth too.
I would like tips for the ice though. I'm super cool with the Goomba shield and the Paratroopa shields (though open to replacing the goomba sprites since peeps had issues with that), but the ice one... That felt arbitrary to me when I made it. i just didn't have any ideas, really. It worked out okay I think, but... I'd be very interested in other ideas. Maybe Bowser breathes ice cubes? But then he might not be able to complete some levels that require you freeze enemies... Hmm...
All right, that makes more sense than what I was thinking. In rao's video though, I saw him kill some piranha plants without actually gaining any, which is why I was confused. And yeah, 1x1 pixels is a term that goes way back to the beginning of the SMBX days. I suppose lower resolution would be a better way to describe it.Horikawa Otane wrote:
Well, the way it is currently. Each shield has an associated class of enemies with it. So if you kill a goomba of any kind (including galoomba) you add a goomba to your goomba shield. Even if you're fire bowser. Koopas add to your koopas, fish add to your fish, etc. I had intended it to be sort of a 'hunting' mechanic to his gameplay. Kill specific enemies for specific shield parts.
Don't the magic projectiles hurt you in SMW?Horikawa Otane wrote:for those wondering, you generate friendly rinkas and hit detection them with blocksPROX wrote:I know you get a lot of requests, and by all means take your time. I would love to see a working Magikoopa in SMBX (IDK if someone already made this in lunalua) such as using magic to turn certain blocks into enemies and having it teleport near Mario wherever he goes in that certain section. Basically how a Magikoopa would act in SMW. I'm pretty sure it's doable with lunalua. I also think people could make some pretty creative levels with that npc. Anyway, just a suggestion. You can implement it only if you want to.
Enjl wrote:I hope it's MECHDRAGON777
very gud character prediction 10/10Enjl wrote:I hope it's MECHDRAGON777
X'DDarkonius Mavakar wrote:Enjl wrote:I hope it's MECHDRAGON777
He uses epileptic water and has rosalina physics