General discussion about Super Mario Bros. X.
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kr4k1n
- Reznor

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Postby kr4k1n » Tue Feb 27, 2018 2:59 pm
Aeroy wrote:
1) SMB3 Graphics for everything - I don't mind this for episodes that sprinkle in different game styles in levels or have worlds dedicated to that style of game, but I honestly think more people should try doing other styles. Trying subcon and SMW wouldn't hurt, and can bring some cool ideas along with it.
This one is actually fine to me if the level or episode is supposed to be vanilla.
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TheNewGuy
- Ninji

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Postby TheNewGuy » Tue Mar 06, 2018 3:18 pm
Bowser is the main antagonist.
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kr4k1n
- Reznor

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Postby kr4k1n » Tue Mar 06, 2018 4:39 pm
TheNewGuy wrote:Bowser is the main antagonist.
This is the one that makes me mad the most
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Artemis008
- Boomerang Bro

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Postby Artemis008 » Wed Mar 07, 2018 12:06 am
"I ran out of ideas for my episode, so have this SuPeR COoL 1-1 REmAkE."
It's almost a running gag in the community at this point.
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WildW
- Rocky Wrench

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Postby WildW » Wed Mar 07, 2018 12:51 am
Artemis008 wrote:"I ran out of ideas for my episode, so have this SuPeR COoL 1-1 REmAkE."
It's almost a running gag in the community at this point.
Exactly what I’m struggling with here
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Emral
- Cute Yoshi Egg

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Postby Emral » Wed Mar 07, 2018 6:03 am
1) Considering 30 levels a "short" project. No it's not. 30 well-made levels is gonna take you half a year, if not longer.
2) Filler. Most episodes I play here struggle to even get a dozen unique ideas across. You don't need 80 levels to get your story idea across. Start with the essentials, work on those, build up from there until you either run out of ideas or consider the project complete. If you have five desert levels, make sure I remember each one individually and associate them with enjoyment or creativity, not tediousness or repetition. Make a list of ideas you have for levels. If you ever think "uhh gotta do one more beach level before I can continue", you lose.
3) Grass -> Desert -> Beach -> Forest -> Snow -> Mountain -> Clouds -> Lava. Play Kirby, Sonic or Donkey Kong for a change. Expand your horizon and fuel your creativity. Everything between Grass and Lava is usually filler in these projects, anyway.
4) Making a big deal out of extra lives and 1-ups. Some of you are hiding them like you're afraid Nick Cage is gonna snag them. Remember that a dragon coin is worth 21 coins, and that all a 1-up does is stop people from using the moneytree cheat when your game inevitably gets difficult. Game Overs are the ideal place for players to stop playing your game, so why do you want to keep them? Here's a tip for your lunaworld.lua, if your game is for SMBX2:
Code: Select all function onStart()
mem(0x00B2C5AC, FIELD_FLOAT, 99)
end
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Jerrysmbxworld
- Tweeter

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Postby Jerrysmbxworld » Sun Mar 11, 2018 4:44 pm
1) Creators that just use SMB3 Bowser as the Final Boss.
2) Episodes that fell empty with no true story. (For example; Bowser Kidnaps peach. and that's all)
3) Joke Episodes
4) People who judge others for using 38A (I know that's a bit out of topic) i don't see a problem with 38A, it's very fun just as 2.0. They both seem the same to be. However, 38A has wall jump and, 2.0 has a little more content and features.
5) Creators who completely copy off others ideas, Such as; Levels & Episodes.
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Westretroman
- Eerie

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Postby Westretroman » Sun Mar 11, 2018 5:25 pm
Jerrysmbxworld wrote:1) Creators that just use SMB3 Bowser as the Final Boss.
2) Episodes that fell empty with no true story. (For example; Bowser Kidnaps peach. and that's all)
3) Joke Episodes
4) People who judge others for using 38A (I know that's a bit out of topic) i don't see a problem with 38A, it's very fun just as 2.0. They both seem the same to be. However, 38A has wall jump and, 2.0 has a little more content and features.
5) Creators who completely copy off others ideas, Such as; Levels & Episodes.
1) I agree with, it's annoying, for someone's first episode, it's okay because they don't really want something complicated to go off, but regardless, seeing a SMB3 Bowser is annoying, since you must go through a 17 minute or longer, battle, depending on how many bricks there are, if there are too many, the battle will result in many deaths.
2) I hate these too, honestly, not everyone can think of a story but when your story has no motive other than destroy Bowser, then the player will be bored of doing the same stunt, they've done before.
3) I don't really have a problem with Joke Episodes, it's the badly done Joke episodes that really don't make the player laugh or make the best of a joke.
4) I hate others that judge people for using 38A too and I agree with that, and yes, they "seem" the same, but not entirely, they are the same game but different engines, and while the other has more content and features, most 38a users don't pay attention to the many bugs and such that occur while building the level nor build it to adapt to the engine's buginess, resulting in levels with weird jumps or odd deaths, one level I encountered had a couple of slope jumps, and Mario jumped to the edge of each slope, other than the whole slope, more slower than 1.3's slope jumping. Some do adapt the level to 1.4's physics, and that's what I like about the good 1.4 levels.
5) This doesn't happen as much, but when creators copy other's ideas, it just makes them look really uncreative and uninspired and that, I do not like in general, especially when whole levels are copied in the episode, without credit, but that's another thing.
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Emral
- Cute Yoshi Egg

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Postby Emral » Sun Mar 11, 2018 5:38 pm
If you want a good story, read a book. I recommend Ready Player One.
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PersonNamedUser
- Reznor

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Postby PersonNamedUser » Mon Mar 12, 2018 12:55 am
- Mario and Luigi being the only playables
- SMB2 levels being underused
- The same 7-8 worlds in this order(Grass, Desert, Snow, Water, Forest, Ice, Sky, Lava)
- Cliche plots
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FirestarPlays
- Chain Chomp

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Postby FirestarPlays » Thu Mar 15, 2018 10:38 am
-SMB2 levels being underused
-Metroid levels being underused
-NES levels being underused
-Episodes that don't give you checkpoints (Checkpoints are the best thing one can use)
-Overdoing levels that have Lakitus (you know, those turtles on clouds that throw other enemies?)
-8 worlds in this order (Grass, Desert, Ice/Snow, Water, Forest, Rock, Sky, Lava)
-8 Worlds in this order (Grass/Water, Desert, Ice, Forest, Rock, Sky, Lava, City)(Star Expedition started this trend)
-Not having at least one creative level type (creative level types include Sweet, Retro, Space, etc.)
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Thehelmetguy1
- Boom Boom

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Postby Thehelmetguy1 » Thu Mar 15, 2018 2:54 pm
Creativity isn't limited to the setting of the level. You can have a space level with slope spam, and a reskinned SMB3 Boom Boom as a boss with a bunch of rinkas, and you can have a grass level with really awesome mechanics that make it an amazing experience.
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erkyp3rky
- Ninji

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Postby erkyp3rky » Fri Mar 16, 2018 7:25 am
Artemis008 wrote:"I ran out of ideas for my episode, so have this SuPeR COoL 1-1 REmAkE."
It's almost a running gag in the community at this point.
Oh. No.
You know what else pisses me off? Remake episodes.
No, we don't want you to remake an already made Mario game completely in retro graphics, no one cares please go die in a hole and never come out stop
Don't kill me admins
Last edited by Panda on Sat Mar 17, 2018 3:56 am, edited 1 time in total.
Reason: User warned for this post
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litchh
- Eerie

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Postby litchh » Sun Mar 18, 2018 7:31 am
1) Overplacing of BGOs, especially clouds, especially cloud BGO spam over background clouds.
2) Overplacing of coins is annoying even more. There's a trend to solve a "problem" of level's "emptiness" through BGO & coin spam. As result we have episodes, where player can reach 99 lives with 99 coins not far from start, yep (wait... OH SHI~). Then what is the point in further coin harvest and exploring levels for more coins or 1-ups, if player already got all what he can? The same thing with 1-ups. They shouldn't be rained from the cornucopia. Losing the motivation after getting Game Over is a bad reason to do it. What is the point in game, when you can't lose? That's a spice, which made many cool old console games even more cool. It's ok, when a simple short level stores coins less, than player needs to get 1-up. It's ok to hide 1-ups that even Nick Cage may barely snag them. But it's not ok, when player can get 1-ups just by walking.
3) Powerup generators on the boss arena. That often leads to same strategy: get hurt, shrink, get powerup, shrink, etc. + attack the boss while you can - nuff said.
4) Tendency to shove the most SMBX NPCs in the one level. Really. This method erases differences between the levels. Why not use specific set of NPCs for every level? It's much better, than place all SMBX NPCs (except the bosses possibly) for the one level, then place the same for another one but with another graphics in.
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Emral
- Cute Yoshi Egg

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Postby Emral » Sun Mar 18, 2018 8:22 am
litchh wrote:They shouldn't be rained from the cornucopia. Losing the motivation after getting Game Over is a bad reason to do it. What is the point in game, when you can't lose? That's a spice, which made many cool old console games even more cool.
LOL
No.
Game Overs are a strong exit point for your audience. I know I myself have frequently just given up after a game over in SMBX episodes. 1-Ups are a relic of the arcade days of gaming where trying again actually cost you money. NES games adopted it to get artificial playtime out of the game. They thought "the game is rather short, so if the player dies a lot and has nothing else to do, they'll get more playtime out of this".
Nowadays people DO have other games to play. The result: 1-ups are made useless. Remember the last time you game overed in kirby or mario, and try to remember how much progress you actually lost. Games like Shovel Knight and even mario with mario odyssey are now ditching extra lives and game overs completely in order to take out that exit point. The other 3D marios could've gotten away with it too.
That's not to say "go ahead and do spam coins and 1ups" but rather "use them how it makes sense in the level". If the player takes a risk, he should get a reward. This is how dragon coins and 1-ups were used in super mario world, and it's how they should be used here too. Star coins were well-hidden because they actually had a purpose. If you want complex secret areas, give the player something with purpose. Hiding a dragon coin behind a room puzzle is just going to make me groan and exit the room again.
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ElectriKong
- Bowser

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Postby ElectriKong » Sun Mar 18, 2018 10:41 am
Using LunaLua to remove lives entirely is the way to go.
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Zipper
- Ripper II

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Postby Zipper » Sun Mar 18, 2018 3:36 pm
FirestarPlays wrote:-SMB2 levels being underused
-Metroid levels being underused
-NES levels being underused
actually let's literally never use them if possible, they end up horribly
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WildW
- Rocky Wrench

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Postby WildW » Sun Mar 18, 2018 3:39 pm
Zipper wrote:FirestarPlays wrote:-SMB2 levels being underused
-Metroid levels being underused
-NES levels being underused
actually let's literally never use them if possible, they end up horribly
so the loaf lord's project is gonna end up horribly?
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Zipper
- Ripper II

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Postby Zipper » Sun Mar 18, 2018 4:27 pm
WildWEEGEE wrote:
so the loaf lord's project is gonna end up horribly?
what's a loaf lord
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