Share your own SMBX levels and play others' too.
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KateBulka
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Postby KateBulka » Thu Aug 23, 2018 12:46 pm
Last edited by KateBulka on Fri Dec 11, 2020 2:09 pm, edited 62 times in total.
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TheTrueMarioMaster
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Postby TheTrueMarioMaster » Thu Aug 23, 2018 10:21 pm
It was pretty great for a first level and glad that you did some things that weren't possible in 1.3.0.1. I especially love the visuals and those goombas that behave like nipper plants that you can jump on (though you can't kill them with a spin jump). Only real criticisms are that their seem to be no power-ups in the level, some of the thwomp placement could be better especially with the one after the mid-point where you feel like you have to take a hit because not only do you have to trigger it to fall by jumping towards it but hope you manage to spin jump off of it after it falls so that you don't land on the spikes, and finally the second half felt kind of short.
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KateBulka
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Postby KateBulka » Fri Aug 24, 2018 3:15 am
TheTrueMarioMaster: Glad to hear your opinion. Actually theres reason why there was no powerups:
As you can see, i disabled the rendering of hud. But that doesn't mean that itembox won't work. So if there was an mushroom for example, and you were in super state, then it could get buggy, since you could get an item from itembox.
About thwomp placement i could agree with you. And im sorry that the second half felt short, since this level is suppose to be released in August, so i had to make the level as fast as i can.
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Archived
- Van De Graf
- Posts: 2166
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Postby Archived » Mon Sep 10, 2018 12:51 am
Archived
Last edited by Archived on Sat Jan 28, 2023 12:53 pm, edited 1 time in total.
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Daring Tombstone
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Postby Daring Tombstone » Mon Sep 10, 2018 1:00 am
In smbx 2.0 you can disable the use of the HUD by using the local_inputs API and disable the select key. Just a little tip there though.
You must have played Braid recently. Almost everything in this level screams it.
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KateBulka
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Postby KateBulka » Mon Sep 10, 2018 5:16 am
Daring Tombstone: Damn, you're right. Hopefully i will use it in the future.
I would like to play a Braid again.. That was quite long time since i played it.
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KateBulka
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Postby KateBulka » Sat Sep 29, 2018 11:39 am
Meet my new level.. My first try on making my own stuff in lunalua..
Mystic Caves
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TheTrueMarioMaster
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Postby TheTrueMarioMaster » Sat Sep 29, 2018 7:52 pm
Interesting concept for a level by being able to gain the abilities of the enemies you jump on. Only problems I had with the level were how the sound effect for jumping on the enemies seemed really loud compared to everything else and how it's each to get stuck if you mess up a ninji jump to a higher platform.
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Archived
- Van De Graf
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Postby Archived » Wed Oct 03, 2018 11:55 pm
Archived
Last edited by Archived on Sat Jan 28, 2023 12:58 pm, edited 1 time in total.
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KateBulka
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Postby KateBulka » Sat Oct 06, 2018 7:53 am
Level that was at first private level, but then i decided to do it public, meet the
Shaodw Mausoleum
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Archived
- Van De Graf
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Postby Archived » Mon Oct 29, 2018 5:09 pm
Archived
Last edited by Archived on Sat Jan 28, 2023 1:02 pm, edited 1 time in total.
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KateBulka
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Postby KateBulka » Mon Nov 05, 2018 11:29 am
It was private because it was made for specific episode, but i couldn't keep it private for so long, so here it is..
Spacedust Valley
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TheTrueMarioMaster
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Postby TheTrueMarioMaster » Mon Nov 05, 2018 12:37 pm
So you plan to make your own episode sometime in the future. Will it be your first episode?
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KateBulka
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Postby KateBulka » Mon Nov 05, 2018 3:01 pm
TheTrueMarioMaster: Actually i work on my own project, but i keep project levels private. This one was made for GalaxyPuppet's project. And no, its not gonna be my first episode. I made a lot of episodes when i was around 8-11 years old.
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Archived
- Van De Graf
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Postby Archived » Tue Nov 06, 2018 12:15 am
Archived
Last edited by Archived on Sat Jan 28, 2023 1:10 pm, edited 1 time in total.
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KateBulka
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Postby KateBulka » Sat Nov 24, 2018 8:00 am
So uh, i was making this level for a few days, so it could get rushed, but still. Here it is..
Machinarium
Info:
Last edited by KateBulka on Sun Nov 25, 2018 8:56 am, edited 1 time in total.
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TheNightingale
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Postby TheNightingale » Sat Nov 24, 2018 8:18 am
Chorpe wrote: ↑Sat Nov 24, 2018 8:00 am
So uh, i was making this level for a few days, so it could get rushed, but still. Here it is..
Machinarium
Info:
Seems interesting... I will play it once I receive my laptop where I can play SMBX 2.0, along with many others
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IAmPlayer
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Postby IAmPlayer » Sat Nov 24, 2018 9:05 am
Alright, time to do a review, I guess. even though I'm not a reliable reviewer, or even a good reviewer, but eh
So, this level is great, with some exceptions. The first section is great at teaching the spinning platforms, and so does the second section with introducing the slower platform, and they're easy to go through, because they are the introduction of the gimmicks. The third section goes up a little bit, and add some challenges, while still being easy. The fourth one is the same, I guess.
The fifth section ramps up even more, because that is the first section I died in. The part where the spinning platform is moving three spikes on top of the NPC block is hard, but in a good way. It is challenging to cross through, but with timing, it's not a problem. The part with springs are good, since the last part of that challenge, where the platform is on your way is difficult as well, but can be avoided with timing on getting to other springs.
The sixth section maybe a little hard, since the last hurdle is to avoid the platform from hitting you in a tight spot. I barely made through that part, and the lack of checkpoints really annoys me because I have to start over every time I lose. The ending is so similar to your other levels, so I have nothing to say for it.
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KateBulka
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Postby KateBulka » Sat Nov 24, 2018 10:13 am
1AmPlayer wrote: ↑Sat Nov 24, 2018 9:05 am
Alright, time to do a review, I guess. even though I'm not a reliable reviewer, or even a good reviewer, but eh
So, this level is great, with some exceptions. The first section is great at teaching the spinning platforms, and so does the second section with introducing the slower platform, and they're easy to go through, because they are the introduction of the gimmicks. The third section goes up a little bit, and add some challenges, while still being easy. The fourth one is the same, I guess.
The fifth section ramps up even more, because that is the first section I died in. The part where the spinning platform is moving three spikes on top of the NPC block is hard, but in a good way. It is challenging to cross through, but with timing, it's not a problem. The part with springs are good, since the last part of that challenge, where the platform is on your way is difficult as well, but can be avoided with timing on getting to other springs.
The sixth section maybe a little hard, since the last hurdle is to avoid the platform from hitting you in a tight spot. I barely made through that part, and the lack of checkpoints really annoys me because I have to start over every time I lose. The ending is so similar to your other levels, so I have nothing to say for it.
1AmPlayer: Thank you for your review! Im sorry for not adding checkpoints, i meant, i'm very sorry. I'm aiming to update this level soon (just a little).
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bossedit8
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Postby bossedit8 » Wed Dec 12, 2018 8:39 am
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