In the Birdo's arena, it says "Also, technically, the Big Boos aren't bosses in the first place," implying that you're not supposed to fight the Big Boo since it's not technically a boss. In other words, only the Birdo needs to be killed. From your video, it looks like you thought you had to kill the Big Boo, and that is why you thought that boss was so hard. I'll modify the level again to make this clearer.
--EDIT--
Done.
Changelog:
-The Birdo fight's text has been altered to make it clearer that only the Birdo needs to be killed.
-The SMB1 Bowser's text has been given npcblock=0.
-More minor text alterations.
In the Birdo's arena, it says "Also, technically, the Big Boos aren't bosses in the first place," implying that you're not supposed to fight the Big Boo since it's not technically a boss. In other words, only the Birdo needs to be killed. From your video, it looks like you thought you had to kill the Big Boo, and that is why you thought that boss was so hard. I'll modify the level again to make this clearer.
--EDIT--
Done.
Changelog:
-The Birdo fight's text has been altered to make it clearer that only the Birdo needs to be killed.
-The SMB1 Bowser's text has been given npcblock=0.
-More minor text alterations.
Also, thanks for the positive feedback, Magician.
The boos can act as a shield for birdo if the player isn't careful. Also the boo's can block the switches as shown in the video.
PROX wrote:The boos can act as a shield for birdo if the player isn't careful. Also the boo's can block the switches as shown in the video.
It seriously looked like you lured the Boos down there on purpose (namely your fidgeting at 5:18 and your facing away from them at 5:26-5:28 and 6:16-6:18). Also, I'd think it would be obvious that the player's supposed to be careful; after all, if the player isn't careful, he/she might jump on Boom-Boom when he crouches into his spiked shell or be holding an SMB2 Bomb when it explodes or make a terrible boss fight or jump toward Iggy at the same time Iggy jumps, etc.
Besides, if you do end up in the situation shown in your video (6:02, 6:31, or even 6:11) you can lure the Boo that's blocking the switch just far enough from the switch to hit said switch, use the egg to kill the little Boo, then have plenty of space to kill the big Boo. Strategy! After all, that's the whole reason I replaced the big Boo on the left with a little Boo: so in-case that happens, the player can still save himself/herself.
Also, it looked like you thought the egg's effect sprite (after it bounces off the wall) will hurt you, but it doesn't; that only happens in the original SMB2, not SMBX (you can safely duck under the egg in SMBX, you know). Plus, most of the time, you kept trying to pick up Birdo's eggs too close to the wall, and they'd bounce off before you could grab them.
PROX wrote:The boos can act as a shield for birdo if the player isn't careful. Also the boo's can block the switches as shown in the video.
It seriously looked like you lured the Boos down there on purpose (namely your fidgeting at 5:18 and your facing away from them at 5:26-5:28 and 6:16-6:18). Also, I'd think it would be obvious that the player's supposed to be careful; after all, if the player isn't careful, he/she might jump on Boom-Boom when he crouches into his spiked shell or be holding an SMB2 Bomb when it explodes or make a terrible boss fight or jump toward Iggy at the same time Iggy jumps, etc.
Besides, if you do end up in the situation shown in your video (6:02, 6:31, or even 6:11) you can lure the Boo that's blocking the switch just far enough from the switch to hit said switch, use the egg to kill the little Boo, then have plenty of space to kill the big Boo. Strategy! After all, that's the whole reason I replaced the big Boo on the left with a little Boo: so in-case that happens, the player can still save himself/herself.
Also, it looked like you thought the egg's effect sprite (after it bounces off the wall) will hurt you, but it doesn't; that only happens in the original SMB2, not SMBX (you can safely duck under the egg in SMBX, you know). Plus, most of the time, you kept trying to pick up Birdo's eggs too close to the wall, and they'd bounce off before you could grab them.
I knew that the the egg death effect wasn't going to hurt me, I was just trying to get the positioning right. Also I'm done with this debate, it's completely pointless anyway.
Okay, ignore my previous comments on this thread by saying "next to impossible" and other relations because I was just specifying about as of what I have been watched these Bosses so far while not really talking much about your Level that I haven't even played yet before. The whole "Judging by it's cover" direction was bad and I apologize on that. My state however is still like this: You can make your bosses whatever you like it to be even for noncustom layered ones and maybe being simplistic. This is especially relative for the whole SMBX Episodes since the differences for the default bosses in nearly every SMBX Episodes aren't 100% there especially for the easier Bosses and also designers that only are learning as of how to get used to SMBX.
About me failing on specific levels (doesn't matter if it's easy or hard), it's a mistake I did back then and I absolutely hate if that is suddenly a big deal just for a mistake I did while playing a new level that I don't even have a clue of what it looks like while playing! Like I said, everyone can make a mistake, doesn't matter when it happens!Now let's stop talk about this please since it isn't even relevant!!
After I played and even recorded your level on my first try, your level as a whole is nice for being a tutorial relative to that but "attach to layer" with a boss to another boss doesn't work on every NPCs like Larry Koopa or Ludwig von Koopa since every time he jumps out of his shell, the (hidden) layer that is attached to the boss actually goes higher which means if you defeat the boss by jumping on him, you get hurt unfairly by that! Larry only goes to his shell once you hurt him via jump or any projectiles (doesn't count on fireballs) so only 2 times by default but with Ludwig he can even do this by his own after he spits out multiple flames to you (and after he walked) so this means this boss can also break the whole fight once you fight him for a very long time by not defeating him (since the attached layer keeps going up and once the hidden layer goes off the screen (unmentionable), it's impossible to beat him while he's offscreen). This all is because both of the NPCs have different hitboxes.
During my recorded playthrough of your level, yes, I did get hit a few times but to me it doesn't matter if I get hit (one time it was even for a purpose). What it only matter for me is that I beat all of the bosses in one go (no retries/resumes involved). Your level was nice but beginner SMBX players will have a hard time playing this level!
The video itself that I made won't be up in a few days so you have to wait for multiple days or maybe a week long (entirely it's unknown but definetly not further than 2 weeks long) until I'm avaiable to hit on yours. By the way, what should the Title (and maybe description) of the Video be called? It's your work so it has to be perfect as of what you want it to be. There's gonna be my own description aswell so yeah, you get the idea.
bossedit8 wrote: I absolutely hate if that is suddenly a big deal just for a mistake I did while playing a new level that I don't even have a clue of what it looks like while playing!
To clarify: it doesn't bother me if you get hit because of a reasonable mistake, like you think I'm accusing you of.
What bothers me is when you get hit solely because you try to show off and fail.
This is because what you get hit on is super-easy to avoid, even for beginners and first-time players.
bossedit8 wrote:After I played and even recorded your level on my first try,
See, PROX? Even bossedit8 didn't have much trouble with my Birdo fight. I'm sure now that you've had a break, you'll be able to go back and beat it without any trouble.
By the way, bossedit8, which version did you play? The first one, 1.1, or 1.2?
bossedit8 wrote: "attach to layer" with a boss to another boss doesn't work on every NPCs like Larry Koopa or Ludwig von Koopa since every time he jumps out of his shell, the (hidden) layer that is attached to the boss actually goes higher which means if you defeat the boss by jumping on him, you get hurt unfairly by that!
I actually didn't know that. I guess I'll have to update my tutorial again.
bossedit8 wrote:what should the Title of the Video be called?
Seems weird for a name like that but ok. I'm gonna think about that though.
Again, you sadly have to wait until I manage to get on your video. Hope you understand it.
RudeGuy07 wrote:I think "SMBX Custom bosses" would be a more appropriate name, since this level makes you fight some bosses and not exactly play a level.
Might gonna do that but still, gonna think about it.
You're not supposed to repeatedly bounce on Ludwig for his fight (same with Lemmy) due to the differences between their main hit-boxes and their shells' hit-boxes; if that were the intention, the original idea I had to put Ludwig on a flat bed of spikes would have made it into the final version. Rather, you're supposed to fight him normally, but repeatedly and quickly jump off of the red doughnut blocks so they don't collapse, only bouncing off of Ludwig as a last resort; it's much easier that way. I'm surprised neither bossedit8 nor PROX realized that.
To be honest I find jumping off of Ludwig much easier as a strategy.The physics works out such that Ludwig's momentum often shoots you where he's going to be when you land, allowing you to chain bounce. This was something I realized I could do after several unsuccessful attempts to work out a decent pattern fighting Ludwig normally. I know that the red blocks don't collapse when you jump off of them quick enough and normally I'm good at not making them collapse but somehow I just could not get your method to work.
It's similar with Lemmy. The hitbox change can get you (and it happens with Lemmy more often) but most of the time it doesn't, making it a reliable method in my opinion.
That should be posted as its own topic in Help and Support since it doesn't really have anything to do with this topic. Also, if the "Legacy Boss" button can't be clicked when the boss is selected, you'll have to make it trigger an event on its death which leads to the epilogue and, later, the credits.
In the original games you were never supposed to be able to constantly jump off of the Koopalings when in their shells in the first place
If you tried that you'd simply get hurt
People are so used to the SMBX engine they honestly forgot how the original games even worked from time to time
I remember this happened when I let the Green SMW Cheep Cheeps pass through walls and Kep thought that was weird when in reality the green cheep cheeps ALWAYS did this in World