bossedit8 wrote:Imaynotbehere4long wrote:bossedit8 wrote:He doesn't say that it's bad,
but you did.
I didn't!
Okay, you didn't say it was bad, but you did say that the bosses were "next to impossible to beat" even though you never played the level yourself and only judged it based on someone else's play-through. That's what I was criticizing you for.
bossedit8 wrote:Imaynotbehere4long wrote:Like when you got hit by a Koopa on flat terrain in Secluded Sanctuary, or that time you got hit twice by stationary Cat Goombas (nerfed Tweeter sprite-swaps) in Great Grasslands.
Mistakes happens. Everyone can make mistakes. No one is 100% perfect.
Imaynotbehere4long wrote:Because, from what I've seen, the majority of his deaths/injuries involve him trying to show off and failing. Even when he's playing relatively hard levels, like Sharp Objects are Usually Deadly, he'll try to show off and get killed because of it.
It's not a bad thing to fail at a relatively hard level especially in an SMBX Episode! Infact, I also cut my videos to the point where I last died at (or something else) to prevent from dragging out the main video. It's not that I'm bad at it at all but having to do a Level that is literally at the "Kaizo" limit, you know there is gonna be at least some deaths in my run that I even have nearly
not clue what's going on if I never even played a level before. Seriously!
I'm not saying you're bad because you get hit in hard levels.
I'm saying you're bad because you get hit on easy levels, like the aforementioned Secluded Sanctuary and Great Grasslands, and on some of the simplest obstacles, too. Go back and watch your play-throughs of those levels and tell me it isn't embarrassing. Those might have technically been mistakes, but if you weren't trying to show off, you wouldn't have gotten hit.
As a side note, you also try to show off in hard levels, even though showing off is what causes you to get hit in easy levels.
bossedit8 wrote:Imaynotbehere4long wrote:The Invasion 2 was fun despite the bosses being carbon copies of their original counterparts,
This is why I'm telling it! Classic bosses for sure are repetitive but
still useful on their own ways!
NO! You misunderstood me!
I never said that The Invasion 2's
bosses were fun despite the bosses being pre-programmed AIs in empty rooms.
I said that The Invasion 2
as a whole is good despite the fact that its bosses area all just pre-programmed AIs in empty rooms.
In other words, The Invasion 2 is made
worse by the use of pre-programmed bosses in empty rooms, but the rest of the episode is still well designed.
bossedit8 wrote:like what SMB3 did with all those Boom Booms and like a few of those Koopalings (2 types of Boom Booms at least and multiple type of arenas for every Koopalings)
The Boom-Booms had different arenas and occasionally different AIs (like the ones that fly to the top of the screen after you hit them once), and the Koopalings are also differentiated. The designers of SMB3 knew that fighting the exact same Boom-Boom or Koopaling AI in exactly the same arena multiple times would get boring, so they made each one slightly different. That's what I'm trying to get people to do with this tutorial, and that's definitely
not what you were trying to defend in your earlier posts.
bossedit8 wrote:and rarely SMW with those Reznor Fights that are the same for each Fortresses in the game.
That's a good example of what not to do. The boss was unique during the first fight, but after each consecutive use of the exact same boss, it gets boring.
bossedit8 wrote:At least as of what SMBX did it's sort of different like that the AIs aren't 100% the same as of what the original does.
They were nerfed, aka made easier. Plus, they are 100% the same between SMBX levels, and like SMW's Reznor fights, fighting literally the exact same boss in the exact same arena gets boring quickly.
bossedit8 wrote:I know it get's repetitive for looking at the original AIs and predict them with ease and gets boring after a while but that's how a designer made it and everyone can design like that how it should be by their own originalities and such!
So...are you saying that if multiple people copy one of your bosses (the exact same boss for all of them) and use it in their levels, that's a
good thing? Of course not! Even ignoring the plagiarism aspect of this example, people would soon get sick of fighting the exact same boss over and over, and, at the end of the day, the only thing accomplished is that the value of the original is diminished because of its over-saturation.
bossedit8 wrote:If it gets repetitive, sure, it gets boring but look at the positives as of what the SMBX Episode has to offer
While it is good to acknowledge the positive aspects, it isn't good to simply ignore the negative aspects. You can ignore them all you want, but they're still there, and they're still problematic. The entire point of my tutorial is to help people realize the negative aspects of their levels and be able to improve upon them. That's what the point of tutorials is: they teach people.
bossedit8 wrote:Imaynotbehere4long wrote:Besides, even the newcomers already have experience fighting these bosses by having played their source material, or, at the borderline least, The Invasion 2.
Not always! Newcomers do have a lot of troubles playing at least most of the games especially if you
not even have ever seen or heard about the game. With that, the players have no idea as of how everything for example the boss' AI works until you replay it multiple times until you actually know how to do it.
If the newcomers play through the entirety of The Invasion 2, an episode that
comes with SMBX, they will be familiarized enough with the bosses that they will be able to adapt to a boss fight with an alternate arena, txt codes, and/or additional hazards, even if he/she has never played a Mario game before. Your argument assumes all newcomers to be dunces.
bossedit8 wrote:Imaynotbehere4long wrote:Bossedit8 believes that fighting an unaltered pre-programmed boss AI in a completely flat, empty room devoid of anything besides the boss and the floor (with the exception of a weapon generator for those bosses that can't be killed otherwise) over and over and over again is fun.
For me it's just decent at least even for being repetitive... of course fighting the same exact enemy gets irritating but that's how Nintendo did it back then sometimes and it's tecnically not that bad to replicate it too especially for a remake. Of course it's not interesting for the players but still.
Wow...there's so much wrong with your argument, I'll have to spoiler it:
bossedit8 wrote:but that's how Nintendo did it back then
Just because a corporation does something doesn't mean it's a good idea. Corporations are run by people, and people make mistakes. You should know this.
bossedit8 wrote:it's tecnically not that bad to replicate it too especially for a remake.
That doesn't even have anything to do with SMBX! First of all, remakes are corporations saying "hey, this game is exactly the same as this other game, except it has better graphics and maybe some additional content. If you didn't buy the game the first time, now's the time to buy it." In other words, remakes aren't for the people who already played the original since both versions are nearly identical.
SMBX levels are people saying "Using the best of my creative ability, I have made this level to stand out among all of the other SMBX levels. If this is not the case, let me know what mistakes I've made so that I can improve" [unless the level is posted in Casual Levels]. As you yourself have stated:
bossedit8 wrote:of course fighting the same exact enemy gets irritating
bossedit8 wrote:Of course it's not interesting for the players
You might have rationalized yourself into believing that these fights are fun, but for
literally everyone else, this is bad design, and as much as you don't want to admit it, you also know that this is bad design.
SMBX is not meant to be a remake of the original Super Mario Bros. games, and it never was. It was meant as a way for people to be able to use the elements of the original Super Mario Bros. games to make something new and unique. If the level creator simply recreates exactly what has already been made, unless what has been recreated isn't normally available in SMBX, that's simply lazy design, and that's what I'm trying to prevent people from doing; that is the reason my tutorial exists.
PROX wrote:Also a pre-programmed AI by itself is ok if the speed is altered (not too much but just enough to make the boss fight more interesting.) It's also a good idea to add things sure, but there are some cases where adding additional hazards can be a bad thing if the boss is already hard enough on it's own.
Like I wrote earlier: it doesn't necessarily have to be additional hazards as long as the fight is differentiated enough from the original.
PROX wrote: there were some bosses that were next to impossible to beat (Specifically your birdo and Ludwig bosses)
Wait, Birdo?? Seriously?? I can understand Ludwig, but Birdo?? Video, please; I need evidence.
After watching the video, I'll make a patch to try and fix the difficulty.
PROX wrote:Also it's very hard to pay attention to both the text and the boss fight at the same time. It kind of defeats the purpose of having a tutorial if the player has a hard time reading it without exiting out the level and viewing it with the level editor.
I did that so that second-time players wouldn't have to shift through the text each time he/she went to fight the boss again, but in retrospect, you're right; that was a bad idea for a tutorial.
FanofSMBX wrote:I'm hardly impressed by any SMBX boss compared to games like Sonic 3 and Kirby Super Star.
With that kind of attitude...why are you even here? Go join a Sonic 3 or Kirby Super Star hacking community and leave us alone.