It had a TON of flaws, but it was still good. Overall, I actually thought this episode was good. =P Again, really nice game, I'm loving it.Īll right, I've finished completely playing through this episode, now it's time to review it: Hey, man! Thanks a lot, I've passed that.īy the way, great DK's level. Hope all this makes sense, let me know if you're still stuck on the level. I'd advise you to practise a little bit with the minecart next to the toad as it's a closed space there and you can experiment as much as you want. While you're riding it, don't forget that if you spin jump, you'll get off the cart (I wouldn't recommend doing that on the rails as you will die instantly!). Hi, mate! I'm glad you like the game so far and don't worry about your English Basically, you need to be holding on to the minecart (imagine holding a Koopa shell) and then run while holding the down button and release it, which should automatically make you go forward in the minecart. Sorry for bad english and please, save me lol I've tried also to put it on rail, but it doesn't run. I've tride jump on it (minecarts) while it's running, but when I jump to avoid the bees the minecart go away and I dead Ģ. However, I'm stuck on minecarts' level, lol. Sirvolkers wrote:Hey, bro, whats up? Well, this episode is really nice with a good difficulty. Haha, I guess we have similar music preferences then Which music pieces have you used too? Thank you so much for the feedback and for completing the game! In terms of difficulty, do you want to tell me which levels in particular you found the most challenging so that I can tweak them and make them easier to complete? And yeah - as you progress through the game, you can see how I've been learning more and more stuff with the level editor (remember - this is my very first SMBX episode). BTW noticed you used some of the same custom music I did. in some places the enemies get a lil repetitive but hey its Mario, gotta space out at some point. Only thing I don't like is how difficult it can be at times. The custom graphics as it gets deeper in get pretty wild which was a good surprise as well the atmosphere in most stages has that organic feel which I also like. Very gimicy, I really like how no two stages are the same. first of all its a great episode, lots of zaniness and its a tough challenge. Stageleft wrote:Hey again! Yeah so my thoughts on the game are. Otherwise, the admins will come out at night and steal your soul! Thanks for the good words! I'm a bit OCD when it comes to designing things so I triple-checked every single level and detail before I launched the episode so hopefully you'll like it! Let me know what your impressions are.Ĭopy it, click edit on the first post of the double post, and then paste it into there. I think you'll develop into a pretty good level designer in the future. I'm so glad you took your time to make it, as most new users rush episodes. This episode looks really good, especially for your first. Let me know how you get on with the next levels :) There are non-linear levels further on in the game but bear in mind that since this was my first project, I was experimenting with a lot of things. Thanks so much for the feedback, I appreciate that! The Forest temple is one of my personal favourites too. Only thing I don't like is how linear is it, but the stages are all interesting. Finding myself at Star Check 2 having to go back to difficult levels to pass. Will be playing this one to completion for sure. Toxic Trouble and Forest Temples stages are really amazing. The battle of Mushford has a bit of cut off with the ground but stage is good. The world map is done the way I like the SMBW map to be. We should actually ALL stick together, being this a community project, I'm just the one who's hosting it here.Code: Select all I'm finding it a good difficulty with lots of surprising level design. To all GFX designers, I will PM you when I need something. Of course, If anybody else ends up being a manager, I will notify the community of this. If anybody else claims to be a manager, we'll give them a warning, and perhaps send them straight to banland. NEW MANAGEMENT: ME AND CLOUD ARE MANAGERS OF THIS PROJECT. Giving two days for me and Cloud to make finishing touches to the episode, and a day for beta testers to see it, I'll say that the date for levels to be brought in is April 7th. Okay, I have no idea when the next update is, but let's try to release the demo somewhere around April 10th. This will be a lot less stressful for all of us if you listen to me here. If you aren't that good at making levels, please either be something else, learn how to make one, or just don't enter at all. The levels have to be GOOD to get into the final episode.
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