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Posts by Septentrion Pleiades

Septentrion Pleiades's Profile → Posts

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I took the I Side With thing a while back.

Most of the population scores closest to Gary Johnson and Jill stein it seem. To bad most people don't pay attention to foreign policy. We have a incumbent with horrible foreign policy, and Romney which will screw it up beyond recognition.

That and higher education, is sadly, the only real difference I see between Romney and Obama.
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I'm currently LPing this and would like to have some understanding of the references in world 4 are.
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I also can test levels as well and will do video responses as long as I know the project leader are willing to that lead again.
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Extremely awesome Concept and design, but you don't have any let for the players. Try to implement more power-ups. I might have more later on this level.

Also, please link the file in your post next time.
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I tried to make a fancy video response but failed to record, but much of it is easy to remember.

- Level felt compress. Both power-ups and death defying challenges came up quickly. You can use inverted blocks so you can use colors more than once each. Spread out, if it's not too much too ask.

- Feather broke many of the sections. Avoiding switching at least 2 colors is possible. You really should fix that.
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http://www.youtube.com/watch?v=oOS67kuOTSU

It's probably too short.
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Good level.

-The Spiketops are too fat for the pots
-Only the first power up can be a tier two, which seems inconsistent.
-It's a bit short.

Also note you can use nearly block, if you feel like making realistic bridges.
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Throwps appear form illogical placement and can be quite unfair.

Doors need to be rounded out near the top corners.

Midway point is easy to miss.

The invisible block part was clearly randomly designed and can get annoying.

The ghost part is quite repetitive at the difficulty it is at.
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Originally posted by Mabel
also, is there a way to make Thwomps move sideways that i dont know about other than projecting them?


I suggest trying to use a different NPC entirely. I suggest bullets with the Thwomp graphics. The flags you'll have to change are Hitbox, GFX size, speed, and how they interact with the player when they get jumped on.
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It's barely works, and doesn't seem to contribute to the flow of the level. I think they are much better ways of doing "undersea platforming". The fish could be NPC on invisible platforms, on a layer.

By the way, water area is sizable.
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I just played though the demo and found much of the level design lacking. Level one seemed the most complex level in the demo, while the rest felt really linear. World One at least would benefit be having shorter levels instead of stretching out the same concept.

I like how the castle looked but the vines killed me more than anything. I kept on accidentally grabbing on to them at the wrong time. While the graphics are great, remember that there is a bit of feng shui element where level design and aesthetics coincide.
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Originally posted by X-cniS
Originally posted by Septentrion Pleiades
It's barely works

How so?


I just meant it's a slow and inefficient way to get around
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It's quite a dumb trick. There so many complicated tricks for such simple tasks. I considered making a level were people can start from to do complicated things. Here's what I have so far.

http://www.mediafire.com/view/odi61wbese3aau7/Gimmick_Starter.lvl

Testing the level will bring up the Lakitu NPC tab.

Sections 4 & 2 have a sample instant Mario-only filter. Player 2 start location is in section 4 and section two is the midpoint version of that filter.
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Originally posted by ShadowPhoenix

Here's an example of how you have to manage this:

Code
noiceball=1
speed=2
framespeed=4
width=16
height=32
gfxwidth=32
gfxheight=16



If you're going to have an example, try not to have something that wouldn't work. The hitbox would extend above the graphic in that one.

You also might want to reorganized the list of codes because you started with the least likely used code someone would use and you should have all the graphic codes in the same place.

These flags can be found in the editor help file that come with SMBX, and they are organized in a very logical way. It's accessible using F1 from the editor.

Here ia a example I have:
Code
nohurt=1
npcblocktop=1
playerblocktop=1
noiceball=1
nofireball=1
noyoshi=1
npcblock=0

I used these codes to turn a hopping koopa into a safe npc you can stand on.
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