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Posts by raocow

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For the record, a2mt started with that very same concept of 'do the levels first, then the map according to the levels'. I reckon that's also how the VIPs work. It's basically the only way to have any sort of difficulty curve that makes sense, because different people have different understanding of 'level x difficulty'.
Ah man, now I wanna know how my level is like - except I don't want to play the game to get there yet, I'm not really to play this game! Ahh~~
A 'Carol' boss is a boss that takes way too long to kill because you're essentially constantly stuck waiting around for that one change to hurt the guy, otherwise you're either waiting after the rng or toughing out a repetitive pattern.
Isn't it a bit easy to go 'yeah, I'm great at level design' ? I mean, that is hands down the single hardest thing to get right, and subjective as all hell.
Hey S.N.N., did you hear? Apparently the difficulty curve is busted !!!

!!!

ps: !!
Originally posted by S.N.N.
Thing is, these people submitting levels should really already HAVE someone to do the testing for them.

..different idea, though. While I'll be leading SMWCP2, it's no surprise that I have a couple of co-leaders in mind as well. Perhaps I could get someone reliable to do things such as level testing + sending "good to go" levels to me, whereas I'd basically handle the organization/base ROM/etc. Dunno. We'll see.


This is sounding more and more like the a2mt project organisation, what with the two layers of 'approval'.

You know, jus' sayin'~
Referencing other games, in terms of pure visual effect or what have you, is fine. But I think you're heading into problems if you expect the player to quickly 'get' gameplay changes or intricate puzzles or what have you based on the knowledge of other games.
People don't seem to realise that the only reason Weeaboo Manor gave me that much difficulty is that I'm terrible at that 'pick up an object from under you' trick with the blue blocks. I mean, the level is pretty slow so yeah, I'll be tired of redoing the whole thing because of a thing at the end, but that's part of the game.

I've tried to explain that to a few people in the comments but god knows if that'll serve anything.

I'll tell you guys one thing, when I first started thinking about this project I was wondering if the hack would have been too easy, since the community here has a reputation for jumping on anything it considers 'hard'. I'm EXTREMELY glad the hack is actually pretty tricky in a fun way, though the community itself is living up to its name, haha~
If you can't admit that a segment of this community is difficultaphobic, considering one could use this very thread as an argument for that, then I shall also emote being speechless.
I get the feeling that there are like two distinct 'communities' in these forums, if not three - the community of hackers (coders, asm, I'd probably include artists here too), designers (those who concentrate on making hacks, level designs etc.) and what I would call 'enthousiasts' (people who just play the hacks and like playing hacks). Of course there is overlaps, but members of any three 'class' have different expectations in a given hack, and this includes this one. From what I can observe, a lot of people in the 'level designer' seem to enjoy this hack quite a bit, and seem to appreciate the difficult - at least that's what I can observe with my very limited viewpoint.

Point is, these different kinds of people have different preferences and expectations. SMWCP has generated a pretty hefty amount of hype, and some people are quite pleased with the result, but there's a portion of these people who are NOT satisfied, and are confused by the popular hype - and so fight back in a disproportionate way compared to your average hack release.

I'm pretty comfidant in this because ASMT got pretty much through this EXACT cycle in its release (I'll admit the spikes are even more mountainesque in its case, though, haha!). With what SNN was telling me pre-release, when he compared the game to asmt, I was curious to see if this would happen.

tl:dr - Peeps where expecting A, received B, over-react.
tl;dr 2.0 - I have no idea what I'm saying
I suppose there is a lesson to have from their methods. smwcp and asmt had the 'make an overworld, and make the levels that corresponds to these pre-placed dots' approach, while the vips have a 'make levels then once they are done make the overworld match what we have' approach. Each have their traps and difficulty, so we have to stay vigilent!
Re: silouhette level - there's a fifty/fifty chance I make an abstract level if I do make one, as.. tends to be a trend of mine. But I thought later lunar magic versions didn't like player exgfx, which is necessary for such an effect?
SNN, in order to fight the 'difficulty curve' problem, didn't you say you'd think about doing the whole 'people make levels first, and then the overworld is ordered to match that' thing? Because if you do this, it's kind of a folly to try and design an overworld first, as it risks being pretty hard to have ideas coincide.
yes lets make the hack a pokémon slash touhou fanfic
The very, very first thing y'all have to decide is the balance between 'no we want level designers to be free to do the level that they imagine' vs 'yes you are free to do whatever you want, as long as it's exactly this'
Maybe you could set up a 'registration period', and then use a random number generator to determine who gets level/what level? Yeah, that's leaving things up to chance, but at least it's equaly 'fair' (*cough*) for everyone involved.

And then you fudge numbers a little so all the better designers are garanteed a place, but you don't tell that part.
Pikerchu, making people directly compete for their spot is the worst idea ever, as you're basically removing all instances of 'fun' from the project.
What if, the twist is... mario was really bowser all along ?!??! oh my god I'm so excited I'm getting dizzy
I am against any notion of 'if you are making a level for this world you MUST HAVE THIS AND THIS OR THIS' other than 'yo be at about this hard'