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Mysterious Islandz (A fangame made by sspp03)
TDW
Posts: 388
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Member: #68
On
Cam
sspp0310

http://www.sendspace.com/file/vg1b62



Happy halloween. More glitches fixed and a few levels updated.


The music really is the highlight of this fangame, but the soulcrushing unfairness that is passed off as difficulty really ruins it. The fangame itself is hindered by what seems to be an evergrowing list of glitches, accompanied by questionable level design that is more frustrating than fun. This is no challenge. If you ever plan on listening to criticism and addressing these difficulty issues, entire levels would have to be reconstructed to deal with this. No one will be interested if you continue designing levels at this same rate of difficulty. Just because there's a pipe, doesn't mean you absolutely have to add a Piranha Plant in it.

As far as this current demo goes, as it should be entitled the "Halloween Demo" and not the "Halloween Version", there are a few issues regarding the map screen. When you select new game, you're taken straight to my revision of your map screen that I sent earlier, the one I designed solely for demo and debug purposes. This wouldn't be a problem, if the levels were actually added to this map screen. Right now the only level you can enter is the Red Switch Palace. You can also enter the Toad House, but no item has been set for the treasure chest, and as a result, this ends with a game-breaking bug that forces you to abort the program and start over. This is more or less my fault, as I added that Toad House, but I didn't add the creation code, and I wasn't sure if you were going to jump on that for me or what. Clearing the Red Switch Palace will take you back to the old, less polished map screen, and from there you can enter the various levels. Gunlava Valley (listed in the source as "Lava Valley") remains one of my favorites, although I honestly can't get past the first half of the room, let alone beat it. It has quite a few leaps of faith here and there, and some enemies, like the YI Bill Blasters that fire the golden Bills, can continue to spawn long after they're out of your line of sight and offscreen. Enemy placement is sketchy, and could really use some work, and the amount of podoboos is absolutely ridiculous. At one point there's a rather large body of lava and several podoboos spanning it. Unsure how to cross, I spin-jumped onto the first, but instead of jumping across the others, which would more or less be impossible, given they appear at different random times, I rode the podoboo straight up and onto a bridge placed high ahead. A YI Piranha Plant can be defeated with a blue grab block placed a few ways back, but at the point I landed on the bridge, with the podoboos and Bullet Bills everywhere, it was much more of a gamble to go after the grab block, leaving me to either take the hit from the Piranha Plant or spin-jump over it (the latter being the more difficult option, but more rewarding as you can keep your current power), or go back after the block, which pretty much ensured an imminent death at the hands of a Bullet Bill. If you can make it past the Piranha Plant, there are red Snifits that can pose quite a big problem, for at this point you have no other option than to think fast, because a Wild Ptooie Piranha lies ahead, and his projectiles will head straight towards you if you're within a close distance of him. This is usually the point where I die, trying to dodge the Ptooie's projectiles and finding myself face to face with one a bit too late. I did, however, make it over it once, only to blindly fall for a bit before landing straight into a pool of lava and dying anyways.



Dude, Gunlava Valley is for World 9 and I put those YI Bullet Bill Blasters because I
was testing them. Enemy placement purely for testing purposes have no place in levels untill I find a suitable level to put them in to be used proper. Levels made for World 9 are gonna be that hard because hey, its the final world, and I'm not aiming at for Nintendo-y level design in this fangame in contrast to yours. Hell, this is the reason why Talking Timers on their forum completely missed the point on why these levels should be styled in the difficulty of Nintendo's levels in their games. They don't know the audience of which whatever fangames they are aimed at. I know my audience (people who played and mastered TLL are at the minimal requirements and people who played and mastered rom-hacks are at the maximum requirements) , and believe me, many game mods of the Mario series were based off the difficulty on SMB: TLL as the challenge of that game plus what they believe Nintendo was lacking in to give themselves of their skill level in Mario to appeal to them. This game aims for straight up challenge and I wouldn't be unfair to the player in the earlier worlds, and you should know that because I told you this straight up directly months ago.

Believe me, not every level needeth be reconstructed, but moreso readjusted. More recent levels have better level design than the earlier ones (New World 1-1, Bass River) as well as some updated levels (Wooden Forestial Bridge). I also point out that some levels werent a victim of enemy placement or the amount of obstacles put in but were a victim of some problems with the enemies as seen in Cold Bullet Forest and Gunlava Valley with the missile bills turning around Mario forever instead of once and putting Podooboos to jump at various heights only to be jumping at random intervalls instead of the ones jumping higher go faster when jumping to higher places as seen in SMB3. I do plan on modifying this
to an extent. And for the subcon enemies, IDK why they can't be tossed, but that is something that will be needed for my game. Once they are fixed, you will see the levels that have those problems now that caused the level be victimizedly fustraighting be less hard once they will be behaviorally altered.

Also on an related note, just because I actually take criticism doesn't necessarily mean I always do what the critics tell you what to do. I can listen and respond to what your saying but that doesn't mean Ill be doing exactly what you or anyone else would say. No, that isn't refusing to take criticism, as if I believe that if I am, doing something that is for the best interest for my fangame and something that I believe will work out for the better, then I'll take that chance hoping that it will be working out for the better. My main priority at this point is fixing the glitches and I dare say that level adjustments will be done but will be of a lower priority.
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Edited by: TDW, Nov 1st, 2012 @ 7:51 am
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







Cam
comes and goes
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I like your levels. I like your ideas. And I like your designs. And I don't want all this to go to waste. Next time, if you're releasing a demo, it's common sense to remove whatever you were testing, as well as actually testing the demo first.

Buono...
TDW
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Cam
I like your levels. I like your ideas. And I like your designs. And I don't want all this to go to waste. Next time, if you're releasing a demo, it's common sense to remove whatever you were testing, as well as actually testing the demo first.


Noted. The NCFC demo will only contain all seven World 1 levels and have most glitches addressed.
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







Never change your avatar
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The problem isn't the challenge; rather, the issue is the game's tendency to derive its difficulty from unfair traps and glitches. Games like The Lost Levels or DKC 2 are tough, but they don't come across as unfairly tough. In contrast, MS has places where the game is just plain frustrating - like the level where you have to make a long jump onto a fast-moving, narrow block, or the several instances where you have to jump down to a lower platform that doesn't come into view until you're about to fall into a pit. Glitches also rear their ugly head in several levels, like the tendency to slide through the bottom of slopes, and I got stuck in a pipe in the Surface Pipelines level. Also, you really should give the game a proper loading screen and intro logo. And please don't use the same lopsided Switch Palace design that everyone uses in Hello Engine games and its derivatives. MI shows great promise - I like the feel of the diverse environments of the islands, for example, and the music fits nicely with the vibe of the game - but it needs a lot more work if you want more than a small niche of people to enjoy your game.
Course clear! You got a card.
TDW
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Bibby
The problem isn't the challenge; rather, the issue is the game's tendency to derive its difficulty from unfair traps and glitches. Games like The Lost Levels or DKC 2 are tough, but they don't come across as unfairly tough. In contrast, MS has places where the game is just plain frustrating - like the level where you have to make a long jump onto a fast-moving, narrow block, or the several instances where you have to jump down to a lower platform that doesn't come into view until you're about to fall into a pit. Glitches also rear their ugly head in several levels, like the tendency to slide through the bottom of slopes, and I got stuck in a pipe in the Surface Pipelines level. Also, you really should give the game a proper loading screen and intro logo. And please don't use the same lopsided Switch Palace design that everyone uses in Hello Engine games and its derivatives. MI shows great promise - I like the feel of the diverse environments of the islands, for example, and the music fits nicely with the vibe of the game - but it needs a lot more work if you want more than a small niche of people to enjoy your game.


Well, I'm not the one who would let its difficulty derive from unfair traps seen in Kaizo games and roaming glitches. As I said, the gliches that victimized quite a few levels will need to be addressed premetively if I am gonna present this to NCFC proper (unfinished levels will be hidden from it).

As for the logo, I had CaMtEnDo (a good online friend of mine) made me one but its unfinished.

The Switch Palaces will not be accessed by the maps in the final game as it will be well-hidden in 4 levels, each with their own challenge rather than a proper bonus of sorts with no real challenge.



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Edited by: TDW, Nov 1st, 2012 @ 11:17 pm
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







Never change your avatar
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I like the new maps and stuff, but this game is still unfairly difficult - I couldn't get past the halfway point of the second level. Once I lost firepower, I found the YI Piranha Plant (thanks to its enormous sprite mask) to be impassible. Also, this is a game that's in desperate need of saving after every level.
Course clear! You got a card.
TDW
Posts: 388
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Bibby
I like the new maps and stuff, but this game is still unfairly difficult - I couldn't get past the halfway point of the second level. Once I lost firepower, I found the YI Piranha Plant (thanks to its enormous sprite mask) to be impassible. Also, this is a game that's in desperate need of saving after every level.


Believe it or not, I have that idea of saving in levels, but only in harder levels once beaten.
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







TDW
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http://s11.postimage.org/kacpmockz/Mysterious_Islandz_Userbar.png



Haha, I just made a userbar for my game. Add it to your sigs to support the development of this game.








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Edited by: TDW, Nov 22nd, 2012 @ 4:56 pm
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







TDW
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http://s11.postimage.org/3me37o77n/Star_Shrine_Showcase.png


A tileset I am currently making for SMW: ASE, but showcasing it on my fangame with these screenshots of a planned World 5 level (will use a different tileset soon since ironically, I was making it for SMW: ASE).
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







TDW
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http://s12.postimage.org/ldg2begod/New_MI_Screens***s.png

This time, actual progress of three WIP levels when tested and a new screenshot of one completed level.

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Edited by: TDW, Dec 15th, 2012 @ 10:01 pm
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







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