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Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 18:16
by Daarkbuu
MrDeePay wrote:
I'm right here, sir.
Non sequitur is nice, but even then, some consistency would be nice every now and then. But that's only one level that's happened in so far, but I assume that you're right for the time being. Of course, that could just be me liking outdoor/forest-themed fortresses and castles, so it's more of a missed opportunity to me.

ROFLMAO
Of course there is SOME consistency in this game, I'm just saying not to expect very much in that particular department.

Expect other things like creativity and ASM though.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 18:45
by Blinx
hey raocow get a game over I don't know why people are spoilering this

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 18:45
by Reading
Overgrown Fortress was really neat. I loved, as raocow mentioned, the sense of the fortress being old and grown over with plants. Firehazard Canopy, as a few others have said, was kind of repetitive, but I liked it. It's a neat concept.

Also, I am like in love with that music for the forest overworld. I'm listening to the HQ version as I type this. It sounds like a fantasy-esque forest with a curious and explorative mood - it really accents how Demo has found herself in this strange world, countless miles (dimensions?) away from everything she knows, looking around with that giant eye of hers at the floating ? Blocks, trees with eyes, and everything else we Mario players are already familiar with. Excellent job on that.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 18:58
by Garlyle
Ah, it appears my hidden 1up was not hidden well enough, and has now hindered chances of seeing raocow game over.

Sorry. n.n;

Actually, I really didn't expect him to find that - especially not as the first thing he did in the level. I put it there because I knew the level incites a sort of panic and all signs point to "GO UP AS FAST AS YOU CAN", so thinking to go right and down would hopefully have been counter-intuitive.

Clearly it was not counter-raocow, though.

Also major credits to the music porters for this game, especially the person who did the Super Mario World port.
Heard later on, the castle-esque remix that was used in Super Marisa World being ported over made me a very happy monkey though. I love that song so much

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 19:30
by RobinLSL
Garlyle wrote:
Actually, I really didn't expect him to find that - especially not as the first thing he did in the level. I put it there because I knew the level incites a sort of panic and all signs point to "GO UP AS FAST AS YOU CAN", so thinking to go right and down would hopefully have been counter-intuitive.
As a gamer, my first reaction to pretty much anything is to do what common sense would obviously tell me NOT to do. Because this will most likely get me some sort of hidden bonus.


I found that fire and canopy level quite good actually. What I liked was the combination of limited about of place to stand and the flames jumping on it - forces you to stay active.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 19:35
by RikunFrances
Wow. So far I'm really liking this hack. The music, of course, is really awesome. You can see everyone made a really big effort in everything. I also like all the enemies, I find it...cute. Something about the hack kinda gives it a homely feel since well, it was created by a forum, which is like a family.
The in-jokes, some of them I don't quite understand but I find myself giggling at them anyways.
I look forward to the rest of the game. :D
In any case, that forest level looked hard, and raocow thought you'd go easy on him but that's certainly not the case now. XD

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 19:37
by Chompie
The fiery forest level may have been a bit repetitive, but I found the placement of each fire-thing downright masterful. Even huddling way up out of reach isn't enough to keep safe, and the spaces between branches are juuust right so that the fires really travel all over the place. Rather than just jumping to their deaths off the first jump. Branches that start out safe and become NOT safe as others become safe again are wonderful.



Also, Start+Select ruins families. Shoulda put the 1up Pocket near the end of the level, as sort of a "you got here fast enough that you have enough time to grab this 1up before finishing!" prize, I suppose.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 19:40
by Argumentable
Daarkbuu wrote:Also, I laughed my ass off when I saw a comment on the video saying theme wise overgrown fortress wasn't consistent within it's rooms.
Overgrown Fortress is the worst level I submitted to this, no doubt in my mind. It was also the first, perhaps there is some relation?!?!


Also, re: firehazard canopy, I didn't like it, I felt it was too hard, but again this isn't a bad thing. A little variety never hurts anyone and hopefully keeps people playing on their toes

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 19:51
by S.N.N.
Daarkbuu wrote:Expect other things like creativity and ASM though.
But is all this creativity and ASM going to also enhance the level design?

Because if this ends up turning into Brutal Mario 2.0 in the end, that would be sort of disappointing.

e: also firehazard canopy was by no means "bad", it just needed a bit more variation.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 20:05
by Sniggerb0bble
Fawriel wrote: PS: Sniggerbobble you have the best name in the world.
Just something a friend came up with for a Comedic Villain's name when we were like... Seven. It just stuck since then.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 20:32
by Daarkbuu
S.N.N. wrote:
Daarkbuu wrote:Expect other things like creativity and ASM though.
But is all this creativity and ASM going to also enhance the level design?

Because if this ends up turning into Brutal Mario 2.0 in the end, that would be sort of disappointing.

e: also firehazard canopy was by no means "bad", it just needed a bit more variation.
by "creativity" I meant creative level design. Maybe I should have been more specific.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 21:13
by cheez8
Okay, a question, which I have spoiler tagged out of paranoia:
Why do we keep using spoiler tags to discuss hopes that raocow gets a game over? I mean, since he can farm for lives now, I can't really imagine that he'd really run out of lives at any point. I don't really know what the big surprise is about getting a game over since I didn't keep up with most of the threads in the collab forum, but no matter what, I doubt raocow will ever experience it unless we ask him to. And besides, Blinx and (I think) raekuul have already mentioned something about a game over already. At this point, we may as well just ask him to get a game over.
Also, an extremely delayed reaction to chdata: Ah. I wondered why the spoiler tag didn't work. I'm feeling pretty stupid now for bringing that up.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 22:23
by Chdata
raocow, please stop farming lives till you get at least on game over lol.

GFX seen today-

(The smw fire was actually an exgfx)

Bullet Bills - Rocket Bills - Chdata (yes it's from Megaman 1 but I removed some white spots)
Ninji - Fawriel's Ninji - AnimeRules [Concept art: Fawriel] (lol I didn't expect you to be so.. scared by them.)
Buzzy Beetle - Hat Guy - Machoman [concept Art: Fawriel]

I think I missed some stuff.

Also Fawriel: It wasn't that hard to find the post. Although if you could pm me the screenshots of your tornado dino guy that'd be nice since I have no idea where they are.

raocow - As soon as there is a fortress or a ghost house with a secret exit, you'll know immediately. Anything ghost house, castle, or fortress with out "it" do not have secret exits.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 22:32
by Kil
You know what, don't get a game over. Geez louise, we didn't even make the thing.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 22:35
by Chdata
I think this was going to be the goal music but Kil decided not to have us use it.
http://www.youtube.com/watch?v=5NfIsHzpJYo

And concept art:
You haven't seen our dino rhino's yet, but here's what Fawriel was talking about which didn't get into the game.
(Hey Fawriel, you should try finishing those, they could get into ASMT 2 if it's made.)
asda.PNG
asda.PNG (5.97 KiB) Viewed 3467 times
asd.PNG
asd.PNG (117.85 KiB) Viewed 3470 times

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 22:40
by Kil
Yeah that was for more marisa world themed levels, too bad everyone forgot about actually making them.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 14 Mar 2010, 22:45
by Chdata
We could've just put it in as the goal.
In fact why don't we with all the little bugfixes we need to send to ycz?
How many of the songs that you made were for marisa world levels? I know
hakyugo
was and the
cirno stuff
. Was there anything else?

Re: ASMT: Hey there raocow, here be everybody.

Posted: 15 Mar 2010, 00:20
by Kristian
I agree that firehazard canopy was kind of repetitive. A little boring too. Eh.
Overgrown Fortress was pretty cool though.

Guess who has a level in probably the next two videos? Image

Re: ASMT: Hey there raocow, here be everybody.

Posted: 15 Mar 2010, 00:26
by Blinx
Kristian wrote:Image
no


P.S. firehazard canopy was my favorite level thus far

Re: ASMT: Hey there raocow, here be everybody.

Posted: 15 Mar 2010, 00:26
by Kiniko
Kristian wrote:I agree that firehazard canopy was kind of repetitive. A little boring too. Eh.
Overgrown Fortress was pretty cool though.

Guess who has a level in probably the next two videos? Image
I would guess you, but that would be too obvious...

Re: ASMT: Hey there raocow, here be everybody.

Posted: 15 Mar 2010, 01:37
by Daarkbuu
Kristian wrote:I agree that firehazard canopy was kind of repetitive. A little boring too. Eh.
Overgrown Fortress was pretty cool though.

Guess who has a level in probably the next two videos? Image
Your levels, although simple are pretty fun. But that crystal cave seemed a bit empty and there for the sake of being there :|

Re: ASMT: Hey there raocow, here be everybody.

Posted: 15 Mar 2010, 02:27
by Kiniko
I'm sorry to everyone 'bout firehazard canopy. If there ever is an ASMT2, I will try to make levels that are less god awful.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 15 Mar 2010, 02:32
by Moniker
Concept art:

A little late, but people might be interested in the first version of the title screen:
http://www.youtube.com/watch?v=5LO0_d_IeVQ

Re: ASMT: Hey there raocow, here be everybody.

Posted: 15 Mar 2010, 02:40
by Moniker
Kiniko wrote:I'm sorry to everyone 'bout firehazard canopy. If there ever is an ASMT2, I will try to make levels that are less god awful.
Visually, it was superb. The effect of cascading flames was great. Sure, the gimmick was probably pushed a little too long, but the level wasn't bad or even average by any measure. Very challenging, and, all told, one of the most memorable levels in the hack.

Re: ASMT: Hey there raocow, here be everybody.

Posted: 15 Mar 2010, 02:44
by raocow
What? Kiniko, I thought that level was fine. And others liked it too - don't just read the negatives!