ASMT: Hey there raocow, here be everybody.

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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Kurosaga
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Re: ASMT: Hey there raocow, here be everybody.

Post by Kurosaga »

Firehazard canopy would have pissed me off only because of my inability to jump. Visually, I really liked it. The amount of freedom I think is its only flaw. Because when you keep jumping on those branches, you end up naturally rising in the level. Eventually you can't see the floor and makes me feel as if I'm missing stuff. All in all, I too enjoyed the level and the lets play of it.
"I've always said that from now on"
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Kiniko
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Re: ASMT: Hey there raocow, here be everybody.

Post by Kiniko »

No, it's not the negatives, I'm disappointed with it too. I made it a long while ago, when I was just getting into romhacking, and I didn't know a whole lot about good level design. It went on way too repetitively for way too long. There are many things I could have done that would have kept the gimmick going without it getting stale.

Not to mention, the only consistently praised things about the level, the visuals and the music, weren't even done by me. I don't know who changed them, but when I submitted it, it had the nighttime forest palette and less appropriate music. It required someone else to change it to pull it up to acceptable.

I need to do better if there is a next time.
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Xalnop
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Re: ASMT: Hey there raocow, here be everybody.

Post by Xalnop »

I liked your level.
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Norpser
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Re: ASMT: Hey there raocow, here be everybody.

Post by Norpser »

I have yet to have a complaint about any of the levels. They are all fantastastic. I could see them all in a real mario game which is whats important. The fire level is tricky, not hard or unfair, just tricky. You just need to keep your eye out, but really I think all of them are fantastic.
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Daze
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Re: ASMT: Hey there raocow, here be everybody.

Post by Daze »

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.
Hey, I liked it. It's one of those panic-panic-stay-on-your-toes levels, and it did its job well. Still, if you want to improve and be even better, then do it! I look forward to it.
Don't know what all this hype about the
game-over
screen is, since I didn't see that particular development. I'll wait to be surprised, though.
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kilon
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Re: ASMT: Hey there raocow, here be everybody.

Post by kilon »

I never really had the idea that Firehazard Canopy was repetitive. It might have dragged on a tiny little bit, but the constant threads of the fire and later the inclusion of the bullets made it varying enough.
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Fawriel
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Re: ASMT: Hey there raocow, here be everybody.

Post by Fawriel »

chdata wrote: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.
Well, I started working on those fuzzies, but ran into complications at some point and never released them. I do think I made some concept art for them, though... The problem is that I'm not at home this month, so I don't have access to them, unfortunately. ._.

... *goes on reading the thread*

Okay, I really need to stop replying before reading everything. But yeah, if there's gonna be another project, I'm definitely finishing those!
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Bean
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Re: ASMT: Hey there raocow, here be everybody.

Post by Bean »

I'm kind of curious. What was the deal with the ending to that house? It was about as abrupt as could be.
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kilon
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Re: ASMT: Hey there raocow, here be everybody.

Post by kilon »

I'm not too sure either. I believe there was an explanation but I can't remember.

Also: wow, 3 levels in one day? And only so few deaths? Good one raocow.
Another also: I feel stupid for not realizing that the guard rails where your saviour.. So that is why I had so much trouble with it..
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CondorTalon
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Re: ASMT: Hey there raocow, here be everybody.

Post by CondorTalon »

I'll assume you're talking about Yoshi's Were-House. As creator of that level I should share a few insights.

The ending of the house did not turned out like I had intended it to. It was originally supposed to be a mindf**k moment where going forward would just put you in an endless loop, and going backwards would bring you to the end (which I got the idea from... SMI, I think, I don't remember that well). However, there were a few problems with this. First, I gave no indication that the looping pipe was the "forward" pipe. There was no arrow sign, no coins, nothing. Second, I realized too late that I needed Demo to actually come out of the "real" pipe to further sell the illusion (hence why it's a door leading you into that room instead of a pipe, like it should have been). I also realized during testing phase that the mid-point was completely unnecessary. This was because I had originally planned for there to be more after the pipe "puzzle" (a room with a fishin boo *gasp*), but that didn't pan out, and I simply forgot to remove the mid-point.

EDIT: Also,
I can't wait for the next level... heheheh...
Last edited by CondorTalon 13 years ago, edited 1 time in total.
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Kristian
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Re: ASMT: Hey there raocow, here be everybody.

Post by Kristian »

Kiniko wrote:less god awful.
I never thought it was THAT bad. We're simply suggesting things that could've been done better.

KRISTIAN POWER HOUR
Commentray:
Down the Poison River
I made this level much, much, much later than the rest of my levels. I was fed up waiting for people to claim and make levels, so I just took another one and finished it in a few days.
This was also my first attempt at making a line-guided level. It turned out pretty decently and seemed like the right difficulty for world two. And, as always, I think I did a good job on the palette.

Cave Where The Crystals Are
This was another one of my super-early levels. Again, I really like the palette I did there, but with the level being made a long time ago, it was pretty meh.
Not much to say about this one.

Oh, and just for Blinx: Image
<SNN> WHO DARES
<Kristian> TO TRY TO STOP THE TIME BOMB?!
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Tails_155
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Re: ASMT: Hey there raocow, here be everybody.

Post by Tails_155 »

well, Kristian did a lot of levels, since he was the original project leader (wasn't he?)
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S.N.N.
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Re: ASMT: Hey there raocow, here be everybody.

Post by S.N.N. »

Poison River was pretty cool. I liked the toilet plunger things (kudos to whoever did those). The last two levels felt pretty average though. World 2 as a whole seems to be pretty "average" at this point, actually.

That's not a bad thing, though.
noone......
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Re: ASMT: Hey there raocow, here be everybody.

Post by noone...... »

World 2 is pretty average, yeah. The Unseen Level is pretty cool though, and the world 2 castle is
really bad.
Good music choices.
AirPump
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Post by AirPump »

noone...... wrote:and the world 2 castle is
really bad.
Just out of curiosity, did you make it?
Blinx
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Post by Blinx »

Kristian wrote:Oh, and just for Blinx: Image
hate you too
asdf
noone......
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Re: ASMT: Hey there raocow, here be everybody.

Post by noone...... »

No, I didn't make it. :? That's a weird question.
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rubberfishy
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Post by rubberfishy »

people seem to be getting a bit negative about world 2

I guess this is the part of the movie where our hero is depressed and has all but given up hope.
then a strange shadowy person comes along with advice and a training montage begins, the hero stocks up on weapons and takes the enemy base by storm in an epic battle. he then rescues his love and they ride of into the sunset.

that's what I think is happening... metaphorically speaking anyhow
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Xirix
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Post by Xirix »

What was the music playing in Yoshi's Were-House? Sounded like something from Link's Awakening but I can't tell what.
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rubberfishy
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Post by rubberfishy »

Xirix wrote:What was the music playing in Yoshi's Were-House? Sounded like something from Link's Awakening but I can't tell what.
I believe it was Friday the 13th from the NES, tho I've never actually played that game.
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Yuoaman
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Post by Yuoaman »

I never get tired of the forest overworld music, haha.

I have to say that I really liked the last few levels, the guardrails were a pretty interesting visual clue. (That I might have missed the first few times, sadly.)
crushawake
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Re: ASMT: Hey there raocow, here be everybody.

Post by crushawake »

noone...... wrote:World 2 is pretty average, yeah. The Unseen Level is pretty cool though, and the world 2 castle is
really bad.
What's so horribad about it?
If you need a hand with Mario Romhacking in some way, feel free to PM me. I'll try and answer. <3
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rubberfishy
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Re: ASMT: Hey there raocow, here be everybody.

Post by rubberfishy »

spoiler about old sprite replacement that has since been replaced, so I guess it's not really a spoiler, but whatever.
so we saw the octopus hammers today, I personally loved the banana hammer replacement,
I was in stitches watching an octopus happily throwing bananas around.
Maybe we could get them in ASMT 2, they're where so friggin funny! :lol:

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DavidisDave
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Post by DavidisDave »

I expected Yoshi's Were-House to have something with things changing into evil things or something (like wolves?). Or I guess it was a different spelling of warehouse? Nevertheless, I really liked the disco-shell puzzle for the secret exit.
I also liked the plunger-saws. I was not able to tell that those were hamsters. That was a nice touch.
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Tails_155
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Re: ASMT: Hey there raocow, here be everybody.

Post by Tails_155 »

rubberfishy wrote:spoiler about old sprite replacement that has since been replaced, so I guess it's not really a spoiler, but whatever.
so we saw the octopus hammers today, I personally loved the banana hammer replacement,
I was in stitches watching an octopus happily throwing bananas around.
Maybe we could get them in ASMT 2, they're where so friggin funny! :lol:

Image

Why's that spo... oh, pay attention me... lol

raocow, I think it's safe to read XD

Thanks for the input Rubberfishy :)
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