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Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 01:32
by Arctangent
Ditocoaf wrote:so an RTS level thrown in halfway through my platformer will be as difficult as it would be halfway through an RTS game.
So basically all you'd have to do is build fifty tanks, select all units, and shift + left click the enemy base?
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 01:54
by SAJewers
Zyglrox Odyssey wrote:re: "why no midpoint?"
To my knowledge you couldn't just drop a midpoint in there and have it work, there'd be no way to make the boss start from the middle. Unless you could just put the midpoint on a separate layer and have it trigger the second half on that layer being empty, without the first half running concurrently on a restart. Aside from that you'd have to either have a super gross-looking "jump out of the car and go in this door to continue" thing or maybe you could have a separate entrance that the midpoint drops you at (It's a Wonderful Demo-style) that leads to a version of the fight that starts from the second half.
At any rate, implementing a midpoint of sorts into a fight like this is significantly easier now that LunaLua is a thing.
You could probably use an instant warp to another section and make that seem seemless.
Also, why implement a midpoint wiht LunaLUA when you could just add in a respawn like in actual touhou.
Oddwrath wrote:I know that I'm asking for spoilers, but is this all what postgame is going to be? Because if it is, then I'm done with this series(at least until we get to some more interesting stuff). It isn't fun to watch somebody constantly struggle and eventually cheat their way through boring, repetitive danmaku.
It's been a while since I played the postgame levels, but aside from I think 3 levels that
are way too long for their difficulty
, and one level that I found kinda annoying, the postgame is much more tame compared to the first two special levels.
If you're curious, here's one of the postgame levels,
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 02:04
by Ditocoaf
Arctangent wrote:Ditocoaf wrote:so an RTS level thrown in halfway through my platformer will be as difficult as it would be halfway through an RTS game.
So basically all you'd have to do is build fifty tanks, select all units, and shift + left click the enemy base?
Right, right, I forgot that Starcraft single-player is as easy as Starcraft multiplayer is hard.
My point is that having a danmaku postgame level at postgame difficulty when the first 95% of the game was a
platformer is kinda dumb. If you want to make a danmaku game in a mario engine just to prove that you can, then make an entire mario-engine-shooter game with a beginning, middle and end. Games are better when there's some kind of connection between one part of the game and another, instead of just randomly throwing entirely unrelated concepts at the player willy-nilly.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 02:15
by FusionWarrior
Wouldn't having an offscreen border of solid blocks around the stage prevent the platform from vanishing? can someone with the .lvl files for this game test it out? Because frankly if that tiny little edit could fix at least one of the problems these stages have been having, then it'd be a worthy change.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 02:19
by raocow
FusionWarrior wrote:Wouldn't having an offscreen border of solid blocks around the stage prevent the platform from vanishing?.
I think it would, yup
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 02:27
by FusionWarrior
raocow wrote:FusionWarrior wrote:Wouldn't having an offscreen border of solid blocks around the stage prevent the platform from vanishing?.
I think it would, yup
Then someone should make that one tiny fix, on any remaining platform-riding touhou levels and send it to you, because that is the most glaring oversight ever. Might not make the levels good, but at least not AS bad!
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 03:03
by The Doctor
Ditocoaf wrote:My point is that having a danmaku postgame level at postgame difficulty when the first 95% of the game was a platformer is kinda dumb. If you want to make a danmaku game in a mario engine just to prove that you can, then make an entire mario-engine-shooter game with a beginning, middle and end. Games are better when there's some kind of connection between one part of the game and another, instead of just randomly throwing entirely unrelated concepts at the player willy-nilly.
I mostly agree with you, but I think a few short and easy danmaku levels to serve as a sort of minigame -- a nice break from all the platforming -- would be pretty cool.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 03:18
by Zygl
raocow wrote:FusionWarrior wrote:Wouldn't having an offscreen border of solid blocks around the stage prevent the platform from vanishing?.
I think it would, yup
Unfortunately, no it doesn't. Not last I checked, anyway, the problem is that Mario hits the blocks (or the side of the screen) and stops but the npc itself keeps going.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 03:24
by FrozenQuills
Zyglrox Odyssey wrote:raocow wrote:FusionWarrior wrote:Wouldn't having an offscreen border of solid blocks around the stage prevent the platform from vanishing?.
I think it would, yup
Unfortunately, no it doesn't. Not last I checked, anyway, the problem is that Mario hits the blocks (or the side of the screen) and stops but the npc itself keeps going.
Basically the best way to do this is to completely reprogram Mario's movements using lunalua (I've done so a while back, it was interesting).
It's not really worth fixing the glitchy npc thing.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 03:26
by memnarch
Zyglrox Odyssey wrote:raocow wrote:FusionWarrior wrote:Wouldn't having an offscreen border of solid blocks around the stage prevent the platform from vanishing?.
I think it would, yup
Unfortunately, no it doesn't. Not last I checked, anyway, the problem is that Mario hits the blocks (or the side of the screen) and stops but the npc itself keeps going.
Yeah, just check it and it is indeed the case that the npc goes through the wall. Same thing if there's blocks off screen on the bottom too.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 04:16
by FusionWarrior
Bah, then these levels should be barred if they exceed a certain "minimum playtime" or lack lunalua coding. I'd say 3 minutes max for a perfect run, 6 with midpoint, regardless of difficulty.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 04:28
by Ometeotl
Redigit's biggest crime was programming in Rinka shooters.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 04:42
by FusionWarrior
Ometeotl wrote:Redigit's biggest crime was programming in Rinka shooters.
Nah, his biggest crime was not opening up his source code and giving it to Wohlstand.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 05:10
by Gyra Solune
SMBX: SMBX Japan; the Japan stands for Touhou
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 21:58
by SAJewers
Well, today's levels went much better.
Unfortunately, I don't think these good vibes will last.
The next level is that Space stage with the Airship piece that IMO is way too long. If somehow tomorrow's video is longer than 1 level, he has to deal with the last Sonic Homage level with a midpoint area I found highly annoying (though they may have changed that)
EDIT:
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 22:15
by Oh Man
Flesh Wall would've been fine it had like 250% less health; it's current state takes way too long with way too little actually going on. I'd even kind of forgive the fireball things blending in with the background if you didn't have to take a full minute or so just to get back to that phase.
Super NokonokoLand 2: Electric Boogaloo was pretty cool though. The Koopa trap at the end was especially cute.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 22:32
by Grounder
A very strange case of a justifiably lopsided midpoint in a level with no boss happened today.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 22:53
by KobaBeach
FusionWarrior wrote:Ometeotl wrote:Redigit's biggest crime was programming in Rinka shooters.
Nah, his biggest crime was not opening up his source code and giving it to Wohlstand.
why not both
(the crash this morn ate this post)
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 23:13
by Joseph Staleknight
Man, that trap. There's no way you'd get past it if you weren't prepared, which is too bad as it happens right next to the star! Still, this level's a nice change of pace compared to the spade levels before.
Also, since Terraria is surprisingly popular in Japan (at least compared to many other PC games), I probably expected the devs to make a homage in Flesh Wall, especially since they more or less figured out that Redigit did both that and SMBX. Other than that, I don't have much to say.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 27 Mar 2015, 23:36
by Ditocoaf
Oh Man wrote:Flesh Wall would've been fine it had like 250% less health
It took 20 hits, which I agree was too many. But 250% less than that would be... uh... negative 30?
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 28 Mar 2015, 02:37
by Nimono
raocow you should totally play Terraria
i think it's a game you'd enjoy (somewhat), you get to play however you want, you get to build stuff (like demo and iris as a home if you really want!), and you get to destroy the world! Singleplayer probably wouldn't make a good LP, but still! You might enjoy it for relaxing between recordings? Or play with friends who also have the game!
I don't think you'd like how The Crimson looks, though...
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 28 Mar 2015, 04:03
by Ivy
Nimono wrote:raocow you should totally play Terraria
i think it's a game you'd enjoy (somewhat), you get to play however you want, you get to build stuff (like demo and iris as a home if you really want!), and you get to destroy the world! Singleplayer probably wouldn't make a good LP, but still! You might enjoy it for relaxing between recordings? Or play with friends who also have the game!
I don't think you'd like how The Crimson looks, though...
This is not the kind of game raocow plays... imagine "raocow plays minecraft" oh geez
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 28 Mar 2015, 06:01
by FusionWarrior
Ivy wrote:imagine "raocow plays minecraft" oh geez

Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 28 Mar 2015, 06:05
by FrozenQuills
be careful guys, if we go too far raocow will start lp'ing call of duty
Flesh Wall was exactly what I expected, and the first actual post-game level looks pretty decent.
Re: SMBX: SMBX Japan; Horikawa lives there!
Posted: 28 Mar 2015, 06:30
by Gyra Solune
raocow plays Minecraft would probably end with a lot of things on fire and structures that somehow manage to defy euclidean geometry like duke nukem 3D did
one episode will start with a block placed diagonally and the subsequent explosion of the world, you just know it will