SMBX: Mechdragon777 showcase; What a showoff, amirite?
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
this is starting to remind me why I'm not a fan of SMBX's design standards and conventions.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
The hub theme keeps throwing me off. The first bit of it (15:25 in today's video) sounds exactly like the sewers theme from Jak 3, but then it goes off on its own tangent.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
I don't disagree there but other than the issues with getting stuck on top of the elevator, raocow was causing a lot of his own issues by fixating on the displayed graphic rather than remembering the far simpler "left is down and right is up" that was actually in play.Super Maks 64 wrote:The elevator I think would be better if it was just a solid on top platform and the On/Off blocks were invisible with an Up or Down arrow BGO behind them.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
No, the bad design caused those issues.Alice wrote:I don't disagree there but other than the issues with getting stuck on top of the elevator, raocow was causing a lot of his own issues by fixating on the displayed graphic rather than remembering the far simpler "left is down and right is up" that was actually in play.Super Maks 64 wrote:The elevator I think would be better if it was just a solid on top platform and the On/Off blocks were invisible with an Up or Down arrow BGO behind them.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
I'm not going to say that the design of it isn't clearly flawed, but it's not really that difficult to remember that left is down and that right is up.Ometeotl wrote:No, the bad design caused those issues.Alice wrote:I don't disagree there but other than the issues with getting stuck on top of the elevator, raocow was causing a lot of his own issues by fixating on the displayed graphic rather than remembering the far simpler "left is down and right is up" that was actually in play.Super Maks 64 wrote:The elevator I think would be better if it was just a solid on top platform and the On/Off blocks were invisible with an Up or Down arrow BGO behind them.
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I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
- Zephyr_DragonLord
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Oh my, the early works of MECHDRAGON esq. really were something else...
I think we're going to see more than a few one-level videos in this part of the woods. The elevator breaking and the midpoint chance are just simply bad design.... The boss fight today was interesting, though.
I think we're going to see more than a few one-level videos in this part of the woods. The elevator breaking and the midpoint chance are just simply bad design.... The boss fight today was interesting, though.
I am prone to almost everything... except spontaneous violence.
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(It was about time)
Any questions, concerns, or aspirations you have with me can go to the PM box... Now here's a quote:
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(It was about time)
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Yeah, my first level ever made since joint a forum and you got this. Is it hard to believe I could not figure out it's rankings four or five years ago? This is easily my worst released level, and I actually hate it. The level only got negative reviews. The only positive things about the level were the boss fight which it would have scored below the joke tier if the boss was not there... Sorry for allusions to a canceled episode with Blaze the Cat...
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Yeah, my first level ever made since joint a forum and you got this. Is it hard to believe I could not figure out it's rankings four or five years ago? This is easily my worst released level, and I actually hate it. The level only got negative reviews. The only positive things about the level were the boss fight which it would have scored below the joke tier if the boss was not there... Sorry for allusions to a canceled episode with Blaze the Cat...
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Yeah, this is exactly the point I was making to begin with. The level has plenty of flawed aspects. The on/off blocks are just the least severe of those flaws.Grounder wrote:I'm not going to say that the design of it isn't clearly flawed, but it's not really that difficult to remember that left is down and that right is up.
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
A block that says "up" and a block that says "down" would fix this immediately. I dont see why one would want to memorize incorrectly spelled blocks in this way and its kinda dumb to ask the player to do this.Alice wrote:Yeah, this is exactly the point I was making to begin with. The level has plenty of flawed aspects. The on/off blocks are just the least severe of those flaws.Grounder wrote:I'm not going to say that the design of it isn't clearly flawed, but it's not really that difficult to remember that left is down and that right is up.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
I don't know how people can keep missing my point so completely. I'm not saying it's not an issue at all. I'm saying that out of all the issues the level has it's the least relevant because it's an easy one for the player to actually account for if they bother to think at all.Mabel wrote:A block that says "up" and a block that says "down" would fix this immediately. I dont see why one would want to memorize incorrectly spelled blocks in this way and its kinda dumb to ask the player to do this.
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Probably because its one of those things that could not be an issue at all.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Well, you are really not off to the best start.MECHDRAGON777 wrote:I hope to change that.Grounder wrote:i meanTaviTurnip wrote:Holy Christ. The YT comment section gave me actual cancer. What the fuck >_>
Happy to see some familiar faces in there providing chemo where necessary.
mechy-boy is pretty synonymous with "awful design" as far as raocow's lps are concerned
How many levels are in this?
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
this whole thing feels like someone designed a few levels to show why the "classical smbx community pandering level design style" is difficult to pull off and should be used with caution
it's like a parody of itself at this point
it's like a parody of itself at this point
EightGrounder wrote:How many levels are in this?
this is getting laundromatic
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Oh hey a level I remember playing in the Tower of Biased 7.
This level I think is the first "real" level in this compilation. I think it would be better if it didn't have the second star with glitch usage and the Nut Platforms rather should have been normal platforms with some obstacle dodging, because small moving quicksand platforms aren't the best. The level was big but I think it wasn't a big issue. I would prefer if it did something more interesting with each character.
The Lemmy rematch was pretty great.
Looking forward to the next 5 levels.
This level I think is the first "real" level in this compilation. I think it would be better if it didn't have the second star with glitch usage and the Nut Platforms rather should have been normal platforms with some obstacle dodging, because small moving quicksand platforms aren't the best. The level was big but I think it wasn't a big issue. I would prefer if it did something more interesting with each character.
The Lemmy rematch was pretty great.
Looking forward to the next 5 levels.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
MAZEDRAGON777
I posted that yesterday in JUMP 1/2 chat, but this level still confirms it.
I posted that yesterday in JUMP 1/2 chat, but this level still confirms it.
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
I still can not find that comment.GlitchMr wrote:MAZEDRAGON777
I posted that yesterday in JUMP 1/2 chat, but this level still confirms it.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
awww mechdragon individually apologizing to every negative youtube comment is the saddest thing ever
you go mechdragon! These past levels might not have been all that, but I really really hope the next few levels are like super amazing now
you go mechdragon! These past levels might not have been all that, but I really really hope the next few levels are like super amazing now
this is getting laundromatic
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Not counting the finalé that only a select few people got to see for there criticism; I would say only two levels of the past are decent or better. You can use the scores if need be. The finalé of the past is what I am most proud of currently.Ryrir wrote:awww mechdragon individually apologizing to every negative youtube comment is the saddest thing ever
you go mechdragon! These past levels might not have been all that, but I really really hope the next few levels are like super amazing now
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
You know, I'm starting to actually be glad that Waltz in Scarlet Devil Mansion is one of the only two MECHDRAGON levels that I've played.
Oh well, making more levels is one good way to improve at making levels.
Oh well, making more levels is one good way to improve at making levels.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
I mean "My levels are too big and hard" isn't exactly the worst thing, mine tend to be really short and easy, but that might be an SMBX vs SMW kinda thing (At least the level size). This kinda makes me wish I had more than just my contest entries to show my own progression, and I think it's a really neat idea, even if some people are tearing you apart over it.
I'll say I've been wanting to make a level out of the Sanctuary Fortress tileset for a long time too. I actually kinda liked the first level and I think if it was a bit shorter and maybe a bit less of an actual metroid maze it would've been better. That doesn't tend to really work well in a platformer. I did like the spider ball guardian miniboss even if nobody else does. It's a pretty accurate representation of the fight all things considered and doesn't involve flinging bombs at on/off switches.
I think more annoying than the giant elevator switch hunt in the second level to me was the crusher spike room. It's such a tonal shift from the concept used throughout the rest of the level... Again though, the concepts aren't super flawed in my opinion just it's kinda an execution problem. The level was just kinda big without many powerups.
The third one just seems kinda large and unfocused. Again I think it's not bad, just needs to be toned down in size or something. I don't actually like this one as much as the other two, I'm not really sure why. Maybe it's because the size feels less... I dunno, necessary? Normally airships are small focused levels since SMB3 set that precedent. I dunno.
Really though, I see a lot more whining than I expected on the youtube comments... and a lot more negativity here than I was actually expecting. If you made a retrospective of your own levels as well, the first ones wouldn't exactly shine. I think not enough people are really looking at this for what it's supposed to be.
I'll say I've been wanting to make a level out of the Sanctuary Fortress tileset for a long time too. I actually kinda liked the first level and I think if it was a bit shorter and maybe a bit less of an actual metroid maze it would've been better. That doesn't tend to really work well in a platformer. I did like the spider ball guardian miniboss even if nobody else does. It's a pretty accurate representation of the fight all things considered and doesn't involve flinging bombs at on/off switches.
I think more annoying than the giant elevator switch hunt in the second level to me was the crusher spike room. It's such a tonal shift from the concept used throughout the rest of the level... Again though, the concepts aren't super flawed in my opinion just it's kinda an execution problem. The level was just kinda big without many powerups.
The third one just seems kinda large and unfocused. Again I think it's not bad, just needs to be toned down in size or something. I don't actually like this one as much as the other two, I'm not really sure why. Maybe it's because the size feels less... I dunno, necessary? Normally airships are small focused levels since SMB3 set that precedent. I dunno.
Really though, I see a lot more whining than I expected on the youtube comments... and a lot more negativity here than I was actually expecting. If you made a retrospective of your own levels as well, the first ones wouldn't exactly shine. I think not enough people are really looking at this for what it's supposed to be.
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
Having used both, I find it's definitely a lot easier to keep track of level length in SMW.Tyty wrote:I mean "My levels are too big and hard" isn't exactly the worst thing, mine tend to be really short and easy, but that might be an SMBX vs SMW kinda thing (At least the level size).
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
I'm enjoying this series so far, so...
Really honestly speaking here, I think a lot of good will come out of all of this. Also I might burst my pipes and tell people to eff off again like I said last year, over someone I'm not even friends with, so that'll be quite swell :D
But really I'm glad this is being played and I am having a good time with it which is good. I'm glad for everyone who's currently able to enjoy it.
EDIT: I have no actual level critique because I'm sorta working on moving to an apartment right now so. Sorry for just saying broad sentimental things.
Really honestly speaking here, I think a lot of good will come out of all of this. Also I might burst my pipes and tell people to eff off again like I said last year, over someone I'm not even friends with, so that'll be quite swell :D
But really I'm glad this is being played and I am having a good time with it which is good. I'm glad for everyone who's currently able to enjoy it.
EDIT: I have no actual level critique because I'm sorta working on moving to an apartment right now so. Sorry for just saying broad sentimental things.
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Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
I have a feeling raocow is playing two levels a day. (The way comments are being reacted to verbally) I thought today's level would be tomorrow. I should have given an angry cow warning on an upcoming level, but meh. Not sure if I did or did not. I just woke up from a nightmare, so I will go back to sleep now.
Re: SMBX: Mechdragon777 showcase; What a showoff, amirite?
I find it amusing that someone would compile a set of levels specifically for raocow and still include multiple levels with self-imposed angry-cow warnings (though it's nice they didn't actually trigger angry-cow).
I'm by no means a level design expert, but if Mechdragon is interested in more feedback beyond what they've already gotten in the past for these levels, here are some general criticisms (spoilered for length):
Anyway, there was obviously a learning curve associated with these early levels, but there's also a lot of effort and some interesting ideas in them. I'm looking forward to seeing where the rest of the levels go and how Mechdragon does with a bit more experience and direction.
I'm by no means a level design expert, but if Mechdragon is interested in more feedback beyond what they've already gotten in the past for these levels, here are some general criticisms (spoilered for length):
Anyway, there was obviously a learning curve associated with these early levels, but there's also a lot of effort and some interesting ideas in them. I'm looking forward to seeing where the rest of the levels go and how Mechdragon does with a bit more experience and direction.