Then we would release a2mt as a precursor to that. It'll be perfect. Then the cycle will continue.Tsurugi wrote:...Isn't this the exact line of thinking that resulted in A2MT being stuck in development hell?darkychao wrote:I don't know, maybe we shouldn't start doing A2MBXT just yet; maybe it should have more direction; maybe more world themes rather than just easy world, slightly less easy world, etc.; maybe we could have a world map rather than a hub; maybe we should have a few more more story based levels; MAYBE I should stop thinking so much about a sequel to a game which almost no one has played all the way through.
ASMBXT; Journey's end
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Re: raocow Plays: ASMBXT Preludsion to the stupid

"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
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Re: raocow Plays: ASMBXT Preludsion to the stupid
then... maybe we should start development now...Tsurugi wrote:...Isn't this the exact line of thinking that resulted in A2MT being stuck in development hell?darkychao wrote:I don't know, maybe we shouldn't start doing A2MBXT just yet; maybe it should have more direction; maybe more world themes rather than just easy world, slightly less easy world, etc.; maybe we could have a world map rather than a hub; maybe we should have a few more more story based levels; MAYBE I should stop thinking so much about a sequel to a game which almost no one has played all the way through.


Check out my TF2 community workshop stuff:BeatBoxingBoo wrote:a medley is just, like, a mixture of medics
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Re: raocow Plays: ASMBXT Preludsion to the stupid
Yeah, I know, I just wanted to extend an earnest hand, narmean?darkychao wrote: I don't know, maybe we shouldn't start doing A2MBXT just yet; maybe it should have more direction; maybe more world themes rather than just easy world, slightly less easy world, etc.; maybe we could have a world map rather than a hub; maybe we should have a few more more story based levels; MAYBE I should stop thinking so much about a sequel to a game which almost no one has played all the way through.
I might actually totally lift all these assets to make my own miniproject. A Seriously Mata Hari Thing, anyone?
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Re: raocow Plays: ASMBXT Preludsion to the stupid
I would agree; however, I think it's a valid point that, whilst fangames have no hard deadlines for release, they certainly do have a time limit, particularly in collaborative projects like this one. Since the people making this game aren't paid (i.e., they actually have to go out and do something to pay the bills, get food, proceed to live) they don't have any obligation for this to be a top priority; this means that, inevitably, people will leave the project because their life conflicts with it. Eventually, enough people will leave or grow disinterested in the project that it becomes nearly impossible to continue, and anybody left working on it will fight an uphill battle for progress. In addition, unlike paid videogame developers, there's no hard structure to work in, which makes attempts at organisation more likely to cave in. The aim of most collaborative fangames, therefore, is to be finished before either of those things have chance to happen, since if given enough time, it's near inevitable that one of them will.MrDeePay wrote: Just because commercial games fuck up too doesn't mean fangame designers get off the hook that easy. The criticism they get is just done differently ("You expect devs to do better than that." vs "Fangame designers have no legible deadlines to meet for a release.). I don't expect "perfection" or "top quality", but rather people look like they actually gave a fuck.
Again, the poster child for this effect would probably be A2MT. So, while there were no legible, 'put this game out now or EA is going to dissolve your company and you get to live on the streets' type deadlines, there certainly was a factor of time to be considered, and there will be in most fan endeavors; even in solo projects, enthusiasm comes and goes, and the longer a project is in the works, the more likely it is to be abandoned.
That said, I don't necessarily disagree with the points made. However, it might be wise to consider this the playable beta of the game, to be added to and built upon at a later date. I'm not overly sure on what the status is, but the continous bugfixes that are being put out would suggest that to be the case.
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Re: raocow Plays: ASMBXT Preludsion to the stupid
One thing I found with ASMBXT is that it's real hard to try and hurry people along without feeling like a dick. But it is actually necessary to do!
Re: raocow Plays: ASMBXT Preludsion to the stupid
So nothing was learned from ASMT. Alright.Willhart wrote:Everything goes as long as it was playable, finishable, worksafe and didn't set off the Youtube Content ID system.
Mad? No.Shaman wrote:The amount of mad in this thread is over the top. My level is fine as it is, and it went all according to my plan.
You're contradicting yourself now. ("My level is fine as it is!" vs "First of all, sorry for making you go through this in world 1!" and "I didn't think it was THAT bad, so I apologize."
Which one is it, or are you one of those (many) people that ultimately look for raocow's approval over anything else?
I not even gonna touch this one.To anyone who disagrees, I welcome you into submitting a level for A2MBXT,we'll probably need your exceptional level design skills. Jeez people...
Doctor Shemp wrote:
And in those cases, it's best for the departing person to pass their work onto someone else who they know will finish the job properly- or at least complete a lot of what's left to do before they pass it onto someone else.TheVulpineHero1 wrote:*post*
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Re: raocow Plays: ASMBXT Preludsion to the stupid
In a perfect world, I agree entirely; however, it's often the case that there is simply no person available within the community who has the requisite skills, reputation or inclination to handle the task, particularly if a project has been losing steam for a while. Of course, the higher the level of quality/complexity the project aims for, the more likely this is to be the case; that said, since a sizable number of the ASMBXT team were using the engine for the first time and the design philosophy was with an emphasis on anything goes, it's probably incorrect to assume that would have been the case (had ASMBXT stalled).MrDeePay wrote:And in those cases, it's best for the departing person to pass their work onto someone else who they know will finish the job properly- or at least complete a lot of what's left to do before they pass it onto someone else.TheVulpineHero1 wrote:*post*
Personally, I think you raise a lot of valid points; to be sure, there's probably a lot that could have been done (or could still be done) in order to make ASMBXT a better game as a whole. (Not to denigrate the ASMBXT team, who all worked hard to make this happen in the first place; every game will have its bugs and its poor design decisions). I think in this case, however, the general feeling behind the project was not to create something which was of sterling quality in every facet, but rather to have a project that the community could enjoy making and then enjoy playing.
Whilst that's hardly likely to be the best philosophy in terms of quality and quality assurance, it is an understandable motive, and has brought a lot of activity to the forums; it may well be that it was the process of making the game, more than anything else, that was important in terms of project ambitions. For a lot of people, it was their first attempt at level design, or their first time using the engine, or the first time participating in a collab project, or all three; those people now have experience, and that's fine. If they want to take it further and become better at the whole thing, I would certainly urge them to listen to any and all criticism that goes deeper than 'ur level sux and ur ghey', even and perhaps particularly the criticism that's unpalatable (as Mr Deepay's has the tendency to be, for good or ill). For people content to leave it here, well, it's not wrong per se to simply bask in what you've achieved, even if more could have been done.
I think I'll bow out of the debate at this point, however; as someone who wasn't involved with the project or game design in general, I'm rather out of my depth, and it wouldn't be out of line to criticise me for weighing in on a subject I share no expertise in. Feel perfectly free to disregard my argument in light of that.
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Re: raocow Plays: ASMBXT Preludsion to the stupid
As one of the co-creators of Fricken Meta, I'm going to talk about a few of the points some of you have brought up and were brought up by raocow's video.
1) I can't see the boss or interact with it. Why?
We have no idea. Several people reported this bug but we could find no common factor between them or way of fixing it as the boss graphics were pathed and flagged correctly. As we had no idea what was causing it and why it was only happening for some people, we couldn't fix it.
2) Why is there a detonator under the boss and why doesn't it do anything?
It does do something: stepping on it before you've killed the boss removes the wall to the Demo & Iris blocks as if you had killed the boss. It's there so that if you can't see the boss the level is still beatable for you (although a heck of a lot easier).
3) Why is the boss harder than the rest of the level?
The boss room was mainly Darkychao but I'd assume it's because Mother Brain is the easiest boss to resprite. As for the design of the level itself, riding a bullet over a pit is perhaps too hard for World 1, so I apologise for that, however in my defence I'd like to say that without the pit it's really easy and boring. It is also possible to cheese the boss in about 5 seconds if you know how. raocow accidentally did it a little bit but didn't seem to realise, so if you go back and rewatch him closely you'll see how.
4) What's up with the P near the level door?
The P stands for a word that starts with P that has some relevance to the level.
5) What's up with that vine? Is there a secret to it?
Yes and it has to do with Question 4. The secret is that
1) I can't see the boss or interact with it. Why?
We have no idea. Several people reported this bug but we could find no common factor between them or way of fixing it as the boss graphics were pathed and flagged correctly. As we had no idea what was causing it and why it was only happening for some people, we couldn't fix it.
2) Why is there a detonator under the boss and why doesn't it do anything?
It does do something: stepping on it before you've killed the boss removes the wall to the Demo & Iris blocks as if you had killed the boss. It's there so that if you can't see the boss the level is still beatable for you (although a heck of a lot easier).
3) Why is the boss harder than the rest of the level?
The boss room was mainly Darkychao but I'd assume it's because Mother Brain is the easiest boss to resprite. As for the design of the level itself, riding a bullet over a pit is perhaps too hard for World 1, so I apologise for that, however in my defence I'd like to say that without the pit it's really easy and boring. It is also possible to cheese the boss in about 5 seconds if you know how. raocow accidentally did it a little bit but didn't seem to realise, so if you go back and rewatch him closely you'll see how.
4) What's up with the P near the level door?
The P stands for a word that starts with P that has some relevance to the level.
5) What's up with that vine? Is there a secret to it?
Yes and it has to do with Question 4. The secret is that
Re: raocow Plays: ASMBXT Preludsion to the stupid
It's too bad raocow slide over a specific block at the end of that Pacifist level. Some some reason, and I have no idea how they did it, the block underneath the leet makes you kneel, essentially having your character kneel before the gaint Blood Drop for the cutscene.


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Re: raocow Plays: ASMBXT Preludsion to the stupid
It has a resprited SMB1 axe set to, upon death/activation to run an event to cause the player to press down, then a couple ticks later cause a neutral event.Sebby19 wrote:It's too bad raocow slide over a specific block at the end of that Pacifist level. Some some reason, and I have no idea how they did it, the block underneath the leet makes you kneel, essentially having your character kneel before the gaint Blood Drop for the cutscene.


Check out my TF2 community workshop stuff:BeatBoxingBoo wrote:a medley is just, like, a mixture of medics
Crust Crusher
Crafty Cutter
Pinhead
Thread
If I didn't like anybody who had a different opinion than me on something I like I wouldn't have any friends.-Bwarch
Re: raocow Plays: ASMBXT Preludsion to the stupid
It's just too bad it's really easy to slide over, even while walking. Especially with Iris.


-Banned in Antarctica
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Re: raocow Plays: ASMBXT Preludsion to the stupid
I still have the issue with the boss on Fricken Meta, I have no idea why. Can't see him
Also I loved the gimmick on the Land of the Pacifists, I laughed much more than I should have on the "Have a vegetable"
Also I loved the gimmick on the Land of the Pacifists, I laughed much more than I should have on the "Have a vegetable"
is this videogames?
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Re: raocow Plays: ASMBXT Preludsion to the stupid
I like the Blood God realm, it was neat.
Also, people seem to have trouble with custom npcs that replace Mother Brain...
Also, people seem to have trouble with custom npcs that replace Mother Brain...




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Re: raocow Plays: ASMBXT Preludsion to the stupid
Dunno, that boss didn't seem challenging in the slightest..but what do I know?

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"argh i am the evil shadow monster demon shadow"
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Re: raocow Plays: ASMBXT Preludsion to the stupid
It'll be curious to see how raocow does tomorrow. IIRC hip hopping about has a really hidden secret exit, and Castle of Reflection can be difficult.
Re: raocow Plays: ASMBXT Preludsion to the stupid
It's just pointless grinding, really.AUS wrote:Dunno, that boss didn't seem challenging in the slightest..but what do I know?
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Re: raocow Plays: ASMBXT Preludsion to the stupid
MB, the bas for the virus boss, is one of two enemies in the SMBX engine(the other being MB's jar) that is stationary and has more than one HP. They each have a set amount of HP when created, and as far as I can tell, it is very difficult to change the value to lower it.MrDeePay wrote:It's just pointless grinding, really.AUS wrote:Dunno, that boss didn't seem challenging in the slightest..but what do I know?
Is it perfect? Of course not. The SMBX engine is not flexible when it comes to creating new content, rather than replacing existing content.
Last edited by Vergalon 10 years ago, edited 1 time in total.

Re: raocow Plays: ASMBXT Preludsion to the stupid
Yeah, except I could swear in an earlier version I actually was stuck kneeling until the textbox went away, which was wonderful, instead of this where Demo and Iris just kind of trip and stumble as they skid past.darkychao wrote:It has a resprited SMB1 axe set to, upon death/activation to run an event to cause the player to press down, then a couple ticks later cause a neutral event.Sebby19 wrote:It's too bad raocow slide over a specific block at the end of that Pacifist level. Some some reason, and I have no idea how they did it, the block underneath the leet makes you kneel, essentially having your character kneel before the gaint Blood Drop for the cutscene.
You don't know the magical, irresistible allure of bottomless pits, that's for certain! And it's probably a good thing.AUS wrote:Dunno, that boss didn't seem challenging in the slightest..but what do I know?
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Re: raocow Plays: ASMBXT Preludsion to the stupid
AFAIK It's impossible.Vergalon wrote:They each have a set amount of HP when created, and as far as I can tell, it is very difficult to change the value to lower it.
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Re: raocow Plays: ASMBXT Preludsion to the stupid
Everyone is making the game seem terrible when everyone keeps answering any amount of criticism with well, it's not perfect. I'd rather hear "we'll try better in the future" or if the criticism is actually off-base (which based on the responses I'd imagine not) a retort. I dunno. It makes everything lamer when someone does that.Vergalon wrote:Is it perfect? Of course not.
Anyway, what I've played of the game so far has been fun and what raocow's played so far has been fun to watch. I thought the troll-face trap was kinda ass and shouldn't have been there, but still..IT'S NOT PERFECT HAR HAR HAR (see how dumb this is?)

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Re: raocow Plays: ASMBXT Preludsion to the stupid
it is?SAJewers wrote:IIRC hip hopping about has a really hidden secret exit
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Re: raocow Plays: ASMBXT Preludsion to the stupid
I was just pointing out that we (read: everyone who contributed) tried to use the engine the best we could, and while the results weren't perfect, they were the best we could do. Though in hind sight, it wasn't the best way to phrase it. also for me the word 'perfect' has a negative connotationAUS wrote:Everyone is making the game seem terrible when everyone keeps answering any amount of criticism with well, it's not perfect. I'd rather hear "we'll try better in the future" or if the criticism is actually off-base (which based on the responses I'd imagine not) a retort. I dunno. It makes everything lamer when someone does that.Vergalon wrote:Is it perfect? Of course not.
Anyway, what I've played of the game so far has been fun and what raocow's played so far has been fun to watch. I thought the troll-face trap was kinda ass and shouldn't have been there, but still..IT'S NOT PERFECT HAR HAR HAR (see how dumb this is?)
Not bashing anyone here, just explaining :<
Long story short, I'm an idiot
Last edited by Vergalon 10 years ago, edited 3 times in total.

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Re: raocow Plays: ASMBXT Preludsion to the stupid
Well there are a lot of other pipes that try to fake you out and just end up leading to other bonusesraocow wrote:it is?SAJewers wrote:IIRC hip hopping about has a really hidden secret exit
But it's kind of put in a really random place.
Re: raocow Plays: ASMBXT Preludsion to the stupid
The event's always been the same, the engine acts really weird with it: No matter how long I made the kneeling event, as soon as demo stops moving, she stands up. So people who ran into the room directly up to mr. comma got the cool actual kneel, the people who kind of cautiously walked up to him got the stumble.cheez8 wrote:Yeah, except I could swear in an earlier version I actually was stuck kneeling until the textbox went away, which was wonderful, instead of this where Demo and Iris just kind of trip and stumble as they skid past.darkychao wrote:It has a resprited SMB1 axe set to, upon death/activation to run an event to cause the player to press down, then a couple ticks later cause a neutral event.Sebby19 wrote:It's too bad raocow slide over a specific block at the end of that Pacifist level. Some some reason, and I have no idea how they did it, the block underneath the leet makes you kneel, essentially having your character kneel before the gaint Blood Drop for the cutscene.
Also I liked the sussing out of the secret exit, interesting how raocow tried to play the pacifist. I'm not sure frozelar even realized the no damage gimmick as he methodically murdered everyone on the first run, heh.
Re: raocow Plays: ASMBXT Preludsion to the stupid
You have no idea how many times I went through the level trying not to fry or stomp on anyone, only to find out that's not what you're supposed to do. It's surprisingly hard, especially before you realize they don't hurt you.Holy wrote:Also I liked the sussing out of the secret exit, interesting how raocow tried to play the pacifist. I'm not sure frozelar even realized the no damage gimmick as he methodically murdered everyone on the first run, heh.
No, I didn't realize they didn't hurt you until like my third try at the secret exit.



