With due respect, I find it extremely odd that you can't make a Mario game without some kind of odd filter effect. Would it be possible to create a game without one?
(11-03-2014, 03:23 PM)Hello Wrote: [ -> ]Unfortunately, Luigi's greed got the best of him, and the entire kingdom became shrouded in darkness.
Luigi confirmed to be Ingo.
In all seriousness though, I have to agree with E-Man that the filter effect isn't really necessary. Some people might find it uncomfortable and it could put them off playing the game. On the other hand, it does somewhat give the atmosphere of darkness in the world, especially in the grass worlds.
One thing I would suggest is making the filters optional. Make it a toggle-able setting (and point it out to people), and that way if people don't want the filter effects they can switch it off and just enjoy the rest of the game more comfortably. Those that don't mind can leave it on.
You have to remember that even though
you're making the game, ultimately it's the end user's experience that you're working towards.
The other odd thing I found about Hello is that he always makes a thread featuring his newest game/engine and almost never replies to it after that. Considering the way he worded his first post and how he doesn't appear to acknowledge the other posts in his thread,it's almost like he's only posting to give his games free publicity instead of collecting actual feedback to improve them. The fact that he's still using filters after everyone disagreed with the idea in a previous thread supports the latter.
Well, I haven't seen a single person complain about the lighting in this game looking bad.
So what exactly does this game have that every other Mario game doesn't? Why play this one specifically? I'm on my phone at work so I can't watch the video in the OP but there's no text or anything that explains the game's features so I can't tell how it's any different other than your light filters.
(11-04-2014, 06:37 PM)Vipershark Wrote: [ -> ]So what exactly does this game have that every other Mario game doesn't? Why play this one specifically? I'm on my phone at work so I can't watch the video in the OP but there's no text or anything that explains the game's features so I can't tell how it's any different other than your light filters.
Didn't you watch the video
at all?
You can sleep at inns.
If that's not innovation then what is?
help, i'm experiencing deja-vu
oh wait i posted there too. weird. creepy. odd.
Though, this seems exactly like that game, but it's as if he took our feedback and did...things. =:0
...while leaving in a filter
oh wait
For a second I thought that was Quailman.
Nope. It's Bee Mario. Darn it ):
(11-05-2014, 10:56 AM)Kosheh Wrote: [ -> ]Didn't you watch the video at all?
You can sleep at inns.
Did
you watch the video at all? O_o
Personally, I think he's poking fun at the fact that you apply these minuscule changes to your fan games.
Anyway, I watched your video and while you did apply a wall jump and more different powerups, your game is otherwise almost the same as your other ones. At this point in time, all rom hacks and Mario games look pretty much the same, so unless you really invest in an idea to make a unique Mario game, step away from the plumber. It'll be much better if you were to focus on a different character or game franchise… Or, better yet, use your own idea!
Forgive me if I'm not acting so supportive of what you have created, but I'm just frustrated that all you're producing is the same rehashes of your games instead of really thinking outside the box. Also, the fact that you appear to not listen to everything we said in the threads makes me concerned that you are not here to gather the kind of critique to launch you from generic Mario fan game territory. I know that taking advice from others is a very hard thing to do, but if your only selling point (for lack of a better word since you're not actually making a profit) for these games are the different light filters, then you're going to need to rethink the structure of your game.
Speaking of light filters, you honestly don't need them if your pixel art is good. You should avoid using any and all sprites from
Super Mario Bros. 3 (and practically any Mario game for that matter) and simply make your own. If you are that determined to show the negative consequences of industrialization, show it through dying plants and actually smoggy sky. Just look up games from the Super Nintendo and GBA to see how they pull it (try the Metal Slug games for starters) of because you can portray a lot through pixels alone instead of light filters. Besides, if we just get rid of the light filter over this game, than the Mushroom Kingdom looks practically the same as it always has. Sure, there are those smaller pipes and lanterns that also show this, but those are only tiny cosmetic changes that are barely enough.
(11-07-2014, 01:55 AM)Hello Wrote: [ -> ] (11-05-2014, 10:56 AM)Kosheh Wrote: [ -> ]Didn't you watch the video at all?
You can sleep at inns.
Did you watch the video at all? O_o
...I'm pretty sure a Toad person asked Mario to give him coins in front of a Toad House, and said it was like 10 coins a night
I guess not?
EDIT: Just went back and rewatched it. It's the part at the beginning. I uh, I'll admit my fault: I skipped to that very point, and I thought the Toad said "I hope you enjoyed your stay!"
oh well, I'm the doofus lol
I wasn't crazy though about the random pitch-black areas of the game (as I feel like that's an artificial ramp-up of difficulty: it's very easy to put a fire chain on one of those corners and easily frustrate a player with an obstacle they can't see. Unless you can guarantee there are no enemies/stage hazards behind those black segments, they seem to be something that could easily frustrate a player
Also, while some of the level design is interesting, I hope these are the later levels - some of these things are real twitch-timing based, and the spiked corridor that required the bee suit seems a little...unfair.
Most Mario titles allow you to access bonuses/extra things that aren't required to complete the level by having a certain power-up at the right time (i.e. the clouds in SNW only accessible by Cape Feathers - having a cape wasn't required by the stage design; only to access hidden areas - laziest example is Mario 3D World's double cherry levels that always had the Stamps accessible by a platform that required x number of clones) Unless the Bee Mushroom respawns right before that wall-jumping segment as many times as the player needs it, it seems a little bit excessive, as if the player doesn't possess the Bee Mushroom and has no way to acquire one, they're forced to lose a life at that part unless they can manage to keep the Mushroom for the level. :/
sinister game.... is darknes, i like a lot
but.... link for download not work
please, fix
thanx