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Sméagol

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Everything posted by Sméagol

  1. Here's the old Magic thread, but it's also used for Magic online (I don't know what this Arena thing is). I was finally actually going to sell my (online) cards (you can see me mentioning it 2 years ago in that thread), but the market for the online cards has collapsed. What was once worth around 300+ dollars, now is only worth 80 dollars, and I only get to keep half of it due to transfer costs. At this point I begin to feel it's not worth the effort and money, at the same time I know I'm not going to play in the foreseable future. Plus cards are cheap now anyway, whenever I do get a hankering, I can just re-buy them easily. I do sporadically still buy a paper booster just for fun, to check out current cards. I bought one a few days ago actually, but nothing worthwile in it for me. I did used to play paper magic, but I only knew like the one guy..
  2. Hot Fix solution would be to add a dev comment at the start. But personally I'd expand the starting area to include more hints and guidance.
  3. But as long you have internet you might as well search and download a few courses from other people. Playing other people's levels is a big part of Mario Maker. While most if not all of the story mode (and example!) levels are fun, they often are specifically designed to teach you about a certain aspect, so you can use it in the course level maker. So a lot of them have a bit of a tutorial vibe going on, and will feel different from the avarage level you'll get from other people, even those that are designed to "feel like a Mario level". Edit: Played some more levels, including yours @Glen-i. I'll elaborate later (I have videos), but in short: I (really) like the Mario 1 level, but don't like the hammer level. The level is not intuitive for someone who doesn't know what the hammer does, which at this point is most people. The game doesn't explain it, and I haven't unlocked it. I actually timed out on that one.
  4. The game went up for pre-order today. The CE will be back up in 2 hours, but I'll pre-order the regular version.
  5. Alright, I said I'd upload videos but @Glen-i beat me to it. @GenericAperson: This is a pretty anti-climactic final battle of a Boss Rush. Not sure if it was intended. It's a bit confusing, as I needed to figure out how to get to the goal. Maybe that's a bit trolling on your part, so maybe it was intended, I don't know. Which lead to this: Soft locks are inexcusable. Anyway, afterwards I figured out that you needed the clown car to get to the top. I assume this was the intended way. I got there without it, which makes the fact you can lose the clown car kess of a problem.. But it feels unintended, and it's a bit confusing and definitely anti-climactic end of the level. The Thwomp boss also felt off, it was hard to do it the intended way (I think), but it's easy to just take a hit and ride the Thwomp to the top. The idea of using the on/off switch to kill it is nice, but the execution.. It felt a bit pointless. It's not all bad, I liked the variety, and the idea behind some of them, like the Goombas. Regarding Beetle drop (I have no video of it): To me it felt even worse. Now I can see the layout of the area, but this doesn't seem to really help me. Where I was able to solve a puzzle through trail and error, now I fail at it again even now I know the layout and elements. The ehh 2nd puzzle after the checkpoint.. The problem is that I still can't see the action when I'm down below with the on/off switch, and I don't know what all the interactions are. Things despawn left and right, and I can't see what I need and what are red herrings (if any). So I need to figure out if I failed first, then there's nothing left for me to suicide. Figuring out if you need to suicide (if you have failed) is incredibly annoying. I failed the puzzle multiple times, in multiple ways (even after initially solving it in the first version), but none of them lead to the shell hitting the p-switch and killing me instantly. I want consistent behaviour. If you're not (or can't) give me a second chance (a reset), have the decency to instantly kill me, and not leaving me in the dark whether I failed something. After several tries, I was done with it. I suspect, making your puzzles smaller (i.e. single screen) will solve everything. As I can see what's happening and stuff doesn't despawn. But I'm not sure as I don't know what all the interactions are. @RedShell Really liked the level, though I'm not sure what the point of the boss was. It was fun doing it the "intended" way, blastinmg it from above with fireballs is also very satisfying.. But you can simply swim past it? @JaxonH @Ronnie & @ViPeR, like I said, I should make more videos, but Lava Lair and 9-6 were yet again great levels!
  6. Do you actually get a notification for that? How does it work? Does it take the total time of all runs (including from each checkpoint), or just the first? I've heard someone speculate this too. Or more specifically, the level will show up (or have a much higher chance to show up) if someone likes your level. Which is why I make a point of playing as many of your levels as I can, even though I rather spend my time in the course level maker. Haven't even finished Story Mode. I don't hand out likes out of courtesy though, I actually need to like the level (to at least some degree). Luckily this is most of your levels. Sorry @GenericAperson, I didn't like your re-upload of the Beetle level, or the Boss rush.. But I have videos and I'll explain why later. In fact, I'll try to make more videos of levels I play from you guys, and I'll upload them this evening.
  7. Have him show up at NE HQ to show you his ID.
  8. It shows up for me (and I'll play it after this post).
  9. WARNING: mute the video / lower the volume. I was warned it's very loud. An hour's worth of fireworks:
  10. Edit: The Japanese version also seems to have an English option, so import from the country of your preference. I'll need to look into what the story is about, because I'm not that fond of the artstyle actually.. I only know it's regarded as a classic.
  11. At first glance I would say so.. But thinking about it, it differs pretty wildly from the typical visual novels I want to discuss here. There's also the fact that Phoenix Wright is pretty popular and doesn't need to be lumped together with the other visual novels. Phoenix Wright has "actual gameplay" (point & click style), while a typical novel does not go much beyond dialogue choices. Also Phoenix Wright has a linear story. There are no alternative endings, and no optional / missable / alternative dialogue.. You get the complete and same story every single run (maybe the later games do, I don't know). There were also some western / indie visual novels, some of which I already posted in the indie thread. Necro Barista Of course there's Va11-Hall-A, which has its own thread and is highly recommended. I also like Cinders which I have on Steam. It's pretty much a visual novel take on the classic fairy tale Cinderella, with multiple endings. Short but fun. I also suspect Night Call falls into this catagory, one of the Nindies I was looking forward too.
  12. Sméagol

    Gris

    After long "deliberation" (rationality kicked in, I was hoping for the signature edition to sell out before I gave in so the decision would be made for me, and it did sell out, that said, if there's a waitlist I may get on it), I opted for the game + artbook bundle. This is the size of the artbook: This bundle is still available.
  13. This is one of several games I've pre-ordered, and I'm looking forward to it. The improvements sound great, they seem to address most issues. But I'll stick to the regular edition for this one. I love figures, but the ones that come with limited editions are rarely good quality. Steelbook is also something I don't want. The artbook though, I love those, but.. yeah I'll skip it.
  14. Clears vs deaths yeah. And I don't think it's "times played" but rather "number of people who tried your level". I also don't think the failure points are very accurate, or rather, they don't show them all but just a selection.
  15. You have to go back to your uploaded levels, and delete the one in question. Then you can simply re-upload the same level after editing.
  16. I don't like the faux-anime style for the cutscenes.. But the pixel art and gameplay look great. But I hope there's online multiplayer. This is getting a physical release from Limited Run Games. Edit: No online.
  17. Yeah, that's what I do too, but it's a nice reference, especially for people new to Mario (Maker). Hey so I got this vague idea about a community made level. By which I mean a level that's made by anyone from NE who wants to get involved. I have some vague idea about it how to go about such a thing, but don't want to go into detail yet. Any people interested in that? We can discuss ideas about it here, and if we're going to do it, we can open a new thread.
  18. After a replay, I noticed I accidentally deleted a vine in the production version.. <sigh> It annoyed me so much added it back in and re-uploaded it. Only 2 people played it anyway, and you both didn't clear it.. Though it's a shame I lose the death toll on that one haha. I also added a Cheep Cheep I forgot. But all in all inconsequential stuff, but it annoyed me. I didn't change the boss however. I'm not sure if I want to tell you this.. But there's a safespot. But after checking my level, I also noticed a handy way to check the failure points, I hadn't noticed that one before. I'll go check that one out on my first level. See if any people fell for my trolls haha.
  19. Oh, but that's a lame cover by the way. <sigh>
  20. More design tips on a Reddit: I ehh, didn't think it would embed the entire thing, but I'll take it.
  21. I'll probably get it, as like I said above, I haven't played any of the games beyond the first.
  22. I'm pretty sure it's not a matter of available space. Although ultimately I don't want a limit either, I can see their philosophy being that, with the limit in place, people will have to really think about what they want to upload. Quality over Quantity. I think it helped, as while I haven't played many levels yet, most of the levels I came acrosss in Endless mode were pretty good. None of them were the infamous "hot garbage". I have not seen a single level which just stuff thrown at tme for no reason.
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