redyoshi587 wrote:The thing that truly sets my alarms off is when I hit a question block and it turns into a grass block from SMB1. Clearly some people don't know how to use GFX packs correctly.
This is some interesting event going on.
If a level is very easy to crash like having a lot of blocks and then use a P Switch... then it overflowes the block limit due to coins to blocks and the other way around.
TheWarpyro wrote:unless you're good at grabbing the bombs and not shooting fireballs at the bombs next to you xD
You could use Link. When he stabs Mouser's bombs, it will be kept. And you can keep 9 Mouser's bombs! Then throw it to him by using the Alt Run button.
Afraid of the Heights wrote:You could use Link. When he stabs Mouser's bombs, it will be kept. And you can keep 9 Mouser's bombs! Then throw it to him by using the Alt Run button.
It's better to just stab on his head all times anyway since you can follow the boss while stabbing and jumping off of him if you hold the jump button aswell... but it is also a little bit more risky because you have to follow his pattern but even so it's not that hard to do. ;P
If you play a super long level with lack of checkpoints and where you have to do it again... especially if the levels are more difficult to get over with.
bossedit8 wrote: If you play a super long level with lack of checkpoints and where you have to do it again... especially if the levels are more difficult to get over with.
Well, I'm also annoyed in this thing, aside from invisible blocks.
1) Cluttered enemy placement
2) Inconsistent aesthetic styles between levels
3) Marathon levels
4) Red coin abuse
5) "Kaizo" levels that often fail to be actual kaizo (just frustrating for the sake of being difficult)
In the editor itself:
1) no undo command
2) unintutive method for customizing graphics and npcs
3) no undo command
4) random crashes/bugs that happen for no apparent reason
5) no undo command
-Bosses: What annoys me really when people make an episode and they use the old Koopalings, Bowser, or use Rinka-spam to make it harder and even call that level "good" which has these boring things... Whats so good about them? You didnt kill Bowser and his kids enough time? My personal opinion, but no way to make a koopaling battle actually interresting. And Boom-Boom... -_-
-Musics: NSMBWII, NSMB2, NSMB3DW, etc.
-Booooooring episodes: This is when there is no action in a single level of an espisode but instead some "Good night" songs or "Boo, I scared you" ones. You have Lua.
-Ghost Houses: self explanatory
-Cant change the direction of autoscroll
-1 NPC every 10th block or Spam
-To see SMB3 styled levels in every episode: You cant get bored of this, right...?
Mario Forever : All-Stars 3 - A massive collaboration project led by Looper. Might be worth to check out :v
bossedit8 wrote:If you accidently overwrite a level if you hit save instead of open one. It only happened to me once back then during the creation of Airship Attack.
SMBX Galaxy forum by Pivot40Channel http://smbxgalaxy.prophpbb.com/
Come to the SMBX+ forums by illias3000. There is a whole forum category dedicated to the boss rush series with official rushes, submit bosses, and fan boss rushes! It is still open but AirSeus Forums is now open: http://nsmbx.prophpbb.com/
AirSeus Forums the new home of the Boss Rush series: http://smbxairseusforums.prophpbb.com/
Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshis are tools to be used and discarded.
ShadowStarX (06/14/18) wrote:
South Korea is easy deal
Supershroom wrote:Runtime errors without a tangible reason.
Some run-time errors are ok and such but usually they're annoying to have anyway like "Input past end of file" ...one of the most annoying run-time errors to deal with.
Unexpected runtime errors or anything else that causes SMBX to close, just like what Supershroom mentioned... Back in 2011, when i played SMBX a alot more, (I think the origial site was still up too!) I was making this huge level that was based off of the Lost Woods in Zelda: A link to the Past for an episode i was making at the time. It was sort of like a maze and I also put alot of cosmetic detail into it. After spending 2+ hours making this level, Im just about to save when i get a Runtime Error.
I'm sad to say i pretty much gave up on the entire episode i was making after that... :/
ShyGuyOfMoonside wrote:The fact that you turn into regular Mario after being hit even with a powerup. It also annoys me in the official Mario games it happens in.
I think.
I think it only happens in SMB1/The Lost Levels, the Japanese Version of SMB3, and SMW. But yeah, it is pretty annoying! Thankfully this can be dealt with with LunaLUA!
ShyGuyOfMoonside wrote:The fact that you turn into regular Mario after being hit even with a powerup. It also annoys me in the official Mario games it happens in.
I think.
I like that system, it makes the game a little bit harder. And besides, you've got a reserve box, isn't it enough?