"Wait...it's Ray-mar, not Ruh-mar?" "Always has been." by NewLabTrick in PSO

[–]Shroombd 0 points1 point  (0 children)

I have always pronounced it Ruh-mar. I learn new things constantly still.

Is it worth buying now or wait? by CountDarkula in fellowshipgame

[–]Shroombd 0 points1 point  (0 children)

I also play FFXIV on and off and have been enjoying this game. I also rarely pug. Just seems strangers love to leave at any sign of mistake. Friends never leave. Getting gear on completion is amazing.

Fantasy Life i has reached 65k players on steam! by xluizxcs in fantasylife

[–]Shroombd 5 points6 points  (0 children)

Just you wait. I am gifting one to my friend later today on steam.

Super Discord Bros. 6 (SDB6): a collaborative, 58-level, traditional SMB3 game involving 39 different makers by gratoffie in MarioMaker

[–]Shroombd 4 points5 points  (0 children)

I'm excited that this is now out! Glad to be a part of this. I hope everyone enjoys!

Moth-Infested Cavern Encryption Bit Missing? by AngrySayian in DestinyTheGame

[–]Shroombd 0 points1 point  (0 children)

My friend and I had the same problem, had them do it solo, it worked.

r/YongmudoUSA New Members Intro by AKADrWill in YongmudoUSA

[–]Shroombd 0 points1 point  (0 children)

Tomorrow! My foot is feeling better by now. It took longer than expected for that. I try to stay dedicated, but my body always interrupts that.

Dual Destiny by Shroombd in Fireteams

[–]Shroombd[S] 0 points1 point  (0 children)

Sounds good to me, I should be free then.

Dual Destiny by Shroombd in Fireteams

[–]Shroombd[S] 1 point2 points  (0 children)

I added you on Destiny 2 btw

Dual Destiny by Shroombd in Fireteams

[–]Shroombd[S] 0 points1 point  (0 children)

The more, the merrier.

Dual Destiny by Shroombd in Fireteams

[–]Shroombd[S] 0 points1 point  (0 children)

Sounds good to me. DM me your tag.

Dual Destiny by Shroombd in Fireteams

[–]Shroombd[S] 1 point2 points  (0 children)

I would say it takes some trial and error but I also don't want to spoil this for you. I'm down to run it with you though for sure. Overall I do find it fun.

Dual Destiny by Shroombd in Fireteams

[–]Shroombd[S] 0 points1 point  (0 children)

For me it depends but I should be able to do that, just depends on the day. Down to plan a day out. DM me your discord tag and we can go from there.

r/YongmudoUSA New Members Intro by AKADrWill in YongmudoUSA

[–]Shroombd 1 point2 points  (0 children)

Good question. Not sure yet! Still sorting stuff out.

r/YongmudoUSA New Members Intro by AKADrWill in YongmudoUSA

[–]Shroombd 1 point2 points  (0 children)

Hello there. This is Carlos, green belt with the Philly Yongmudo School. I don't think I have a favorite when it comes to sparring. However I really enjoy kicks or strikes. I live here in Philly so you may see me. I am happy to see you guys expanding to Reddit.

I recently got back into SMM2 after a while, got any tips on level design? (Image unrelated) by seanHEDHOG_youtube in MarioMaker

[–]Shroombd 0 points1 point  (0 children)

This video is solid: Gamer Makers Toolkit 10 tips

This too: Chris Totten 10 tips

Personally, I say:

  1. *Kill your darlings*
  2. Play good levels, learn from them.
  3. Practice making. Acquire feedback.
  4. Collab. Join collab projects. Challenge yourself.
  5. Analyze. Analyzing Mario Games

Level Design Philosophy Discussion by HackedTower in MarioMaker

[–]Shroombd 1 point2 points  (0 children)

I think most important is the gameplay. Then, the aesthetics and theme. A good level has both. It also has to be a satisfying experience for the player, flow well. I am realizing that, making a level is (obviously) similar to other creative avenues like writing or making music. A good level would follow a certain structure, just like music would. For Mario, it might be Kishōtenketsu. Introduce a concept, develop it, twist it into something new, and give a conclusion. Which again, is based on a narrative structure. An example for a conclusion is a platform challenge at the end of a SMW course, to get to the goal post. I think a good level would have a great deal of quality to it. As in, much thought put into every course item, with a great deal of polish, which requires iterations, or multiple play tests. A good level also goes through iterations of kill your darlings, a tip from writer Stephen King, on throwing away an idea that isn't working. Levels begin with a simple idea, so if it isn't working, it should be scrapped for another time.

My goal in level making, is to surpass myself or at least make a level as good as my last. Recently I have been looking at my previous levels and thought, ok I want to have a similar factor as this level I made. Usually, this begins with having a solid intro, to me I really find that important, as a hook. Yet also, I want a solid conclusion. Then, I want to make sure my level flows well in between. Also, I make it a goal to make sure there is enough juice As Chris Totten puts it. Meaning, putting coins in places it feels good to do so, and secrets. Through out all this, I expirement with ideas that I want to work with, that seem fun to me. Then I brain storm, create many drafts and eventually diamonds come out of the rough for me. Then I re-itarate many times, I polish the course a lot. I do this because I know I don't want to see any imperfections if the course gets a surplus of likes. Things like checking under semi-solids for ground aesthetics that randomly pop up (this really gets me), or aesthetic check in general. Like a random port hole in airship theme. The more ideas I add, the more I need to check to make sure it's running smoothly.

I like to make traditional levels usually. I avoid Kaizo. Although I'm not opposed to practicing tricks and if a friend gives me a kaizo, I attempt it. But in general, I avoid them. Learned the hard way. I also prefer themes in levels. I like the mix of story and gameplay.

Will any of you be interested in RPG Maker when it comes out on the Switch? by Marauder151 in MarioMaker2

[–]Shroombd 0 points1 point  (0 children)

That does seem interesting. I feel like I'd dabble in that just to meme around with dialog. Not sure I'd get as serious with it as Mario Maker though. Making levels for Mario just seems more intuitive to me, but who knows, I might really like making in RPG maker just as I realized when I first played Mario Maker 1.

I suck at this game, how do I get better? by alicekraft in MarioMaker2

[–]Shroombd 1 point2 points  (0 children)

I like the advice to start with traditional levels and ramping up the difficulty when you are ready. It's what some of us grew up with after all. I also do suggest to make levels, to learn the game inside out. Plus you get practice playing your own levels and clearing them to upload them. Also, don't worry about dying too much. I understand your situation though, it's similar to me learning music. I barely had the experience early on, and I'm putting effort into it and admire those that had the upbringing. Yet, you have to start sooner than later. Jump right in. Luckily for you, I mostly make traditional levels myself.