Sunday, September 27, 2015

Super Mario Maker (Wii U) - P-Switch Panic!

A friend of mine on my other site, SuperPhillip Central, recorded his run of P-Switch Panic!, one of my harder levels I've made in Super Mario Maker. After you've checked out his run, why not try it out for yourself by inputting the following code into the search bar of Super Mario Maker's Course World menu? C3D2-0000-0036-F996.

Friday, September 25, 2015

Phil's Super Mario Maker Levels - Part Two

Welcome to StortzumSoft's first ever planned regularly occurring segment! It's Phil's Super Mario Maker Levels! Okay, it's not the most creative name. I used up all my creativity on making levels in the game!

For those uninitiated, Super Mario Maker just released on the Wii U two weeks ago. It allows users to create, design, play, and share each others' levels with a worldwide audience in an official capacity. The interface is way well done, making it easy to tinker around with and create a level in a fast amount of time. Now, of course, whether that level is actually good or not is subjective.

With this reoccurring segment I will be sharing my levels that I've created and spent time on playtesting to, well, the word I'm looking for definitely isn't perfection, but you know what I'm shooting for, right?

For this second edition, I have nine more levels to share with you. I'll include the name, some screenshots, a description, and of course, the code to find and play the level online.

Level 2-4: Bowser Jr.'s Elite Fleet - F72E-0000-003A-8AD0

Bowser Jr. is getting away, but Mario won't let him as he makes chase in both air and land in this slow auto-scrolling level. Avoid cannonballs, Rocky Wrenches, and fire jets as you make your way to Bowser Jr.'s chamber.


3-1: Make Note of Note Blocks - 7990-0000-005E-1CF6

Previously much harder than this newer version, Make Note of Note Blocks introduces note blocks into the fold, offering many opportunities for bouncing from both you and enemies. This newer version of Make Note of Note Blocks removes various gaps from the level and adds new note blocks and pipe formations to make it more manageable.


3-2: Cheep Cheep Lagoon - B768-0000-0048-A03B

The first water level of this series of creations, Cheep Cheep Lagoon lacks a central gimmick. It's more of an introduction to swimming, offering schools of Cheep Cheep to worry about, stalking Bloopers, and a hidden exit for those skilled in exploration.


3-3: Boo Roulette's Horror House - 7918-0000-0042-D173

Be careful of the carousel of Boos haunting this horror house! Patience is indeed a virtue for getting passed these ghostly creatures. Can you find the way to the exit? Otherwise you might return to the same room over and over again!


3-4: Kamek's Magical Castle - 4DF3-0000-0054-46D3

Kamek is third in command in Bowser's Koopa ranks, and his castle full of Magikoopas makes for a very dangerous place to stand around in. Use the Magikoopas to your advantage to get through this chaotic chaos so you can take on Kamek at the end.


4-1: They Might Be Giants - 94F5-0000-005A-1367

There's no question-- they ARE giants! Full of giant enemies, this level requires you to use their gigantic proportions to move through the level, all the while making it so you don't find yourself on the wrong end of a spinning shell.


4-2: Waltz of the Giant Wigglers - 60CB-0000-005B-5272

This garden and cave system are what the giant wigglers call home. Be careful to not disturb them, but at the same time, sometimes it's impossible to avoid them. Maybe you can even jump on their backs to get across otherwise hazardous areas?


4-3: Aerial Antics - E248-0000-005E-43B7

Aerial Antics is an aerial obstacle course where falling down is generally a great way to lose a life. Moving platforms, careful jumps, and pinpoint precision are what Aerial Antics is all about! Be sure to watch out for spikes that seem to want to do nothing but ruin a play-through of this level.


4-4: Bowser's Thwomp Room - EDE5-0000-006D-B910

It's been four worlds before Thwomps are introduced? Maybe that's a good thing, as they're placed in some truly tricky locations in this castle obstacle course. Deal with Thwomps both normal and big in this daunting castle leading up to a grand showdown with Bowser.


As you probably noticed, it's like I'm making my own version of a Mario game with Super Mario Maker. Level creation is something that has always fascinated me, so it makes sense that I'd be addicted to creating Mario Maker levels, right?

Friday, September 18, 2015

Legends of Adrigal - Town and Home Scenes

Earlier this week I shared part one of Legends of Adrigal's opening scene. It introduced the three main characters and set up their relationships with one another. This next duo of scenes take place in the city streets of Central City as well as Casey's home. How do Casey, Noah, and Monica even get the game that swallows them into its world? Find out with this video!

Thursday, September 17, 2015

Building West Adrigal Road for Legends of Adrigal

I had where West Adrigal Road is at in my mind. To the west is Dorter. To the east is Adrigal City. Meanwhile, the south is Mabel Road and Mabel, where Casey, our main protagonist, begins his journey in this dangerous land. North is a special shrine as well as alternate way to a winter wonderland that has to be named. This is where West Adrigal Road is on that makeshift world map I showed of the game last month. Note the red circle.


First off, I selected the proper size of the map. Unlike Mabel Road, I wanted a wide map instead of a tall map. Then, I created the river, based off of that map. The water to the right is the same water that surrounds the Adrigal City and its castle. Knowing this, I then made the dirt roads. Remember that a road made of dirt is going to need to look natural in order to not look out of place in this nature-like setting. It's the same for putting down trees, bushes, flowers, among other things. More on that later. After the paths were placed, this is what I had:


This second screenshot shows some added plateaus to the center of the map. This divides the north path from the south path, as well as houses a canyon path that can be reached from the south path near the center of the map. The cave is sealed tight, requiring the Bomb upgrade to blow open. Adding some trees to create a more dense map helped out considerably, and since I want the kingdom of Adrigal to not feel too isolated, I added a farm to the eastern portion of map as well as a tent to the farm's northwest.


For the final touches (at least to the south side of the river, lots of greenery and flowers were added. Some brush was included as well to give this road a natural feeling. Notice how the paths and river seldom are ever straight. It looks like it was modeled by nature and not by a human hand-- in this case, my own hand.


Thus, you have West Adrigal Road finished, save for its north side that I'll return to when I reach that point of Legends of Adrigal's scenario development.

Wednesday, September 16, 2015

Legends of Adrigal - Opening Scene

I worked on this opening scene for my 2016 RPG Legends of Adrigal a long time. However, recording the whole thing would take about 15 minutes, so instead, for your viewing and easier uploading, I'm splitting the footage up into three unique videos. Enjoy!

Tuesday, September 15, 2015

PIXEL POP FESTIVAL - Showing off Super Push Adventure

The Computer Guy (@ComputerGuySTL) joined me at my demo booth this past Saturday for some good old Super Push Adventure fun. He has since graciously streamed himself playing a small beginning part of the game on his Twitch channel and posted it to YouTube. The end result is what you see below! My great thanks to The Computer Guy for taking time out of his day to show off my game and for thinking it was worthy of devoting time to!

Video from Pixelpop Festival of the first panel I talked on

With special thanks to Tritemare (in the orange shirt and part of the panel), we have this recorded video of the entire "Reviewing Games for Fun and Profit" panel I spoke at during Pixelpop Festival at Webster University's East Academic Building this past weekend, led by Josh Boykin of GotGame.com. We discuss how we each got started in reviewing games among many other subjects. Hopefully I'll be able to share the other two panels I was included in. I hope you'll enjoy watching this panel and that it holds your attention throughout its entirety.

Monday, September 14, 2015

Phil's Super Mario Maker Levels - Part One

Welcome to StortzumSoft's first ever planned regularly occurring segment! It's Phil's Super Mario Maker Levels! Okay, it's not the most creative name. I used up all my creativity on making levels in the game!

For those uninitiated, Super Mario Maker just released on the Wii U this past Friday. It allows users to create, design, play, and share each others' levels with a worldwide audience in an official capacity. The interface is way well done, making it easy to tinker around with and create a level in a fast amount of time. Now, of course, whether that level is actually good or not is subjective.

With this planned reoccurring segment, I will be sharing my levels that I've created and spent time on playtesting to, well, the word I'm looking for definitely isn't perfection, but you know what I'm shooting for, right?

For this first edition, I have eight levels to share with you. I'll include the name, some screenshots, a description, and of course, the code to find and play the level online.

Level 1-1: Beginner's Basics - 297E-0000-0016-C715

This level is a breeze to beat, with just a handful of problem spots for beginner players. I didn't want it to be a total non-challenge, after all. Run through the plains, collecting coins, watching out for enemies, and complete the final section of level, a narrow area with pipes to worry about.


1-2: Cavernous Complex - 4C4F-0000-0017-47CD

Taking place entirely underground, this cavern has a secret spot where a star is, allowing you to run wild through one of two paths. Watch out for a cross section full of Piranha Plants, gaps in the floor leading to nothing but lost lives for Mario, and keep your cool in this cavern. Can you find the hidden 1-up?


1-3: Mushroom Heights - 7B22-0000-0018-B2F3 

Take a run (and jump) above the land with this beginner precision platforming course requiring a cool, calm, and collected state of mind. From floating platforms to flying Red Koopa Troopas, the name might sound like a subdivision, but the course is anything but a stroll.


1-4: Bowser's Castle 1 - AEFE-0000-001B-D589

Bowser has holed himself up in his first castle for Mario to try to conquer. Make perilous, death-defying jumps over scalding hot lava, avoid fire bars and Podoboos, and try to find and collect all three secret 1-ups. If you manage to make it to the finish, your reward is an audience with the King of the Koopas, Bowser!


2-1: Piranha Plant Parkway - 1A39-0000-0021-2788

This level is anything but a walk in the park... way. The path is full of Piranha Plants, both fireball-spewing and not. If you survive the initial two-thirds of the level, you're doomed to tempt fate and enter the final Piranha Plant pipe gauntlet near the end. You can do it. Keep calm and carry on!


2-2: Donut Lift Caves - 4F43-0000-002B-06B1

Journey into the underground with a cave that introduces donut lifts. Mind your footsteps, as staying too long on a lift will cause it to plummet below, taking anything on it below in the process. Things start out simple enough, but by Donut Lift Caves's conclusion, you're going to have to deal with donut lifts and Red Paratroopas over a massive bottomless pit.


2-3: Lakitu's Towering 'Shrooms - 52B4-0000-0035-26D8

Mingle with mushrooms in the form of platforms in this level. Just be on the lookout for Lakitu and his two twin brothers, who call this area of the Mushroom Kingdom their home!


Special World - 1: P-Switch Panic! - C3D2-0000-0036-F996

Run and jump along the clouds. Actually, move it, move it, MOVE IT! It's a constant race against time as you run from P-Switch to P-Switch, creating platforms out of coins within seconds. A tip for this level is to watch out so you don't accidentally pick up P-Switch when you run near it.



As you probably noticed, it's like I'm making my own version of a Mario game with Super Mario Maker. Level creation is something that has always fascinated me, so it makes sense that I'd be addicted to creating Mario Maker levels, right?