I'm part of the menacing Powder Rangers. As you can see, I am the Red Powder Ranger and the Yellow Yoshi from the almighty and unquestionable Yoshi Clan.Anyway... welcome to my profile!
About me:Mario has always been one of my favorite videogame franchises, and when I found out about Super Mario Flash for the first time, in 2009, I was mindblown for the fact you could actually make your own levels! Since then, I wanted to publish and share my own creations with the SMF community and up until now, I strive to improve upon my level making skills with Super Mario Flash 2 and 3, 2 amazing games that allows the level creator to go nuts with tiling, scenery and, most imporantly, gameplay. I also post my creations on my YouTube channel. Not only do I post videos and tutorials about Super Mario Flash (you can check these videos by clicking the text at the bottom on my profile), but also do Let's Plays of any game, be it Mario, Pokemon, Sonic, basically any game that I feel like playing. I know that I have "MarioMaster" in my username but I'm pretty open minded when it comes to video games. :P
The way I review levels:As I mentioned before, gameplay is what matters the most; it's the core of any level out there. No matter how pretty your tiling and scenery may look like but there's not much challenge in it, your level will most likely not get a high score from me. Sure it's always nice to add eyecandy to levels but it's also something that shouldn't be overdone, especially when you're using custom backgrounds. Tiling needs to be layered and placed carefully. Observing the images from the Samples page on the editor will definitely help you understand how you should make use of every tileset. On an additional note, I've seen many users place scenery in Layer 1, which normally causes everything that spawns from a ? block tuck behind it. To avoid that, usually place your scenery in Layer 2. I learned that the hard way... Lastly, unused space is a very situational topic, because some users set a default length to levels (x4180) and then only lazily fill like a quarter or third of it, that is if the level has little to no challenge. However, if a level has engaging content, be it on gameplay or visual appeal, but doesn't make use of the entire length that was set, then it's excusable to have that leftover space. If you have any doubts or questions regarding any of my rates, do so by commenting on my profile. Do keep in mind that I'll only fix my scores if I indeed missed out something or didn't understand the concept to its whole. I hope I made myself clear. :)
Some screenshots of my levels:
You can also find me on:
Click here to see my video playlist of SMF2 tutorial videos!