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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Mon Dec 01, 2014 6:28 am
as303298 wrote:hehe, I am still glad this game is being worked on. This is truly one of the few games I am looking forward to playing again.
Ah, thank you very much for this :-D.
I will try to not disappoint you with the full version.
MECHDRAGON777 wrote:as303298 wrote:hehe, I am still glad this game is being worked on. This is truly one of the few games I am looking forward to playing again.
Same , would you be interested in a 100% race in the next demo or the full thing! You would have. An advantage since I do not use Mario or Luigi that often! I usually use Peach/Rosalina!
I guess he only wants to play the full episode, since it is more interesting for him to play many new levels, instead of playing only a bunch of new levels everytime, but replay already known levels too, if I remember correctly.
MECHDRAGON777 wrote:@Sednauir(yo, it's "Sednaiur" please ^^): it is very good you have a plan for those pillars in the game, I like them quite a bit ever since I beat "Valley of Bowser Fortress" for the first time! My question is how you will execute it with your HDish graphics! So, congrats! Will it be the ice levels or the world seven era?
That fortress will be featured in world 8 (rock and western-themed world), where you can see a lot of metal things too. But I actually planned in doing two levels with spikes like that, but different in their use, of course.
MECHDRAGON777 wrote:I also think I wanted to beta test a while ago! You said you planed multiple versions, so a checkpoint one! If you ever planed to allow Peach/Rosalina, I could beta test with her since I am best with her! Would that be fair if you plan that to be in your game???
Arigatou sednauir & as303298!
I remember you being applying as a beta tester, but for now it is really too early for something like that ^^. It will probably be some time, until I get done all the worlds. I will see about this, in the future.
Also, Peach will not be availiable, because of the storyline (my episode has nothing to do with the mushroom-kingdom, or the rescue of a princess), and Peach and Toad will probably be busy in their homeland.
EDIT: I try to get the next level done until tomorrow. Since my real life changed things up a bit, there is this delay, sorry about that.
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as303298
- Volcano Lotus

- Posts: 549
- Joined: Sat Jan 04, 2014 7:37 pm
Postby as303298 » Mon Dec 01, 2014 9:41 am
I vote to try to keep Peach's character in the game. The Mario franchise hasn't stopped itself to allow Peach to be in places a princess shouldnt even dream of going, such as Delfino Island. Or, in any case, have some sort of retexturing (granted this'll slow the game down too).
Also you were right on the dote as to why I won't touch this game until it is done. I sincerely hate doing things more than once: I won't even watch a movie more than once if I can remember all of it correctly.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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- Flair: Nuclear Queen of Reversion.
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Postby MECHDRAGON777 » Mon Dec 01, 2014 6:02 pm
as303298 wrote:I vote to try to keep Peach's character in the game. The Mario franchise hasn't stopped itself to allow Peach to be in places a princess shouldnt even dream of going, such as Delfino Island. Or, in any case, have some sort of retexturing (granted this'll slow the game down too).
Also you were right on the dote as to why I won't touch this game until it is done. I sincerely hate doing things more than once: I won't even watch a movie more than once if I can remember all of it correctly.
Does that mean you agree with the race then?
@Sednaiur: sorry for the misspelling, I was going off of memory on my phone, sorry! Can not wait to see them as well!
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Tue Dec 02, 2014 11:20 am
as303298 wrote:I vote to try to keep Peach's character in the game. The Mario franchise hasn't stopped itself to allow Peach to be in places a princess shouldnt even dream of going, such as Delfino Island. Or, in any case, have some sort of retexturing (granted this'll slow the game down too).
I think I worded myself badly with that ^^.
I meant because of the storyline I have, Peach and Toad are busy elsewhere (the story for another possible project, that would be SMB2-styled, but I have no serious plans for it, at the moment), and because of that, Mario and Luigi are on their own, to save the Eastsun Islands. That is one of the reasons why I don't have them in my project for playing, as it would be somekind of breaking the logic (Peach cannot be here and onto another place at the same time).
I hope I could explain it better this time, as I am not really good at such things :-/.
Also, I will post some screens of the next level on weekend. I got around 40% of the level done, but I still need to do BGOs for it, the level-background itself (which may take around 2 to 4 hours maybe), and maybe even another new tileset (I already use a new one for the level, but I guess I also need an additional one, for underground-sections).
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Wed Dec 03, 2014 8:17 am
So 40% done? Good to know! Same with my own cc10 level! I hope the good quality never ends!
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Fri Dec 05, 2014 1:09 pm
Well this took a while, but I could finish it at least:
It is an all frosty level with tiny elements here and there (mainly NPCs and breakable bricks), that is still located in world 5. It has no Bishoujo Pics to find (since it is a special level), so one only needs to clear it. It splits into two paths at the middle, where one leads to the underground, and the other one leads to the top of the snowfields.
Too bad that I am two worlds behind, for the fitting theme to the season, though. Would be more cool to make snow and icy levels in the winter, than in spring :-P
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Fri Dec 05, 2014 5:49 pm
Sednaiur wrote:Well this took a while, but I could finish it at least:
It is an all frosty level with tiny elements here and there (mainly NPCs and breakable bricks), that is still located in world 5. It has no Bishoujo Pics to find (since it is a special level), so one only needs to clear it. It splits into two paths at the middle, where one leads to the underground, and the other one leads to the top of the snowfields.
Too bad that I am two worlds behind, for the fitting theme to the season, though. Would be more cool to make snow and icy levels in the winter, than in spring 
The level looks [n]ice and I hope they are slippery!
Why not work on he ice world during the winter and return when you are done or when winter ends!
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underFlo
- Reznor

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Postby underFlo » Fri Dec 05, 2014 8:08 pm
Man, this sure looks great! I really like how the small NPCs look like, they look tiny but you can instantly see what they're supoosed to be, something that could be pretty hard to balance. The level design itself also looks really fun.
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Squishy Rex
- Kain

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Postby Squishy Rex » Sat Dec 06, 2014 12:51 am
I'm extremely impressed Sednaiur. A micro-level is a big rarity, so I'm looking forward to it. The snowman BGO is spectacular too, it looks so professional. The level has a nice NSMBWii feel to it and everything looks well planned out. Also, what does the snowman NPC do, it looks really cool (excuse the unintended pun) and interesting. I would assume it was a Pokey re-skin, but its body segments are way too different in size, plus there is three of them.
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AirSeus
- Blue Yoshi Egg

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Postby AirSeus » Sat Dec 06, 2014 1:12 pm
I reckon their should be a graphics pack for all of these graphics, wouldnt you agree? They look so fitting..
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underFlo
- Reznor

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Postby underFlo » Sat Dec 06, 2014 1:15 pm
AirSeus wrote:I reckon their should be a graphics pack for all of these graphics, wouldnt you agree? They look so fitting..
afaik he plans on releasing them once the project's done
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AirSeus
- Blue Yoshi Egg

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Postby AirSeus » Sat Dec 06, 2014 1:19 pm
O_0 So looking forward to that, and this since its almost done and looks amazing!
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Dec 06, 2014 2:19 pm
MECHDRAGON777 wrote:The level looks [n]ice and I hope they are slippery!
Why not work on the ice world during the winter and return when you are done or when winter ends!
Thanks :-D
Do not worry - most of the level is slippery (only the underground isn't slippery), so one can have a slideful day there.
I don't like to change the order I work on the worlds directly, but when world 5 is done, I could work onto world 7 next, because it comes after world 5 in my project.
I guess a season can be more inspiring than one think sometimes ^^.
Nickname wrote:Man, this sure looks great! I really like how the small NPCs look like, they look tiny but you can instantly see what they're supoosed to be, something that could be pretty hard to balance. The level design itself also looks really fun.
Nice to read this thank you very much :-).
Sometimes I don't know if my levels will turn out to be fun for others, so this at least takes a bit curiosity from me.
Squishy Rex wrote:I'm extremely impressed Sednaiur. A micro-level is a big rarity, so I'm looking forward to it. The snowman BGO is spectacular too, it looks so professional. The level has a nice NSMBWii feel to it and everything looks well planned out. Also, what does the snowman NPC do, it looks really cool (excuse the unintended pun) and interesting. I would assume it was a Pokey re-skin, but its body segments are way too different in size, plus there is three of them.
Thank you a lot ^^
I found it to be very funny to have a "micro level" in a giant world, so I had this idea since I had the plans in making a giant world :-). And with PGE it was at least easily doable for me too. Just to imagine, editing all of that in the level file... please no xD.
About the snowman-NPC, it consists of two shy guys and a snifit. I first planned on doing another segment for it, but that looked too strange, in my opinion. I did first plan on putting in a miniature-version of my "Penten" (a penguin-NPC similar to the "Lemguin" from DKC3) but that wans't possible in the end for me.
AirSeus wrote:I reckon their should be a graphics pack for all of these graphics, wouldnt you agree? They look so fitting..
What "Nickname" says is right.
When I have finished my project, I can do that, but for now I don't like doing so. Sorry about that.
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Gameinsky
- Snifit

- Posts: 240
- Joined: Thu Dec 11, 2014 10:59 am
Postby Gameinsky » Thu Dec 11, 2014 11:21 am
I downloaded the demo with the mindset that this was going to be a great episode.
And I was far from wrong.
I'd probably go as far as saying that it's my favourite episode (that I've played at least).
Difficulty scales rather well, the design is stellar and you did your best to make the levels as non-linear as possible. Which is really nice.
Every level having a gimmick gives it some kind of NSMB feeling which I really like. It's fun trying to find all the bishoju(?) pics for the star. (Some are pretty annoyingly hidden though)
The humour in this is also pretty good. Dialogue has a few grammatical mistakes here and there, but you could easily find someone to help you with that.
I wouldn't lie if I said I've died a couple of times because of a random monologue in the middle of a level screwing me over however. (This happened in the oil pipeline level)
I came upon an annoying problem in the desert fortress though. I simply couldn't advance. I got to the room with the 4 quicksand pits and didn't know what to do.
After inspecting the level in the editor I found out that there are switches that activate them, but I found none of them. So I just used a cheat to fly up the room so I could proceed in the episode.
Can't wait to see this episode finished!
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Dec 13, 2014 2:36 pm
After a week of making GFX, getting done two new NPCs, and finding out a bug in SMBX that screws over multiple chained "moving layer"-events, I have completed the work on the next level:
Do not worry about the all blue-BG on the second screenshot, as it is just looking like this in PGE. In SMBX it is all fine!
It takes place at a very huge hill (or a mountain, if one like ^^) and is the place, where the "Tamagojin" (please do not mistake them with "Tamagochi" xD) are living.
At the summit of the hill, you slide all the way down on the other side :-P.
Gameinsky wrote:I downloaded the demo with the mindset that this was going to be a great episode.
And I was far from wrong.
I'd probably go as far as saying that it's my favourite episode (that I've played at least).
Difficulty scales rather well, the design is stellar and you did your best to make the levels as non-linear as possible. Which is really nice.
Every level having a gimmick gives it some kind of NSMB feeling which I really like. It's fun trying to find all the bishoju(?) pics for the star. (Some are pretty annoyingly hidden though)
The humour in this is also pretty good. Dialogue has a few grammatical mistakes here and there, but you could easily find someone to help you with that.
I wouldn't lie if I said I've died a couple of times because of a random monologue in the middle of a level screwing me over however. (This happened in the oil pipeline level)
I came upon an annoying problem in the desert fortress though. I simply couldn't advance. I got to the room with the 4 quicksand pits and didn't know what to do.
After inspecting the level in the editor I found out that there are switches that activate them, but I found none of them. So I just used a cheat to fly up the room so I could proceed in the episode.
Can't wait to see this episode finished!
Thank you very much, for these kindhearted words about my project. It really is nice to know about how people like the design and ideas of it :-D.
Some of the "Bishoujo Pics" are a harder to find, but I always try to give some hints about their location (hidden in the background, for example), but you could be right about that :-P.
Yes, the grammar is terrible at best, but I already improved much of it, so with the next release, there will be much less irritating wording and grammar ^^. Sorry about this.
About the dialogue popping up while jumping, I will look onto the level again, and remove hazards close to such spots with messages (I assume you got screwed when you met the boom guy, right?).
But about your problem with the quicksand fortress, there is only one switch to be pressed, and it activates a stairway, but there is no quicksand pit, but 5 diggable sandpits, so I assume you mean this spot:
In none of the other rooms is a layer, that needs to be activated with a switch, so I hope this was the problem. In that case, I could do something to signalize the sand to be diggable, as I rarely use that mechanic in my project.
Thank you, for telling me about these flaws. I will do something about them for sure :-)
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Superiorstar
- Van De Graf

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Postby Superiorstar » Sat Dec 13, 2014 4:25 pm
Those platform jumps look kind of hard, but it looks manageable.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Sat Dec 13, 2014 4:42 pm
Superiorstar wrote:
Those platform jumps look kind of hard, but it looks manageable.
One of them looks like it will just fall of the line as well!
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Dec 13, 2014 8:37 pm
Superiorstar wrote:
Those platform jumps look kind of hard, but it looks manageable.
MECHDRAGON777 wrote:One of them looks like it will just fall of the line as well!
Don't worry about stuff like this, as I always testplay each level some times, before I call it "done" :-D.
I first also thought the platform will fall off, but not in this case. It would fall off, if the line-spike were downside, though.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Sun Dec 14, 2014 3:02 am
Sednaiur wrote:Superiorstar wrote:
Those platform jumps look kind of hard, but it looks manageable.
MECHDRAGON777 wrote:One of them looks like it will just fall of the line as well!
Don't worry about stuff like this, as I always testplay each level some times, before I call it "done"  .
I first also thought the platform will fall off, but not in this case. It would fall off, if the line-spike were downside, though.
Thank you for solving a quarter-decade problem I had then! ARIGATOU!
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Squishy Rex
- Kain

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Postby Squishy Rex » Sun Dec 14, 2014 7:05 am
I love the new screenshots, those new enemies, the Tamagojin, look a little like Mr. potato Head in a way. They are really unique, and that's one thing I love about this project, how all the graphics and gimmicks are so unique. Also, they are probably going to adopt the "Tamagotchi" name now since you've mentioned it. 
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