Super Mario's All Star Adventure

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Tailsx55
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Super Mario's All Star Adventure

Postby Tailsx55 » Mon Dec 08, 2014 10:21 am

After years of working on this on and off I have finally 'finished' my first (and probably only) episode. I must note thought that when I say "finished" I actually mean that all the levels have been completed but I'm still looking for flaws within the game, that is why it is in the 'project' section of the forum and not the 'episode'. So in other words this is the first beta of the episode that I am releasing. I'd be very grateful though if anyone who happens to play the episode finds bugs, please report them to me so that I can eventually release a more polished version of this episode. Take note though, as stated before, this is my first episode and it probably has lots of flaws with it so please don't criticize me too harshly for its problems.

Story: Just a generic Mario story, except that along with Peach the lumas and Geno have been kidnapped by Bowser

layout: to win the game you must collect enough stars scattered across the world map to enter Bowsers kingdom. The world map layout is non linear each world hosting several different paths, hidden stars, and a star at the worlds castle. At times stars are needed to enter worlds and sections of levels thus making backtracking needed at some times. Levels vary in linearity, nonlinearity, difficulty, and length because of this.

Note: I will post a download for the graphics credits once I compile all the authors in a text file

screenshots:
Spoiler: show
ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage[/list]
download:
http://www.mediafire.com/download/mujhd ... beta_1.zip

underFlo
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Re: Super Mario's All Star Adventure

Postby underFlo » Mon Dec 08, 2014 11:13 am

Game crashes when I try entering Peach's Castle (Error 13 iirc).

Also you shouldn't make it so after playing the first level you have to sit through 20 seconds of path unlocking. Aside from that it seems pretty decent.

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Re: Super Mario's All Star Adventure

Postby KateBulka » Mon Dec 08, 2014 11:58 am

Well done! This Episode great... Thought i not play it. Good Job!

Tailsx55
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Re: Super Mario's All Star Adventure

Postby Tailsx55 » Mon Dec 08, 2014 12:41 pm

Nickname wrote:Game crashes when I try entering Peach's Castle (Error 13 iirc).

Also you shouldn't make it so after playing the first level you have to sit through 20 seconds of path unlocking. Aside from that it seems pretty decent.
That strange, After reading this comment I immediately went to test out Peach's castle but didn't get an error, I'm afraid I don't know how that happened when you played it. I do want to fix this problem though so I'll look into error 13.

As for the wait after the first level, I see what you mean, I just wanted the levels for the first world to be evenly spaced across the map. I'll fix it in the first update to this episode.

FanofSMBX
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Re: Super Mario's All Star Adventure

Postby FanofSMBX » Mon Dec 08, 2014 1:53 pm

I think error 13 means npc code decimals. Some people's computers crash when you use npc code decimals.

Tailsx55
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Re: Super Mario's All Star Adventure

Postby Tailsx55 » Mon Dec 08, 2014 2:13 pm

FanofSMBX wrote:I think error 13 means npc code decimals. Some people's computers crash when you use npc code decimals.
Now that I think about it, that level has Peach's castle npc that replaces the luigi npc. As you can guess the castle is coded to be much larger than luigi. Could that perhaps be the problem?

underFlo
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Re: Super Mario's All Star Adventure

Postby underFlo » Mon Dec 08, 2014 2:20 pm

Tailsx55 wrote:
FanofSMBX wrote:I think error 13 means npc code decimals. Some people's computers crash when you use npc code decimals.
Now that I think about it, that level has Peach's castle npc that replaces the luigi npc. As you can guess the castle is coded to be much larger than luigi. Could that perhaps be the problem?
nope, i guess you used custom npcs whose speeds have been altered via npc codes, and you seem to have used a speed code with decimals in this level, making some pcs crash

Tailsx55
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Re: Super Mario's All Star Adventure

Postby Tailsx55 » Mon Dec 08, 2014 2:27 pm

I believe I have found the problem then, an unused toad solider has a speed of .8 and a toadsworth npc has a speed of 1.5
Since the solider is not used in the level I will remove him and since toadsworth movement is turned off I'll just round out the code to a speed of 1

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Re: Super Mario's All Star Adventure

Postby FanofSMBX » Mon Dec 08, 2014 3:16 pm

Yeah! Good job! Now try looking in the rest of the levels.

Radishl
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Re: Super Mario's All Star Adventure

Postby Radishl » Mon Dec 08, 2014 4:54 pm

Why is this in projects when its completed?

Tailsx55
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Re: Super Mario's All Star Adventure

Postby Tailsx55 » Mon Dec 08, 2014 4:57 pm

Radishl wrote:Why is this in projects when its completed?
because as you can see from the other comments, and as anticipated by me, it probably has lots of flaws in it since it is my first episode, I believe it is no polished enough to be in the episodes section despite all the levels being finished

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Re: Super Mario's All Star Adventure

Postby Squishy Rex » Mon Dec 08, 2014 5:48 pm

That's a good sign of well developed Project. I'm glad people still take the utmost amount of care when making their projects. The levels are all finished, but instead of boxing it up and saying you're done, you're taking your time to make sure everything is perfect. By the screenshots, everything looks great and there's some nice graphical combinations too. I'll be definitely playing this as soon as I can though. Great work Tailsx55.

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Re: Super Mario's All Star Adventure

Postby Gameinsky » Thu Dec 11, 2014 11:08 am

Hey, I decided to try out your episode.

After playing for a bit I quickly found a list of things that could be improved on.

Let me start first by saying that the level design is quite good, especially towards the end of the episode where it really shows that you can make great levels.

I played some in the editor with godmode on however because:

Like other people say certain levels crash the game. You'll have to go into every level and check if there's npc values with decimals. (Usually semi-hub levels like towns, but a few regular levels as well)

On top of that this episode is quite hard.
I don't know if you intended the episode to be hard, but the difficulty starts somewhere at the same level as where it usually is at the END of an episode.
If you want to make the episode easier (and more enjoyable to play) consider removing quite a few enemies. Powerful and annoying enemies like lakitu's, hammerbrothers but also chasing koopas are best kept rare/uncommon.
Don't forget that the episode is harder for people playing this than you. This is because you know how to play the levels since you made them, on top of that you have tested them a lot.
Other people haven't. Bear this in mind.

I also noticed the distinct lack of powerups in levels. There's about 2-3 on most levels which is far too little IMO.
I also think the first powerup of the level should be placed closer to the start. (this doesn't account for every level)

I noticed some pipe warps are wrongly placed. They're in the middle of sideway pipes, which is wrong.
They should be at the bottom (so big mario won't have cut-off)

I wish you the best level luck with this episode. It shows a lot of potential, but you'll be spending quite a while fixing up what needs to be improved.


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