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CreatorForce
- Eerie

- Posts: 722
- Joined: Sun Jan 19, 2014 12:41 am
Postby CreatorForce » Thu Dec 18, 2014 2:10 am
The screenshots looks great and big enemy and other stuff. So, good job Sednaiur  .
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Vinyl Scratch
- Rocky Wrench

- Posts: 653
- Joined: Fri Dec 20, 2013 12:47 pm
- Flair: The God Emperor of SMBXkind
- Pronouns: Any, FtM
Postby Vinyl Scratch » Thu Dec 18, 2014 4:15 am
Oh god that custom world map background

Please don't tell me that's actually going to be in the game
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Postby bossedit8 » Thu Dec 18, 2014 5:32 am
Vinyl Scratch wrote:Oh god that custom world map background
Please don't tell me that's actually going to be in the game
You mean the Map Border? That is tecnically hardcoded into the Game and it is only changeable if you have a Tool to use (forgot what it is actually called) to get the hardcoded graphics in a Programm. This Graphic was manually edited by the owner and that will be not added what so ever in this SMBX Episode since SMBX can't read Hardcoded Graphics until you have a Tool so you can add in there.
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Postby h2643 » Thu Dec 18, 2014 7:34 am
Sednaiur wrote:Don't worry about any hardcoded Stuff like the HUD, as i will not include it into the final Version.
Mhmm....
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AirSeus
- Blue Yoshi Egg

- Posts: 1121
- Joined: Fri Feb 14, 2014 2:40 pm
- Flair: Ok no
- Pronouns: He/Him
Postby AirSeus » Thu Dec 18, 2014 12:50 pm
Just a little thing, would you be able to make the pack usable in SMBX not like the others which you have to get PGE otherwise their will be quite a few unable to use the pack since how long and non intentional you have to work just to get PGE and SMBX together.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Thu Dec 18, 2014 3:17 pm
AirSeus wrote:Just a little thing, would you be able to make the pack usable in SMBX not like the others which you have to get PGE otherwise their will be quite a few unable to use the pack since how long and non intentional you have to work just to get PGE and SMBX together.
That or just provide both for those who actualy use it and hose who do not...
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Dec 20, 2014 3:37 pm
Squishy Rex wrote: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. :)
Thank you very much :-).
I didn't know about that "Mr. Potato" so I googled it. He really is a classic from america, right ^^?
Yes they sure have a bit of similarity, but the "Tamagojin" (which translates to "Egghuman" or "Eggpeople") are eggs, so maybe one can make some tasty omlette with both of them ^^.
Also, hopefully they are not referred to as "Tamagochi", as I never liked these things really much xD.
Pivot40Channel wrote:The screenshots looks great and big enemy and other stuff. So, good job Sednaiur :-).
Thank you ^^. Let's see if I can do that too for the next level of world 5.
Vinyl Scratch wrote:Oh god that custom world map background
Please don't tell me that's actually going to be in the game
You don't like it ^^? That's sad, as I planned on implementing that into the customized exe later. Just kidding :-P.
Of course this will be not implemented, as it dosn't fit for the theme. It was just a test back when I first used the tool mentioned by Darkchao/DarkShadeX, to see if it works.
I will do a custom one, when the time comes :-).
AirSeus wrote:Just a little thing, would you be able to make the pack usable in SMBX not like the others which you have to get PGE otherwise their will be quite a few unable to use the pack since how long and non intentional you have to work just to get PGE and SMBX together.
Eh, which "pack" are you talking about :-D ?
But just in case you are talking about a pack for the GFX of this project, it really is too early to talk about that stuff, in my opinion ^^.
Also, I guess I will not release another demo, since there could be some problems then. I don't know :-/.
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TLtimelord
- Red Yoshi Egg

- Posts: 2699
- Joined: Sat Dec 21, 2013 5:16 pm
- Flair: Info under raps
Postby TLtimelord » Sun Dec 21, 2014 1:47 am
Vinyl Scratch wrote:Oh god that custom world map background

Please don't tell me that's actually going to be in the game
Be a little more polite and constructive next time.
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Tue Dec 23, 2014 2:09 pm
I got the next level done for my project:
To build the level was rather easy, but to place all the BGOs was a torture, since this level covers up all 8.000 possible BGOs ^^.
Also, this level is a little bonus for world 4, and not really located in world 5. I got the idea to do it, when I was looking for something in my GFX-folders.
Guess what this tileset is originating from :-P
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Martijn
- Swooper

- Posts: 79
- Joined: Fri Aug 29, 2014 1:46 pm
Postby Martijn » Tue Dec 23, 2014 3:37 pm
Sednaiur wrote:Guess what this tileset is originating from 
*Googles SML2 Tree Zone just to be sure*
SML2 Tree zone! You are too talanted sir, nice job 
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Squishy Rex
- Tellah

- Posts: 1986
- Joined: Sat Dec 21, 2013 4:30 am
- Pronouns: he/him
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Contact:
Postby Squishy Rex » Wed Dec 24, 2014 1:38 am
I was going to say Kirby actually. See, the third screen resembles the entrance to Whispy Woods in Nightmare in Dreamland. Look how the wood platforms have been placed.
Honestly though that looks great. The SML2 levels you add to your project are always great little bonuses and they really like SML2 too. I can see how much work would have gone into that level as far as BGOs go, hopefully it won't cause too much trouble for people in terms of lag or the game crashing. Definitely a lovely little level you have here Sednaiur.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Wed Dec 24, 2014 1:41 am
Is there any hope for a frozzen forest  ^_^
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as303298
- Volcano Lotus

- Posts: 549
- Joined: Sat Jan 04, 2014 7:37 pm
Postby as303298 » Wed Dec 24, 2014 1:56 am
Sednaiur wrote:I got the next level done for my project:
To build the level was rather easy, but to place all the BGOs was a torture, since this level covers up all 8.000 possible BGOs ^^.
Also, this level is a little bonus for world 4, and not really located in world 5. I got the idea to do it, when I was looking for something in my GFX-folders.
Guess what this tileset is originating from 
I must hand it to the Mario Brothers. To install pipelines that connect to floating blocks must be quite the challenge. Btw nice level
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Wed Dec 24, 2014 7:53 am
Martijn wrote:Sednaiur wrote:Guess what this tileset is originating from :-P
*Googles SML2 Tree Zone just to be sure*
SML2 Tree zone! You are too talanted sir, nice job ;)
xD Thank you very much.
I think "Tree Zone" is one of the most interesting places in Super Mario Land 2, so I liked to make that one.
Squishy Rex wrote:I was going to say Kirby actually. See, the third screen resembles the entrance to Whispy Woods in Nightmare in Dreamland. Look how the wood platforms have been placed.
Honestly though that looks great. The SML2 levels you add to your project are always great little bonuses and they really like SML2 too. I can see how much work would have gone into that level as far as BGOs go, hopefully it won't cause too much trouble for people in terms of lag or the game crashing. Definitely a lovely little level you have here Sednaiur.
Eh, I also think I did let it look a bit like Kirby-style, but this was really not my intention ^^. I never played any other Kirby-games other than Kirbys Dreamland 1, 2, and 3, so I don't know about this.
About the lag, it barely lagged for me (I had around 45 frames when I testpayed it), so hopefully this is fine.
MECHDRAGON777 wrote:Is there any hope for a frozzen forest❓^_^
Not for now, but just let's see, what the future brings to us ^-^.
as303298 wrote:Sednaiur wrote:I got the next level done for my project:
To build the level was rather easy, but to place all the BGOs was a torture, since this level covers up all 8.000 possible BGOs ^^.
Also, this level is a little bonus for world 4, and not really located in world 5. I got the idea to do it, when I was looking for something in my GFX-folders.
Guess what this tileset is originating from :-P
I must hand it to the Mario Brothers. To install pipelines that connect to floating blocks must be quite the challenge. Btw nice level
Oh yes, the good old SML2-design, eh ^^?
It sure felt strange to build a SML2 level without keeping close to the original (like the other SML2 levels in my project so far), so it was refreshing.
Also thank you - hopefully it will be as fun as it seem to look :-).
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Wed Dec 24, 2014 11:42 am
Sednaiur wrote:Martijn wrote:Sednaiur wrote:Guess what this tileset is originating from 
*Googles SML2 Tree Zone just to be sure*
SML2 Tree zone! You are too talanted sir, nice job 
xD Thank you very much.
I think "Tree Zone" is one of the most interesting places in Super Mario Land 2, so I liked to make that one.
Squishy Rex wrote:I was going to say Kirby actually. See, the third screen resembles the entrance to Whispy Woods in Nightmare in Dreamland. Look how the wood platforms have been placed.
Honestly though that looks great. The SML2 levels you add to your project are always great little bonuses and they really like SML2 too. I can see how much work would have gone into that level as far as BGOs go, hopefully it won't cause too much trouble for people in terms of lag or the game crashing. Definitely a lovely little level you have here Sednaiur.
Eh, I also think I did let it look a bit like Kirby-style, but this was really not my intention ^^. I never played any other Kirby-games other than Kirbys Dreamland 1, 2, and 3, so I don't know about this.
About the lag, it barely lagged for me (I had around 45 frames when I testpayed it), so hopefully this is fine.
MECHDRAGON777 wrote:Is there any hope for a frozzen forest  ^_^
Not for now, but just let's see, what the future brings to us ^-^.
as303298 wrote:Sednaiur wrote:I got the next level done for my project:


To build the level was rather easy, but to place all the BGOs was a torture, since this level covers up all 8.000 possible BGOs ^^.
Also, this level is a little bonus for world 4, and not really located in world 5. I got the idea to do it, when I was looking for something in my GFX-folders.
Guess what this tileset is originating from 
I must hand it to the Mario Brothers. To install pipelines that connect to floating blocks must be quite the challenge. Btw nice level
Oh yes, the good old SML2-design, eh ^^?
It sure felt strange to build a SML2 level without keeping close to the original (like the other SML2 levels in my project so far), so it was refreshing.
Also thank you - hopefully it will be as fun as it seem to look  .
I honestly like how this forest looks  I wonder if you plan any thing "Giant" in the frozzen landscape of the divine "Iced Land"  I wonder what all you will do to make the sixth/seventh world look so divine  
Last edited by bossedit8 on Thu Dec 25, 2014 10:25 am, edited 1 time in total.
Reason: Fixed BBCodes
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Thu Dec 25, 2014 6:36 pm
MECHDRAGON777 wrote:I honestly like how this forest looks❗️ I wonder if you plan any thing "Giant" in the frozzen landscape of the divine "Iced Land"❗️ I wonder what all you will do to make the sixth/seventh world look so divine❗️❓
It is nice that you like the look of it, as it was a bit more complicated to do it this time :-).
About the giant-stuff, I have planned to put giant things every now and then into the worlds after world 5, so it is like world 5 introduces them, and they also occupied parts of other levels too.
But they will not be so frequently as on the giant islands, of course ^^.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Fri Dec 26, 2014 2:11 am
Sednaiur wrote:MECHDRAGON777 wrote:I honestly like how this forest looks  I wonder if you plan any thing "Giant" in the frozzen landscape of the divine "Iced Land"  I wonder what all you will do to make the sixth/seventh world look so divine  
It is nice that you like the look of it, as it was a bit more complicated to do it this time  .
About the giant-stuff, I have planned to put giant things every now and then into the worlds after world 5, so it is like world 5 introduces them, and they also occupied parts of other levels too.
But they will not be so frequently as on the giant islands, of course ^^.
Soldiers that mean i can expect ice levels in world seven eight, and nine  ^_^
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Dec 27, 2014 7:28 pm
After some more work onto the next level, here it is. This time I put up 8 screenshots instead of 3, to show off every aspect that the level has compared to it's original from the game boy:
I had plans for this level since the middle of the last year, but I never knew how much I could emulate the original in SMBX. But almost everything works how I intended it to be.
At the end of the level you face Wario himself, to beat him up and get his golden star, that he stole from level 3-6 in my project ^^. He has two phases (instead of three, like it was in the original).
The first phase is Wario charging quick from left to right and vice versa (the mushroom-form), while in his second form, he replaces SMW Ludwig von Koopa (the fireflower-form).
I don't wanna make the boss too hard, since he follows at the end of a rather challenging level, so he should be more like a joke at the end, instead of a full challenge, in my opinion.
But where on the Eastsun Islands is this level to be found?
Also, this might be the last redone level of SMB2, but maybe there is one last more to come ^^.
MECHDRAGON777 wrote:Soldiers that mean i can expect ice levels in world seven eight, and nine❓^_^
There will be an ice level in world 6 (sky world) and almost all levels in world 7 are frosty and icy. But in worlds 8 and 9, there will be no ice level, as world 8 is rocky-themed (and it follows right after the ice world, so there would be no use for an ice level there^^), and world 9 is the fire world, where no ice can exist so easily. Butwho knows for sure - maybe there will be an ice level elsewhere to find :-).
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Sat Dec 27, 2014 7:52 pm
Why are the Wario Balls spiked?
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Dec 27, 2014 8:04 pm
I have made them like this for two reasons:
The more logical reason: It replaces a SMB1 green paratroopa that I have set onto "chase", to make it a bit more like in the original, where they rebound around the room. And since this is not possible in SMBX, I made it like that ^^.
The cheap reason: If I don't give it spikes on it's top and make it "jumphurt", then when the player stomps it, it will turn into a usual green Koopa Troopa, which would be less like in the original :-P.
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