[2.4] Luigi's Fight For The Mushroom Kingdom

Share your completed SMBX episodes or play and discuss others.

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Thoughts on the episode

Amazing - 5/5
104
58%
Great - 4/5
63
35%
Average - 3/5
6
3%
Eh - 2/5
4
2%
Bad - 1/5 (Elaborate)
3
2%
 
Total votes: 180
reghrhre
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Re: (What should be fixed?) LFFTMK

Postby reghrhre » Thu Feb 19, 2015 4:51 pm

bossedit8 wrote:This is just a huge nitpick I have but I only saw the purple Yoshi in the first World 2 Level and then... no Yoshis what so ever during gameplay. I do find it kind of weird that you won't earn any other Yoshis. Not even the green regular one. I might miss something but so far I only see one purple Yoshi in the whole wide world. Again, just a nitpick I have right there.

The rest, after I read through the whole changes, I personally don't really find anything of what this Episode Needs to Change anymore further in order to have a better Quality of the game.

Even then, I wish you good luck and I am looking Forward to Play the updated Version of this SMBX Episode.
I'm pretty sure all the Yoshi's were removed from the game in version 1.1, is it still there for you? But yeah, originally I added Yoshi's throughout the game but I removed them because there were lots of areas in the game where you'd have to abandon Yoshi to advance forward and Yoshi was also more game breaking than anything so yeah. And hopefully you'll like the updated version whenever it comes. I just gotta fix the things Imaynotbehere4long has whenever he rewrites his review.
FanofSMBX wrote:Would you mind if you used LunaDLL? If so I volunteer to remake the peach-1 graphic with a correct hitbox.
I'm not gonna use LunaDLL, I want my episode to be 100% SMBX compatible by not using any custom mods or whatever.
FanofSMBX wrote:Also you never gave me a resolution to this problem:

Why does lava make you lose a life for most of the game, but Luigi dies for real only at the end of the game? That doesn't make sense at all.
Sad to believe you're actually being serious about this question, c'mon dude. Might as well ask that same question every time you die in the game. Why did I lose a life by a chainsaw? Why did I lose a life by falling in a ditch? Why did I lose a life by getting touched by a goomba? How come I did all those things but literally, only, die because of what happens in the end game? Just about every Mario game is created under the fake impression that the player (or main character, rather) NEVER died on their adventure and that it was completely successfully, they exclude the realism. LFFTMK is created under the impression that you beat Wario and Waluigi in 1 try without dying whatsoever. Same can go for normal Mario games. Mario defeats Bowser and rescues Peach without dying at all. Sure, you fell in lava or died by touching enemies in the game, doesn't matter though. Sorry if this doesn't make sense, I'm rushing this because I seriously need to get ready for work and I'm low on time, if you don't understand still I'll explain it when I do have time

Imaynotbehere4long
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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Imaynotbehere4long » Thu Feb 19, 2015 8:56 pm

There we go. Sorry that took so long.

By the way, regarding Peach-1's hit-box, would Luigi's SMB2 sprites work better than his SMAS-SMW sprites? Both would be tall enough to compensate for the taller hit-box. Also, if you updated the episode again, why is it still labeled "v1.1"?

Anyway, here's world two's problems:
Spoiler: show
The custom song used for this level only lasts 26 seconds before looping, so you could imagine that, for this level in particular, it gets old after a couple minutes.
Image
Also, I figured out why the background's parallax effect isn't correct: the image isn't tall enough; it's only 864 pixels high when it should be 1000 pixels high. Plus, even if it was the correct height, the dunes go about 130 pixels higher than the slowest-scrolling part of the background and should be shortened.
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I still stand by the fact that sprite-swapping an SMB2 Bob-omb to look like an SMB3 Bob-omb is unnecessary and unintuitive, especially since SMB2 Bob-ombs won't clash with the surroundings. I recommend removing this sprite-swap completely.
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Also, the Chargin' Chuck's effect is incorrect.
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Valtteri wrote:Stop. Stop with the unclimbable SMB2 vines. IT'S NO FUN.
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By the way, the area around the X tape is off-color (it's slightly brighter than the rest of the door).
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All right, on to World 3:
Spoiler: show
Your Swoopers blend in too well with the background and tile-set. Players who don't know where they are will be unfairly hit. Either use a different graphic or remove them.
Image
Also, on the world map, you have the lava arranged in this checkered pattern. Why? You never arranged the water like that, and this only serves to emphasize the cutoff with the lava tiles (the yellow line at the top of each).
Image
So, why are these foreground images? It just looks weird.
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NOTICE: I'm skipping from World 3 to World 5 because that was how I played the original episode due to it being nonlinear and unintuitive.
Spoiler: show
Although the lightning bolts are kinda neat, they can be difficult to see against this bright background you have. You should only use them for levels that have a darker background. On top of this, you made them sprite-swap a deadweight NPC, which not only causes them to make an annoying "kur-thunk" sound effect, but they can also glitch in place, too. Look, this one is above the left ? block--
Image
oh, wait, now it's above the ? block on the right--
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oh--OH, now it's back under the left one again. I can't tell you how many times that bolt struck me because I didn't expect it to glitch out like that. Either build the levels around this so that they don't glitch out or have them sprite-swap Wart's bubbles instead.
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You shouldn't use actual Bullet Bill Cannons to indicate projectile generators because it makes timing super annoying. I'd see a cannon and I'd think "oh, it's just an ordinary Bullet Bill Cannon," go to jump over it after seeing a Bullet Bill get shot out, and promptly get shot in the face by a projectile generator. You should swap an ordinary block to look like a projectile generator (but don't make it look like a Bullet Bill Cannon, because that would be confusing) and then decide whether you want each respective obstacle to be a Bullet Bill Cannon or a projectile generator.
Image
The mask sprite for the rightmost block on the lower-center row of wood blocks is incorrect.
Image
The mask sprite for the 32x128 slopes is also slightly incorrect; the black outline shouldn't connect like shown in the screenshot; rather, it should stop at the same X coordinate as the colored graphic just below it (I hope that made sense).
Image
When I first encountered those clouds, I didn't know that they were indicators for lightning bolt generators. You should have a sign warning about that, especially since the cloud graphic is normally used as decoration.
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It's annoying to have to sit through this text each time I die just so I can continue the level. You should make it optional by putting it on a sign or something.
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On to the rest of World 3, backward:
Spoiler: show
The fireballs still have the Super Metroid explosion effect when killed.
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Um, I think you used the wrong path tile, here:
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You shouldn't make invisible blocks that aren't indicated a necessity to reach power-ups. At least add some coins there to make it more apparent.
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You should have the water rise and lower quicker to prevent the player from waiting so much.
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Well, I can tell you've been working on this for a long time. Not because of the level quality, but because your custom blocks aren't compatible with 1.3.0.1's tiles:
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The lightning bolts are even more difficult to avoid here because not only is the background bright (especially the center of the tree), preventing the player from being able to easily see where they are, but the player also has to go up while the lightning bolts fall down, leaving even less time to react. At least add those flashing !s.
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All right, on to World 4:
Spoiler: show
This sign is somewhat misleading; when the lily-pads land in the water, they will sink just below the water's hit-box, meaning if the player moves too fast, he/she will get damaged by the water despite standing on a lily-pad.
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This graphic looks climbable rather than harmful. I recommend using a graphic that's more intuitively harmful.
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Hooray for pointless warps! Just remove the warp and the floor there and let the player fall on top of the Skull Raft.
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Two things: 1) you should tell the player this by a sign NPC, not by the Tanooki suit's death (that way, players who already know what it does and how to use it don't have to sit through this), and 2) the regular run button won't turn anyone into a statue.
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Seriously, what is with your aversion to signs? I managed to catch this text the first time I made it here, but every time proceeding that, I accidentally hit the run button and cancelled the text immediately afterward. It's possible for a player to do this on his/her first try, so you should use a sign to avoid this.
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All right, on to World 6:
Spoiler: show
This part was quite annoying. There's no indication that the player has to ride the platform down, so I jumped down and expected to land on, you know, land, but instead I fell down a pit. You could have made it more obvious by putting a coin trail under the platform's center or something.
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The enemy is behind the tree, but I'm in front! A simple foreground=0 (for the tree) and foreground=1 (for hazardous NPCs like the Dino-Rhino) should fix this.
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Also, you should give more of an indication as to where the lotus sprite-swaps are in this section.
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Although it's neat that you were able to figure out a use for Lakitu throwing Podobos, they appear seemingly at random for the player and are often obscured by the lava so that the player barely has any time to react to them if one is about to hit him/her. I recommend lowering the lava to two units above the bottom of the screen at their highest.
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Oh, so the Bullet Bills get wrap around, but not me? That's unintuitive.
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Also, I want to take this moment to say that Unused Dudes is mildly amusing when I come across it, but I wouldn't exactly want to seek them out.

Txunere wrote:
Imaynotbehere4long wrote:
Txunere wrote:do you find only the last phase of the boss hard or just the whole boss in general?
If by "last phase" you mean "Section 2," then yes.
No, I meant the last part of the actual fight itself.
Oh, that. I thought I already explained my thoughts on that in Stuff in this post 2, but I guess not.

SHORT ANSWER: The final boss isn't hard; it's annoying and should be completely replaced.

LONG ANSWER: Despite all of the projectiles being thrown at the player, including the invulnerable and invisible Wart, there's a hammer suit generator ready to undo any harm that might have befallen the player. Even if it weren't for the hammer suit generator, the invulnerable and invisible Wart's projectiles (the most threatening part of the boss fight) can easily be avoided by standing in the bottom-right or far-left area of the screen. However, the removal of the hammer suit generator would make the boss significantly harder, not just because a hammer suit is required to beat the boss, but because the invulnerable and invisible Wart's projectiles are significantly more difficult to avoid anywhere else on the screen, especially when the player also has to deal with projectiles from the actual bosses, and thus the fight becomes unreasonably difficult.

So, there's a hammer suit generator that makes the fight too easy, and an invulnerable and invisible Wart that, without the hammer suit generator, makes the fight too hard. Surely we can agree that both of these are bad design choices. Take those away, and what's left (assuming the hammer suit isn't required)? A boss rush of SMBX's pre-programmed boss AIs. Nothing original, nothing special, nothing that hasn't been seen many, many times before. Despite your reputation and what the rest of the episode had to offer, it ends with what can ultimately be thrown together by any novice level designer with little knowledge of SMBX, and it's what I'm sure all community veterans have gotten sick of by now.

reghrhre
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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby reghrhre » Sat Feb 21, 2015 6:11 am

Okay, everything I considered fixing/changing have been fixed/changed with the exception of the Luigi graphics (which I'm still debating whether I'll change) and the final boss and some others have been done. After those 2 (and the other stuff possibly) are fixed I'll playtest the episode to see if I need to fix/remove/edit/etc anything and I shall have an update available. I'm hoping to get it out on Monday or Tuesday especially since those are my days off as I don't have much free time during work days.
Imaynotbehere4long wrote:By the way, regarding Peach-1's hit-box, would Luigi's SMB2 sprites work better than his SMAS-SMW sprites? Both would be tall enough to compensate for the taller hit-box. Also, if you updated the episode again, why is it still labeled "v1.1"?
By "Luigi's SMB2 Sprites" do you mean these? http://s16.postimg.org/qrws690c5/luigi_2.gif
Oh no, V1.1 is the version I uploaded MONTHS ago, I haven't submitted the version I've been working on yet, that will be version 2.
Imaynotbehere4long wrote:Also, on the world map, you have the lava arranged in this checkered pattern. Why? You never arranged the water like that, and this only serves to emphasize the cutoff with the lava tiles (the yellow line at the top of each).
*image*
I wouldn't really consider it cut-off, but rather, lava that slightly rises but not enough to be a lava bubble. If anything I could just edit the graphic and remove those lines.
Imaynotbehere4long wrote:The mask sprite for the rightmost block on the lower-center row of wood blocks is incorrect.
*image*
I think the mask for that block in your SMBX blocks folder is wrong because I didn't even use a custom mask or anything for that block in that level. In fact, it's just a recolor of the SMB3 airship graphic that's in SMBX so it definitely doesn't need a mask which most likely means your mask is screwed up.
Imaynotbehere4long wrote:The mask sprite for the 32x128 slopes is also slightly incorrect; the black outline shouldn't connect like shown in the screenshot; rather, it should stop at the same X coordinate as the colored graphic just below it (I hope that made sense).
*image*
I think I understand what you mean. It shouldn't look like like this?
Imaynotbehere4long wrote:The fireballs still have the Super Metroid explosion effect when killed.
*image*
You definitely have some old version because I made those flames replace that fly thing in the SMB3 NPC tab long ago
Imaynotbehere4long wrote:Well, I can tell you've been working on this for a long time. Not because of the level quality, but because your custom blocks aren't compatible with 1.3.0.1's tiles:
*image*
I don't use SMBX 1.3.1 whatsoever so could you tell me why the blocks look like that?
Imaynotbehere4long wrote:*stuff about the final boss*
Oh okay, well, you do have a point. I'll remake it and hopefully it'll be decent enough, wasn't the most satisfied with it myself.

Imaynotbehere4long
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Re: Luigi's Fight For The Mushroom Kingdom (Released!)

Postby Imaynotbehere4long » Sat Feb 21, 2015 4:13 pm

Txunere wrote:By "Luigi's SMB2 Sprites" do you mean these? http://s16.postimg.org/qrws690c5/luigi_2.gif
Well, I was referring to Luigi's non-super sprites (the bottom row in this).
Txunere wrote:I think I understand what you mean. It shouldn't look like like this?
Yes.
Txunere wrote:I think the mask for that block in your SMBX blocks folder is wrong because I didn't even use a custom mask or anything for that block in that level. In fact, it's just a recolor of the SMB3 airship graphic that's in SMBX so it definitely doesn't need a mask which most likely means your mask is screwed up.
Imaynotbehere4long wrote:Well, I can tell you've been working on this for a long time. Not because of the level quality, but because your custom blocks aren't compatible with 1.3.0.1's tiles:
*image*
I don't use SMBX 1.3.1 whatsoever so could you tell me why the blocks look like that?
Oh, that explains it. Here's what I was referring to:
Joey wrote:Changes for 1.3.0.1:
...
-Graphics with the GBA version palette now use the SNES palette like the rest of the graphics in the game.
The airship tile was also replaced in 1.3.0.1 which is why the mask sprite isn't the same.

Txunere wrote:
Imaynotbehere4long wrote:The fireballs still have the Super Metroid explosion effect when killed.
*image*
You definitely have some old version because I made those flames replace that fly thing in the SMB3 NPC tab long ago
I was referring to the Rinka sprite-swaps (the fireballs that the Chomp shoots out).

reghrhre
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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby reghrhre » Tue Feb 24, 2015 2:05 am

Good news everyone, everything is 99% fixed/updated/changed/etc! All that's left now is to beta test this with all characters and to see if there's anything else that needs to be changed/fixed which I'm hoping to get done by this week; preferably by Tuesday though. Here's a changelog of everything I've done for this version
Spoiler: show
- Changed the graphics of peach-1
- Made it so all Bullet Bill cannon heads can't be frozen anymore

================
World 1
================
- Changed what NPC the vertical jumping dolphins replace in 1-1
- The rotating platforms in 1-3 have been positioned onto the spheres correctly
- Repositioned the platform that the 2nd yoshi coin is under in 1-5
- Removed the Vertical Dolphins in 1-6
- Removed an area in 1-6 that looked like it'd lead to a secret
- Made the boss fight at the end of World 1 easier

================
World 2
================
- Removed the star in 2-1
- 2-1 uses a different song
- Removed the parallax effect from the background in 2-1
- There are blue coins if you go all the way left in Section 3 that were impossible to get in 2-1; they have been removed
- Made the vines in 2-2 climbable
- Moved the position of the 3rd Yoshi coin in 2-2
- Made it so the player can now exit the level with a Kuribo Shoe in 2-3 as I originally made it so the player enters a warp at the end of the level so they would lose it but they would regain the shoe after finishing the level which ruins the point of the warp
- Improved the boss in 2-4 by making the boss battle faster to complete and made it so you do more instead of practically standing there
- Made 2-8 easier
- The X'ed out doors in 2-8 and the boss for 2-8 had a little color issue around the middle
- Made it so you can't activate the platforms that you have to take after sinking the ships in section 2 of 2-8 as it can screw you over depending on the timing on when you step on whatever platform
- Made the boss fight after 2-8 faster to complete
- The Toad House in this world now has a Hammer Suit generator in the room that requires 1 star to enter (inside the Toad House)

================
World 3
================
- Made the Swoopers in 3-1 more easy to spot as they kinda blended in with the background and tileset
- Fixed the line guide end in 3-2 as you could originally go in front of the line guide ends
- Removed the Hammer Suit in 3-2, 3-3, 3-5, and 3-7
- (In 3-3) Due to SMBX 1.3.0.1, the SMB3 cave tileset got recolored so it now looks different to SMBX 1.3's version of the SMB3 cave tileset. There was a block (block-95) that was meant to be compatible with SMBX 1.3's cave tileset and since that was the case, it looked out of place in SMBX 1.3.0.1's version of the cave tileset. This issue has been fixed so now block-95 is compatible with both SMBX versions.
- The water in 3-4 rises way quicker
- Fixed the Fire Chomps fireball death effect in 3-5
- Made the boss at 3-6 faster to complete by making the Bomb Lakitus visible the whole time and by removing the Thunder Lakitus
- Removed some thunderbolts in the beginning of section 2

================
World 4
================
- Removed the star in 4-1 and placed it in 4-7
- Removed a useless pipe in section 1 of 4-2 at the bottom right corner of the section which was originally supposed to lead to a secret but got removed a long time ago
- Changed up the boss in 4-3; now faster to complete and you do a lot more to beat the boss
- Collecting the Tanooki Suit in 4-5 no longer gives you a description of the suit, instead, there's now a sign that will tell you about the suit
- Instead of having a message instantly pop-up in section 2 of Vine Ascend telling you what the Blue Hoopsters do, you can just hit the message box and it'll tell you how they're like
- In section 2 of Vine Ascend there's a coin trail near the end of the level at the left that serves no purpose; it now has one.

================
World 5
================
- Removed the star in 5-1 and placed it in 5-4
- Gave the projectile generators their own cannon instead of having them shoot out of Bullet Bill cannons in 5-1, 5-2
- The first part of the message in 5-1 had a grammar issue
- Removed the lightning bolts from 5-1
- (In 5-2) Due to SMBX 1.3.0.1, block-614 got restyled so it now looks different to SMBX 1.3's version of block-614. I used SMBX 1.3's version but didn't include a mask in 5-2's level folder and because of that, that block had a messed up mask if you played the level in 1.3.0.1. This issue has been fixed so now block-614 is compatible with both SMBX versions.
- Fixed block-301+block-302's outline for 5-2's tileset
- Made 5-3 easier and made the Blue, Yellow, Green Flying Elite Koopas second form disappears if they get killed before reaching their 2nd form. There's a 0.1 second delay though so you'll see the 2nd form for 0.1 second then it'll disappear. I would've made them disappear instantly but I got run-time errors for some reason. All levels that have these types of Elite Koopas have been "fixed" as well
- Made 5-3 Part 2 (Bridge Skedaddle) easier
- Gave a warning about the SMB2 clouds spawning thunderbolts in 5-4
- I believe the player could get past the huge pit in the beginning of Skypop Hunt without using Peach. Didn't feel like testing it out so I just added Peach blocks to fix it if it was true
- Put the message into a sign instead of having it occur automatically when you locate the skypop in 5-6

===============
World 6
===============
- Made an area in section 1 where you had to ride the falling platform down instead of jumping off the platform more obvious in 6-1
- Removed the star in 6-4 and placed it in 6-6
- The mask for background-86, background-129, background-130, and background-131 in 6-4 wasn't completely white
- It's more obvious where the appearing Boo's in section 4 of 6-4 are gonna appear
- 6-6 leads to World 2 upon beating the level

===============
World 7
===============
- The player can now go back to World 6 on the map as I originally made it so they couldn't once they reached World 7; they can also revisit the other World 7 levels as they couldn't originally as well after they took the warp pipe to the next level
- Made 7-2 easier
- Made it so the player can now exit the level with a Kuribo Shoe in 7-3 as I originally made it so the player enters a warp at the end of the level so they would lose it but they would regain the shoe after finishing the level which ruins the point of the warp
- 7-4 uses a better version of Bloody Tears (AKA, the song for the level)

===============
World 8
===============
- The player can now go back to World 7 from World 8
- All the levels in this world are easier and tolerable except for 8-1 which I didn't change whatsoever since it wasn't really hard especially compared to the other world 8 levels
- There were parts in certain levels where you MUST kill chasing AI Bullet/Banzai Bills to advance further; those parts have been removed
- Removed the boss fight in 8-6
- Worked on the falling sequence in the last section 8-7 so you have a higher chance of not getting hit by the Lava bubbles
- Added a midpoint in 8-7
- Changed the final boss fight
Imaynotbehere4long: So I changed the small luigi sprite and edited the final boss and I'm curious of your opinions on both; mostly curious about your opinion of the boss if anything. It's definitely better now, but it still seems kinda meh to me at the same time. https://www.youtube.com/watch?v=qjldu4EDPmg

DO NOT WATCH VIDEO IF YOU DO NOT WANT TO GET SPOILED OF THE FINAL LEVEL AND FINAL BOSS ASSUMING YOU DIDN'T PLAY THIS EPISODE WHICH YOU TOTALLY SHOULD ONCE I RELEASE A NEW VERSION OH AM I RAMBLING ON ABOUT UNRELATED THINGS I SURE HOPE NOT

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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby Imaynotbehere4long » Tue Feb 24, 2015 11:32 am

Txunere wrote:So I changed the small luigi sprite and edited the final boss and I'm curious of your opinions on both; mostly curious about your opinion of the boss if anything. It's definitely better now, but it still seems kinda meh to me at the same time
The small Luigi sprites seem like that's the best you can do for it. The boss seems worse, honestly; it's basically just running back and forth killing Hammer Bros. Plus, a mushroom appears after each one's death, so the player could basically just take a hit and rush to kill the Hammer Bro each time (not unlike the previous final boss, oddly enough).

As for the second section...
@ 2:24

If you can't even react to the obstacles in your own level fast enough, what makes you think that first time players will be able to? Those NPCs are the main reason that section is too hard; they're too fast for the player to be able to react to them. At least in SMW YEAH, they have a brief charging animation before bolting; here, one moment there's nothing, the next moment they've hit you. Also, due to the close proximity of the lava and the green Elite Koopa column at the end, the player might still die unfairly since invincibility frames don't protect the player from the lava's instant-kill properties.

By the way, it seems like that section can still be broken by just flying above the screen.

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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby reghrhre » Tue Feb 24, 2015 12:35 pm

Well shit, I'll see if I can manage to come up with some boss fight even though I'm low on ideas as is. Otherwise, I'll probably just keep it as is but remove some of the powerups

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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby FanofSMBX » Tue Feb 24, 2015 3:13 pm

Um.

Have Waluigi replace Larry and Wario replace SMB3 Bowser and the floor isn't breakable until Waluigi dies?

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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby Imaynotbehere4long » Tue Feb 24, 2015 6:25 pm

@ FanofSMBX:

NO! I'm trying to get level designers not to use the pre-programmed boss AIs by themselves because they're already overused as it is. Unless you can think of something more unique to do with them than "use two at once," please don't suggest anything.

@ Txunere:

Actually, I did come up with an idea that might work: have the fight start off normally with Wario observing Waluigi's tactics, but when the player stomps the first Hammer Bro sprite-swap, Wario retreats to get into his Skypop and a door appears so the player can go after him. Then, having entered the door and therefore beaten Blazing Glide, the player moves on to Denouement, which begins in Section 2 as an auto-scrolling level, except there's ground (instead of being a fairy section) and an invisible Mother Brain attached to the Lakitu-sprite-swap-Wario (alternatively, a Mother-Brain-sprite-swap-Wario could be attached to an invisible Lakitu). This will remedy the problem with the Elite Koopas since the player won't be forced to be as far as the center of the screen the whole time. As General Toad, the player has to use various elevations in the ground to upthrust the Mother Brain sprite-swap to death, and when Wario is defeated, the ground disappears, leading to Section 3 and the end of Denouement.

How does that sound? The fight should be unique enough without making Wario seem too powerful.

Oh, and the "fight" with Hammer-Bro-sprite-swap-Waluigi gets moved to the end of Blazing Glide. This shouldn't be that big of a deal since you were okay with the Burglar John "fight" being at the end of the original Blazing Glide.

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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby reghrhre » Tue Feb 24, 2015 9:50 pm

So if I'm understanding correctly, have the 1st part of the boss fight (where Wario observes Waluigi's tactics (and MAYBE the whole "change the screens layout so Luigi can superjump"? not sure if you want that part added too)) take place at the end of Blazing Glide and once that fights over, Wario retreats into his Skypop which will be the end of Blazing Glide. Then in Denouement, you fight Wario replacing mother brain attached to a Lakitu in an auto scrolling section and General Toad tries to beat Wario/Mother Brain with his sword and once he's defeated the ground disappears which will lead to the falling section?

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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby Imaynotbehere4long » Tue Feb 24, 2015 10:21 pm

Yeah, but don't have the "change the screens layout so Luigi can superjump" part; just have the first Waluigi's defeat trigger a door (or pipe or something) that leads to Denouement.

reghrhre
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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby reghrhre » Wed Feb 25, 2015 4:09 pm

Alright, yeah, all of it sounds really good actually. But now I'm brought to this question, after Wario is defeated and the ground disappears how will the player teleport to section 3? I mean, yeah, instant warps, but I would have to place like, a million of them since the level will be auto scrolled and there will be multiple areas where the player can defeat Wario. Is there a way for me to make the player go to section 3 WITHOUT placing a million instant warps? I could probably make a pipe or door appear after the boss dies but still.

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Re: (Update soon) Luigi's Fight For The Mushroom Kingdom

Postby Imaynotbehere4long » Wed Feb 25, 2015 6:21 pm

Txunere wrote:I would have to place like, a million of them since the level will be auto scrolled and there will be multiple areas where the player can defeat Wario.
...I kinda thought that went without saying. You could always put half a unit of empty space between each instant warp's entrance since the player isn't less than half a unit wide (as well as not put any before the first area where the player can attack Wario), but yeah, I don't see any way around this without forcing the player to wait. Sorry.

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(Version 2) Luigi's Fight For The Mushroom Kingdom

Postby reghrhre » Sat Feb 28, 2015 6:38 am

Surprise release! Do you like wasting your weekend playing SMBX episodes? I know I sure as hell don't! Hopefully you do though! If this is you, then play my episode!

So everything is done and tested out *insert generic I feel I forgot something; I hope that wasn't the case sentence here* and I believe everything is good to go. With that said, I present to you, Luigi's Fight For The Mushroom Kingdom Version 2! Hopefully you'll actually like the episode now a lot of things have been improved and fixed. Due to changing A BUNCH of things, instead of making a download where you only have to download the things that I changed/added, I'm making it so you must download EVERYTHING. Sorry, I just feel it'd be better that way just in case I accidentally forget to include something. I'm not even gonna include a version where I include everything but the music, that's mostly because I'm gonna sleep after I post this.

Image

Any form of feedback appreciated

I don't recall getting much feedback other than from Imaynotbehere4long so I'd really appreciate if you said something. You don't need to point out flaws or anything you can just tell me what you think of it overall or something simple.

Version 2 Changelog
Spoiler: show
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General
=======
- Changed the graphics of peach-1
- Made it so all Bullet Bill cannon heads can't be frozen anymore
- The SMW Raising flames (the ones produced from Sumo Bros lightning in SMW) now replace a different NPC as you could punch the flames as Link and the flames would raise up to the air due it replacing a throwable NPC

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World 1
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- Changed what NPC the vertical jumping dolphins replace in 1-1
- The rotating platforms in 1-3 have been positioned onto the spheres correctly
- Repositioned the platform that the 2nd yoshi coin is under in 1-5
- Removed the Vertical Dolphins in 1-6
- Removed an area in 1-6 that looked like it'd lead to a secret
- Made the boss fight at the end of World 1 easier

================
World 2
================
- Removed the star in 2-1
- 2-1 uses a different song
- Removed the parallax effect from the background in 2-1
- There are blue coins if you go all the way left in Section 3 that were impossible to get in 2-1; they have been removed
- Made the vines in 2-2 climbable
- Moved the position of the 3rd Yoshi coin in 2-2
- Made it so the player can now exit the level with a Kuribo Shoe in 2-3 as I originally made it so the player enters a warp at the end of the level so they would lose it but they would regain the shoe after finishing the level which ruins the point of the warp
- Improved the boss in 2-4 by making the boss battle faster to complete and made it so you do more instead of practically standing there
- Made 2-8 easier
- The X'ed out doors in 2-8 and the boss for 2-8 had a little color issue around the middle
- Made it so you can't activate the platforms that you have to take after sinking the ships in section 2 of 2-8 as it can screw you over depending on the timing on when you step on whatever platform
- Made the boss fight after 2-8 faster to complete
- The Toad House in this world now has a Hammer Suit generator in the room that requires 1 star to enter (inside the Toad House)

================
World 3
================
- Made the Swoopers in 3-1 more easy to spot as they kinda blended in with the background and tileset
- Fixed the line guide end in 3-2 as you could originally go in front of the line guide ends
- Removed the Hammer Suit in 3-2, 3-3, 3-5, and 3-7
- (In 3-3) Due to SMBX 1.3.0.1, the SMB3 cave tileset got recolored so it now looks different to SMBX 1.3's version of the SMB3 cave tileset. There was a block (block-95) that was meant to be compatible with SMBX 1.3's cave tileset and since that was the case, it looked out of place in SMBX 1.3.0.1's version of the cave tileset. This issue has been fixed so now block-95 is compatible with both SMBX versions.
- The water in 3-4 rises way quicker
- Fixed the Fire Chomps fireball death effect in 3-5
- Made the boss at 3-6 faster to complete by making the Bomb Lakitus visible the whole time and by removing the Thunder Lakitus
- Removed some thunderbolts in the beginning of section 2

================
World 4
================
- Removed the star in 4-1 and placed it in 4-7
- Removed a useless pipe in section 1 of 4-2 at the bottom right corner of the section which was originally supposed to lead to a secret but got removed a long time ago
- Changed up the boss in 4-3; now faster to complete and you do a lot more to beat the boss
- Collecting the Tanooki Suit in 4-5 no longer gives you a description of the suit, instead, there's now a sign that will tell you about the suit
- Instead of having a message instantly pop-up in section 2 of Vine Ascend telling you what the Blue Hoopsters do, you can just hit the message box and it'll tell you how they're like
- In section 2 of Vine Ascend there's a coin trail near the end of the level at the left that serves no purpose; it now has one.

================
World 5
================
- Removed the star in 5-1 and placed it in 5-4
- Gave the projectile generators their own cannon instead of having them shoot out of Bullet Bill cannons in 5-1, 5-2
- The first part of the message in 5-1 had a grammar issue
- Removed the lightning bolts from 5-1
- (In 5-2) Due to SMBX 1.3.0.1, block-614 got restyled so it now looks different to SMBX 1.3's version of block-614. I used SMBX 1.3's version but didn't include a mask in 5-2's level folder and because of that, that block had a messed up mask if you played the level in 1.3.0.1. This issue has been fixed so now block-614 is compatible with both SMBX versions.
- Fixed block-301+block-302's outline for 5-2's tileset
- Made 5-3 easier and made the Blue, Yellow, Green Flying Elite Koopas second form disappears if they get killed before reaching their 2nd form. There's a 0.1 second delay though so you'll see the 2nd form for 0.1 second then it'll disappear. I would've made them disappear instantly but I got run-time errors for some reason. All levels that have these types of Elite Koopas have been "fixed" as well
- Made 5-3 Part 2 (Bridge Skedaddle) easier
- Gave a warning about the SMB2 clouds spawning thunderbolts in 5-4
- I believe the player could get past the huge pit in the beginning of Skypop Hunt without using Peach. Didn't feel like testing it out so I just added Peach blocks to fix it if it was true
- Put the message into a sign instead of having it occur automatically when you locate the skypop in 5-6

===============
World 6
===============
- Made an area in section 1 where you had to ride the falling platform down instead of jumping off the platform more obvious in 6-1
- Removed the star in 6-4 and placed it in 6-6
- The mask for background-86, background-129, background-130, and background-131 in 6-4 wasn't completely white
- It's more obvious where the appearing Boo's in section 4 of 6-4 are gonna appear
- 6-6 leads to World 2 upon beating the level

===============
World 7
===============
- The player can now go back to World 6 on the map as I originally made it so they couldn't once they reached World 7; they can also revisit the other World 7 levels as they couldn't originally as well after they took the warp pipe to the next level
- Made 7-2 easier
- Made it so the player can now exit the level with a Kuribo Shoe in 7-3 as I originally made it so the player enters a warp at the end of the level so they would lose it but they would regain the shoe after finishing the level which ruins the point of the warp
- 7-4 uses a better version of Bloody Tears (AKA, the song for the level)

===============
World 8
===============
- The player can now go back to World 7 from World 8
- All the levels in this world are easier and tolerable except for 8-1 which I didn't change whatsoever since it wasn't really hard especially compared to the other world 8 levels
- There were parts in certain levels where you MUST kill chasing AI Bullet/Banzai Bills to advance further; those parts have been removed
- Removed the boss fight in 8-6
- Worked on the falling sequence in the last section 8-7 so you have a higher chance of not getting hit by the Lava bubbles
- Changed the final boss fight

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Re: (Version 2) Luigi's Fight For The Mushroom Kingdom

Postby FanofSMBX » Sat Feb 28, 2015 1:19 pm

Dangit I thought of something last minute. Why do the elite Koopas have nofireball = 1, because in SMW YEAH they acted like chargin chucks and those can be killed with fireballs here.

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Re: (Version 2) Luigi's Fight For The Mushroom Kingdom

Postby Imaynotbehere4long » Sat Feb 28, 2015 6:14 pm

Yeah! The final boss doesn't suck anymore!

I'm disappointed that you scrapped the custom ending, though; I'm sure you could have made made a simple little cut-scene and found fitting music to go along with the narration since that was all it really needed. Oh well.

Also, there's something I forgot to mention: Even if a Link sprite-swap doesn't have a shield, SMBX will still think that the shield is there and will block projectiles that land in the space the shield used to be in. In other words, you should give General Toad a shield.

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Re: (Version 2) Luigi's Fight For The Mushroom Kingdom

Postby Keddy » Sun Mar 01, 2015 4:40 am

I guess now is as good a time as any. I was here when you were making it, I was like the first to show support, and now I'm the last to play it. Glad everyone else went through and pretty much beta tested. Now I can play the polished version, thx for polishing it up for me, much appreciated reg :p

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Re: (Version 2) Luigi's Fight For The Mushroom Kingdom

Postby SilverDeoxys563 » Sun Mar 01, 2015 4:55 am

hey reghrhre, how many more random level editor easter eggs did you add? and did you keep the amazing beta intro level somewhere? ;)

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Re: (Version 2) Luigi's Fight For The Mushroom Kingdom

Postby bossedit8 » Sun Mar 01, 2015 4:46 pm

Playing the newest version up until world 6's beginning and I have encountered 2 errors so far and you can see them here:
Spoiler: show
Image Image
I am very surprised as of what you did with the version 2 though and I still have a lot of fun playing your SMBX Episode.

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Re: (Version 2) Luigi's Fight For The Mushroom Kingdom

Postby MECHDRAGON777 » Sun Mar 01, 2015 7:45 pm

I played to world 2 on camara so far! I do not remember any bugs so far! I found three shortcut level skips though!


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