Lowser's Conquest - A little update

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Superiorstar
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Re: Lowser's Conquest - I saw a saw

Postby Superiorstar » Sun Jan 18, 2015 12:18 pm

Sednaiur wrote:I finished a new level for my project, which is a fortress-kind of level:
Spoiler: show
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It features a custom boss, that is one out of three machines of destruction.
The next level should be done until next weekend ^^.
I think those nice lookin' saws should be recolored to a darker gray, they look kinda cartoony that way.
Kinda...

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Re: Lowser's Conquest - I saw a saw

Postby underFlo » Sun Jan 18, 2015 12:23 pm

Removed the "Re:" from the title since I doubt that was your intention.

Also, some fancy screens, feels a lot like Super Meat Boy.

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Re: Lowser's Conquest - I saw a saw

Postby Sednaiur » Sat Jan 24, 2015 4:23 pm

MECHDRAGON777 wrote:The screens look sednauir, world 5 or 6?
The levels is not from world 6, nor world 5. But where it is located, I don't tell you. You need to find it out by yourself, when you get the completed episode for download :-P.
Superiorstar wrote:I think those nice lookin' saws should be recolored to a darker gray, they look kinda cartoony that way.
Kinda...
I used my custom metal-pallette for their color, so they are rather bright, but I could take a look at it, and take your suggestion for real. I imagine them looking better in a darker tone :-). Thanks for your suggestion.
Nickname wrote:Removed the "Re:" from the title since I doubt that was your intention.

Also, some fancy screens, feels a lot like Super Meat Boy.
Thanks for doing so. Yes, it was not the intention to have it there, but I still missed it somehow. Also thank you for your comment :-). It isn't really inspired by it, but was more like an idea for a SMW castle but with more grinders. In this case they are replacing some heavy SMB3 NPCs (the airship parts). But you are right about that feel, if I think about it ^^.
Also, I couldn't get the next level done, because I needed to do so many new GFX for it. I also did resprite Dumb Dum (the Boom Boom of my project), to let him look less deformed. He had a very small body compared to his head in the original version, which looked too strange to me, so I changed it.

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Re: Lowser's Conquest - I saw a saw

Postby MECHDRAGON777 » Sun Jan 25, 2015 7:13 pm

sednauir wrote:Note: Please refrain from using any GFX from the demo folder, as I do not like them to be used, before my project turns into a full episode. Thank you.
Are we allowed to make our own graphics useing your as a base, and the like?

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Re: Lowser's Conquest - I saw a saw

Postby MarioMaster7771 » Sat Jan 31, 2015 11:03 am

Holy shizzle when I see screenshots like these I immediately want to play SMBX! I'm so looking forward for this episode! The best of luck, mate! ;)

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Re: Lowser's Conquest - Spiky Bastion done

Postby Sednaiur » Sat Feb 28, 2015 10:01 am

Since I got the final version of my expanded SMB2 GFX-pack done, I finally can work further onto my little project, which means another done level (finally):
Spoiler: show
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A level where you have fun while climbing...just not really, because spikes are everywhere to make you new holes :-P.
Since "Dumb Dum" (my version of SMB3's "Boom Boom") dosn't grow large by just visiting the giant islands, he got a very special trick up his sleeve, so he still can grow to giant format. And that trick is called "Cheats For Freaks" which he will use against the brave plumbers in this level xD.
Another level is almost halfway done, so maybe I can upload some screen of it tomorrow.
MECHDRAGON777 wrote:[quote="sednauir" wrote(please call me "Sednaiur", sir ^^)]Note: Please refrain from using any GFX from the demo folder, as I do not like them to be used, before my project turns into a full episode. Thank you.
Are we allowed to make our own graphics useing your as a base, and the like?[/quote]
Sorry for the long delay for my reply :-/.
I will be more than happy to be a source of inspiration :-). But please do not just take my graphics and edit them, okay ? Good luck and have fun ^^.
MarioMaster7771 wrote:Holy shizzle when I see screenshots like these I immediately want to play SMBX! I'm so looking forward for this episode! The best of luck, mate! ;)
Thank you :-D. Maybe I can upload another set of screenshots tomorrow already. I really need to get done with world 5, so I can finally work onto world 6, which is the biggest world in my project (13 levels).

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Re: Lowser's Conquest - Spiky Bastion done

Postby Exiled Bowser » Sat Feb 28, 2015 11:46 am

13 levels in one world is nothing. My first world contains 40 levels! Though most of them are simple pipe travel or toad houses/bonus stuff and others are story spots. So really its more like 28-33 real levels.

I do like your episode and will play it when its finished. Keep up your good work!

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Re: Lowser's Conquest - Spiky Bastion done

Postby silent_ » Sat Feb 28, 2015 12:19 pm

I can't say I like those rectangular shiny-silver things (their lighting is weird) under the spikes in the new screens, Sednaiur, but everything else looks fabulous. The atmosphere's a bit overwhelming but I don't know if I'd consider that a bug or anything.
Exiled Bowser wrote:13 levels in one world is nothing. My first world contains 40 levels!
W-w-what?

Actually, 13 levels in one world is tons. Even 10 levels in one world is overboard.

Don't even get me started on 40 levels in one world. I don't know how that's possible.

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Re: Lowser's Conquest - Spiky Bastion done

Postby Sednaiur » Sat Feb 28, 2015 2:05 pm

Exiled Bowser wrote:13 levels in one world is nothing. My first world contains 40 levels! Though most of them are simple pipe travel or toad houses/bonus stuff and others are story spots. So really its more like 28-33 real levels.

I do like your episode and will play it when its finished. Keep up your good work!
Thanks for your input :-).
By 13 levels I only mean real levels, so there is no toad houses, transition pipes, event zones etc counted (I guess with all that counted as well, it could be around 22 levels), but still 28 to 33 levels is way too much for me xD. I usually need a week for a level (making GFX, build the level, test it etc.) so I probably would take around 2/3 of a year, which is way too long of time, in my opinion. One day I will be more than happy to release a finished episode, which is hopefully at the early next year :-).
Kep wrote:I can't say I like those rectangular shiny-silver things (their lighting is weird) under the spikes in the new screens, Sednaiur, but everything else looks fabulous. The atmosphere's a bit overwhelming but I don't know if I'd consider that a bug or anything.
Thank you for the critism. Maybe you mean the small bricks below the red metal "beams"? That shading is supposed to show off that the metal beams are broader than the wall of small bricks below them. So it is more of a try to let it look more dimensional than it actually is, but maybe I failed with that :-/.
I like it how it is, though.
Kep wrote:
Exiled Bowser wrote:13 levels in one world is nothing. My first world contains 40 levels!
W-w-what?

Actually, 13 levels in one world is tons. Even 10 levels in one world is overboard.

Don't even get me started on 40 levels in one world. I don't know how that's possible.
Yes that would be quite a lot to roll over for, in my honest opinion xD. In my project, world 6 is kind of structured like world 7 from the original SMB3, where you mostly travelled by using warp pipes.
But to justify that a bit more, I like to have a well enough selection of levels, so the player can choose among many split paths in that world. And since there are no bridges that huge up in the skies, the only way to travel bitween the huge clouds is to use warp pipes there ^^.

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Re: Lowser's Conquest - Spiky Bastion done

Postby Superiorstar » Sat Feb 28, 2015 3:31 pm

Sednaiur wrote:
Spoiler: show
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You better put Godzilla as the boss of that world, because Godzilla would make a great penultimate boss.

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Re: Lowser's Conquest - Spiky Bastion done

Postby silent_ » Sat Feb 28, 2015 5:12 pm

Sednaiur wrote:
Kep wrote:I can't say I like those rectangular shiny-silver things (their lighting is weird) under the spikes in the new screens, Sednaiur, but everything else looks fabulous. The atmosphere's a bit overwhelming but I don't know if I'd consider that a bug or anything.
Thank you for the critism. Maybe you mean the small bricks below the red metal "beams"?
Nope, I mean the silver things directly under the spikes. The things that have two circles: One on the left and one on the right. They have a weird lighting (dark in the middle, somewhat dark on the right, and light on the left).

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Re: Lowser's Conquest - Spiky Bastion done

Postby underFlo » Sat Feb 28, 2015 5:53 pm

Superiorstar wrote:
Sednaiur wrote:
Spoiler: show
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You better put Godzilla as the boss of that world, because Godzilla would make a great penultimate boss.
Seeing as everything's really big, why not put Ridley?

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Re: Lowser's Conquest - Spiky Bastion done

Postby silent_ » Sat Feb 28, 2015 5:54 pm

Nickname wrote:
Superiorstar wrote:
Sednaiur wrote:
Spoiler: show
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You better put Godzilla as the boss of that world, because Godzilla would make a great penultimate boss.
Seeing as everything's really big, why not put Ridley?
>implying Godzilla isn't big

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Re: Lowser's Conquest - Spiky Bastion done

Postby underFlo » Sat Feb 28, 2015 5:55 pm

Kep wrote:
Nickname wrote:
Superiorstar wrote:You better put Godzilla as the boss of that world, because Godzilla would make a great penultimate boss.
Seeing as everything's really big, why not put Ridley?
>implying Godzilla isn't big
But Ridley is too big.

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Re: Lowser's Conquest - Spiky Bastion done

Postby Sednaiur » Sat Feb 28, 2015 6:17 pm

Kep wrote: Nope, I mean the silver things directly under the spikes. The things that have two circles: One on the left and one on the right. They have a weird lighting (dark in the middle, somewhat dark on the right, and light on the left).
Oh, for that I leave you this picture of a metallic cylinder, where you see somewhat the same shading:
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I tried to let it look round with that shading. Maybe I failed?
Superiorstar wrote:You better put Godzilla as the boss of that world, because Godzilla would make a great penultimate boss.
Nickname wrote:Seeing as everything's really big, why not put Ridley?
Kep wrote:>implying Godzilla isn't big
Nickname wrote:But Ridley is too big.
What xD?
Yes, and Lowser got eaten by him, so "Godzilla" in the end, rules over all the eastsun islands xD...just kidding. Well, I guess the boss will be a surprise for sure :-P.
I can say that world 5 somewhat plays it's own little sideplot for that.

Also a small offtopic sidefact: The voice of Ridley from SM is also used in some of the old typical kaiju movies, and even can be heard in Super Streetfighter II - Turbo (Fei Longs stage, after you won a round), which always made me guessing back in the time :-P. Maybe Ridley is already ruling silently, or something :-P.

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Re: Lowser's Conquest - Banzai Bill Valley done

Postby Sednaiur » Sun Mar 01, 2015 6:13 am

Back already to post another 3 screenshots of the next done level, where one of my most favorite enemy of the Marioverse get its first real use in my project:
Spoiler: show
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It features two things not yet used in my project. The Banzai Shooter and the Hard Block.
The Banzai Shooter got already used, but only as decoration, while the "Hard Block" is new and can only be broken when using NPCs (koopashells, Bob Ombs, Kick Blocks etc.) against it.

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Re: Lowser's Conquest - Banzai Bill Valley done

Postby silent_ » Sun Mar 01, 2015 11:50 am

inb4 FanofSMBX "Why is there grass on wood?"

So anyway, the new screens look cool. I don't know if I like how there's three different tilesets (grass, wood tileset, wood blocks), that makes the level feel a bit overdone; stick to two, maybe. But everything else is perfect. I love those pipes!

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Re: Lowser's Conquest - Banzai Bill Valley done

Postby FanofSMBX » Sun Mar 01, 2015 12:26 pm

I know the rounded hard block replaces SMB2 block, and the square brick replaces giant SMB3 brick, due to their masks. Am I snooping as usual or what?

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Re: Lowser's Conquest - Banzai Bill Valley done

Postby RudeGuy » Sun Mar 01, 2015 12:40 pm

Those screens looks really good. I really like the graphics.
Also, does the hard block replace the SMB2 brick block? That's the only kind of block I can think of that can't be destroyed by the player unless using some NPCS.

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Re: Lowser's Conquest - Banzai Bill Valley done

Postby as303298 » Sun Mar 01, 2015 1:10 pm

gah..so anxious to play this! When is the next demo?


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