SKL - Mario Classic Adventure - Updated for 1.3.0.2

Share your completed SMBX episodes or play and discuss others.

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DimitrisPowerSeven
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Re: SKL - Mario Classic Adventure

Postby DimitrisPowerSeven » Thu Aug 28, 2014 4:41 am

Here is Part 1 :

And here is Part 2:
Last edited by bossedit8 on Sun Aug 31, 2014 6:55 am, edited 1 time in total.
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DimitrisPowerSeven
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Re: SKL - Mario Classic Adventure

Postby DimitrisPowerSeven » Fri Aug 29, 2014 9:02 am

Part 3 and 4:

Last edited by bossedit8 on Sun Aug 31, 2014 6:55 am, edited 1 time in total.
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DimitrisPowerSeven
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Re: SKL - Mario Classic Adventure

Postby DimitrisPowerSeven » Sun Aug 31, 2014 5:36 am

Part 5 and 6:

Last edited by bossedit8 on Wed Sep 10, 2014 5:22 pm, edited 2 times in total.
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Re: SKL - Mario Classic Adventure

Postby DimitrisPowerSeven » Wed Sep 10, 2014 5:04 pm

Sorry for be too late but i have many parts.
Spoiler: show









litchh
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Re: SKL - Mario Classic Adventure

Postby litchh » Thu Sep 11, 2014 2:26 am

Maybe desert levels turned out samely a bit. SMB3 desert world was one of my favorite and I wanted include as more combinations what I could imagine.

DimitrisPowerSeven
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Re: SKL - Mario Classic Adventure

Postby DimitrisPowerSeven » Tue Sep 16, 2014 6:54 am

Only the sun level it has hard other levels has awesome.

all the playlist:https://www.youtube.com/playlist?list=P ... 5u73-mdRad

FanofSMBX
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Re: SKL - Mario Classic Adventure

Postby FanofSMBX » Sun Oct 05, 2014 12:55 pm

Could you please post no music version? Sorry but I have no use for the music because my headphones are broken.

litchh
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Re: SKL - Mario Classic Adventure

Postby litchh » Tue Oct 07, 2014 8:37 am

FanofSMBX wrote:Could you please post no music version? Sorry but I have no use for the music because my headphones are broken.
As you wish:
http://www.mediafire.com/download/jpvhb ... sic%29.zip

litchh
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Re: SKL - Mario Classic Adventure

Postby litchh » Tue Jan 13, 2015 10:39 am

When I created final battle I forgot that checkpoint is useless before the exit. I'm sorry for that.
Here is Patch 1.02:
http://www.mediafire.com/download/agea5 ... h+1.02.zip

Changelog:
- Mega Boom Fort: Fixed Mega Boom's code
- Magmafall Caverns: Removed Smoke Effect
- Ultimate Stronghold: fixed mask of Bowser's fire, replaced checkpoint with SMW star
- World Map: Fixed starwarp entrance near the Final Castle

The full archive is also replaced.

Also I'm going to finish version without spinjump for lunadll. Though it works for 1 player only.
I can realise it soon or try to learn lunalua and lock spinjump for second player too, which may be not finished indefinitely. What do you prefer?

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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby litchh » Thu Jan 29, 2015 1:05 pm

Lunar Edition is available!
http://www.mediafire.com/download/owrb1 ... dition.zip

You need lunadll to play this version!
This version is for 1 player mode only.
Spinjump is prohibited here, so this version is more fits to SMB3 gameplay.
I also edited levels where required spinjump to get some bonus stuff.

Other changes:
Spoiler: show
- Lakitus on the first third of episode don't move vertical
- Birdo's, Ludwig's and simple Bowser's fireballs are realy fireballs. You can't beat this with your tail anymore and can use a hammer suit for protection from these fireballs, but can't use this against Roy's and Final Bowser's fireballs
- Most of Lava Lotuses spread their spikeballs up without gravity
- Phanto Mask will chase you untiringly
- Morton Koopa can jump when he is shelled, but has no more fire protection
- Bowser in citadel has more HP
- Removed some lags on the final battle, which con't be removed without lunadll

Image

MarioMaster7771
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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby MarioMaster7771 » Thu Jan 29, 2015 4:53 pm

That looks really promising and interesting simultaneously. I might make a playthrough video of this. ;)

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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby KFCMARIO » Sun Feb 01, 2015 3:53 am

I like the screenshots,especially the first,which shows worldmap design. ;)

selc888
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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby selc888 » Mon Feb 02, 2015 1:15 pm

Nice jobs you done good

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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby bossedit8 » Mon Feb 02, 2015 1:46 pm

selc888 wrote:Nice jobs you done good
Be more constructive than that! Please read the Rules around the Forums!

I see that this SMBX Episode is finished so I may get to that Game once I have less hassle on my side. I do like the whole screenshots like the design of it going on. Good idea with the graphics aswell like the SMB underground one.

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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby Radishl » Mon Mar 09, 2015 7:31 pm

Wow this looks like a really interesting episode, I'll check it out!

litchh
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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby litchh » Thu May 07, 2015 8:10 am

I'm terrible sorry. I had not enough perception to notice some unnamed levels (mostly on the Ice & Sky path) despite I tested this episode a lot :?
So here is Patch 1.03:
http://www.mediafire.com/download/zklyf ... h+1.03.zip

Don't unpack this patch if you started playing especially if you passed Youshi's Island! Your unlocked pathes may be lost irretrievably!
I also replaced the full episode archives.

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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby litchh » Fri Jun 19, 2015 5:32 pm

Yes, another fix. This one corrects Morton's death effect for Lunar version of the episode.

Lunar Patch for Morton:
http://www.mediafire.com/download/ho09y ... Morton.zip


Also I noticed people dislike door system after 1-st castle which lead to world levels and may force to replay them again. Yes, that wasn't a good idea, so

World Patch 1.04a:
http://www.mediafire.com/download/kc6ut ... +1.04a.zip

This patch is also replaces pipe for Toad's house on the start location and includes previous world patch.
___________
UPD: Replaced with Patch 1.04a where added minor fixes for some levels like underbottom swimmables.

PopYoshi
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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby PopYoshi » Sun Jul 05, 2015 2:53 pm

The final boss is very hard for me but i can beat him

litchh
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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby litchh » Mon Sep 07, 2015 3:33 pm

It's ressurection time!
Since my episode had too many bugs & decided to delete all links & restart this project.
Now it's ready for playing!
Lots of bugs & minor flaws (not clashes) were fixed + some changes

Details:
Spoiler: show
- All major & lots of minor bugs from previous versions were fixed
- Changed warp placement for the door tunnel after 1-st dungeon
- Fixed hitboxes for Parakoopas
- NPC placement was edited for the first level & on lots after Giant World
- Added some BGOs for level25
- Monty moles on level29 (and for few another places also) replaced with SMW Ninji replacement (instead of Spiny Egg)
- Few stars were replaced with SMW for purpose
- Added one powerup for the last tank level
- Improved some codes for Lunar Version
- Another minor changes

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Re: SKL - Mario Classic Adventure - Lunar Edition is availab

Postby halibabica » Tue Oct 06, 2015 6:22 pm

Hey there! I tried to pick this up from rpgmaker.net, but all your download links are broken over there! I thought I should bring it to your attention.


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