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PixelPest
- Link

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Postby PixelPest » Thu Dec 03, 2015 11:44 am
Welcome to my first project/episode ever. This short SMWish styled adventure will completely move away from the classic storyline. There will be no princesses for Mario to save this time.
If you would be interested in contributing (creating) graphics, levels, or being a Beta Tester please PM me.
Story:
***May be changed a bit by the time this project is complete.***
Many years ago, Vitruvia Village was a small research outpost created to monitor a large fissure that opened up many leagues from the Mushroom Kingdom. Dark energy radiated from the fissure; from something evil in its depths. When Morton Koopa Jr. found out about the fissure he came up with a plan to harness its energy for himself. He took five great war machines, the heavy metal airships, and destroyed the outpost, seizing control of the fissure. Although an issue quickly arose. When he bob-ombed the village, he destroyed the great clock tower. It had been a great, disguised machine that was using the power of Shines to slowly diminish the fissure’s dark energy. He quickly captured the Shines, and with no way of destroying them, sent his minions, the masked Koopa Troopas, on four of the airships each with their share of Shines to guard, to the Borderlands. They took cover in these remote areas, hiding the Shines from Mario so that he could not disturb Morton’s work. Now Mario must venture through four worlds to regain the stolen Shines for use to power a new machine, and take out Morton. But a new, greater enemy lies at the bottom of the fissure; it's strength is growing…
Notable Details:
- new Mario and Luigi playables
- new tilesets and enemies
- intro + four worlds (30-40 levels) + post-game
- custom boss battles
- difficulty: easy to moderate
- level length: short to medium
- highly inspired by NSMBDS, NSMB2, and many community levels
- stays very strict to the SMW theme
- main story: four worlds (mountains 1 + grass, desert + badlands, jungle + mountain 2, ghostland + lava beach
- postgame (all Shines needed): two bonus worlds...(more info to come)
- each main story world contains at least 4 normal levels, a secret level, a toad house, and an airship
- world 4 has a few more strongholds + a finale (final boss battle: long and tough)
Level Screenshots:
World Map Screenshots:
Gameplay Screenshots:
Credits:
Project Leader:
- PixelPest
Graphics:
- Squishy Rex
- Aeon
- SilverDeoxys678
- Valtteri
- TheKingOfBoos
- PixelPest
Levels:
- PixelPest (2 levels)
Beta Testers:
- MECHDRAGON777
- SomeRandomGuy
Downloads and Changelog:
Progress Estimation: 4%
Code: Select all [url=http://www.smbxgame.com/forums/viewtopic.php?f=34&t=12426][img]http://i.imgur.com/pChDkY4.png[/img][/url]
Support:
Code: Select all [url=http://www.smbxgame.com/forums/viewtopic.php?f=34&t=12426][img]http://i.imgur.com/d4DDrOZ.png[/img][/url]
Code: Select all [url=http://www.smbxgame.com/forums/viewtopic.php?f=34&t=12426][img]http://i.imgur.com/IvWHUzU.png[/img][/url]
Last edited by PixelPest on Fri Dec 04, 2015 6:59 pm, edited 2 times in total.
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AirShip
- Fuzzy

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Postby AirShip » Thu Dec 03, 2015 2:00 pm
There is a cutoff in the second image in the center, on the bushes.
Sounds like a good episode, despite the information being few, I'll wait for more
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PixelPest
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Postby PixelPest » Thu Dec 03, 2015 2:04 pm
AirShip wrote:There is a cutoff in the second image in the center, on the bushes.
There's no bush in the second image.
AirShip wrote:Sounds like a good episode, despite the information being few, I'll wait for more
What more information do you want?
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HenryRichard
- Reznor

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Postby HenryRichard » Thu Dec 03, 2015 10:20 pm
I am noticing cutoff on the bush in the third screen, but other then that it all looks good!
Well, maybe the background in the third screen is a bit bright.
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Alagirez
- Ludwig von Koopa

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Postby Alagirez » Thu Dec 03, 2015 10:30 pm
Judging for the screens, the design and atmosphere looks good, especially the forest ones. Keep up the good work! i'm looking forward for this. ( ͡° ͜ʖ ͡°)
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PixelPest
- Link

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Postby PixelPest » Fri Dec 04, 2015 7:53 am
HenryRichard wrote:I am noticing cutoff on the bush in the third screen, but other then that it all looks good!
Well, maybe the background in the third screen is a bit bright.
Oh; you mean the few pixels exposed on the bottom of the bushes placed on the sizable? I'll turn auto-align off and move it over.
I think I'll leave the background the way it is for now, in this world. I was kind of going for a brighter atmosphere instead of a dark forest one.
Thanks for your help!
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Fuyu
- Fry Guy

- Posts: 3137
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Postby Fuyu » Sun Dec 20, 2015 9:41 pm
I'm up to question you something, am I supposed to not think the name was inspired by Borderlands the videogame? I mean it was such a good game I wouldn't be surprised people would want the name of the game to be an actual sub-title of their SMBX projects.
Anyway, I think I'll be reviewing the so little information and screens I have here. Story-wise, I'm tipping the cap, that was truly original and you actually lend a good backstory to the whole "evil lurking" with that village stuff, and I assume you're planning on giving us more information whenever we have a demo or the full game to play it. As for the levels themselves, well one of the screenshots seems to be broken, but I'll proceed to lend my feedback on the ones I see. That tileset you're using there, for what I've seen so far, even though I've not been around for a year, hasn't been used that much, and seeing you giving it a great use makes me happy. Because yes, the design of the levels judging by the screenshots, despite how simple, it actually works, for a mario fangame project, it actually works just fine because mario games are known for having a simple level structure, which I'm sure will make many players immerse into it.
As for elements placement of itself, I'm still trying to figure out the reasons for sizeables being within the fill of the terrain on the third screenshot. It's not that it looks bad, but rather, strange, weird, out of place.
I would love to see the forth screenshot, so if you could re-upload it anytime soon that'd be lovely. So far though, this project looks rather promising. I wish you good luck and I promise I'll be checking this thread more often and see what else you've got up your sleeve.
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PixelPest
- Link

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Postby PixelPest » Sun Dec 20, 2015 10:10 pm
Natsu wrote:I'm up to question you something, am I supposed to not think the name was inspired by Borderlands the videogame? I mean it was such a good game I wouldn't be surprised people would want the name of the game to be an actual sub-title of their SMBX projects.
Anyway, I think I'll be reviewing the so little information and screens I have here. Story-wise, I'm tipping the cap, that was truly original and you actually lend a good backstory to the whole "evil lurking" with that village stuff, and I assume you're planning on giving us more information whenever we have a demo or the full game to play it. As for the levels themselves, well one of the screenshots seems to be broken, but I'll proceed to lend my feedback on the ones I see. That tileset you're using there, for what I've seen so far, even though I've not been around for a year, hasn't been used that much, and seeing you giving it a great use makes me happy. Because yes, the design of the levels judging by the screenshots, despite how simple, it actually works, for a mario fangame project, it actually works just fine because mario games are known for having a simple level structure, which I'm sure will make many players immerse into it.
As for elements placement of itself, I'm still trying to figure out the reasons for sizeables being within the fill of the terrain on the third screenshot. It's not that it looks bad, but rather, strange, weird, out of place.
I would love to see the forth screenshot, so if you could re-upload it anytime soon that'd be lovely. So far though, this project looks rather promising. I wish you good luck and I promise I'll be checking this thread more often and see what else you've got up your sleeve.
Thank you for taking interest in this project! This episode doesn't have anything to do with the game Borderlands; I have no interest in "violent video games". I'll release a beta in the next few days or so. I've been working pretty hard. As you guessed, more info is to come, but not here. This is pretty much the extent of the backstory but the plot will continue throughout the episode. I've uploaded the fourth screenshot, it was deleted by accident while I was cleaning up my Photobucket files. I am definitely trying to go for a more simple layout, highly inspired by the New Super Mario Bros games (Wii and DS mostly); nothing crazy long or maze-like but more of a classic experience. While not all levels will be linear, good signage and directions will almost always be present to limit confusion and frustration. The sizables in the ground in the third screenshot were just something different I was toying around with that I ended up kind of liking so I kept it. Thanks again for the support and I'll continue to update this thread when I can. This project will likely be my main focus in SMBX now, although I probably won't have it done until between April and June most likely. I don't want to rush it, although it probably won't require 2.0 when it comes out. There will be a lot of chances to play demos as I will release them regularly in the new year. By the way, would you be interested in being a Beta Tester for this episode?
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Sun Dec 20, 2015 10:22 pm
Wow, that screen surprised me. Now that's what I call a level with a lot of stuff, as I see it if you intend to make simple design I would suggest to remove something.
Yeah, you said in the main post about taking inspiration from some entries on the NSMB series and I can see that reflected on the screens ... for the most part, some forth screen impression mixed there. As for being Beta Tester for your episode I would love to, but before accepting I'd like to know how would my working conditions be. Like is there a certain quantity of time I have in order to play and review the levels I am sent? What kind of reviews am I to send you? Should my reviews be long and descriptive or short and concrete? How long does it take you to finish levels? I'd like to know all of that information, and if you could provide extra information about my working conditions are the better. If they seem bearable I'll consider it.
PixelPest wrote:I have no interest in "violent video games"
Do you? ( ͡° ͜ʖ ͡°)
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PixelPest
- Link

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Postby PixelPest » Sun Dec 20, 2015 10:39 pm
Spiny Switch Trail is a bit more busy than the other levels in the first world. It's meant to have a dense forest atmosphere and was kind of inspired by the term "bushwhacking". It's one of those few more complex non-linear levels that kind of throws you off of your feet. As for beta testing, there's really no rush. Until I'm getting down to the last few levels. I'd say really around a level or two a week on average for this episode. Some may take longer (like castles and Spiny Switch Trail) while some a lot less time. I'm not really looking for any overly complex reviewing, I'd just like you to review more or less within these guidelines:
- your overall impression of the level (fun, boring, too hard, too easy, etc.)
- balance/harmony (was it consistent in atmosphere, were NPCs and power-ups consistently and properly spaced)
- glitches and errors (were there any game breaking issues, ways to exploit bosses or other elements of the level, missing graphics, cutoff or other design errors)
That's pretty much it. The episode's not on a tight schedule and doesn't have any real deadlines yet so I'm pretty much fine with up to three weeks time per release. Some demos may include 5+ levels while others just one or two that I'm not too happy with but not really sure if I should keep them, so the amount of time needed to be put into it on your part would vary. I'm not really a kind of person who says "meet this strict deadline in five hours or you're fired". As long as you provide me with some feedback in a reasonable amount of time, I'll be happy.
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Fuyu
- Fry Guy

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Postby Fuyu » Sun Dec 20, 2015 10:54 pm
Ok, seems fine I guess. I'll accept your offer. Though I'd like to state that I have plans for next year and some level reviews might take a minimum of say 4 days and I'd say a maximum of a week and a half. Of course I'm not implying that it'll take me a week and a half to review your levels, but that my real life schedule might make things difficult for me.
You see, I'll be taking private English lessons for some time since I technically don't have a degree or anything, I'm just used to posting on these forums because I've spent so much time here and I watch English videos very frequently (gaming channels like Markiplier and The Game Theorists) but if I want to fit somewhere my English may help so I'll need a degree. Also I'll be taking the remaining subjects from university since I couldn't bother with non-technological branch subjects due to a very tiring grade approval project I had. And to sum it up I'm also joining some friends to tackle the game development industry since we're really interested on developing games. So with all that I think I'd be really tired and might want to rest as soon as I get a chance, but don't worry, I'll send you my reviews. I'm just telling you all this so you comprehend the situation I'm about to jump into.
So to summarize yes, I accept.
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PixelPest
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Postby PixelPest » Sun Dec 20, 2015 10:58 pm
I'm glad you accepted. That's totally fine if it takes a week and a half for a level. I completely get it. There will be weeks too where I make no progress--around exam time, etc.
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Gameinsky
- Snifit

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- Joined: Thu Dec 11, 2014 10:59 am
Postby Gameinsky » Mon Dec 21, 2015 5:50 am
This episode is looking really good so far, I'll be looking forward for this.
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Fuyu
- Fry Guy

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Postby Fuyu » Thu Dec 24, 2015 5:16 pm
Hey PixelPest, I was wondering if you were going to send me those levels so I could beta test them. I mean, they are done, right?
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PixelPest
- Link

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Postby PixelPest » Thu Dec 24, 2015 6:04 pm
Natsu wrote:Hey PixelPest, I was wondering if you were going to send me those levels so I could beta test them. I mean, they are done, right?
I'll send you the first two tomorrow. Skyway Highway is fine, I just decided to do a little more with the second level and wanted to rework the second half of Spiny Switch Trail since I kind of hate it now and want to change it because it's a bit too cramped and way too tough for 1-3. Don't worry, it's coming along. I also was working on some graphical stuff for this project and a Christmas minisode that I want to release the first four levels of tomorrow. (I left a level til last minute and need to finish it up so I kind of put this aside for a few days.) This project will be on the front burner after tomorrow.
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Fuyu
- Fry Guy

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Postby Fuyu » Thu Dec 24, 2015 10:31 pm
Oh, nice to hear. I was getting sorta impatient because I have time and nothing to use it for. Looking forward to playing those levels.
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PixelPest
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Postby PixelPest » Sun Jan 24, 2016 8:17 am
John The White Yoshi wrote:I'll beta test, just send me the files and I'll try and give my review asap.
Sounds good. Right now however, this project is on hiatus since it's almost the end of my semester for school and I've been sick for the past four days. The rest of my January has also been packed so I just haven't had time to do much. I plan to resume work on this episode next Tuesday, as I almost have a whole week off from school after exams.
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PixelPest
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Postby PixelPest » Thu Feb 04, 2016 12:53 pm
Making great progress. Almost ready to release a demo. For now, here's some screenshots of the world map:
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RudeGuy
- Bowser

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Postby RudeGuy » Thu Feb 04, 2016 1:09 pm
The fill is bland, which makes the world map look bad. It's also blocky, especially in the screeen 1 and 3 (screen 1 lacks decorations too). Try to vary the shapes a bit. I don't like the green of the grass map, too.
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