Lowser's Conquest - A little update

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Re: Lowser's Conquest - Fairy Magic

Postby as303298 » Sun Nov 01, 2015 6:27 am

I think the problem lies within the frequency of the water's ripples. Its unnatural and depicts a strong (and logically false) current.

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Re: Lowser's Conquest - Fairy Magic

Postby MECHDRAGON777 » Sun Nov 01, 2015 1:21 pm

I honestly like the All Hallows Eve screens you posted... The water looked fine and still does... I can kind of see where everyone is coming from though...

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Lowser's Conquest - next level and good bye for some time

Postby Sednaiur » Sun Nov 15, 2015 12:30 pm

It's me again, with a little update onto my project.
I now have a save number of levels left to be made, which is exactly 39 levels (the number still fits into my esimated timeframe) so my project will end up having exactly 130 full levels in total.
Also here are some screens of an half-done level:
Spoiler: show
Image
Image
Image
I post it now, because I will not be able to work onto my project until next month. In two days I will go onto a vacation trip for some weeks, to visit Kawasaki, Kyōto, Fuji-san, and other places, so I am not able to visit the internet or work onto anything related to my project in that time.
Until my return, I wish you all a nice time and do not rip apart each other, okay? xD
I do not want to get out my little chainsaw, to remove the remains ;-)
See ya then ^^
as303298 wrote:I think the problem lies within the frequency of the water's ripples. Its unnatural and depicts a strong (and logically false) current.
It will look better when it is animated then it does in static form.
But maybe I can change it up in the future. :-)
In any way, thank you for your critism.
MECHDRAGON777 wrote:I honestly like the All Hallows Eve screens you posted... The water looked fine and still does... I can kind of see where everyone is coming from though...
Thank you. The water is not perfect but I will see about it in the future. Also, when I post my next update here, I will also post my comments to your video. I am sorry for the long delay about that, but my real life is getting a bit more pushing in the moment, which explans my late update.

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Re: Lowser's Conquest - next level and good bye for some tim

Postby Gameinsky » Sun Nov 15, 2015 12:58 pm

Nice looking pictures, I really like the frozen enemies!

Hope you enjoy your trip around your country!

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Re: Lowser's Conquest - next level and good bye for some tim

Postby Mable » Sun Nov 15, 2015 1:49 pm

Those new screens remember me on Super Mario Land - Wario Land where you end up in the Ice world and some of them are frozen in ice blocks.

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Re: Lowser's Conquest - next level and good bye for some tim

Postby Alagirez » Mon Nov 16, 2015 1:11 am

Sednaiur wrote:It's me again, with a little update onto my project.
I now have a save number of levels left to be made, which is exactly 39 levels (the number still fits into my esimated timeframe) so my project will end up having exactly 130 full levels in total.
Also here are some screens of an half-done level:
Spoiler: show
Image
Image
Image
I post it now, because I will not be able to work onto my project until next month. In two days I will go onto a vacation trip for some weeks, to visit Kawasaki, Kyōto, Fuji-san, and other places, so I am not able to visit the internet or work onto anything related to my project in that time.
Until my return, I wish you all a nice time and do not rip apart each other, okay? xD
I do not want to get out my little chainsaw, to remove the remains ;-)
See ya then ^^
as303298 wrote:I think the problem lies within the frequency of the water's ripples. Its unnatural and depicts a strong (and logically false) current.
It will look better when it is animated then it does in static form.
But maybe I can change it up in the future. :-)
In any way, thank you for your critism.
MECHDRAGON777 wrote:I honestly like the All Hallows Eve screens you posted... The water looked fine and still does... I can kind of see where everyone is coming from though...
Thank you. The water is not perfect but I will see about it in the future. Also, when I post my next update here, I will also post my comments to your video. I am sorry for the long delay about that, but my real life is getting a bit more pushing in the moment, which explans my late update.
We'll miss you Sednaiur.... <3 Take care!
-----------------------------------------------
the screenies looks great! The shadong of the ice GFX looks mamizing! Especially the frozen chain chomp looks pretty funny.

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Re: Lowser's Conquest - next level and good bye for some tim

Postby MECHDRAGON777 » Mon Nov 16, 2015 5:16 pm

Thanks for the heads up, the holidays are important, so I an glad you are enjoying winter. It suits yoir ice world, so inspiration?

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Re: Lowser's Conquest - next level and good bye for some tim

Postby Combine Comanderer » Sun Jan 03, 2016 3:42 pm

this is amazing! TEN OUTA TEN!





i suport :
Image]

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Re: Lowser's Conquest - next level and good bye for some tim

Postby PixelPest » Sun Jan 03, 2016 4:14 pm

Combine Comanderer wrote:this is amazing! TEN OUTA TEN!





i suport :
Image]
Please don't bump old topics like this. You also need to be constructive with your posts. Also, please but support bars and text in your signature which you can modify through the User Control Panel.

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Re: Lowser's Conquest - Birabuto ?

Postby Sednaiur » Mon Jan 25, 2016 6:44 pm

Hello again. Since the time is really short on my side, I couldn't do much in the recent past.
But I just could finish a new level, which is kind of a bonus-level, since it is not counted in the 130 levels of the final product. Here are the screens for it:
Spoiler: show
Image
Image
Image
Image
Ever since I made my first SML2 level, I also liked to do a SML1 level, but since nicely done remixed music for it was rare around three years ago, I scrapped the idea.
But just for the fun of it I now had decided to do a SML1 level anyways, and when I searched on Youtube for some remixes again, I found out that Valtteri in fact made
the best and most fitting remixes of SML1 I could find, so credit for the music used in this level goes to Valtteri for his 16-bit renditions of the original SML1-soundtracks overworld and pyramid. ^^

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Re: Lowser's Conquest - next level and good bye for some time

Postby Alagirez » Mon Jan 25, 2016 6:51 pm

wow
holy sednaiur
TBH the piranah plants(?) look scary.....
other than the design and atmosphere looks great and detailed. Great Job!

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Re: Lowser's Conquest - Birabuto ?

Postby Hani » Mon Jan 25, 2016 7:19 pm

Sednaiur wrote:Hello again. Since the time is really short on my side, I couldn't do much in the recent past.
But I just could finish a new level, which is kind of a bonus-level, since it is not counted in the 130 levels of the final product. Here are the screens for it:
Spoiler: show
Image
Image
Image
Image
Ever since I made my first SML2 level, I also liked to do a SML1 level, but since nicely done remixed music for it was rare around three years ago, I scrapped the idea.
But just for the fun of it I now had decided to do a SML1 level anyways, and when I searched on Youtube for some remixes again, I found out that Valtteri in fact made
the best and most fitting remixes of SML1 I could find, so credit for the music used in this level goes to Valtteri for his 16-bit renditions of the original SML1-soundtracks overworld and pyramid. ^^
Man this keeps getting better and better and better! I absolutely love it~
The plants and the level backgorunds and truly everything are really put into detailed. Now i'm too excited for this project... T-T

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Re: Lowser's Conquest - Birabuto?

Postby PROX » Tue Jan 26, 2016 4:48 pm

more desert levels eh? They look awesome and I'm surprised I never made a sizeable like that. I may do something similar in the future. Anyway those levels look very nice. Good Job.

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Re: Lowser's Conquest - Birabuto ?

Postby MECHDRAGON777 » Wed Jan 27, 2016 9:54 am

Sednaiur wrote:Hello again. Since the time is really short on my side, I couldn't do much in the recent past.
But I just could finish a new level, which is kind of a bonus-level, since it is not counted in the 130 levels of the final product. Here are the screens for it:
Spoiler: show
Image
Image
Image
Image
Ever since I made my first SML2 level, I also liked to do a SML1 level, but since nicely done remixed music for it was rare around three years ago, I scrapped the idea.
But just for the fun of it I now had decided to do a SML1 level anyways, and when I searched on Youtube for some remixes again, I found out that Valtteri in fact made
the best and most fitting remixes of SML1 I could find, so credit for the music used in this level goes to Valtteri for his 16-bit renditions of the original SML1-soundtracks overworld and pyramid. ^^
I could not see the first screenshot, but these are looking amazing! I am glad to see you are back with a great level. I will finish the demo as soon as I do my judging and do all of the levels in my "level request" thread. Nice work as always at least.

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Re: Lowser's Conquest - next level and good bye for some time

Postby Sednaiur » Fri Jan 29, 2016 6:15 pm

Harvey36Dice wrote:wow
holy sednaiur
TBH the piranah plants(?) look scary.....
other than the design and atmosphere looks great and detailed. Great Job!
In my opinion, piranha-plants are scary anyways, because they come out everywhere, they have sharp teeth, no eyes (unlike most if not every other foe in the Marioverse) and because they can adapt to most situations. Yes, they are scary. :-)
Also, thank you for the compliment - I am happy that you like it. ^^
Catastrophe wrote:Man this keeps getting better and better and better! I absolutely love it~
The plants and the level backgorunds and truly everything are really put into detailed. Now i'm too excited for this project... T-T
Thanks xD.
Yes, the graphics of the level took a while because I needed to do everything out of 8x8 and 8x16 pixels-sprites, but at last I could finish my work on that.
I am glad that you like it. :-)
PROX wrote:more desert levels eh? They look awesome and I'm surprised I never made a sizeable like that. I may do something similar in the future. Anyway those levels look very nice. Good Job.
Only this one, that is kind of an easter-egg. Obviously it resembles a combination of levels 1-1 and 1-2 from the original Super Marioland from the old and dusty Gameboy, but this level will be the only SML1 level in my project, even though, I previously planned to do also a level of Muda, but that idea got scrapped for now. Another level will replace it, which has noting in common with SML. ;-P
Also, the sizable itself is rather simple, but I did put some hieroglyps on it, to spice it up a bit.
Thank you for your feedback onto my work. :-)
MECHDRAGON777 wrote:I could not see the first screenshot, but these are looking amazing! I am glad to see you are back with a great level. I will finish the demo as soon as I do my judging and do all of the levels in my "level request" thread. Nice work as always at least.
Dont haste with the video - first things first. I am looking forawrd to more funny chaos, meowing cats, falling DVD players (this one not so really), and arguing co-commentators. :-D
But I am looking forward so much more to a longplay of my finished episode - it will be finished somewhere in this year. ^^


About the upcomming level, let's see if it is either frozen deep, or rather something from outer space.....

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Re: Lowser's Conquest - next level and good bye for some time

Postby MECHDRAGON777 » Fri Jan 29, 2016 8:18 pm

Sednaiur wrote:
MECHDRAGON777 wrote:I could not see the first screenshot, but these are looking amazing! I am glad to see you are back with a great level. I will finish the demo as soon as I do my judging and do all of the levels in my "level request" thread. Nice work as always at least.
Dont haste with the video - first things first. I am looking forawrd to more funny chaos, meowing cats, falling DVD players (this one not so really), and arguing co-commentators. :-D
But I am looking forward so much more to a longplay of my finished episode - it will be finished somewhere in this year. ^^


About the upcomming level, let's see if it is either frozen deep, or rather something from outer space.....
Hmm, I can not wait for either. The Space tower; I hope to see it explicitly. I actually have high hopes for another theme that you will find out in my CC12 level. (This is not a spoiler if I say the theme I want to see most in your episode is also my CC12 level's theme. Eitherway, did I even have my cat back then? I got my Cat on the night before All Hallows Eve. I also found the DVD player falling on my feet funny if not painful, haha.

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Re: Lowser's Conquest - A little sidequest in space

Postby Sednaiur » Sun Feb 07, 2016 12:49 pm

It's me again, with another level that is not too common in SMBX:
Spoiler: show
ImageImage
Image
Despite it's looking, it is not a too well hidden level, since it is located in world 7.
Of course it is highly inspired by the super old coin-op arcade "Space Invaders" from the 70's, with the exception that you fight 3 waves and a boss at the end.

But I also did a little drawing of Yuuki-chan (that blue-haired cutie that sends the pipe-mail to the Mario Bros):
Spoiler: show
Image
Since I just plain love Anime-Bishoujo, I also made the drawing Anime-styled. Sometime in the future I will color it.
MECHDRAGON777 wrote: Hmm, I can not wait for it either. The Space tower; I hope to see it explicitly. I actually have high hopes for another theme that you will find out in my CC12 level. (This is not a spoiler if I say the theme I want to see most in your episode is also my CC12 level's theme. Eitherway, did I even have my cat back then? I got my Cat on the night before All Hallows Eve. I also found the DVD player falling on my feet funny if not painful, haha.
You will get some more space than just the space tower :-P. Also, I will sure get a laugh or two, when you play the space tower, so I am looking forward to that day (shouldn't be too long, as I will surely finish this project this year) :-P.

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Re: Lowser's Conquest - A little sidequest in space

Postby MECHDRAGON777 » Sun Feb 07, 2016 1:10 pm

Sednaiur wrote:It's me again, with another level that is not too common in SMBX:
Spoiler: show
ImageImage
Image
Despite it's looking, it is not a too well hidden level, since it is located in world 7.
Of course it is highly inspired by the super old coin-op arcade "Space Invaders" from the 70's, with the exception that you fight 3 waves and a boss at the end.

But I also did a little drawing of Yuuki-chan (that blue-haired cutie that sends the pipe-mail to the Mario Bros):
Spoiler: show
Image
Since I just plain love Anime-Bishoujo, I also made the drawing Anime-styled. Sometime in the future I will color it.
MECHDRAGON777 wrote: Hmm, I can not wait for it either. The Space tower; I hope to see it explicitly. I actually have high hopes for another theme that you will find out in my CC12 level. (This is not a spoiler if I say the theme I want to see most in your episode is also my CC12 level's theme. Eitherway, did I even have my cat back then? I got my Cat on the night before All Hallows Eve. I also found the DVD player falling on my feet funny if not painful, haha.
You will get some more space than just the space tower :-P. Also, I will sure get a laugh or two, when you play the space tower, so I am looking forward to that day (shouldn't be too long, as I will surely finish this project this year) :-P.
That level looks a little unorthodox, but it still looks great! The hand-drawn picture also looks great. I will actually start my Let's Play over when it is released. ...but I will see if I can find my save data and play this again. About the playables though, do you think you can do all five playables? I know only two are in this episode, but it is nice regardless. May I open a suggestion, weather or no you take it is up to you, but you could make the other three playable at the end of the episode. Earlier, you said Peach and Toad have their own adventure somewhere else? Does that mean it is happening at the same time? If that is true, you could have the four meet up after the final battle. It could be a star reward, or other? It would be nice to see.

I know in the opening, you claim the following:
  • Designed for one player! (S)
  • No Peach, Toad, Link Allowed! (S)
  • Contains more than 100 levels! (G)
  • No Checkpoints in levels used! (S)
  • Uses a worldmap! (G)
  • Rather easy difficulty! (G)
  • SMB3-styled episode! (G)
  • No Luna.DLL required! (S)
  • No Gore or Strong Language contained! (G)
(G) = Gold
(S) = Silver

What does the Gold and Silver mean? Also, does that mean you will use luna for optional things? (I.E. Checkpoint to work with the Dragon Paintings)

Also, I like every single thing you have Gold, but only one of the things that are silver. (Checkpoints). I am neither for or against lunalua requirements, so meh.

This is looking nice so far, and can not wait. Does the world list mean their are nine main worlds?

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Re: Lowser's Conquest - A little sidequest in space

Postby Hani » Sun Feb 07, 2016 1:15 pm

Sednaiur wrote:It's me again, with another level that is not too common in SMBX:
Spoiler: show
ImageImage
Image
Despite it's looking, it is not a too well hidden level, since it is located in world 7.
Of course it is highly inspired by the super old coin-op arcade "Space Invaders" from the 70's, with the exception that you fight 3 waves and a boss at the end.

But I also did a little drawing of Yuuki-chan (that blue-haired cutie that sends the pipe-mail to the Mario Bros):
Spoiler: show
Image
Since I just plain love Anime-Bishoujo, I also made the drawing Anime-styled. Sometime in the future I will color it.
You have a very creative mind. Bringing shooting games to SMBX is very clever. Looks perfect!

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Re: Lowser's Conquest - A little sidequest in space

Postby FanofSMBX » Sun Feb 07, 2016 3:17 pm

Lol, all your enemies have vampire teeth.


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