Lowser's Conquest - A little update

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

Postby Mable » Sun Feb 07, 2016 3:19 pm

FanofSMBX wrote:Lol, all your enemies have vampire teeth.
I expected you to complain that they not in smb3 style or etc.

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

Postby CynicHost » Sun Feb 07, 2016 7:07 pm

Sednaiur wrote:ImageImage
Now this is why I support this project. The amount of insane creativity and love that went into making it definitely shows.

I applaud you, Sednaiur. You the man.

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

Postby MECHDRAGON777 » Sun Feb 07, 2016 11:55 pm

Now that I zoom in on that toad, is that cartoonish eye shock really nessisary?

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Lowser's Conquest - Holy sednaiur XD

Postby Alagirez » Mon Feb 08, 2016 8:56 am

The screenshots remind me to a game called "Galaga". Looks nice and detailed (I love the galaga NPCs). Great work!

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Re: Lowser's Conquest - New place in an old location

Postby Sednaiur » Mon Feb 15, 2016 5:53 pm

I am back with another unmapped level, which is located right before the "Sky Tower"-level:
Spoiler: show
Image
Image
Image
It features these feared spinning platforms that some may know from SMB3, they only work a bit different here (no pusharound when you touch them while spinning). I added it to balance the level-count out a bit (before, you could skip 5 levels by beating the Sky Tower-route, which is now decreased to 4), but also because I felt like doing so. Now this project will have 132 levels in the end.
Spoiler for my replies:
Spoiler: show
MECHDRAGON777 wrote: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.
Yes, I guess sometimes it is okay if the level isn't all too much from the box of Mario-style, as that can be refreshing, in my opinion :-). I will do Mario and Luigi for sure, but let's see about the others. If I make them playable, I certainly do them - including Yoshi and his pals.
Yes, Peach and Toad are on their own adventure (which hs SMB2-styled) at the same time (but they do not know that the Mario Bros are also on an adventure), so it is most likly that they do not appear in Lowser's Conquest, because it would just not really fit for me. But the idea you mentioned is something I also had already in the past. Let me see if I do it, even though, it is really not promised ^^.
MECHDRAGON777 wrote: 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?
So you paid good attention, I like to say :-). Yes, there is a meant difference between silver signs and gold signs:
Silver signs indicate something that could be considered rather limiting or restricting by people!
Gold signs indicate something that could be considered rather good or appealing (example: 100 levels and more = long and explorative adventure).
Of course, people are not all the same, so like you for example like the "No checkpoint in levels used"-spec, even with the fact that it is restricting, others may dislike the "Contains more than 100 levels"-spec, even it being considered good by me, as they may think that this is too long for an episode.

And yes, the worldlist only lists the main worlds (from which 2 worlds are even optional). But there are certainly more worlds to discover, for the explorative person ;-).
Catastrophe wrote: You have a very creative mind. Bringing shooting games to SMBX is very clever. Looks perfect!
Thank you for saying that. I always like to get a bit off the road sometimes, when it comes to typical gameplay. This gives some refreshing moments, which are probably nice to have, I guess ^^.
FanofSMBX wrote:Lol, all your enemies have vampire teeth.
Be glad that they do not have the "Gorgon's eye" or they could've petrified you already, just by looking at you from your screen :-P.
Tinkerbell wrote:
FanofSMBX wrote:Lol, all your enemies have vampire teeth.
I expected you to complain that they not in smb3 style or etc.
I expected him to ask, if they work exactly like on the original con-op game, to be honest :-D.
MightyMerlinStyle wrote:Now this is why I support this project. The amount of insane creativity and love that went into making it definitely shows.

I applaud you, Sednaiur. You the man.
Thanks a whole lot for this comment. In the end, I like to have something that is different from all the other projects out there, other than the graphics ;-).
Also, I am happy that I am "the man" instead of "the guy"... for some more or less obvious reasons xD.
MECHDRAGON777 wrote:Now that I zoom in on that toad, is that cartoonish eye shock really nessisary?
What is the problem with it :-O ???
Harvey36Dice wrote:The screenshots remind me to a game called "Galaga". Looks nice and detailed (I love the galaga NPCs). Great work!
Thank you. Yes, Space Invaders and Galaga share some similarities, but they are still different games (Galaga featuring insects instead of space monsters). You can even play a easy-type version of Galaga on the PS1 game "Tekken" xD.
Thanks for all the interest in my project :-)

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Re: Lowser's Conquest - New place in an old location

Postby MECHDRAGON777 » Mon Feb 15, 2016 6:30 pm

Sednaiur wrote:I am back with another unmapped level, which is located right before the "Sky Tower"-level:
Spoiler: show
Image
Image
Image
It features these feared spinning platforms that some may know from SMB3, they only work a bit different here (no pusharound when you touch them while spinning). I added it to balance the level-count out a bit (before, you could skip 5 levels by beating the Sky Tower-route, which is now decreased to 4), but also because I felt like doing so. Now this project will have 132 levels in the end.
So, You are doing what bossedit8 likes to do with the black background in the walls to prevent the background from showing; nice. Also, is this like 1-S or something?

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Re: Lowser's Conquest - New place in an old location

Postby Hani » Mon Feb 15, 2016 6:49 pm

(SHAKING MY HEAD WITH HYPE! BANGING MY HEAD NOW I MUST DIE!)
Seriously the backgrounds you made. They look hard to do tho. I like the clouds in the background. They look detailed with the far hills and the front hills.
Plus these platforms are really good. But is the goomba really that shiny? lol. Anyway, it's nice to see another sky level. The Sky Island and Star World (?) is the worlds I love the worlds right now. But, if the Magma Depths are in progress, that would be another world I will love. Because, I.. Love.. Lava..
Sednaiur, FIGHTING! :D
Last edited by Hani on Mon Feb 15, 2016 11:06 pm, edited 3 times in total.

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Re: Lowser's Conquest - New place in an old location

Postby Alagirez » Mon Feb 15, 2016 7:31 pm

Can you tell me for what the arrow block?
Btw, the design and atmosphere looks nice and detailed, Great Job!
Once again
holy sednaiur

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Re: Lowser's Conquest - New place in an old location

Postby PROX » Mon Feb 15, 2016 9:47 pm

This episode looks better and better all the time. I am certainly looking forward to playing it.

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Re: Lowser's Conquest - New place in an old location

Postby Superiorstar » Mon Feb 15, 2016 10:04 pm

Sednaiur wrote:The project will have 132 levels in the end.
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.

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Re: Lowser's Conquest - New place in an old location

Postby as303298 » Mon Feb 15, 2016 10:11 pm

Jesus, isn't 132 a little much? Would take ages for any Let's Player to finish a game that big.
There are going to be check points right?

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Re: Lowser's Conquest - New place in an old location

Postby Ethereality » Mon Feb 15, 2016 10:23 pm

The level design looks awesome and the atmosphere is very good. Nice work, Sednauir!

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Re: Lowser's Conquest - New place in an old location

Postby MECHDRAGON777 » Mon Feb 15, 2016 10:27 pm

Harvey36Dice wrote:Can you tell me for what the arrow block?
Btw, the design and atmosphere looks nice and detailed, Great Job!
Once again
holy sednaiur
Those are Donut Blocks
as303298 wrote:Jesus, isn't 132 a little much? Would take ages for any Let's Player to finish a game that big.
There are going to be check points right?
Umm, We are both Let's Players, but I would have to answer in two different ways!

No on the following Perspectives:
Spoiler: show
  • A Speed Runner's Perspective
  • A Casual Player's Perspective
Yes on the following Perspectives:
Spoiler: show
  • A Completionist's Perspective
  • A Let's Player who takes a lot of time on each area.
As for Check-points, their are none.

Edit: For the No Peach, Toad, Link part, that is only bad to people who like playing as them (such as my self).
No Lua is not a bad thing. Most people see it as a good thing, so that is half and half.
The "Designed for one player" is not bad at all. Most people do not have a second person to play with. Only PGE's future only Co-Op feature will make that an issue.
Check-Points, You mentioned something like a version with and without them. So I guess that would please Wraith? (aka as303298)

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Re: Lowser's Conquest - New place in an old location

Postby DarwintheNameless » Mon Feb 15, 2016 11:00 pm

Sednaiur wrote:I am back with another unmapped level, which is located right before the "Sky Tower"-level:
Spoiler: show
Image
Image
Image
Everything about this thing looks stellar. The Background, the bright atmosphere, the Donut Block redesign- only complaint I have is that the mushroom platform seems a bit drab against the bright atmosphere.
Your work never ceases to amaze us, Sednaiur.

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Re: Lowser's Conquest - New place in an old location

Postby MECHDRAGON777 » Tue Feb 16, 2016 2:23 am

DarwintheNameless wrote:
Sednaiur wrote:I am back with another unmapped level, which is located right before the "Sky Tower"-level:
Spoiler: show
Image
Image
Image
Everything about this thing looks stellar. The Background, the bright atmosphere, the Donut Block redesign- only complaint I have is that the mushroom platform seems a bit drab against the bright atmosphere.
Your work never ceases to amaze us, Sednaiur.
How does the mushroom Block not fit in? I agree that it is stellar, but can you explain how it "seems a bit drab against the bright atmosphere"?

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Re: Lowser's Conquest - New place in an old location

Postby PixelPest » Tue Feb 16, 2016 6:40 am

DarwintheNameless wrote:
Sednaiur wrote:I am back with another unmapped level, which is located right before the "Sky Tower"-level:
Spoiler: show
Image
Image
Image
Everything about this thing looks stellar. The Background, the bright atmosphere, the Donut Block redesign- only complaint I have is that the mushroom platform seems a bit drab against the bright atmosphere.
Your work never ceases to amaze us, Sednaiur.
I agree that the mushrooms look drab, however I don't agree with you saying that they don't fit.

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Re: Lowser's Conquest - New place in an old location

Postby DarwintheNameless » Tue Feb 16, 2016 1:08 pm

MECHDRAGON777 wrote: How does the mushroom Block not fit in? I agree that it is stellar, but can you explain how it "seems a bit drab against the bright atmosphere"?
PixelPest wrote: I agree that the mushrooms look drab, however I don't agree with you saying that they don't fit.
I'm not saying it doesn't fit, I just think the colors of the mushroom should be more vibrant like the rest of the scenery.

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Re: Lowser's Conquest - New place in an old location

Postby Sednaiur » Tue Feb 16, 2016 3:30 pm

MECHDRAGON777 wrote:So, You are doing what bossedit8 likes to do with the black background in the walls to prevent the background from showing; nice. Also, is this like 1-S or something?
So there is someone else who was that nitpicky about this ^^. I do it not in every instance, but here I thought itwould look better.
Catastrophe wrote:(SHAKING MY HEAD WITH HYPE! BANGING MY HEAD NOW I MUST DIE!)
Seriously the backgrounds you made. They look hard to do tho. I like the clouds in the background. They look detailed with the far hills and the front hills.
Plus these platforms are really good. But is the goomba really that shiny? lol. Anyway, it's nice to see another sky level. The Sky Island and Star World (?) is the worlds I love the worlds right now. But, if the Magma Depths are in progress, that would be another world I will love. Because, I.. Love.. Lava..
Sednaiur, FIGHTING! :D
Whoa - please do not explode xD.
First of all, thank you, for such an amusing comment :-D
The level background in this level is "paralax-ready" what means I made it 5 layers, so when I get to use that paralax-API for SMBX 2.0, (and more importantly for me - the PGE-engine) you will see them paralaxing. Of course, in SMBX they are just static. A background takes quite some time, but in the end it is fun to do.
The Magma Dephs is the world I most likely will work on in around 3 or 4 months, but since all the levels are already somewhat planned (written down onto paper), I can say that it will be a fun place to be around ;-P.
Harvey36Dice wrote:Can you tell me for what the arrow block?
Btw, the design and atmosphere looks nice and detailed, Great Job!
Once again
holy sednaiur
The arrow block is in reality a donut block, but with an animated look. There is also a propeller-variant without an arrow, which is used in fortress-levels.
Also, thank you for your feedback :-).
P.S: I am not holy in the slightest, but maybe take a look at "Nerine" from the artist "Suzuhira Hiro" to see something which is most holy! ^-^
PROX wrote:This episode looks better and better all the time. I am certainly looking forward to playing it.
I am very happy to read this.
I also cannot await to release it, when it is done. I am working more than 3 years on this already (well, technically only 2 years, because of the big break in 2014, and several smaller breaks due to my real life), so I sometimes get a bit excited about the day when this comes. :-)
Superiorstar wrote:
Sednaiur wrote:The project will have 132 levels in the end.
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.
Don't worry about the loading time or graphical lag. It only takes about 2 to 3 seconds to load a level. I replaced many graphics in the SMBX-folders already (this project comes with it's own .exe, because of this and custom sounds), and in the end, it will probably take only around 1.5 seconds to load a level. Also, you do not need to play all the levels - a nice aspect about my project is, that you have a lot of paths to choose from. ;-)
as303298 wrote:Jesus, isn't 132 a little much? Would take ages for any Let's Player to finish a game that big.
There are going to be check points right?
Dont fear an endless playthrough - if you only like to play through the main-path, you only need to finish 56 levels, and this is the slightly longer versions of the main-path, if you count the shorter main-route, its 53 levels. The 132 levels are there, if you like to play everything in the episode.
Also, yes - there are checkpoints comming as soon as I finish the main game, so don't worry about any annoyances like missing checkpoints. :-)
Berkian wrote:The level design looks awesome and the atmosphere is very good. Nice work, Sednauir!
Thanks. :-D
The level itself feature simpler SMB3-like design, but it sure will be fun (and a bit challenging) to play. ;-)
MECHDRAGON777 wrote:
as303298 wrote:Jesus, isn't 132 a little much? Would take ages for any Let's Player to finish a game that big.
There are going to be check points right?
Umm, We are both Let's Players, but I would have to answer in two different ways!

No on the following Perspectives:
Spoiler: show
  • A Speed Runner's Perspective
  • A Casual Player's Perspective
Yes on the following Perspectives:
Spoiler: show
  • A Completionist's Perspective
  • A Let's Player who takes a lot of time on each area.
As for Check-points, their are none.

Edit: For the No Peach, Toad, Link part, that is only bad to people who like playing as them (such as my self).
No Lua is not a bad thing. Most people see it as a good thing, so that is half and half.
The "Designed for one player" is not bad at all. Most people do not have a second person to play with. Only PGE's future only Co-Op feature will make that an issue.
Check-Points, You mentioned something like a version with and without them. So I guess that would please Wraith? (aka as303298)
My project is meant for three kinds of players:
1) The casual player, who only likes to play through the main-game and maybe take some sidepaths. This is around 53 to 56 levels long.

2) The speed runner, who has multiple choices between paths right from the beginning (Sky Tower-route etc.), each route having it's upsides in terms of saving time, so it is not just about how fast you play the levels, but also about what paths you take. The shortest route here is 26 levels, given the player knows all the secret stff and get enough stars on the way, to pass some needed stardoors.
3) The 100%-player, who can emerge into the longest possible way to play the game. A different ending, several optional levels and worlds, and other extras wait for the ones who decide to play this way.

And yes, there will still be a "Checkpoint-edition" and a "Hard-edition" after the main project is finished, where the checkpoint-edition is made first.
DarwintheNameless wrote:Everything about this thing looks stellar. The Background, the bright atmosphere, the Donut Block redesign- only complaint I have is that the mushroom platform seems a bit drab against the bright atmosphere.
Your work never ceases to amaze us, Sednaiur.
Thank you very much.
About the mushrooms itself: I kind of agree with "DarwintheNameless" about the mushrooms, but only because they still feature my old graphical style. In the end, these mushrooms are made a little bit over 3 years ago, when I was even more unexperienced than now :-P.
I already have planned to redo them entirely, especially to remove that bending from the stems of the small mushrooms. I guess I can release my "Expired GFX-pack" soon, which will contain such swapped-out graphics (Like "My old custom pipes"). I will see about it.

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Re: Lowser's Conquest - New place in an old location

Postby h2643 » Tue Feb 16, 2016 3:34 pm

Sednaiur wrote:The level background in this level is "paralax-ready" what means I made it 5 layers, so when I get to use that paralax-API for SMBX 2.0, (and more importantly for me - the PGE-engine) you will see them paralaxing. Of course, in SMBX they are just static. A background takes quite some time, but in the end it is fun to do.
Wait, so this project will actually use LunaLua..? If yes then wow, I can imagine all the new and neat stuff you (possibly?) will include with your project.

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Re: Lowser's Conquest - New place in an old location

Postby Mable » Fri Feb 19, 2016 1:12 pm

Superiorstar wrote:
Sednaiur wrote:The project will have 132 levels in the end.
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.
I think that's more the fault of ur computer not the gfx or level itself.


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