First off, I want to give a huge thank you to Mechdragon777, who helped me with a ton of the Lua coding for this episode.
This is a Metroid-style episode where you end up stranded on a planet and find new abilities which allow you to access new areas. So basically metroid.
Story:
After Mario tracked Bowser Jr to a vessel on the outskirts of the Mushroom Galaxy, he defeated the Koopa prince, causing him to flee and self-destruct the frigate. Mario narrowly escapes the crashing ship and lands on the planet Mussron, finding himself in a damaged state. He must recover his latent abilities and explore this planet to track the Koopa Troop and discover their plans.
Jump Boots: Returns Mario's latent ability to jump into the air.
Mushroom: Makes Mario tall, allows him to break brick blocks from beneath by jumping into them.
Spinjump Boots: Returns Mario's latent ability to spinjump, allows him to break turn blocks from above by spinjumping on them.
Fire Flower: Gives Mario the ability to shoot fireballs and kill many enemies, allows him to melt frozen coins.
Gravity Cap: Returns Mario's latent ability to swim in water.
Super Leaf: Gives Mario raccoon powers, allows him to break bricks from the side with a tail whip and fly through the air after building up speed.
Ice Flower: Gives Mario the ability to shoot iceballs, allows him to freeze enemies into blocks he can stand on or pick up and throw.
Varia Cap: Gives Mario the ability to resist the extreme heat of lava, so he can swim in it freely.
Tanooki Suit: Gives Mario all the powers of the Super Leaf, additionally allows him to turn into a statue to break gray bricks and make invisible stone blocks appear.
Hi-Jump Boots: Gives Mario the ability to jump much higher than before when standing on flat ground.
Hammer Suit: Gives Mario the ability to throw hammers, allows him to break gray bricks.
Space Jump Boots: Gives Mario the ability to jump repeatedly in the air, giving him near limitless access to areas.
Shy Stack: Two Shy Guys stacked on top of one another. Five hits will defeat it, leaving two stone statues behind.
Angry Bob-Bomb: Steer clear of this Bob-Bomb, because one jump will cause it to explode in your face.
Koopa Ripper: A Mario spin on a Metroid classic. These Koopas were outfitted with rockets on their backs, which can be safely jumped on.
Lava Ripper: A few of the Koopa Rippers had their shells infused with magma to keep Mario from jumping on them. They can only be safely jumped on if they are frozen.
Red Birdo: Unlike in SMB2, this Red Birdo only shoots fireballs.
Download: (LunaLua Required) Old Demo! Contains Bugs, Will be Updated Soon Demo
Demo consists of the beginning of the game to after you get the Spinjump Boots.
Included in the .zip are Super Metroid style maps of the areas that are currently available. They are .pdn files, with unchecked layers that for an optional hint system similar to Super Metroid Redesign. To use it, simply turn on the layer in Paint.NET when you get the item, and turn it off when you get the next item. For example, when you get the Jump Boots, turn on the "Jump Boots Hints" layer, and when you get the Mushroom, turn off the "Jump Boots Hints" layer and turn on the "Mushroom Hints" layer.
Staff:
Lua Coding:
MECHDRAGON777
Luigimario280
Beta Testing:
MECHDRAGON777
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Last edited by LM280 on Mon Jun 12, 2017 11:13 pm, edited 15 times in total.
Wow! A Metroidvania episode? That's not something you see every day! Looks interesting so far, and I have an idea of how the 1-up mushrooms will work:
Note: This idea assumes the episode is using save stations similar to some of the Metroid games (Like Metroid 2)!
Thoughout the episode, there are various small checkpoints in some areas, which means if you lose a life, you will start at the latest checkpoint you got to (Save stations also count as checkpoints, and the checkpoint you previously checked will be reset once you touch a new one), but if you get a game over, you have to start from the latest save-point! That seems like a pretty smart idea, doesn't it?
Luigimario280 wrote:Sidenote:
1-Up Mushrooms provide no use in this episode because the save system leaves no difference between losing a life and getting a game over. So, they are there to be awards just to make you feel good or some shit I guess. If anyone can think of something better to put there, lemme know!
You can make them SMW stars that unlock something when all are collected, or something like that.
Edit: I downloaded demo 2 and there don't seem to be any LunaLua/LunaDLL files. Did you forget about them or are those features just not yet implemented?
Enchlore wrote:I downloaded demo 2 and there don't seem to be any LunaLua/LunaDLL files. Did you forget about them or are those features just not yet implemented?
Not sure what you mean, I redownloaded Demo 2 and the lunadll.txt files all seem to be where they should. The space station isn't supposed to have any, is that what you mean? For now, it doesn't use LunaLua at all.
Enchlore wrote:You can make them SMW stars that unlock something when all are collected, or something like that.
Yeah I wanted to do that, but I'm already planning to use the SMW stars for something else. Thanks for the suggestion though.
Luigimario280 wrote:Not sure what you mean, I redownloaded Demo 2 and the lunadll.txt files all seem to be where they should. The space station isn't supposed to have any, is that what you mean? For now, it doesn't use LunaLua at all.
I asked because I could jump and spinjump freely when I was supposed to be unable to, and I guess not finding the files was just me being a derp.
Enchlore wrote:I asked because I could jump and spinjump freely when I was supposed to be unable to, and I guess not finding the files was just me being a derp.
Wait you could jump and spinjump after you landed on the planet? Because that's not right, you lose those abilities after the space station.
Enchlore wrote:Yeah, I could do all that. And since I didn't get any error message saying the LunaLua code wasn't working, I assumed it wasn't implemented yet.
Hmm, I just tested the demo and it still worked fine. What version of SMBX are you using?
That's really strange. It should be okay though, because I'm in the process of changing the game to work with LunaLua instead of LunaDLL, so it should work fine once that's finished
Oh wait it's supposed to have old LunaDLL? That's why it wasn't working, I think the two tools are incompatible (LunaDLL uses autocode while LunaLUA uses Lua code).
Enchlore wrote:Oh wait it's supposed to have old LunaDLL? That's why it wasn't working, I think the two tools are incompatible (LunaDLL uses autocode while LunaLUA uses Lua code).
Actually, Lunalua can run LunaDLL from what I saw. Sturg's MaGLX2 level used DLL...
Some updates for those interested:
-Player graphics now change when you get an upgrade
-1ups replaced with Star Tanks with a bonus upgrade or costume at every 10
These will be implemented into Demo 3 soon, which will include the original first 3 items and a vertical slice from Bob-Bryyo Fire (the lava world).