Super Ridiculous World X (New Screenshot 12/11/16)

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Super Ridiculous World X (New Screenshot 12/11/16)

Postby PixelPest » Thu Oct 20, 2016 6:11 pm

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Aliens have come to Mario's World and are taking over! With the aid of unusual weapons, they are creating a brutal path to their leader, who sits in his fortress in a lethal land of lava. Can Mario save the day by venturing through these difficult levels and collecting enough hidden stars to break the seal on the great fortress's gate and take down the nasty head alien?

Features:
  • Around 10 tough levels, close to or of Kaizo difficulty.
  • At least three one-screen levels a bit more of a puzzling aspect and some very difficult elements.
  • Well layed-out world map containing access to all of the levels.
  • Hints for passing tough sections of levels.
  • Intense custom boss battles.
Screenshots:
Spoiler: show
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No downloads yet!
Last edited by PixelPest on Tue Dec 27, 2016 10:45 pm, edited 6 times in total.

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Re: Super Ridiculous World X

Postby Emral » Thu Oct 20, 2016 6:40 pm

Feedback round!
The world map is not laid out well and not pleasing to look at. The paths are needlessly long and make navigating between levels a chore and the passionate spam of scenery makes it look like several meteors impacted in the waters not too long ago, sending tons of debris flying into arbitrary locations. I suggest either redesigning the map to a smaller scale with short paths between levels and shortcuts to earlier levels after beating multiple or building a hub which follows the same ideas (and offers the hints and stuff WITHOUT making you lose your midpoint progress).
As for the levels themselves... (I won't go into aesthetics here because that's a matter of opinion and I'm not here to completely restructure your scene-building process into something that isn't completely arbitrary)
The spiny one can be cheesed a bunch by merely dropping the key in the non-spiky spots which are occupied by spinies, creating much safer and less stressful paths.
I'm wondering how you'll make a 2.0 version and a non-2.0 version if you're using 2.0-specific characters in your levels (NBM). Are you just gonna make an entirely new level for the other version or will you try to package necessary apis into your episode folder, basically making people get 2.0 anyway (since 2.0 is 1.3 with lua + the apis you're trying to import)?

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Re: Super Ridiculous World X

Postby PixelPest » Thu Oct 20, 2016 6:53 pm

Hence the name and plot, I did want to make the world map a little bit cluttered and overworked in spots, but maybe I started having a bit too much fun and went a little overboard. The paths I agree are a little long and I'll try to fix that. I'm looking at adding a world map menu that will allow the player to travel to certain points in the world map that are unlocked and have a few misc functions as well that I will not reveal as of yet. The level with the Spinies is the first single screen level in the game. Being able to drop the key onto the non-spiked parts is intentional. As I mentioned near the beginning of the main post, not all of these levels are full-on Kaizo. They're meant to be toned down a bit to be less strenuous and more of a fun challenge that doesn't require any kind of savestates. In terms of the non-2.0 version, it will just be less. Since most of the levels don't require LunaLua, I want them still to be playable, however there won't be anything in the non-2.0 version that's not included in the normal version--basically I'm just going to rip out anything that contains LunaLua to present a limited version that can be played without it. Thanks for the feedback!

EDIT: Updated world map.
Spoiler: show
Image

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Re: Super Ridiculous World X

Postby Danny » Thu Oct 20, 2016 7:40 pm

Where have I heard this one before...
viewtopic.php?f=90&t=16886#p243669

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Re: Super Ridiculous World X

Postby PixelPest » Thu Oct 20, 2016 7:53 pm

I'm not sure I see what you're referring to

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Re: Super Ridiculous World X

Postby Danny » Thu Oct 20, 2016 8:07 pm

Enjl wrote:The world map is not laid out well and not pleasing to look at. The paths are needlessly long and make navigating between levels a chore and the passionate spam of scenery makes it look like several meteors impacted in the waters not too long ago, sending tons of debris flying into arbitrary locations. I suggest either redesigning the map to a smaller scale with short paths between levels and shortcuts to earlier levels after beating multiple or building a hub which follows the same ideas (and offers the hints and stuff WITHOUT making you lose your midpoint progress).
PixelPest wrote:That world map is a mess tbh. The amount of style-mixing, cut-off, and the overall design is very unappealing--it's poorly structured--try getting rid of the curved bridges all in a row, stick to just one style (SMB3 or SMW world map), don't clump BGOs together (like at tje bottom of the screen), make the landmasses more natural (not just a square), and just general have it make more sense (no fire flower or hills in the water, no world # signs all over the place, no lava and water touching, etc.)
viewtopic.php?f=90&t=16886#p243676

That's what I'm referring to. Plus, both the titles have an edge of similarity, and so do the overall themes.

But, I'm not calling plagiarism or anything like that, so don't worry about it!

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Re: Super Ridiculous World X (New Screenshots 10/28/16)

Postby PixelPest » Fri Oct 28, 2016 9:24 pm

Two new levels--Bullet Bill Hill and Identity Crisis:
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Re: Super Ridiculous World X (New Screenshot 10/31/16)

Postby PixelPest » Mon Oct 31, 2016 9:47 pm

Here's a screenshot of some gameplay in Mario's Jump v2.0 v2.0, based on Mario's Jump v2.0 from Banzai Mario World--one of my biggest inspirations for this episode. This level gives the player the ability to double-jump and makes use of it in a variety of ways.

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Re: Super Ridiculous World X (New Screenshots 10/28/16)

Postby MECHDRAGON777 » Tue Nov 01, 2016 3:03 am

PixelPest wrote:Two new levels--Bullet Bill Hill and Identity Crisis:
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PixelPest wrote:Here's a screenshot of some gameplay in Mario's Jump v2.0 v2.0, based on Mario's Jump v2.0 from Banzai Mario World--one of my biggest inspirations for this episode. This level gives the player the ability to double-jump and makes use of it in a variety of ways.

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A: Looks Impossible
B: Looks way to easy for what you are going for
C: When I saw this earlier, I had a felling of not knowing what to do without the Double Jump^_^

(As for the first screen shot: I can see getting to the Koopa, but not getting the shell to the switch. Looks to high to jump over. Other then that, looks good. (I also assume that you have to use the spin-grab on the key and drop it repetitively to get the blue switch?))

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Re: Super Ridiculous World X (New Screenshot 10/31/16)

Postby PixelPest » Tue Nov 01, 2016 6:37 am

All of three of these are tested and possible. For the first one you have to use the key and a Bullet Bill to get over the spikes; but I'm not saying any more than that. Also as I mentioned in the main post, not all of these levels are crazy tough; some are just a bit easier than Kaizo

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Re: Super Ridiculous World X (New Screenshot 10/31/16)

Postby MECHDRAGON777 » Mon Nov 07, 2016 4:35 am

PixelPest wrote:All of three of these are tested and possible. For the first one you have to use the key and a Bullet Bill to get over the spikes; but I'm not saying any more than that. Also as I mentioned in the main post, not all of these levels are crazy tough; some are just a bit easier than Kaizo
I was referring to before the key.

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Re: Super Ridiculous World X (New Screenshot 10/31/16)

Postby PixelPest » Mon Nov 07, 2016 7:06 am

You have to jump onto the red Koopa Troopa and set its shell on the first spike. Then you can jump off of the shell to get over

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Re: Super Ridiculous World X (New Screenshot 10/31/16)

Postby MECHDRAGON777 » Mon Nov 07, 2016 8:26 am

PixelPest wrote:You have to jump onto the red Koopa Troopa and set its shell on the first spike. Then you can jump off of the shell to get over
Yet then you have no shell to hit the switch to unlock the key. That was why I had to ask.

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Re: Super Ridiculous World X (New Screenshot 10/31/16)

Postby PixelPest » Mon Nov 07, 2016 8:30 am

You jump off of a Bullet Bill (the launcher is to the right of the Switch Block)

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Re: Super Ridiculous World X (New Screenshot 10/31/16)

Postby MECHDRAGON777 » Mon Nov 07, 2016 8:46 am

PixelPest wrote:You jump off of a Bullet Bill (the launcher is to the right of the Switch Block)
I never saw that, thanks. (...and I mean, I legitimately never saw the bullet bill launcher at all.)

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Re: Super Ridiculous World X (New Screenshot 12/11/16)

Postby PixelPest » Sun Dec 11, 2016 9:07 pm

This project isn't dead yet! Here's a screenshot of the first section of a level I worked on today:
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Re: Super Ridiculous World X (New Screenshot 12/11/16)

Postby loop » Sun Dec 11, 2016 9:21 pm

PixelPest wrote:This project isn't dead yet! Here's a screenshot of the first section of a level I worked on today:
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Holy crap! :o :shock:
That looks hard!
Anyway, I see you are putting a lot of effort into this. I probably won't play it, but I'll watch playthroughs of it when you put the finishing touches on it. Good luck.

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Re: Super Ridiculous World X (New Screenshot 12/11/16)

Postby PixelPest » Sun Dec 11, 2016 9:36 pm

Some of the earlier levels aren't too bad in terms of difficulty (they're just barely considerable as Kaizo imo) but there's a steady build in difficulty. This is one of the later levels. Thanks for the luck. I'll need it to get through testing all of these

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Re: Super Ridiculous World X (New Screenshot 12/11/16)

Postby Devan2002 » Sun Dec 11, 2016 10:52 pm

In my opinion, this would look fun to play.

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Re: Super Ridiculous World X (New Screenshot 12/11/16)

Postby PixelPest » Tue Dec 27, 2016 10:43 pm

This project is still moving. I'm likely going to release a demo by the end of the week. It'll contain at least 3-4 finished levels and some partial levels with a star replacing the midpoint for the purpose of the demo


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