Hey all, just wanted to present my progress on a project that I've been working on for the past month or so. Feel free to give criticism on what I have so far or ask questions!
EDIT: I've created a new demonstration video that showcases three of the levels in the game. Tell me what you think of it in action!
World 1 is your typical grassy plains shtick, intentionally following many of the trends that has made Mario great. It will feature traditional tutorial-esque sections and playgrounds for players to play around with their abilities, preparing them for what's ahead.
Level demo:
World 2 is where the real game begins. Levels will begin to become more vast and challenging as you explore this ruin-filled oasis.
Level demo:
World 3 becomes an ambient adventure through an icy enemy-infested island. Discover new power-ups to add to your arsenal as you refine the skills you'll need for the final challenge.
Level demo:
You've reached the Mushroom Kingdom's industrial isle, or World 4. On top of tricky platforming and difficult enemy encounters, you will be dealing with open-ended puzzles if you want to make it to the koopa king himself.
Level demo:
Credits:
Everything custom in this episode was/will be created by me- aside from sprite references from Nintendo, and the music which will of course be credited in-episode unless requested.
Misc ideas/questions (Respond at your own volition)
Would you be interested in a DKC Funky's Flights esque world setup where progress would have to be made in a world before travel to previous ones is permitted for extra life balance and anti-grinding?
How big of a barrier is 38A for episode approachability and why?
Aside from world 1 (which is generic for visual narrative purposes), how could the theming of other worlds be diversified?
Last edited by TheBossCDA on Sun Dec 03, 2017 1:09 am, edited 1 time in total.
ADMAndrew wrote:The idea of the project is great as well as the graphics but I do not see a solid story, although it would be interesting to try it
Thanks! But don't worry about the story, I've got a few ideas. I just want to put the gameplay first and not spoil anything. When I post progress updates you might get some hints
xDestroy wrote:This looks like a AMAZING project, sadly i can't beta test it because its 3&A, but i still highly support it
Believe me, if there was a way to put all this into 2.0 and use the PGE editor I would. Does 38A not work on your computer?
I think it works on his computer, it's just that most 1.3ers have distaste for 38A and don't like it for it's bugginess and physics. This project looks cool and the ideas shown are creative.
Westretroman wrote:I think it works on his computer, it's just that most 1.3ers have distaste for 38A and don't like it for it's bugginess and physics. This project looks cool and the ideas shown are creative.
I don't blame those users, but you have to admit that 38A adds a lot of design possibilities and interesting items to the fray. If I had to start this project over again I'd learn the LunaLua API and make it for 2.0, but I think disregarding anything to do with the version for a few bugs is a bit extreme.
2.0 is still better though.
Although there is no reason to hate on 38A, unless its the 5438A38A variety, who you can't expect to listen to your suggestions for 1.4. So 2.0 has the edge that your suggestions actually have a chance of making it in, as well as the fact there are more design possibilities woth LunaLua, and by beta 4 just more design possibilities. The problem is that 2.0 and 38A do divide the community by co-existing.
Electriking wrote:2.0 is still better though.
Although there is no reason to hate on 38A, unless its the 5438A38A variety, who you can't expect to listen to your suggestions for 1.4. So 2.0 has the edge that your suggestions actually have a chance of making it in, as well as the fact there are more design possibilities woth LunaLua, and by beta 4 just more design possibilities. The problem is that 2.0 and 38A do divide the community by co-existing.
It's hard to find a reason why someone couldn't just have both variants downloaded and use each one when applicable. It would be a much bigger problem if there were hundreds of SMBX versions out there that weren't compatible with each other. But yes, 2.0 is objectively the best version out there right now.
Taycamgame wrote:This is looking really cool, it would be nice if it was to be longer than 16 levels but i bet it will still be good.
I'm going to be packing each individual level with new mechanics and a different graphics motif- should probably be around the length of a classic Megaman game.