Share your work-in-progress SMBX episode or browse and support others'.
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erkyp3rky
- Ninji

- Posts: 934
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Postby erkyp3rky » Thu Feb 22, 2018 10:50 pm
Taycamgame wrote:New Screenshot:
Also!
The Demo for world 1 will be released over the weekend (I just need to finish testing all 7 levels with toad, peach and luigi)! So keep an eye out for it!
Also i just realised i double posted but hey, this is news people!
That looks great, but I wish the background was bigger with more Clouds so we aren't looking at blue for most of the climb. None the less I really like how some of the mushrooms hang down from others, and I love those pixel style NSMB 2 spike blocks. Great job!
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Fri Feb 23, 2018 3:15 am
The_Loaf_Lord wrote:
That looks great, but I wish the background was bigger with more Clouds so we aren't looking at blue for most of the climb. None the less I really like how some of the mushrooms hang down from others, and I love those pixel style NSMB 2 spike blocks. Great job!
I'll probably just use BGO's rather than changing up the background tbh, but thx for the feedback!
EDIT:
Infact, the background actually has i think parallax on, so basiaclly the background moves up slower than the actual level. Which means at the top of this level you still see the mushrooms and the mountain.
Anyway testing is finished so i'll be able to get this demo out later today!
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Fri Feb 23, 2018 3:40 am
Yh yh. Don't double post. BUT:
Demo 1 is HERE!
Download link: https://farlingayesuffolkschuk-my.share ... w?e=PnJ8d5
I know i literally just said it would be out later today, but the upload was faster than expected.
Included is World 1 (Simple Springtime) and the main hub. Please remember that the only doors you can enter in the main hub are the one you go through to get in there and the world 1 door.
Included levels:
1-1 Green Grassland
1-2 Blocky Bitland
1-3 Downhill Dreams
1-4 Mumble Mountain
1-5 Floating Fields
1-6 Calm Castle
1-S Hillside Hop
Simple Springtime HUB
Main HUB
Last edited by Taycamgame on Fri Feb 23, 2018 11:34 am, edited 1 time in total.
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TheNewGuy
- Ninji

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Postby TheNewGuy » Fri Feb 23, 2018 4:01 am
I could upload my playthrough of it but I still have one left to finish 
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Mr Boboo
- Spike

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Postby Mr Boboo » Fri Feb 23, 2018 9:27 am
After playing through the demo, I can say you've got some good work done. The level design is pretty fun, if a little repetitive. Aesthetically, everything looks pretty good, though some levels could probably use more background objects.
The only real problem is that there's way too many coins and 1-ups in each level. I managed to rack up over 20 lives just playing through the demo normally. The castle is also a bit broken, there appears to be a missing API, and the space background doesn't loop correctly.
Nevertheless, I did still enjoy what it was and I wish you luck going forward!
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Fri Feb 23, 2018 11:09 am
Mr Boboo wrote:After playing through the demo, I can say you've got some good work done. The level design is pretty fun, if a little repetitive. Aesthetically, everything looks pretty good, though some levels could probably use more background objects.
The only real problem is that there's way too many coins and 1-ups in each level. I managed to rack up over 20 lives just playing through the demo normally. The castle is also a bit broken, there appears to be a missing API, and the space background doesn't loop correctly.
Nevertheless, I did still enjoy what it was and I wish you luck going forward!
Oh! I think i forgot to package NSMBWalls with the demo, so that's why you experienced this problem.
Ok here it is:
https://farlingayesuffolkschuk-my.share ... Q?e=Vf81xS
To make it work you put it inside the luascriptslib folder in data.
I'm not sure if putting it inside the episode folder will work but it might.
Also you must play the episode on 2.0 Beta 3+.
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Mr Boboo
- Spike

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Postby Mr Boboo » Fri Feb 23, 2018 11:26 am
Taycamgame wrote:Mr Boboo wrote:After playing through the demo, I can say you've got some good work done. The level design is pretty fun, if a little repetitive. Aesthetically, everything looks pretty good, though some levels could probably use more background objects.
The only real problem is that there's way too many coins and 1-ups in each level. I managed to rack up over 20 lives just playing through the demo normally. The castle is also a bit broken, there appears to be a missing API, and the space background doesn't loop correctly.
Nevertheless, I did still enjoy what it was and I wish you luck going forward!
Oh! I think i forgot to package NSMBWalls with the demo, so that's why you experienced this problem.
Ok here it is:
https://farlingayesuffolkschuk-my.share ... Q?e=Vf81xS
To make it work you put it inside the luascriptslib folder in data.
I'm not sure if putting it inside the episode folder will work but it might.
Also you must play the episode on 2.0 Beta 3+.
You should package it in with later versions and just put it in the episode folder, it'll work just fine.
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Fri Feb 23, 2018 11:32 am
Updated the download link:
https://farlingayesuffolkschuk-my.share ... Q?e=pFaYxG
This includes a fix in the level "Calm Castle". (Adds the NSMBWalls Lunalua API)
If this doesn't work, you'll have to move the NSMBWalls file and folder into luascriptslib, but it should work. Enjoy!
Also i'm taking all that advice into account, so yeah expect less lives in the future.
TheNewGuy wrote:I could upload my playthrough of it but I still have one left to finish 
I'd love to see a playthrough! Just remember that you'll need to update to this version to be able to play the castle level.
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PixelPest
- Raccoon Mario

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Postby PixelPest » Fri Feb 23, 2018 4:41 pm
Taycamgame wrote:If this doesn't work, you'll have to move the NSMBWalls file and folder into luascriptslib, but it should work.
Please don't suggest that people modify the basegame. It's a really bad idea
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Fri Feb 23, 2018 4:56 pm
PixelPest wrote:Taycamgame wrote:If this doesn't work, you'll have to move the NSMBWalls file and folder into luascriptslib, but it should work.
Please don't suggest that people modify the basegame. It's a really bad idea
Oh, sorry :/
Anyway,
If anyone wants to do a review of the levels so far that would be much appreciated! 
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erkyp3rky
- Ninji

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Postby erkyp3rky » Fri Feb 23, 2018 5:51 pm
Oh cool, I'll review it later today, keep an eye on this post because I'll edit it.
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Sat Feb 24, 2018 5:37 am
The_Loaf_Lord wrote:Oh cool, I'll review it later today, keep an eye on this post because I'll edit it.
It would be much appreciated!
EDIT:
Omg im so stupid.
I forgot that there were actually 11 planned out worlds, not 10. Which brings the level count to 77 and the star count to 253. Ofcourse, I want to make each level with pride and effort and so this project is estimated to be released next year. Think about it; If i take 4 days on average to make a level and there are 77 levels, that would take about 310 days, so yh next year.
But don't worry, I promise you i will not cancel this time! Even if it takes that long. 
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erkyp3rky
- Ninji

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Postby erkyp3rky » Sat Feb 24, 2018 4:56 pm
Taycamgame wrote:The_Loaf_Lord wrote:Oh cool, I'll review it later today, keep an eye on this post because I'll edit it.
It would be much appreciated!
EDIT:
Omg im so stupid.
I forgot that there were actually 11 planned out worlds, not 10. Which brings the level count to 77 and the star count to 253. Ofcourse, I want to make each level with pride and effort and so this project is estimated to be released next year. Think about it; If i take 4 days on average to make a level and there are 77 levels, that would take about 310 days, so yh next year.
But don't worry, I promise you i will not cancel this time! Even if it takes that long. 
Good planning, but don't get too cocky because usually that brings people down.
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Sat Feb 24, 2018 4:58 pm
The_Loaf_Lord wrote:
Good planning, but don't get too cocky because usually that brings people down.
I won't 
And when would you be able to do that review? You don't have to ofcourse
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Eri7
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Postby Eri7 » Sun Feb 25, 2018 7:42 am
I played that demo and wow , you have improved a lot since ur first project , good job. I liked some of the ideas you used in ur levels and that the stars were easy to find so that encourages exploring and that'd nice , I would like to see progressive difficulty with finding the stars like in later levels to be harder to find and to be harder to get with challenged along the way. My favorite level was the castle , it felt alive and the hidden walls API was used nicely. I liked also the other levels, some felt lively as well like the castle level but I saw unnecessary stuff along the way , I recommend you to test your levels a lot more times and determine how exactly would the player play the level so if you find stuff that you often ignore or find unnecessary then you can remove them or make them have some kind of use in the level. The boss was vanilla one so you have a lot to improve upon making a custom one. Anyways , good luck and remember to always find a way to improve.
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Sun Feb 25, 2018 8:09 am
Eri7 wrote:I played that demo and wow , you have improved a lot since ur first project , good job. I liked some of the ideas you used in ur levels and that the stars were easy to find so that encourages exploring and that'd nice ,
1: . My favorite level was the castle , it felt alive and the hidden walls API was used nicely. I liked also the other levels, some felt lively as well like the castle level but I saw unnecessary stuff along the way ,
2: .
3: [The boss was vanilla one so you have a lot to improve upon making a custom one]. Anyways , good luck and remember to always find a way to improve.
This feedback is much appreciated, thanks!
1: Since it is only world 1 levels and stars are meant to be easy to complete and collect. I decided to make world 1 that easy because it's the first world and i don't want to make the player get frustrated from the start. The difficulty will increase.
2: This is fair, but most things that aren't along the main pathways are secrets like stars or 1-ups. Ofcourse, this was only a demo and levels are expected to change in the future.
3: Each castle boss will have a Koopaling and a unique boss arena; which is why i used Larry in this one.
Thx so much for this mini review!
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ElectriKong
- Fry Guy

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Postby ElectriKong » Sun Feb 25, 2018 9:11 am
Taycamgame wrote:Each castle boss will have a Koopaling and a unique boss arena; which is why i used Larry in this one.
You should try to make each koopaling boss unique however (like changing the AI by using another boss for a koopaling (like Return To Dinosaur Land for example) or changing certain properties with LunaLua. Changing the boss arena is a start, but using other NPCs for your koopalings and/or manipulation with NPC .txt files/LunaLua can really mix things up and turn a basic, unoriginal larry reskin with a slightly changed arena into something more original and creatve.
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Eri7
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Postby Eri7 » Sun Feb 25, 2018 10:33 am
Electriking wrote:Taycamgame wrote:Each castle boss will have a Koopaling and a unique boss arena; which is why i used Larry in this one.
You should try to make each koopaling boss unique however (like changing the AI by using another boss for a koopaling (like Return To Dinosaur Land for example) or changing certain properties with LunaLua. Changing the boss arena is a start, but using other NPCs for your koopalings and/or manipulation with NPC .txt files/LunaLua can really mix things up and turn a basic, unoriginal larry reskin with a slightly changed arena into something more original and creatve.
I agree , this is how i started my first custom boss.
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Gremonow
- Monty Mole

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Postby Gremonow » Mon Feb 26, 2018 10:12 am
Whoa Taycam you are doing such an awesome work I'll download the demo soon I'm sure it's awesome good luck! 
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Mon Feb 26, 2018 11:12 am
Gremonow wrote:Whoa Taycam you are doing such an awesome work I'll download the demo soon I'm sure it's awesome good luck! 
Thanks for the support!
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