Attack of the Darkness - THANK YOU

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

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Is there any hype?

HYPE!!!!!
42
44%
Hype!
38
40%
Medium hype
5
5%
Low hype
10
11%
 
Total votes: 95
Cedur
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Re: Attack of the Darkness

Postby Cedur » Sun Nov 04, 2018 8:57 am

the last levels of what?

PopYoshi
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Re: Attack of the Darkness

Postby PopYoshi » Sun Nov 04, 2018 9:40 am

Cedur wrote:
Sun Nov 04, 2018 8:57 am
the last levels of what?
The last levels of the first world
...
not really, the last levels of the demo
the levels aren't part of the first world

Super Luigi!
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Re: Attack of the Darkness

Postby Super Luigi! » Mon Nov 05, 2018 12:53 am

I'm glad to see you and your project are still alive and well, PopYoshi. Continue your work when you feel inspired, even if that means waiting many months, for the end result will be great. No matter what, you will always have my support.

LGLMAKING
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Re: Attack of the Darkness

Postby LGLMAKING » Wed Dec 05, 2018 10:03 am

I want to share some :idea: ideas :idea: for bosses:

Bowser junior
Spoiler: show
arena consists of SMB2 breakable blocks and below it lava. Each block of lava has its own layer which is one block wide and about fifteen blocks (most of which off-screen. Whenever a block is destroyed, the lavalayer below it rises up quickly and moves back to its original position. After that the destroyed blocks layer is toggled

Boss: bowser junior is actually a mother brain resprited to resemble a propellerless Jr clown car with Bowser junior peeking out and a resprited BGO resembling the animated propeller. below it is a spawner which every X amount of time shoots a bob-omb down at the ever so fragile floor.use npc codes to tweak his hp and change how much damage he receives from lava to 1.

Battle: it starts in mid-air in the center of the arena. It moves to the right until it drops a bob-omb and then moves back to the center to fire another one. It then repeats this on the left side of the screen. The objective of the boss battle is that you pick up the koopa prince's bob-ombs and throw them at a position to harm him. I suggest you create your own patterns and give it a spin of your own ;) .
Nep-Enut
Spoiler: show
arena is basically a bridge at the center of a room that is nine to fifteen blocks wide hovering over foreground quicksand BGO's resprited to resemble water.
You might want to add a water field behind these BGO's. Note: do not fill up the gaps with walls.

Boss: the boss' hit box is a ripper which has a hit box which is as large as the sprites of the boss. It's graphical size is 1×1 pixels. The sprites are a series of BGO's taking the appearance of nep-enut from yoshi's island. One has its mouth slightly open and is facing to the left (A). One mirror the first (B). One has its maw wide open and is facing left (C). Another one mirrors that one (D). They stay below the surface until their layers are moved to the surface to preform an action. A and B start on the right sidebelow the surface. B and D start on the left side below the surface. The hit box starts on the right side. Layers A and B hold each a spawner for bubbles holding spiny eggs and a spawner for bubbles holding red shy guys, each set facing the direction faced by the sprites. The hit box moves along with the active sprites. There are three sets of this, one for each phase.

Battle: pattern 1:
1. A appears to spit projectiles and submerges after a while.
2. C appears and dashes across the screen from right to left.
3. B and D mirror parts 1. and 2. on the right side of the screen.
4. C and D move below water back to their original position.
This repeats until the first ripper is defeated. Then all phase 1 layers toggle and the phase 2 layers appear. Give phases 2 and 3 a few twists of your own.
Out of all my heart I would like to see this finished. I hope I gave a contribution to this project. I may be adding some more in the future.

Besides, your "another realm" area's, are they based on kirby return to dreamland's Another Dimension?
Last edited by LGLMAKING on Thu Dec 06, 2018 4:27 am, edited 3 times in total.

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Re: Attack of the Darkness

Postby PixelPest » Wed Dec 05, 2018 10:45 am

LGLMAKING wrote:
Wed Dec 05, 2018 10:03 am
I want to share some :idea: ideas :idea: for bosses:

Bowser junior
Spoiler: show
arena consists of SMB2 breakable blocks and below it lava. Each block of lava has its own layer which is one block wide and about fifteen blocks (most of which off-screen. Whenever a block is destroyed, the lavalayer below it rises up quickly and moves back to its original position. After that the destroyed blocks layer is toggled

Boss: bowser junior is actually a mother brain resprited to resemble a propellerless Jr clown car with Bowser junior peeking out and a resprited BGO resembling the animated propeller. below it is a spawner which every X amount of time shoots a bob-omb down at the ever so fragile floor.use npc codes to tweak his hp and change how much damage he receives from lava to 1.

Battle: it starts in mid-air in the center of the arena. It moves to the right until it drops a bob-omb and then moves back to the center to fire another one. It then repeats this on the left side of the screen. The objective of the boss battle is that you pick up the koopa princ''s s bob-ombs and throw them at a position to harm him. I suggest you create your own patterns and give it a spin of your own ;) .
Out of all my heart I would like to see this finished. I hope I gave a contribution to this project. I may be adding some more in the future.

Besides, this project has risen and fallen oh so many times, I don't it will die. Ever.
Please don't double post

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Re: Attack of the Darkness

Postby LGLMAKING » Wed Dec 05, 2018 11:11 am

PixelPest wrote:
Wed Dec 05, 2018 10:45 am
LGLMAKING wrote:
Wed Dec 05, 2018 10:03 am
I want to share some :idea: ideas :idea: for bosses:

Bowser junior
Spoiler: show
arena consists of SMB2 breakable blocks and below it lava. Each block of lava has its own layer which is one block wide and about fifteen blocks (most of which off-screen. Whenever a block is destroyed, the lavalayer below it rises up quickly and moves back to its original position. After that the destroyed blocks layer is toggled

Boss: bowser junior is actually a mother brain resprited to resemble a propellerless Jr clown car with Bowser junior peeking out and a resprited BGO resembling the animated propeller. below it is a spawner which every X amount of time shoots a bob-omb down at the ever so fragile floor.use npc codes to tweak his hp and change how much damage he receives from lava to 1.

Battle: it starts in mid-air in the center of the arena. It moves to the right until it drops a bob-omb and then moves back to the center to fire another one. It then repeats this on the left side of the screen. The objective of the boss battle is that you pick up the koopa princ''s s bob-ombs and throw them at a position to harm him. I suggest you create your own patterns and give it a spin of your own ;) .
Out of all my heart I would like to see this finished. I hope I gave a contribution to this project. I may be adding some more in the future.

Besides, this project has risen and fallen oh so many times, I don't it will die. Ever.
Please don't double post
I
Sorry to defy you, but I did it on purpose as the first post wasn't nearly related to the second post.
But sorry... could you delete these last to posts in order not to break the line of conversation?
Last edited by LGLMAKING on Wed Dec 05, 2018 11:14 am, edited 1 time in total.

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Re: Attack of the Darkness

Postby PixelPest » Wed Dec 05, 2018 11:13 am

LGLMAKING wrote:
Wed Dec 05, 2018 11:11 am
PixelPest wrote:
Wed Dec 05, 2018 10:45 am
LGLMAKING wrote:
Wed Dec 05, 2018 10:03 am
I want to share some :idea: ideas :idea: for bosses:

Bowser junior
Spoiler: show
arena consists of SMB2 breakable blocks and below it lava. Each block of lava has its own layer which is one block wide and about fifteen blocks (most of which off-screen. Whenever a block is destroyed, the lavalayer below it rises up quickly and moves back to its original position. After that the destroyed blocks layer is toggled

Boss: bowser junior is actually a mother brain resprited to resemble a propellerless Jr clown car with Bowser junior peeking out and a resprited BGO resembling the animated propeller. below it is a spawner which every X amount of time shoots a bob-omb down at the ever so fragile floor.use npc codes to tweak his hp and change how much damage he receives from lava to 1.

Battle: it starts in mid-air in the center of the arena. It moves to the right until it drops a bob-omb and then moves back to the center to fire another one. It then repeats this on the left side of the screen. The objective of the boss battle is that you pick up the koopa princ''s s bob-ombs and throw them at a position to harm him. I suggest you create your own patterns and give it a spin of your own ;) .
Out of all my heart I would like to see this finished. I hope I gave a contribution to this project. I may be adding some more in the future.

Besides, this project has risen and fallen oh so many times, I don't it will die. Ever.
Please don't double post
Sorry to defy you, but I did it on purpose as the first post wasn't nearly related to the second post.
That doesn't matter at all. Just put a hard return or two in. As far as I can see there's no reason you couldn't have posted them together--they're very much about the same thing

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Re: Attack of the Darkness

Postby PopYoshi » Thu Dec 06, 2018 8:45 am

LGLMAKING wrote:
Wed Dec 05, 2018 10:03 am
I want to share some :idea: ideas :idea: for bosses:

Bowser junior
Spoiler: show
arena consists of SMB2 breakable blocks and below it lava. Each block of lava has its own layer which is one block wide and about fifteen blocks (most of which off-screen. Whenever a block is destroyed, the lavalayer below it rises up quickly and moves back to its original position. After that the destroyed blocks layer is toggled

Boss: bowser junior is actually a mother brain resprited to resemble a propellerless Jr clown car with Bowser junior peeking out and a resprited BGO resembling the animated propeller. below it is a spawner which every X amount of time shoots a bob-omb down at the ever so fragile floor.use npc codes to tweak his hp and change how much damage he receives from lava to 1.

Battle: it starts in mid-air in the center of the arena. It moves to the right until it drops a bob-omb and then moves back to the center to fire another one. It then repeats this on the left side of the screen. The objective of the boss battle is that you pick up the koopa prince's bob-ombs and throw them at a position to harm him. I suggest you create your own patterns and give it a spin of your own ;) .
Nep-Enut
Spoiler: show
arena is basically a bridge at the center of a room that is nine to fifteen blocks wide hovering over foreground quicksand BGO's resprited to resemble water.
You might want to add a water field behind these BGO's. Note: do not fill up the gaps with walls.

Boss: the boss' hit box is a ripper which has a hit box which is as large as the sprites of the boss. It's graphical size is 1×1 pixels. The sprites are a series of BGO's taking the appearance of nep-enut from yoshi's island. One has its mouth slightly open and is facing to the left (A). One mirror the first (B). One has its maw wide open and is facing left (C). Another one mirrors that one (D). They stay below the surface until their layers are moved to the surface to preform an action. A and B start on the right sidebelow the surface. B and D start on the left side below the surface. The hit box starts on the right side. Layers A and B hold each a spawner for bubbles holding spiny eggs and a spawner for bubbles holding red shy guys, each set facing the direction faced by the sprites. The hit box moves along with the active sprites. There are three sets of this, one for each phase.

Battle: pattern 1:
1. A appears to spit projectiles and submerges after a while.
2. C appears and dashes across the screen from right to left.
3. B and D mirror parts 1. and 2. on the right side of the screen.
4. C and D move below water back to their original position.
This repeats until the first ripper is defeated. Then all phase 1 layers toggle and the phase 2 layers appear. Give phases 2 and 3 a few twists of your own.
Out of all my heart I would like to see this finished. I hope I gave a contribution to this project. I may be adding some more in the future.

Besides, your "another realm" area's, are they based on kirby return to dreamland's Another Dimension?
Those are good ideas, however, I may use them for levels instead of bosses. Why? because the nature of the bosses in my episode are a bit more dinamic

Like this one: (excuse the quality, I used Hyper Cam 2)


LGLMAKING
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Re: Attack of the Darkness

Postby LGLMAKING » Thu Dec 06, 2018 10:25 am

PopYoshi wrote:
Thu Dec 06, 2018 8:45 am
LGLMAKING wrote:
Wed Dec 05, 2018 10:03 am
I want to share some :idea: ideas :idea: for bosses:

Bowser junior
Spoiler: show
arena consists of SMB2 breakable blocks and below it lava. Each block of lava has its own layer which is one block wide and about fifteen blocks (most of which off-screen. Whenever a block is destroyed, the lavalayer below it rises up quickly and moves back to its original position. After that the destroyed blocks layer is toggled

Boss: bowser junior is actually a mother brain resprited to resemble a propellerless Jr clown car with Bowser junior peeking out and a resprited BGO resembling the animated propeller. below it is a spawner which every X amount of time shoots a bob-omb down at the ever so fragile floor.use npc codes to tweak his hp and change how much damage he receives from lava to 1.

Battle: it starts in mid-air in the center of the arena. It moves to the right until it drops a bob-omb and then moves back to the center to fire another one. It then repeats this on the left side of the screen. The objective of the boss battle is that you pick up the koopa prince's bob-ombs and throw them at a position to harm him. I suggest you create your own patterns and give it a spin of your own ;) .
Nep-Enut
Spoiler: show
arena is basically a bridge at the center of a room that is nine to fifteen blocks wide hovering over foreground quicksand BGO's resprited to resemble water.
You might want to add a water field behind these BGO's. Note: do not fill up the gaps with walls.

Boss: the boss' hit box is a ripper which has a hit box which is as large as the sprites of the boss. It's graphical size is 1×1 pixels. The sprites are a series of BGO's taking the appearance of nep-enut from yoshi's island. One has its mouth slightly open and is facing to the left (A). One mirror the first (B). One has its maw wide open and is facing left (C). Another one mirrors that one (D). They stay below the surface until their layers are moved to the surface to preform an action. A and B start on the right sidebelow the surface. B and D start on the left side below the surface. The hit box starts on the right side. Layers A and B hold each a spawner for bubbles holding spiny eggs and a spawner for bubbles holding red shy guys, each set facing the direction faced by the sprites. The hit box moves along with the active sprites. There are three sets of this, one for each phase.

Battle: pattern 1:
1. A appears to spit projectiles and submerges after a while.
2. C appears and dashes across the screen from right to left.
3. B and D mirror parts 1. and 2. on the right side of the screen.
4. C and D move below water back to their original position.
This repeats until the first ripper is defeated. Then all phase 1 layers toggle and the phase 2 layers appear. Give phases 2 and 3 a few twists of your own.
Out of all my heart I would like to see this finished. I hope I gave a contribution to this project. I may be adding some more in the future.

Besides, your "another realm" area's, are they based on kirby return to dreamland's Another Dimension?
Those are good ideas, however, I may use them for levels instead of bosses. Why? because the nature of the bosses in my episode are a bit more dinamic

Like this one: (excuse the quality, I used Hyper Cam 2)


Oh OK. I have an idea for a midboss.
Image
You see that piranha plant guy in the top left? Well, if you take him, flip him by 90 degrees so he's facing up, and give him a few special animations, you've got the sprites for him. The battle I am going to describe is a three phased, attach-to-layer based boss. May I describe him?

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Re: Attack of the Darkness

Postby PopYoshi » Thu Dec 06, 2018 3:55 pm

LGLMAKING wrote:
Thu Dec 06, 2018 10:25 am
PopYoshi wrote:
Thu Dec 06, 2018 8:45 am
LGLMAKING wrote:
Wed Dec 05, 2018 10:03 am
I want to share some :idea: ideas :idea: for bosses:

Bowser junior
Spoiler: show
arena consists of SMB2 breakable blocks and below it lava. Each block of lava has its own layer which is one block wide and about fifteen blocks (most of which off-screen. Whenever a block is destroyed, the lavalayer below it rises up quickly and moves back to its original position. After that the destroyed blocks layer is toggled

Boss: bowser junior is actually a mother brain resprited to resemble a propellerless Jr clown car with Bowser junior peeking out and a resprited BGO resembling the animated propeller. below it is a spawner which every X amount of time shoots a bob-omb down at the ever so fragile floor.use npc codes to tweak his hp and change how much damage he receives from lava to 1.

Battle: it starts in mid-air in the center of the arena. It moves to the right until it drops a bob-omb and then moves back to the center to fire another one. It then repeats this on the left side of the screen. The objective of the boss battle is that you pick up the koopa prince's bob-ombs and throw them at a position to harm him. I suggest you create your own patterns and give it a spin of your own ;) .
Nep-Enut
Spoiler: show
arena is basically a bridge at the center of a room that is nine to fifteen blocks wide hovering over foreground quicksand BGO's resprited to resemble water.
You might want to add a water field behind these BGO's. Note: do not fill up the gaps with walls.

Boss: the boss' hit box is a ripper which has a hit box which is as large as the sprites of the boss. It's graphical size is 1×1 pixels. The sprites are a series of BGO's taking the appearance of nep-enut from yoshi's island. One has its mouth slightly open and is facing to the left (A). One mirror the first (B). One has its maw wide open and is facing left (C). Another one mirrors that one (D). They stay below the surface until their layers are moved to the surface to preform an action. A and B start on the right sidebelow the surface. B and D start on the left side below the surface. The hit box starts on the right side. Layers A and B hold each a spawner for bubbles holding spiny eggs and a spawner for bubbles holding red shy guys, each set facing the direction faced by the sprites. The hit box moves along with the active sprites. There are three sets of this, one for each phase.

Battle: pattern 1:
1. A appears to spit projectiles and submerges after a while.
2. C appears and dashes across the screen from right to left.
3. B and D mirror parts 1. and 2. on the right side of the screen.
4. C and D move below water back to their original position.
This repeats until the first ripper is defeated. Then all phase 1 layers toggle and the phase 2 layers appear. Give phases 2 and 3 a few twists of your own.
Out of all my heart I would like to see this finished. I hope I gave a contribution to this project. I may be adding some more in the future.

Besides, your "another realm" area's, are they based on kirby return to dreamland's Another Dimension?
Those are good ideas, however, I may use them for levels instead of bosses. Why? because the nature of the bosses in my episode are a bit more dinamic

Like this one: (excuse the quality, I used Hyper Cam 2)


Oh OK. I have an idea for a midboss.
Image
You see that piranha plant guy in the top left? Well, if you take him, flip him by 90 degrees so he's facing up, and give him a few special animations, you've got the sprites for him. The battle I am going to describe is a three phased, attach-to-layer based boss. May I describe him?
Better if you do it later, now I'd just like to hear your thoughts about the boss

And the Another Realm isn't another dimension, it's the name given to the stuff that comes from "Otherworld"

LGLMAKING
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Re: Attack of the Darkness

Postby LGLMAKING » Fri Dec 07, 2018 3:01 am

PopYoshi wrote:
Thu Dec 06, 2018 3:55 pm
LGLMAKING wrote:
Thu Dec 06, 2018 10:25 am
PopYoshi wrote:
Thu Dec 06, 2018 8:45 am


Those are good ideas, however, I may use them for levels instead of bosses. Why? because the nature of the bosses in my episode are a bit more dinamic

Like this one: (excuse the quality, I used Hyper Cam 2)


Oh OK. I have an idea for a midboss.
Image
You see that piranha plant guy in the top left? Well, if you take him, flip him by 90 degrees so he's facing up, and give him a few special animations, you've got the sprites for him. The battle I am going to describe is a three phased, attach-to-layer based boss. May I describe him?
Better if you do it later, now I'd just like to hear your thoughts about the boss

And the Another Realm isn't another dimension, it's the name given to the stuff that comes from "Otherworld"
I think that battle is pretty good so far in general. But let me sum it up.

First phase: is it a late boss? Because I figured that it must be difficult to see him in the first place, until he shoots his cursed fire attack. Rest is just a Ludwig battle for this phase.

First sub-phase: pretty neat I must say. You had that fellow Kyle warn the player for this attack. For slightly worse players or simply those who don't know what to expect from a Ludwig Battle that extends beyond the first 3 hits from the next phase. You also indicated where it would appear. So more than that it's a basic from side to side attack. They are somewhat the best of sub-phase moves.

Second phase: You gave some extra challenge to the battle with those fire column's. It's a pity that they disappeared after a while, as along with it would disappear the added challenge of the second phase. I would leave them until the player has beaten the second phase, but if you made them disappear for a good reason, I trust your judgement.

Second sub-phase: I liked that homing fire column idea of yours. You didn't need to add anything to the giant fireball attack though.

Third phase: the idea of keeping the fireball active was a good one, but instead of turning the battle into a kind of whack-a-mole, I suggest you stick to theme a little longer (a.k.a. another Ludwig sequence) and then let it be followed up by your original idea of phase three, but only when it seems like he's already taken down, to make it slightly more dramatic.

Overall: pretty good, I guess.

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Re: Attack of the Darkness

Postby PopYoshi » Fri Dec 07, 2018 6:18 am

LGLMAKING wrote:
Fri Dec 07, 2018 3:01 am
PopYoshi wrote:
Thu Dec 06, 2018 3:55 pm
LGLMAKING wrote:
Thu Dec 06, 2018 10:25 am



Oh OK. I have an idea for a midboss.
Image
You see that piranha plant guy in the top left? Well, if you take him, flip him by 90 degrees so he's facing up, and give him a few special animations, you've got the sprites for him. The battle I am going to describe is a three phased, attach-to-layer based boss. May I describe him?
Better if you do it later, now I'd just like to hear your thoughts about the boss

And the Another Realm isn't another dimension, it's the name given to the stuff that comes from "Otherworld"
I think that battle is pretty good so far in general. But let me sum it up.

First phase: is it a late boss? Because I figured that it must be difficult to see him in the first place, until he shoots his cursed fire attack. Rest is just a Ludwig battle for this phase.

First sub-phase: pretty neat I must say. You had that fellow Kyle warn the player for this attack. For slightly worse players or simply those who don't know what to expect from a Ludwig Battle that extends beyond the first 3 hits from the next phase. You also indicated where it would appear. So more than that it's a basic from side to side attack. They are somewhat the best of sub-phase moves.

Second phase: You gave some extra challenge to the battle with those fire column's. It's a pity that they disappeared after a while, as along with it would disappear the added challenge of the second phase. I would leave them until the player has beaten the second phase, but if you made them disappear for a good reason, I trust your judgement.

Second sub-phase: I liked that homing fire column idea of yours. You didn't need to add anything to the giant fireball attack though.

Third phase: the idea of keeping the fireball active was a good one, but instead of turning the battle into a kind of whack-a-mole, I suggest you stick to theme a little longer (a.k.a. another Ludwig sequence) and then let it be followed up by your original idea of phase three, but only when it seems like he's already taken down, to make it slightly more dramatic.

Overall: pretty good, I guess.
I may think about sticking to the theme a bit, because the boss is already kinda challenging for being from the first world
And what do you think about the final secuence after the boss is defeated? I thought it would look cool

And the boss isn't hard to see, it's just the quality of the video :?

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Re: Attack of the Darkness

Postby LGLMAKING » Fri Dec 07, 2018 8:21 am

PopYoshi wrote:
Fri Dec 07, 2018 6:18 am
LGLMAKING wrote:
Fri Dec 07, 2018 3:01 am
PopYoshi wrote:
Thu Dec 06, 2018 3:55 pm


Better if you do it later, now I'd just like to hear your thoughts about the boss

And the Another Realm isn't another dimension, it's the name given to the stuff that comes from "Otherworld"
I think that battle is pretty good so far in general. But let me sum it up.

First phase: is it a late boss? Because I figured that it must be difficult to see him in the first place, until he shoots his cursed fire attack. Rest is just a Ludwig battle for this phase.

First sub-phase: pretty neat I must say. You had that fellow Kyle warn the player for this attack. For slightly worse players or simply those who don't know what to expect from a Ludwig Battle that extends beyond the first 3 hits from the next phase. You also indicated where it would appear. So more than that it's a basic from side to side attack. They are somewhat the best of sub-phase moves.

Second phase: You gave some extra challenge to the battle with those fire column's. It's a pity that they disappeared after a while, as along with it would disappear the added challenge of the second phase. I would leave them until the player has beaten the second phase, but if you made them disappear for a good reason, I trust your judgement.

Second sub-phase: I liked that homing fire column idea of yours. You didn't need to add anything to the giant fireball attack though.

Third phase: the idea of keeping the fireball active was a good one, but instead of turning the battle into a kind of whack-a-mole, I suggest you stick to theme a little longer (a.k.a. another Ludwig sequence) and then let it be followed up by your original idea of phase three, but only when it seems like he's already taken down, to make it slightly more dramatic.

Overall: pretty good, I guess.
I may think about sticking to the theme a bit, because the boss is already kinda challenging for being from the first world
And what do you think about the final secuence after the boss is defeated? I thought it would look cool

And the boss isn't hard to see, it's just the quality of the video :?
The final scene is as glorious as the whole concept of AOD. Also, remember those things I once said about the mouser battle you leaked a few months ago? Did you do anything with it?

Oh yeah, another thing, is the woody dry zone area mentioned a forest area? Because I've got an idea for the boss for such an area (and what role he could play in the plot).
PopYoshi wrote:
Sat Feb 03, 2018 2:47 pm
Mini update

A new screenshot, this time is a level from the third world, Aquatic Dream! but I'm not who did that thing you are seeing down there, this time the credits goes to MegaDood for this level:

Casino Madness:
Spoiler: show
Image
A Toad has gone insane and is saying random things, however, some of them have coherence like...

Image

In other news, Captain Toad has been eliminated from playable characters
This message might be old, but that picture indicates that that battle might have been different in the past.

Eri7
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Re: Attack of the Darkness

Postby Eri7 » Fri Dec 07, 2018 12:47 pm

Hey PopYoshi, i know this would be a weird question but how long do you think it would take you to finish your project. Until now you have made around 14 levels, right? So this means that for 2 years (correct me if i am wrong), you have made so little progress and your planned levels are over 90. Well, if we are going by that logic, this project will be finished after 11 years. Ok here is a better question, when do you believe progress would pick up because if it doesn't, would this project get cancelled in the future due to the slow progress? Are you trying to gather a team who will help you pick up progress? Do you have any plans on how to pick up the pace? I am interested at hearing your answers and also, i am asking these things because i am interested at your project and i want to see it get finished.

PopYoshi
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Re: Attack of the Darkness

Postby PopYoshi » Fri Dec 07, 2018 2:44 pm

Eri7 wrote:
Fri Dec 07, 2018 12:47 pm
Hey PopYoshi, i know this would be a weird question but how long do you think it would take you to finish your project. Until now you have made around 14 levels, right? So this means that for 2 years (correct me if i am wrong), you have made so little progress and your planned levels are over 90. Well, if we are going by that logic, this project will be finished after 11 years. Ok here is a better question, when do you believe progress would pick up because if it doesn't, would this project get cancelled in the future due to the slow progress? Are you trying to gather a team who will help you pick up progress? Do you have any plans on how to pick up the pace? I am interested at hearing your answers and also, i am asking these things because i am interested at your project and i want to see it get finished.
Alright man, let me begin explaining why I've taken a lot making all of this

I have too much free time, the problem is that I'm kinda lazy but that doesn't mean I'm not interested in the project. I'm making the beginning of the story, and you should know that making the beginning is one of the longest things to do, especially because my project includes story time, I also have to make the intro, I have to improve the boring-generic-easy dizzy Morton boss just like I did with the Othertoad boss I showed earlier (that used to be a regular Ludwig battle), I have to fix the errors in the levels, along making a whole new section and change the secret exit in level 1-6 because one of the sections is pretty lazy and bland and I already drew the new section in paper and how you'll get the secret exit (no offense Super Luigi, your level brought a lot of great stuff like the ladies from the level that now will be recurrent characters, I also get you are a bussy guy, don't feel bad)

Not to mention that during a part of the year I lost interest in SMBX and focused on learning romhacking but I ended getting bored of Pokemon (I call it the Pokemon fever, that it's already gone) and the interest returned with too much strengh, and now one of the last things I don't want to hear is that the progress is slow because I have a lot of stuff to do, you know why? because I'm gonna release the demo, and I don't want the people to complain about an error in the levels or stuff that looks ugly, glitchy or don't fit, I gave 4 extra sections to the Infernal Black Palace, I added an extra section to level 1-6, I had to improve the boss from level 1-10 and that included making graphics and stuff, I had to remade the whole level 1-4 because the old one looked ugly, I had to make several cutscenes, I had to improve the incoherent stuff, I had to correct the errors from different levels, I added a special cutscene to level 1-1, I made level 1-2 a bit shorter, I had to fix the several errors from level 1-3, many of them related to unfair difficulty, environment, cuttofs, adding a new section for the secret exit, I had to remade the whole Worldmap, I had to improve the boss from level 1-4 because it was easy, and definitely not as menacing as a boss should be:

Like this:
LGLMAKING wrote:
Fri Dec 07, 2018 11:18 am
PopYoshi wrote:
Fri Dec 07, 2018 6:18 am
LGLMAKING wrote:
Fri Dec 07, 2018 3:01 am


I think that battle is pretty good so far in general. But let me sum it up.

First phase: is it a late boss? Because I figured that it must be difficult to see him in the first place, until he shoots his cursed fire attack. Rest is just a Ludwig battle for this phase.

First sub-phase: pretty neat I must say. You had that fellow Kyle warn the player for this attack. For slightly worse players or simply those who don't know what to expect from a Ludwig Battle that extends beyond the first 3 hits from the next phase. You also indicated where it would appear. So more than that it's a basic from side to side attack. They are somewhat the best of sub-phase moves.

Second phase: You gave some extra challenge to the battle with those fire column's. It's a pity that they disappeared after a while, as along with it would disappear the added challenge of the second phase. I would leave them until the player has beaten the second phase, but if you made them disappear for a good reason, I trust your judgement.

Second sub-phase: I liked that homing fire column idea of yours. You didn't need to add anything to the giant fireball attack though.

Third phase: the idea of keeping the fireball active was a good one, but instead of turning the battle into a kind of whack-a-mole, I suggest you stick to theme a little longer (a.k.a. another Ludwig sequence) and then let it be followed up by your original idea of phase three, but only when it seems like he's already taken down, to make it slightly more dramatic.

Overall: pretty good, I guess.
I may think about sticking to the theme a bit, because the boss is already kinda challenging for being from the first world
And what do you think about the final secuence after the boss is defeated? I thought it would look cool

And the boss isn't hard to see, it's just the quality of the video :?
The final scene is as glorious as the whole concept of AOD. Also, remember those things I once said about the mouser battle you leaked a few months ago? Did you do anything with it?

Oh yeah, another thing, is the woody dry zone area mentioned a forest area? Because I've got an idea for the boss for such an area (and what role he could play in the plot).
PopYoshi wrote:
Sat Feb 03, 2018 2:47 pm
Mini update

A new screenshot, this time is a level from the third world, Aquatic Dream! but I'm not who did that thing you are seeing down there, this time the credits goes to MegaDood for this level:

Casino Madness:
Spoiler: show
Image
A Toad has gone insane and is saying random things, however, some of them have coherence like...

Image

In other news, Captain Toad has been eliminated from playable characters
This message might be old, but that picture indicates that that battle might have been different in the past.
Yes I did

Image

Now Mouser shoots cannonballs from that little moving cannon for make it more menacing like a real boss. And I don't need a boss to Woody Dry Passage, it already has 2

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Back to the topic:

I also had to fix several stuff in level 1-5 made by Megadood and I haven't even tested it yet to see if it's really fixed and I added an extr section because the level was too linear

I had to fix level 1-7 but with little changes and adding a new special cutscene, that level is almost perfect so I didn't touch it too much

I had to make a new section and a secret exit to level 1-8 because I forgot to add it the first time, I also had to remove several enemies because the level was kinda hard, I had to fix level 1-9 uncountable times until the boss became buggy from nowhere and it was a pain to fix it, I also had to make the level easier because it was kinda hardcore at first and adding more power ups (thank you for notifying me Super Luigi). The thing I more touched in that level was the stupid-buggy boss, I also added some elevations to make the boss more avoidable (a chasing boss isn't funny when you can't avoid it properly)

I had to touch level 1-10 uncountable times, but the thing I changed the most was the boss, I already explained it

I had to throw to the trash the old 1-1 level because I had better ideas for a 1-1 level and the level I did was much better than the older one, of course I had to make everything again

I had a real headache trying to make the gimmick of the first fortress to work, and it didn't! and just when I thought I wouldn't never touch that level again I fight against the boss and the result is a SMB3 boring-generic Bowser battle........... and I haven't improved the boss yet so you'll have to wait more

And I still have to test The Infernal Black Palace to test the difficulty of the new sections, the boss, and the flamethrowing blaargs

And making several scenes from the intro, and I could just grab the old intro from Attack of the Darkness (2015) but it's an old, lazy, ugly and noobie intro that my kid self from then did, not to mention that it wouldn't have coherence because the story is kinda different

And... uuuugh, I want to kill the guy who thought that making the Bowser's Throneroom from Cutscene 2 in a lazy way was a good idea... oh wait, it was me

I haven't even told you how much time I lost making, recoloring and fixing graphics for the levels, and I still have to do it with the improved Morton boss, for Cutscene 4.2 and for the introoo

And it's a real pain when your computer is slower than your grandfather in the bathroom, with "the application doesn't answer" messages and slow loading times from an intense lag sometimes...

If I have luck and I work without rest the demo should be ready before December 24th, if I have enough luck and time to work

I hope that help you with what you asked, I don't need more pressure than the one I put myself into

Eri7
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Re: Attack of the Darkness

Postby Eri7 » Fri Dec 07, 2018 3:05 pm

Hey PopYoshi, my comment didn't mean to put any pressure on you or to sound hostile towards you, polishing is part of making progress, but haven't you ever thought about making a dev team. I could help out with that, well not now because i am busy with other projects but maybe soon. Burnouts, polishing and problems with your PC can really slow down progress but is it going to be like that forever? Should we expect something to change on the development part? You know what? You don't really have to reply with that because after all, you are not from the future so you wouldn't really know if its going to change but if you try hard enough, you might be able to change something. Anyways good luck with your project, if you feel pressured, then try to relax somehow with something fun. Also its not a bad thing to ask people for help regarding your project. With over 90 levels planned, you sure will need to put a lot of work into your project, you could reduce the level count, continue with your current level count or ask somebody to help out with your project. Why don't you use discord, the smbx community is active in the smbx discord servers and its easy to find friends and people who can help you out with your project, thats how i and other people managed to find other people for their dev team.But again, my comment wasn't meant to make you feel more pressured but just questions i had for the project.

PopYoshi
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Re: Attack of the Darkness

Postby PopYoshi » Fri Dec 07, 2018 3:42 pm

Eri7 wrote:
Fri Dec 07, 2018 3:05 pm
Hey PopYoshi, my comment didn't mean to put any pressure on you or to sound hostile towards you, polishing is part of making progress, but haven't you ever thought about making a dev team. I could help out with that, well not now because i am busy with other projects but maybe soon. Burnouts, polishing and problems with your PC can really slow down progress but is it going to be like that forever? Should we expect something to change on the development part? You know what? You don't really have to reply with that because after all, you are not from the future so you wouldn't really know if its going to change but if you try hard enough, you might be able to change something. Anyways good luck with your project, if you feel pressured, then try to relax somehow with something fun. Also its not a bad thing to ask people for help regarding your project. With over 90 levels planned, you sure will need to put a lot of work into your project, you could reduce the level count, continue with your current level count or ask somebody to help out with your project. Why don't you use discord, the smbx community is active in the smbx discord servers and its easy to find friends and people who can help you out with your project, thats how i and other people managed to find other people for their dev team.But again, my comment wasn't meant to make you feel more pressured but just questions i had for the project.
I know no one is putting any pressure on me, it's just I was always a perfectionist and right now I just feel frustrated, I can't even make well what I want, and it's just a boss

I need at least some help with a better Morton Koopa boss than a SMB3 styled Bowser battle. At least like that I can relax a bit (because making the Othertoad boss was a pain in every lower part of the body, bugs everywhere)

By the way, the amount of levels isn't overwhelming to me when I have several of them already planned
I've been thinking about joining to discord, however, I haven't taked my decision yet, maybe I will...

I just don't know what I should do now...

Eri7
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Re: Attack of the Darkness

Postby Eri7 » Fri Dec 07, 2018 3:57 pm

PopYoshi wrote:
Fri Dec 07, 2018 3:42 pm
Eri7 wrote:
Fri Dec 07, 2018 3:05 pm
Hey PopYoshi, my comment didn't mean to put any pressure on you or to sound hostile towards you, polishing is part of making progress, but haven't you ever thought about making a dev team. I could help out with that, well not now because i am busy with other projects but maybe soon. Burnouts, polishing and problems with your PC can really slow down progress but is it going to be like that forever? Should we expect something to change on the development part? You know what? You don't really have to reply with that because after all, you are not from the future so you wouldn't really know if its going to change but if you try hard enough, you might be able to change something. Anyways good luck with your project, if you feel pressured, then try to relax somehow with something fun. Also its not a bad thing to ask people for help regarding your project. With over 90 levels planned, you sure will need to put a lot of work into your project, you could reduce the level count, continue with your current level count or ask somebody to help out with your project. Why don't you use discord, the smbx community is active in the smbx discord servers and its easy to find friends and people who can help you out with your project, thats how i and other people managed to find other people for their dev team.But again, my comment wasn't meant to make you feel more pressured but just questions i had for the project.
I know no one is putting any pressure on me, it's just I was always a perfectionist and right now I just feel frustrated, I can't even make well what I want, and it's just a boss

I need at least some help with a better Morton Koopa boss than a SMB3 styled Bowser battle. At least like that I can relax a bit (because making the Othertoad boss was a pain in every lower part of the body, bugs everywhere)

By the way, the amount of levels isn't overwhelming to me when I have several of them already planned
I've been thinking about joining to discord, however, I haven't taked my decision yet, maybe I will...

I just don't know what I should do now...
Well if i was in your place, first i will plan for the future, i will first think how possible would be the project to be made by one person and how much time would it take, then i would join discord and try to socialise and slowly build a group of friends i can trust, if they also end up being somehow decent in making smbx related content, then i would invite them to my dev team. I will also try to be as ambitious as my skill set allows me to be, if you have planned something big and you don't know how to do it, then this might end up being very demotivating and hard to implement. Also have something that could keep you motivated into working on your project, maybe a goal? For example, i would place myself the goal of making something that is fun to play for others or to place myself the goal of getting better at level design and etc., find something that makes you excited to work on your project. I hope this could be useful for you, good luck.

LGLMAKING
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Re: Attack of the Darkness

Postby LGLMAKING » Sat Dec 08, 2018 3:15 am

PopYoshi wrote:
Fri Dec 07, 2018 3:42 pm
Eri7 wrote:
Fri Dec 07, 2018 3:05 pm
Hey PopYoshi, my comment didn't mean to put any pressure on you or to sound hostile towards you, polishing is part of making progress, but haven't you ever thought about making a dev team. I could help out with that, well not now because i am busy with other projects but maybe soon. Burnouts, polishing and problems with your PC can really slow down progress but is it going to be like that forever? Should we expect something to change on the development part? You know what? You don't really have to reply with that because after all, you are not from the future so you wouldn't really know if its going to change but if you try hard enough, you might be able to change something. Anyways good luck with your project, if you feel pressured, then try to relax somehow with something fun. Also its not a bad thing to ask people for help regarding your project. With over 90 levels planned, you sure will need to put a lot of work into your project, you could reduce the level count, continue with your current level count or ask somebody to help out with your project. Why don't you use discord, the smbx community is active in the smbx discord servers and its easy to find friends and people who can help you out with your project, thats how i and other people managed to find other people for their dev team.But again, my comment wasn't meant to make you feel more pressured but just questions i had for the project.
I know no one is putting any pressure on me, it's just I was always a perfectionist and right now I just feel frustrated, I can't even make well what I want, and it's just a boss

I need at least some help with a better Morton Koopa boss than a SMB3 styled Bowser battle. At least like that I can relax a bit (because making the Othertoad boss was a pain in every lower part of the body, bugs everywhere)

By the way, the amount of levels isn't overwhelming to me when I have several of them already planned
I've been thinking about joining to discord, however, I haven't taked my decision yet, maybe I will...

I just don't know what I should do now...
Hey, should I give you some ideas?

PopYoshi
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Posts: 1808
Joined: Sat Jun 07, 2014 12:48 pm

Re: Attack of the Darkness

Postby PopYoshi » Sat Dec 08, 2018 9:37 am

LGLMAKING wrote:
Sat Dec 08, 2018 3:15 am
PopYoshi wrote:
Fri Dec 07, 2018 3:42 pm
Eri7 wrote:
Fri Dec 07, 2018 3:05 pm
Hey PopYoshi, my comment didn't mean to put any pressure on you or to sound hostile towards you, polishing is part of making progress, but haven't you ever thought about making a dev team. I could help out with that, well not now because i am busy with other projects but maybe soon. Burnouts, polishing and problems with your PC can really slow down progress but is it going to be like that forever? Should we expect something to change on the development part? You know what? You don't really have to reply with that because after all, you are not from the future so you wouldn't really know if its going to change but if you try hard enough, you might be able to change something. Anyways good luck with your project, if you feel pressured, then try to relax somehow with something fun. Also its not a bad thing to ask people for help regarding your project. With over 90 levels planned, you sure will need to put a lot of work into your project, you could reduce the level count, continue with your current level count or ask somebody to help out with your project. Why don't you use discord, the smbx community is active in the smbx discord servers and its easy to find friends and people who can help you out with your project, thats how i and other people managed to find other people for their dev team.But again, my comment wasn't meant to make you feel more pressured but just questions i had for the project.
I know no one is putting any pressure on me, it's just I was always a perfectionist and right now I just feel frustrated, I can't even make well what I want, and it's just a boss

I need at least some help with a better Morton Koopa boss than a SMB3 styled Bowser battle. At least like that I can relax a bit (because making the Othertoad boss was a pain in every lower part of the body, bugs everywhere)

By the way, the amount of levels isn't overwhelming to me when I have several of them already planned
I've been thinking about joining to discord, however, I haven't taked my decision yet, maybe I will...

I just don't know what I should do now...
Hey, should I give you some ideas?
If you can, but in PM


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