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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Mon May 12, 2014 3:15 pm
Chad wrote:How can you mess up the star count by putting star-based events in the hub? The only thing I can think of is if it's considered extremely important for the grand total of stars in the entire game to be a specific number (and it really isn't). That, or if the number of stars in the world map settings doesn't match the number of stars in the game, which is pretty easy to fix if they're keeping track of it.
If I was making something like the invasion 2, where the star count was carefully metered, using SMW stars would break the "Star Road".
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Chad
- Chain Chomp

- Posts: 330
- Joined: Sun Mar 02, 2014 3:22 pm
Postby Chad » Mon May 12, 2014 3:29 pm
I'll agree with you in cases like that, as each star in The Invasion 2 represents a world. But in a game like this where every level has at least one star, the final star count is trivial. At the very least, it's a lot less important than what global events could be used for.
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Contact:
Postby bossedit8 » Tue May 13, 2014 9:32 am
This project looks very amazing. If it is getting finished I definetly gonna make a playthrough on this Game.
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krazykoopa
- Bot

- Posts: 53
- Joined: Fri Jan 17, 2014 8:29 pm
Postby krazykoopa » Tue May 13, 2014 9:48 am
I guess I need to further explain global events and how they're used in NGCA. A global event is an event you only have to activate once and then said event remains complete for the rest of the game, whereas normal events reset when entering/exiting levels. In SMBX, you can create global events by linking them to SMW stars, since they disappear forever after you collect them. Chad did this with his star signs in SMSE, allowing you to see when a star following a specific route has already been collected.
In NGCA, there are ten SMW stars hidden throughout Bowser's castle, and a few of them are linked to certain tasks that can be accomplished such as defeating Bowser or saving imprisoned characters, thus unlocking them for the rest of the adventure. Without making these events global, these tasks would reset every time you left the hub and entered a level, so Zephyr and I came up with a way to make it so you only need to accomplish these hub-based tasks once.
I hope this clears things up a bit.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Postby MECHDRAGON777 » Fri May 16, 2014 10:55 pm
bossedit8 wrote:This project looks very amazing. If it is getting finished I definetly gonna make a playthrough on this Game.
Would you Co-Screen this episode with me?
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smbxuser414
- Guest
Postby smbxuser414 » Sun May 25, 2014 9:24 am
uhmm zephyr can i ask you something like what is the Name of the Graphics pack you used for one of your screenshots
(the one with the kirby enemies and stuff) can i have it? cause i realy like it 
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Sun May 25, 2014 10:42 am
smbxuser414 wrote:uhmm zephyr can i ask you something like what is the Name of the Graphics pack you used for one of your screenshots
(the one with the kirby enemies and stuff) can i have it? cause i realy like it :)
That's my level. I posted it here: http://www.smbxgame.com/forums/v ... =63&t=2562
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Tango
- Volcano Lotus

- Posts: 575
- Joined: Fri Apr 25, 2014 12:06 pm
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Contact:
Postby Tango » Sun May 25, 2014 10:56 am
Oh god, this New Great Castle Adventure gonna be epic! The graphics are awesome! I liked the Koopa Troopa. I need learn draw sprites with you!
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smbxuser414
- Guest
Postby smbxuser414 » Sun May 25, 2014 10:59 pm
Valtteri wrote:smbxuser414 wrote:uhmm zephyr can i ask you something like what is the Name of the Graphics pack you used for one of your screenshots
(the one with the kirby enemies and stuff) can i have it? cause i realy like it 
That's my level. I posted it here: http://www.smbxgame.com/forums/v ... =63&t=2562
thanks i realy like the Graphics of it.
Edit: can i use it for my Episode 
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Zephyr
- Bot

- Posts: 51
- Joined: Wed Jan 15, 2014 1:12 am
Postby Zephyr » Wed Jun 04, 2014 8:23 pm
So I am currently working on the final level of this project. That means you can blame me for any delays to the release.
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MistakesWereMade
- Torpedo Ted

- Posts: 1646
- Joined: Tue Dec 31, 2013 4:13 pm
Postby MistakesWereMade » Wed Jun 04, 2014 8:57 pm
Zephyr wrote:So I am currently working on the final level of this project. That means you can blame me for any delays to the release.
fucking zephyr
I am so fucking hyped for this episode, you guys have done an amazing job
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Maruiki
- Monty Mole

- Posts: 106
- Joined: Thu Apr 17, 2014 12:33 pm
Postby Maruiki » Wed Jun 04, 2014 11:22 pm
Nice work, guys! When is the episode planned to release?
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glitch4
- Banned
- Posts: 2577
- Joined: Tue Dec 31, 2013 3:43 pm
Postby glitch4 » Thu Jun 05, 2014 7:26 am
Maruiki wrote:Nice work, guys! When is the episode planned to release?
This month.
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MistakesWereMade
- Torpedo Ted

- Posts: 1646
- Joined: Tue Dec 31, 2013 4:13 pm
Postby MistakesWereMade » Thu Jun 05, 2014 3:42 pm
Level Designers
NGCA has a great level design team who have all made a name for themselves in the SMBX community. Here they are.
Krazykoopa - project leader - 18 levels contributed
Zephyr - 10 levels contributed
Chad - 6 levels contributed
Valtteri - 3 levels contributed
Progress
40 of 41 levels complete
the fuck?
how does that add up
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Thu Jun 05, 2014 3:59 pm
Nien wrote:the fuck?
how does that add up
I've contributed six levels. Fixed!
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krazykoopa
- Bot

- Posts: 53
- Joined: Fri Jan 17, 2014 8:29 pm
Postby krazykoopa » Fri Jun 06, 2014 11:11 am
Once finished, the correct level distribution is actually krazykoopa-17, Zephyr-12, Chad-6, and Valtteri-6. Also, this episode is still tentatively scheduled for release by the end of June. That, though, will depend on how long Zephyr takes to finish the last level, and the speed of our beta testers.
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Roshi007
- Shy Guy

- Posts: 8
- Joined: Sun Apr 13, 2014 4:13 pm
Postby Roshi007 » Fri Jun 06, 2014 12:53 pm
I can bet the final product is going to be awesome. I played the original Great Castle Adventure and I found it outstanding at that time. I'm sure the same is gonna happen with this game.
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Raster
- Banned
- Posts: 798
- Joined: Fri Dec 20, 2013 12:35 pm
Postby Raster » Mon Jun 09, 2014 11:22 am
TGCA was a weak episode, so my expectations are pretty low, but the level designers team seems to be a lot more competent this time. All in all, I do hope this will be decent, and not a total mess like RTYI and TGCA.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Mon Jun 09, 2014 12:50 pm
Raster wrote:All in all, I do hope this will be decent, and not a total mess like RTYI and TGCA.
I don't think TGCA is a total shit like RTYI. Anyways, I remember it had some clash...though it was enjoyable.
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MistakesWereMade
- Torpedo Ted

- Posts: 1646
- Joined: Tue Dec 31, 2013 4:13 pm
Postby MistakesWereMade » Mon Jun 09, 2014 3:20 pm
Raster wrote:TGCA was a weak episode, so my expectations are pretty low, but the level designers team seems to be a lot more competent this time. All in all, I do hope this will be decent, and not a total mess like RTYI and TGCA.
to be fair i'm pretty sure TGCA was made before fucking slopes were made
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