Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

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OlieGamerTV
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Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby OlieGamerTV » Mon Dec 31, 2018 11:22 am

Hello Everyone!

So if no one knows, This started out as a few graphics suggestions for xDestroy's Mario's Quest.
So many people liked it, I turned it into a GFX pack, still met with its fair share of love and hate.

So here we are, I figured, why not continue this pack in its own episode? so here we go!

Screenshots:
Spoiler: show
Image
Image
Image
sorry for them being so small btw
Download Link:
sorry if this is lacking in polish that many people can do, but eh, I'm still pretty new to publishing episodes and levels.

Taycamgame
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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby Taycamgame » Mon Dec 31, 2018 12:16 pm

I like the idea of turning a gfx pack you made into an actual playable episode. It looks promising so far and I look forward to seeing more.

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby Eri7 » Mon Dec 31, 2018 12:29 pm

Making a gfx inspired episode is just a recipe for a bad episode.
Gameplay comes first which means if you are going to continue developing this project with the mindset of making more graphics than actually putting effort into level design, then in my opinion the episode won't be decent.

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby Taycamgame » Mon Dec 31, 2018 12:53 pm

Eri7 wrote:
Mon Dec 31, 2018 12:29 pm
Making a gfx inspired episode is just a recipe for a bad episode.
Gameplay comes first which means if you are going to continue developing this project with the mindset of making more graphics than actually putting effort into level design, then in my opinion the episode won't be decent.
This is true, however i think it could serve as a unique episode based on darkness, regardless of quality.

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby OlieGamerTV » Mon Dec 31, 2018 12:54 pm

Eri7 wrote:
Mon Dec 31, 2018 12:29 pm
Making a gfx inspired episode is just a recipe for a bad episode.
Gameplay comes first which means if you are going to continue developing this project with the mindset of making more graphics than actually putting effort into level design, then in my opinion the episode won't be decent.
I do want to try and focus on both, but I'm not that good at making levels.

I will try my best to make an actual good episode that doesn't die like my SMB Remake.

PS: I do know that you have to focus on gameplay more than design, not the first time I have heard that saying before... so I agree with that

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby Taycamgame » Mon Dec 31, 2018 1:04 pm

I suggest using the blocking method if you aren't already, evidence shows that it can help improve level design a lot.

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby OlieGamerTV » Mon Dec 31, 2018 1:04 pm

Taycamgame wrote:
Mon Dec 31, 2018 1:04 pm
I suggest using the blocking method if you aren't already, evidence shows that it can help improve level design a lot.
Blocking Method? please explain please as I don't remember ever hearing that...

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby Taycamgame » Mon Dec 31, 2018 3:23 pm

Basically, when you make a level, instead of using a tileset, just use a single block (something that is not interactive, e.g. ground) and all you need to do is design the layout of the level with those blocks (you can add pipes, npcs and anything else related to the gimmick here as well). After you finish making the level layout, you can then proceed to add aesthetics (assuming you are happy with everything in the level).

Using this method can allow you to make levels much faster (you don't need to spend any time looking for that "right" block to go in that space) and easier, and can allow level quality to improve as you would be building a level in a systematic approach and this also allows you to easily add gimmicks to the stage.

With that all said, i look forward to seeing more in this project!

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby OlieGamerTV » Mon Dec 31, 2018 4:27 pm

Taycamgame wrote:
Mon Dec 31, 2018 3:23 pm
Basically, when you make a level, instead of using a tileset, just use a single block (something that is not interactive, e.g. ground) and all you need to do is design the layout of the level with those blocks (you can add pipes, npcs and anything else related to the gimmick here as well). After you finish making the level layout, you can then proceed to add aesthetics (assuming you are happy with everything in the level).

Using this method can allow you to make levels much faster (you don't need to spend any time looking for that "right" block to go in that space) and easier, and can allow level quality to improve as you would be building a level in a systematic approach and this also allows you to easily add gimmicks to the stage.

With that all said, i look forward to seeing more in this project!
That is pretty clever, and I see where you are coming from... I have actually decided, that instead of making it like general mario games, I will make it a bit like Super Mario Sunshine, where you have a few Open World Levels, and just explore... I will have to remake my levels to comply with that desicion, but eh, Its something I have to deal with...

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby Taycamgame » Tue Jan 01, 2019 11:00 am

You don't have to do it that way, but it is good practice to do so.

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Re: Darker World [Alpha 0.1] | SMBX 2.0 Beta 3 Required!

Postby JohnWary007 » Tue Jan 01, 2019 9:45 pm

Taycamgame wrote:
Mon Dec 31, 2018 3:23 pm
Basically, when you make a level, instead of using a tileset, just use a single block (something that is not interactive, e.g. ground) and all you need to do is design the layout of the level with those blocks (you can add pipes, npcs and anything else related to the gimmick here as well). After you finish making the level layout, you can then proceed to add aesthetics (assuming you are happy with everything in the level).

Using this method can allow you to make levels much faster (you don't need to spend any time looking for that "right" block to go in that space) and easier, and can allow level quality to improve as you would be building a level in a systematic approach and this also allows you to easily add gimmicks to the stage.

With that all said, i look forward to seeing more in this project!
That's the truth, most of the levels in my current project were made this way: first I created the ground platforms and tubes, and planned each part of the level based on the blocks of each location. Then I put the "background objects" and the NPCs and so the levels were ready very quickly.

It's much easier than adding it all at once, screen by screen, piece by piece. This method is much better.


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