SMB3 Special

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jonloveslegos
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SMB3 Special

Postby jonloveslegos » Fri Nov 06, 2020 6:23 pm

I am recreating smb3 in smbx2.

It will have interconnected worlds, worlds that are on one world map.

The levels may be changed if I don't know how to do that in smbx2. (Which is getting smaller and smaller)


New controls:
Drop item on world map to change player count, alt run on world map to open item inventory, and press alt jump on world map to change character for current player!

https://drive.google.com/file/d/1BwAMGB ... sp=sharing

Beta Download Page Download the source on this GitHub page for the betas, you can also post issues there if you want to instead of here.

World 1 = 100%
World 2 = 100%
World 3 = 100%
World 4 = 100%
World 5 = 0%
World 6 = 0%
World 7 = 0%
World 8 = 0%

Credits:
Credit to DisasterMaster for helping with the overworld
Credit to Sednaiur who made some of the overworld tiles
Credit to Valtteri who I believe made the background tiles for the castles
Credit to MrDoubleA for supplying npc packs for the koopas and other enemies
Credit to IAmPlayer for supplying the Mario Maker 2 npc pack
Credit to GtW for making the Flame chomp, fire nipper, Brown Paragoomba, and upside-down beetles. (Upside-down beetles were also made with help with Enjl, Yoshi021, and MrDoubleA)
Credit to CJ_RLushi for making the goal card

ImageImageImageImage
Last edited by jonloveslegos on Mon May 17, 2021 3:50 pm, edited 21 times in total.

KlickyMario321+
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Re: SMB3 Recreation

Postby KlickyMario321+ » Mon Jan 11, 2021 9:18 pm

NOW you're trying to cheat. I planned a SMB3 Recreation too, called Super Mario 3 R3creation and all level and map design are entirely original. Looks like you're about to have competition in your hands, no offense :)

Also, I'm sorry. I was really the one cheating on Ryan yesterday, even though it didn't really happen.

But anyways, I better check it out!

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Re: SMB3 Recreation

Postby MECHDRAGON777 » Tue Jan 12, 2021 1:13 am

KlickyMario321+ wrote:
Mon Jan 11, 2021 9:18 pm
NOW you're trying to cheat. I planned a SMB3 Recreation too, called Super Mario 3 R3creation and all level and map design are entirely original. Looks like you're about to have competition in your hands, no offense :)

Also, I'm sorry. I was really the one cheating on Ryan yesterday, even though it didn't really happen.

But anyways, I better check it out!
Would that not apply to you both due to this? I remember attempting something similar ten years ago as well.

jonloveslegos
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Re: SMB3 Recreation

Postby jonloveslegos » Sat Feb 13, 2021 3:18 pm

A new update is out! I know I have not been active for awhile, I kind of lost interest in smbx2... But do not worry! I think I gained interest again! AND I learned how to program in lunalua! So it may be even more accurate then ever!

So I added all of world 2, made some major changes to be more accurate, some of those are a new HUD, and redid some of the levels to reflect Super Mario All-Stars SMB3 so the tileset is more accurate! I also added autoscrolling to past and future levels, and did screen locking for the boss fights!

And don't worry, if you are that kind of person who likes to play co-op, or likes to play as a different character, Everything should work with different characters or co-op. I even made some changes to the HUD code to make it work with co-op! :D

Added in 2 hours 6 minutes 50 seconds:
Tiny bug-fix update!

I just fixed multiplayer, the HUD was messed up somehow...

jonloveslegos
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Re: SMB3 Recreation

Postby jonloveslegos » Mon Feb 15, 2021 2:18 pm

New update!

Made some changes and added 3-1 and 3-2, also added star coins! Who does not love collectables?

jonloveslegos
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Re: SMB3 Special

Postby jonloveslegos » Sun Feb 21, 2021 12:39 pm

New update!

Made a lot of changes and added 3-1, 3-2, and 3-3

Too many changes to list... Or even to remember...

DisasterMaster
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Re: SMB3 Special

Postby DisasterMaster » Sun Feb 21, 2021 6:58 pm

Overall, it's looking good so far. For the most part, the levels seem fairly faithful to their originals.

While it's cool to finally see a Boss Bass in action, the one in 3-3 is far too deadly because it jumps too high. The original level rises and sinks, leaving you half the time at the water's surface which was just enough for his small jumps to catch you. Right now he just feels like a Cheep-Cheep that pursues you (since he makes their long jumps every few seconds). Shorter jumps every time Boss Bass is almost under you coupled with a rising/sinking level will make the level perfect. Also 2 of the Cheep-Cheeps get stuck at the start of the level.

1-4 autoscrolls a bit slow. It feels like the level takes forever. Its Falling Platforms also don't move toward you. There are some here.

Airship cannonballs also move too fast. Slow them down by about half speed. The Rotating Cannon also fires 4 shots; it should only shoot 2. There is that version here.

I do have an idea for the Orange Note Blocks that cause you to spring up into a bonus cloud area. Right now, they spawn a vine that leads to an instant warp. Why not leave the instant warp as is, but re-sprite the Lost Levels Green Springboard into an orange block so that jumping on it causes you to shoot rapidly up in the air to that warp, mirroring its appearance in the original SMB3? Blocks could be placed on either side of the warp so that players won't go flying uncontrollably if they miss it by holding right or left.

Keep up the good work.

jonloveslegos
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Re: SMB3 Special

Postby jonloveslegos » Tue Feb 23, 2021 6:39 pm

DisasterMaster wrote:
Sun Feb 21, 2021 6:58 pm
Overall, it's looking good so far. For the most part, the levels seem fairly faithful to their originals.

While it's cool to finally see a Boss Bass in action, the one in 3-3 is far too deadly because it jumps too high. The original level rises and sinks, leaving you half the time at the water's surface which was just enough for his small jumps to catch you. Right now he just feels like a Cheep-Cheep that pursues you (since he makes their long jumps every few seconds). Shorter jumps every time Boss Bass is almost under you coupled with a rising/sinking level will make the level perfect. Also 2 of the Cheep-Cheeps get stuck at the start of the level.

1-4 autoscrolls a bit slow. It feels like the level takes forever. Its Falling Platforms also don't move toward you. There are some here.

Airship cannonballs also move too fast. Slow them down by about half speed. The Rotating Cannon also fires 4 shots; it should only shoot 2. There is that version here.

I do have an idea for the Orange Note Blocks that cause you to spring up into a bonus cloud area. Right now, they spawn a vine that leads to an instant warp. Why not leave the instant warp as is, but re-sprite the Lost Levels Green Springboard into an orange block so that jumping on it causes you to shoot rapidly up in the air to that warp, mirroring its appearance in the original SMB3? Blocks could be placed on either side of the warp so that players won't go flying uncontrollably if they miss it by holding right or left.

Keep up the good work.
Thanks for your thoughts! I will add almost all of these to the next update!
Though I could not get the spring to work for my purposes though... It was not able to be invisible and not able to be bumped like a noteblock on the bottom, and I could not be able to change it to do that, so that will not be in the next update unless I find a way.

DisasterMaster
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Re: SMB3 Special

Postby DisasterMaster » Tue Feb 23, 2021 8:33 pm

jonloveslegos wrote:
Tue Feb 23, 2021 6:39 pm
Thanks for your thoughts! I will add almost all of these to the next update!
Though I could not get the spring to work for my purposes though... It was not able to be invisible and not able to be bumped like a noteblock on the bottom, and I could not be able to change it to do that, so that will not be in the next update unless I find a way.
Glad I could be of help.

To make the springboard appear when bumped, you'll have to make an invisible Note Block on a new layer that is active and the Springboard on another layer that is hidden. When you hit the invisible Note Block, it needs to run an event that hides the Note Block layer and shows the Springboard layer. Put them both in the same spot and you have yourself an accurate-to-original warp.

Image

jonloveslegos
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Re: SMB3 Special

Postby jonloveslegos » Wed Feb 24, 2021 3:47 pm

DisasterMaster wrote:
Tue Feb 23, 2021 8:33 pm
To make the springboard appear when bumped, you'll have to make an invisible Note Block on a new layer that is active and the Springboard on another layer that is hidden. When you hit the invisible Note Block, it needs to run an event that hides the Note Block layer and shows the Springboard layer. Put them both in the same spot and you have yourself an accurate-to-original warp.
I found a way to make that automatic, so thanks a lot!!!

jonloveslegos
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Re: SMB3 Special

Postby jonloveslegos » Sat Feb 27, 2021 8:40 am

New version out!

Thanks to DisasterMaster for helping me with making the springboard and giving ideas on how to do things!

DB12
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Re: SMB3 Special

Postby DB12 » Sat Feb 27, 2021 10:23 am

Why don't you use the SMM2 Twister for the tornado in the Angry Sun level In World 2? You can make the twister invisible and edit the wind effects to make it.

I forgot the link.
viewtopic.php?f=101&t=24500
Last edited by DB12 on Sat Feb 27, 2021 6:16 pm, edited 4 times in total.

DisasterMaster
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Re: SMB3 Special

Postby DisasterMaster » Sat Feb 27, 2021 1:40 pm

jonloveslegos wrote:
Sat Feb 27, 2021 8:40 am
New version out!

Thanks to DisasterMaster for helping me with making the springboard and giving ideas on how to do things!
Much appreciated. Your new Boss Bass is great! On that level, just keep the final section off the moving layer as it causes the roulette exit to fall off the screen for some reason.

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Re: SMB3 Special

Postby DB12 » Sat Feb 27, 2021 1:57 pm

I found a bug where if an upside-down buzzy beetle drops on a 45 degree slope, it doesn't move but it still spins. It acts like a normal shell so it hurts you and you can stomp on it, but when you stomp and grab it, and throw it somewhere, it goes in the opposite direction
Last edited by DB12 on Sat Feb 27, 2021 6:18 pm, edited 3 times in total.

jonloveslegos
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Re: SMB3 Special

Postby jonloveslegos » Sat Feb 27, 2021 6:08 pm

New version!

Fixed the bugs found by DB12 and DisasterMaster!
And added the tornado from the suggestion from DB12

Also press alt jump on the world map to change characters and press drop item on world map to change player count

jonloveslegos
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Re: SMB3 Special

Postby jonloveslegos » Sun Feb 28, 2021 12:42 pm

Whoops... apperently the glitch found by DB12 was NOT fixed! I am currently fixing it now!

Added in 1 minute 9 seconds:
Now it is fixed!

DB12
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Re: SMB3 Special

Postby DB12 » Mon Mar 01, 2021 9:14 am

This is looking good so far, but right now I'm trying to test the upside-down Buzzy Beetles but as soon as they drop, my game's FPS drops down to 1.

I'm not sure if this is an issue on my end though,

Also you could use the chain chomps for 2-5 by using npcfilter in a block-(ID).txt file to allow the chain chomps to pass through the block.
npcfilter = (npc ID)

For example if you wanted to use a SMB3 Wood Block and let a chain chomp with an id of 751 not collide with it, you would make a file block-1.txt, and in that file you would put--- npcfilter = 751

You could use captainn to be able to stop time to check to see if you can still collide with the block.

Also if I get anything incorrect, could someone please correct me?

I hope this helps!

jonloveslegos
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Re: SMB3 Special

Postby jonloveslegos » Mon Mar 01, 2021 5:55 pm

DB12 wrote:
Mon Mar 01, 2021 9:14 am
This is looking good so far, but right now I'm trying to test the upside-down Buzzy Beetles but as soon as they drop, my game's FPS drops down to 1.

I'm not sure if this is an issue on my end though,

Also you could use the chain chomps for 2-5
I hope this helps!
I fixed the lag problem, will update the download soon!
And I am not using the chain chomps because they are SUPER janky

Added in 57 seconds:
Ok the link is updated

DB12
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Re: SMB3 Special

Postby DB12 » Tue Mar 02, 2021 11:22 am

I think im still having the same issue

Image
sorry if the gif is laggy

Maybe you should revert the npc to the way it was before and come back to fixing it later?

jonloveslegos
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Re: SMB3 Special

Postby jonloveslegos » Tue Mar 02, 2021 3:19 pm

DB12 wrote:
Tue Mar 02, 2021 11:22 am
I think im still having the same issue

Maybe you should revert the npc to the way it was before and come back to fixing it later?
Weird... i am not getting that lag for some reason...I updated the download and the latest download is not lagging, try that download


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