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

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Tue Feb 28, 2023 9:55 pm
DOWNLOAD HERE:https://drive.google.com/file/d/19uXMe0 ... share_link
(PATCH 1.1.2)
This is a DEMO which has just been released for Wario Treasure Master being worked on by Basil and myself.
The Demo contains a Tutorial Level, as well as 5 "concept levels". The levels vary in difficulty and length, with the Stars above each entrance signifying difficulty.
Each level contains 4 Crystal Corners (Stars), as well as a single Treasure (Starcoin) which is tied to a unique secondary objective. The levels all lean into exploration, puzzles, and money grubbin'.
Wario himself has a very developed moveset despite being an altered Mario player character. Wario can lunge, roll down slopes, ground-pound, shoulderbash, crawl, and generally handles in a different fashion to mario, with lower jumps and and an HP system.
If you have any feedback, contact Basil or me on this forum or the SMBX Discord. We'd be happy to take suggestions, as this is still in the realm of "proof-of-concept".
Thanks for checking us out!
(Known Bug: Because of SMBX2 Jank, Maniac Manor (Purple & Pink Door) can crash due to the Tantrunts present in the level. As far as I know, there's nothing I can do about this. If you have a proposed fix, its very much welcome.)

Last edited by Metrovania on Wed Mar 22, 2023 5:02 pm, edited 12 times in total.
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AppleTheTomato
- Buster Beetle

- Posts: 85
- Joined: Wed Jun 02, 2021 8:44 pm
- Flair: I am a Tomato named Apple.
- Pronouns: He/Him
Postby AppleTheTomato » Wed Mar 01, 2023 12:20 am
So, I played this for a bit, and wanted to give my immediate thoughts and report a couple issues:
- The artstyle is incredible. I have never played WL4, but despite that, everything looks great.
- The levels themselves feel pretty interesting. Again, never played WL4, so IDK what the "feel" is supposed to be, but they are pretty cool. Especially liked the pole level.
- While all of Wario's moves are cool, I feel like I'm fighting him for control a lot of the time, especially with the air lunge. It's most likely just my controller, but in my attempts to hold up or just move forward in the air, I will lunge a good 40% of the time. I'd look into maybe making so you have to hold a direction, up, and jump. Otherwise, all the controls feel real fun.
- The breakable beams in the Manor level didn't seem like they could be broken. I think the extra cracks are supposed to give it away, but since they are roughly the same color as the normal beams, it was confusing. Maybe make them look more...rotten? IDK.
- You eventually game over, despite there being no lives counter. If you don't want that to happen, you just have to set the global lives mem value in onStart or something, like:
Code: Select all function onStart()
mem(0x00B2C5AC, FIELD_FLOAT, 99)
end
- Being the creator of heartsForAll, I do just wanna tell you that you are using a pretty outdated version lol. I can give you a beta version of a newer one that has cleaner code and fixes some bugs over on Discord if you'd like.
Otherwise, this episode is super awesome to see! I will enjoy playing more of it later, and look forward to more development!
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Metrovania
- Hoopster

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Wed Mar 01, 2023 12:30 am
AppleTheTomato wrote: ↑Wed Mar 01, 2023 12:20 am
So, I played this for a bit, and wanted to give my immediate thoughts and report a couple issues:
- The artstyle is incredible. I have never played WL4, but despite that, everything looks great.
- The levels themselves feel pretty interesting. Again, never played WL4, so IDK what the "feel" is supposed to be, but they are pretty cool. Especially liked the pole level.
- While all of Wario's moves are cool, I feel like I'm fighting him for control a lot of the time, especially with the air lunge. It's most likely just my controller, but in my attempts to hold up or just move forward in the air, I will lunge a good 40% of the time. I'd look into maybe making so you have to hold a direction, up, and jump. Otherwise, all the controls feel real fun.
- The breakable beams in the Manor level didn't seem like they could be broken. I think the extra cracks are supposed to give it away, but since they are roughly the same color as the normal beams, it was confusing. Maybe make them look more...rotten? IDK.
- You eventually game over, despite there being no lives counter. If you don't want that to happen, you just have to set the global lives mem value in onStart or something, like:
Code: Select all function onStart()
mem(0x00B2C5AC, FIELD_FLOAT, 99)
end
- Being the creator of heartsForAll, I do just wanna tell you that you are using a pretty outdated version lol. I can give you a beta version of a newer one that has cleaner code and fixes some bugs over on Discord if you'd like.
Otherwise, this episode is super awesome to see! I will enjoy playing more of it later, and look forward to more development!
Thanks for the feedback! The need to more easily identify the "rotten" parts of the Mansion is good point. Also the lives counter is a bit of an embarrassing oversight I admit, so Ill work on a patch soon
I play SMBX on a keyboard, so I'm really not sure how the lunge feels on a controller. Might have to try and see for myself.
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deice
- Volcano Lotus

- Posts: 596
- Joined: Fri Jul 23, 2021 7:35 am
Postby deice » Wed Mar 01, 2023 8:42 am
episode so far seems pretty nice overall, the levels are put together in a cohesive manner and are well-presented and well-paced. other than the same point the previous poster made of some hidden areas needing slightly better indication (though for the most part it's been fixed with the patch i assume?), and maybe the earlier levels benefiting from a little more open-endedness, no real complaints on that front.
and while this isn't really a complaint per se, i do think it's a bit ironic that people who both play a lot of smbx and a lot of wario land (presumably the center of the venn diagram for this episode's target audience) are probably also the ones who will require the biggest adjustment period. both certain wario land mechanics (bumping into enemies, wario land-style throwing and swimming, etc.) and certain vanilla smbx mechanics (down-swimming, jump-crouching, not having playerphysicspatch) don't really exist and that really has the potential to cause some frustration when starting out. (also minor nitpick but i find it strange that the dive is bound to a weird arrow key combination even though alt jump and alt run seem to go completely unused?)
as for technical stuff - some levels don't have the star coin index of the diamond set to 1 so it doesn't count when you collect it (though i assume this is gonna get fixed in any case), there's a bit of jank when wario tries to slide up wide slopes, and:
Metrovania wrote:
(Known Bug: Because of SMBX2 Jank, Maniac Manor (Purple & Pink Door) can crash due to the Tantrunts present in the level. As far as I know, there's nothing I can do about this. If you have a proposed fix, its very much welcome.)
even if it's an error in the tantrunt code itself it's almost definitely fixable using a custom npc, but i haven't encountered the crash myself. could you describe the conditions and the error that happens in more detail?
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Metrovania
- Hoopster

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Wed Mar 01, 2023 9:51 am
deice wrote: ↑Wed Mar 01, 2023 8:42 am
episode so far seems pretty nice overall, the levels are put together in a cohesive manner and are well-presented and well-paced. other than the same point the previous poster made of some hidden areas needing slightly better indication (though for the most part it's been fixed with the patch i assume?), and maybe the earlier levels benefiting from a little more open-endedness, no real complaints on that front.
and while this isn't really a complaint per se, i do think it's a bit ironic that people who both play a lot of smbx and a lot of wario land (presumably the center of the venn diagram for this episode's target audience) are probably also the ones who will require the biggest adjustment period. both certain wario land mechanics (bumping into enemies, wario land-style throwing and swimming, etc.) and certain vanilla smbx mechanics (down-swimming, jump-crouching, not having playerphysicspatch) don't really exist and that really has the potential to cause some frustration when starting out. (also minor nitpick but i find it strange that the dive is bound to a weird arrow key combination even though alt jump and alt run seem to go completely unused?)
as for technical stuff - some levels don't have the star coin index of the diamond set to 1 so it doesn't count when you collect it (though i assume this is gonna get fixed in any case), there's a bit of jank when wario tries to slide up wide slopes, and:
Metrovania wrote:
(Known Bug: Because of SMBX2 Jank, Maniac Manor (Purple & Pink Door) can crash due to the Tantrunts present in the level. As far as I know, there's nothing I can do about this. If you have a proposed fix, its very much welcome.)
even if it's an error in the tantrunt code itself it's almost definitely fixable using a custom npc, but i haven't encountered the crash myself. could you describe the conditions and the error that happens in more detail?
Thanks for the feedback! Another patch will be rolled out sometime soon to address a couple issues you've brought up. As far as "hidden areas" go, I think AppleTheTomato was referring to the pillars that the Tantrunts could smash into. If that was the case, they have been made more conspicuous.
The Tantrunt crash often occured for me then the NPC was close to the screen border. I've also heard some people claim that the crash is related to the NPC charging offscreen, but I wasn't able to replicate it. I only encountered it a couple times, but I thought it best put a disclaimer in regardless.
Added in 7 hours 14 minutes 19 seconds:
deice wrote: ↑Wed Mar 01, 2023 8:42 am
episode so far seems pretty nice overall, the levels are put together in a cohesive manner and are well-presented and well-paced. other than the same point the previous poster made of some hidden areas needing slightly better indication (though for the most part it's been fixed with the patch i assume?), and maybe the earlier levels benefiting from a little more open-endedness, no real complaints on that front.
and while this isn't really a complaint per se, i do think it's a bit ironic that people who both play a lot of smbx and a lot of wario land (presumably the center of the venn diagram for this episode's target audience) are probably also the ones who will require the biggest adjustment period. both certain wario land mechanics (bumping into enemies, wario land-style throwing and swimming, etc.) and certain vanilla smbx mechanics (down-swimming, jump-crouching, not having playerphysicspatch) don't really exist and that really has the potential to cause some frustration when starting out. (also minor nitpick but i find it strange that the dive is bound to a weird arrow key combination even though alt jump and alt run seem to go completely unused?)
as for technical stuff - some levels don't have the star coin index of the diamond set to 1 so it doesn't count when you collect it (though i assume this is gonna get fixed in any case), there's a bit of jank when wario tries to slide up wide slopes, and:
Metrovania wrote:
(Known Bug: Because of SMBX2 Jank, Maniac Manor (Purple & Pink Door) can crash due to the Tantrunts present in the level. As far as I know, there's nothing I can do about this. If you have a proposed fix, its very much welcome.)
even if it's an error in the tantrunt code itself it's almost definitely fixable using a custom npc, but i haven't encountered the crash myself. could you describe the conditions and the error that happens in more detail?
Just updated the download link. The new patch fixed the Starcoin Indexing, and remapped the Dash to AltRun as you suggested. Thanks again!
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