Yoshi And the 9th World (1.2) {SMBX2} [Completed]

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CodeX
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Yoshi And the 9th World (1.2) {SMBX2} [Completed]

Postby CodeX » Sun Jul 02, 2023 11:04 pm

Yoshi and Baby Mario are back.

Ready for a New Adventure ?
Image

"Yoshi and the 9th World" is made by CodeX (Me).
I truly Love SMW2 Yoshi's Island and My hope is to bring forth an Episode with the same style of game play mixed in with a SMB3 Pallet and Style. While the "Island World" will only have 9 Main levels and some Secret Levels here and there, there is a ton or replay value and even more secrets to explore post game. Music is taken from SMW2,DKTF and More



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  • After a violent storm, Yoshi has found out he has been swept to a lost island. Baby Mario is here too. Looks like we have to return him again.


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Ver 1.2
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Spoiler: show
[!!!{If you see some of your work in this Project and you are not listed here
Please let me know and I will updated it}]

[SPRITERS]
SuperSledgeBro
Marioman2007
Valtteri
zephyr
raulhedgebomber
Smibbix
Squishy Rex and The SMBX Assets
raulhedgebomer
smibbix
Airship
Megadood and friends
Shikaternia
Spindas
Sprites from SMB3Mix
krazyblue
zants
TheWarpyros
mURPHMARIO
h2643
Prox
Crazydev
Destiny
FanofSMBX and his YI GFX Pack
Natsu
LxXzit
Linkstorm Z
CursedMario
Darko_747

[Luna Coders]
MrDoubleA
Enji
MegaDooD
GTW
WhimWidget
Marioman2007
Murphmario
Last edited by CodeX on Tue Jan 02, 2024 8:27 pm, edited 2 times in total.

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Re: Yoshi And the 9th World {SMBX2} [Completed]

Postby AirShip » Mon Jul 03, 2023 10:42 am

I'm not a big fan of the super zoomed screen, to be honest, but gonna play this later for sure!

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Re: Yoshi And the 9th World {SMBX2} [Completed]

Postby Tango » Tue Jul 04, 2023 3:20 pm

I played through the main game! I mostly enjoyed it, so I'd like to share my thoughts on it.

Spoilerless stuff:
I really enjoyed playing as Yoshi in this episode. I've played only a bit of SMW2, something I was never interested in was trying to find all the red coins. This episode features them, but I'm glad it doesn't force the player to get them, so I'm glad I got to play it that way :)
The zoomed in camera at first thought doesn't sound very good, but the levels (mostly[1]) are designed with it in mind, so it results in a quite elegant experience where you only see what you need to see (unlike many levels where, for instance, you have the bottom half of the screen reserved for the entire level, and the top half of the level filled with sky nothingness).
Speaking with level design, they also seem to be (mostly[2]) designed very well with Yoshi in mind. In fact for many times I forgot I was playing a SMBX episode, rather than actual fangame made in any other engine.

Spoiler stuff:
Spoiler: show
[1] That certainly wouldn't be the Snow Mountain level, that due to the great gaps in platformers, it's quite easy to either jump to your doom or not being sure if you want to jump the other side, due to how much you can see on your screen at a time/how the level was designed. I think a good solution would be to, in some platforming sections, zoom the screen out (just like in that one section of the ship level! Why is this feature only there?)
[2] There's this specific part also in the mountain where you are using an elevator and there's a wall on the left side to, were you to be damaged, Baby Mario shall go to the other side, and due to knockback, you may fall down. This almost certainly signs you death as the bubble will take long to either each a point where you can see it on the screen, or on the right side of the wall for you to pick it up. This leads to some very frustrating moments.
Despite my disliking for stuff in this level, I really like its high moments, such as the precise jumps needed to take the Snow Snifts down.
The school themed level is a very creative theme, and I loved the boss fight that accompanied it! Certainly my favorite :)
The snow cave has to be the most frustrating level however, mostly because of the chase sequence that happens there. It's very easy to die at the start because you don't see the first fire enemy incoming, and you mess everything up and have to start over all from the previous checkpoint which is a little too far. I think a checkpoint just before this moment would have been desirable. Moreover, the spikes on this level kills you instantly. Why? It's fair to have instant kill elements that aren't endless pits (even desirable), but them being spikes is a little deceptive without prior information, giving the player a bit of a false sense of security).
On the matter of music, the song that plays in the ship level seems to have a lot of strange noise on it that makes it a bit unpleasant to play through. I think that changing it to a version without it or any other song would truly increase the quality of the level.
At the ruined castle I thought the battle was going for too long, until I realized it was actually a final boss! There was not much indicating that, as there was some kind of cannon which in my head it would take me to the final battle once I got there. But in any case, even knowing this now it still feels like it was a little too long, although thankfully the game gives you a lot of opportunities to get hit (it's still very possible to lose that battle however, if you are not careful).
Overall an interesting episode, I quite enjoyed it despite everything and will be revisiting it for the bonus content sometime soon

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Re: Yoshi And the 9th World (1.1) {SMBX2} [Completed]

Postby CodeX » Wed Jul 05, 2023 5:27 pm

Tango wrote:
Tue Jul 04, 2023 3:20 pm
I played through the main game! I mostly enjoyed it, so I'd like to share my thoughts on it.

Spoilerless stuff:
I really enjoyed playing as Yoshi in this episode. I've played only a bit of SMW2, something I was never interested in was trying to find all the red coins. This episode features them, but I'm glad it doesn't force the player to get them, so I'm glad I got to play it that way :)
The zoomed in camera at first thought doesn't sound very good, but the levels (mostly[1]) are designed with it in mind, so it results in a quite elegant experience where you only see what you need to see (unlike many levels where, for instance, you have the bottom half of the screen reserved for the entire level, and the top half of the level filled with sky nothingness).
Speaking with level design, they also seem to be (mostly[2]) designed very well with Yoshi in mind. In fact for many times I forgot I was playing a SMBX episode, rather than actual fangame made in any other engine.

Spoiler stuff:
Spoiler: show
[1] That certainly wouldn't be the Snow Mountain level, that due to the great gaps in platformers, it's quite easy to either jump to your doom or not being sure if you want to jump the other side, due to how much you can see on your screen at a time/how the level was designed. I think a good solution would be to, in some platforming sections, zoom the screen out (just like in that one section of the ship level! Why is this feature only there?)
[2] There's this specific part also in the mountain where you are using an elevator and there's a wall on the left side to, were you to be damaged, Baby Mario shall go to the other side, and due to knockback, you may fall down. This almost certainly signs you death as the bubble will take long to either each a point where you can see it on the screen, or on the right side of the wall for you to pick it up. This leads to some very frustrating moments.
Despite my disliking for stuff in this level, I really like its high moments, such as the precise jumps needed to take the Snow Snifts down.
The school themed level is a very creative theme, and I loved the boss fight that accompanied it! Certainly my favorite :)
The snow cave has to be the most frustrating level however, mostly because of the chase sequence that happens there. It's very easy to die at the start because you don't see the first fire enemy incoming, and you mess everything up and have to start over all from the previous checkpoint which is a little too far. I think a checkpoint just before this moment would have been desirable. Moreover, the spikes on this level kills you instantly. Why? It's fair to have instant kill elements that aren't endless pits (even desirable), but them being spikes is a little deceptive without prior information, giving the player a bit of a false sense of security).
On the matter of music, the song that plays in the ship level seems to have a lot of strange noise on it that makes it a bit unpleasant to play through. I think that changing it to a version without it or any other song would truly increase the quality of the level.
At the ruined castle I thought the battle was going for too long, until I realized it was actually a final boss! There was not much indicating that, as there was some kind of cannon which in my head it would take me to the final battle once I got there. But in any case, even knowing this now it still feels like it was a little too long, although thankfully the game gives you a lot of opportunities to get hit (it's still very possible to lose that battle however, if you are not careful).
Overall an interesting episode, I quite enjoyed it despite everything and will be revisiting it for the bonus content sometime soon

Thanks I'm Glad you liked it and thanks for the feedback. I like it so much I made a few adjustments and basically made a patch for the game

To hopefully answer and explain some of the Spoiler things
Spoiler: show
1. The Snow Mountain
It wasn't the final level I made in fact it was made half way through development
The camera zooming back wasn't added until later. Thus I added camera zoom out places to portions to the level

2. Instant kill spikes.
In SMW2 spikes make Yoshi "Faint" on impact aka kills you.
This is why they are an instant KO

3. Long final boss
I decreased the HP of this as your correct. It does go for too long.

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Re: Yoshi And the 9th World (1.1) {SMBX2} [Completed]

Postby Mal8rk » Thu Jul 06, 2023 9:37 am

I really liked this episode! It was a short, but sweet experience, and I liked so many things like the atmosphere of most levels and the final boss!
Quick question: How do you get the blue stars?

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Re: Yoshi And the 9th World (1.1) {SMBX2} [Completed]

Postby CodeX » Fri Jul 07, 2023 3:37 pm

Mal8rk wrote:
Thu Jul 06, 2023 9:37 am
I really liked this episode! It was a short, but sweet experience, and I liked so many things like the atmosphere of most levels and the final boss!
Quick question: How do you get the blue stars?
Ah yes the Blue Stars
In SMW2 one of the ways to unlock secret levels was to get 100% on a level. aka getting 20 redcoins, 5 Flowers and 30 stars and reaching the end of the level.
To Replicate this I used stars.

To obtain Blue Stars get 30 Stars and keep them until the end of the level and the blue star will appear.

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Re: Yoshi And the 9th World (1.1) {SMBX2} [Completed]

Postby sarg » Fri Oct 27, 2023 4:39 pm

Hey so I really enjoyed this episode but I've had some difficulties, i'll list them here

Spoilers for the game after the credits
Spoiler: show

-The checkpoint right before the chase in the snowcave level is unusable as it inmediately kills you when retrying the level
-I can't get to the small gap at the start of the following level as mario fairly
-The blue star doesn't show up in the spring level
Thanks!

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Re: Yoshi And the 9th World (1.2) {SMBX2} [Completed]

Postby CodeX » Tue Jan 02, 2024 8:34 pm

Yoshi And the 9th World (1.2) is now live
-Fixed a lot of Post Game content
Details
Spoiler: show
-Fixed Blue Star in Flutter Fields
-Fixed Baby Mario paths in Color Peak, Playing Football in the Fog and That Summer Heat hit's Different
-Baby Mario path in Storms of the Shipyard should work now.
-Train map no longer says there is a Star

Mega thanks to Reintendo0 and sarg for point out the bug fixes


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