[SMBX2] Mushroom Kingdom Disarray - Demo is out now!

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KJPopcorn
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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby KJPopcorn » Sun May 26, 2024 9:50 am

Doodoxing wrote:
Sun May 26, 2024 8:01 am
KJPopcorn wrote:
Sat May 25, 2024 12:31 pm
Hey, when you get in contact with an Enemy Iceball, Mario turns into an ice cube. How did you do it? I'm having trouble with my Enemy Iceball freezing the player. Please help!
I got this functionality from NPC that is included in one of the custom NPC packs. I found that player may fall into the void (gap in terrain) and die instantly when no moving action will be performed meanwhile.
Can I have that pack?

mariobrigade2018
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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby mariobrigade2018 » Sun May 26, 2024 10:15 pm

KJPopcorn wrote:
Sun May 26, 2024 9:50 am
Doodoxing wrote:
Sun May 26, 2024 8:01 am
KJPopcorn wrote:
Sat May 25, 2024 12:31 pm
Hey, when you get in contact with an Enemy Iceball, Mario turns into an ice cube. How did you do it? I'm having trouble with my Enemy Iceball freezing the player. Please help!
I got this functionality from NPC that is included in one of the custom NPC packs. I found that player may fall into the void (gap in terrain) and die instantly when no moving action will be performed meanwhile.
Can I have that pack?
Need to check it out, but my money’s on the fact that this is Core’s ice bro, which I have already sent the link somewhere else.

KJPopcorn
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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby KJPopcorn » Mon May 27, 2024 7:33 pm

Do you mind if I use some of your graphics?

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby KJPopcorn » Tue May 28, 2024 10:59 am

KJPopcorn wrote:Do you mind if I use some of your graphics?
Or make my episode in your style?

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby Doodoxing » Tue May 28, 2024 12:14 pm

One thing which I would like to change, but it seems too late as progress came too far is to make levels less linear. However I think this still looks good in terms of level design. Levels are pretty simple in construction, but have adequate length.

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby KJPopcorn » Tue May 28, 2024 2:57 pm

Are you planning to use custom powerups in this episode? It can be possible with viewtopic.php?t=25474&hilit=anotherpowe ... werup.lua) or viewtopic.php?t=29435 (custompowerups.lua)

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby Doodoxing » Wed May 29, 2024 11:51 am

Would say so: I don't abandon this idea thus it sounds really interesting and innovating, but one thing which I am afraid of is lacks of compability between custom scripts and custom powerups. Even if it turns out that everything would work together there will be a lot a work with custom player sprites for those powerups. Most surely I will support myself by spritesheets from web for some point. I found a spritesheet with a lot of powerups in SMAS SMB1 style, however SMBX is still very expansive in amount of frames for player. Mostly I would to implement penguin suit and squirrel suit. Could maybe to add boomerang suit too.

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby KJPopcorn » Tue Jun 18, 2024 8:19 am

How did you do the NSMB(2/W/U) walls?

mariobrigade2018
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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby mariobrigade2018 » Tue Jun 18, 2024 10:22 am

KJPopcorn wrote:
Tue Jun 18, 2024 8:19 am
How did you do the NSMB(2/W/U) walls?
viewtopic.php?t=24793

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby KJPopcorn » Tue Jun 18, 2024 1:39 pm

mariobrigade2018 wrote:
Tue Jun 18, 2024 10:22 am
KJPopcorn wrote:
Tue Jun 18, 2024 8:19 am
How did you do the NSMB(2/W/U) walls?
viewtopic.php?t=24793
I was referring to the hidden walls that reveal secret paths but I figured it out. Wall jumps in the SNES 16-BIT style is weird

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby mariobrigade2018 » Tue Jun 18, 2024 1:50 pm

KJPopcorn wrote:
Tue Jun 18, 2024 1:39 pm
mariobrigade2018 wrote:
Tue Jun 18, 2024 10:22 am
KJPopcorn wrote:
Tue Jun 18, 2024 8:19 am
How did you do the NSMB(2/W/U) walls?
viewtopic.php?t=24793
I was referring to the hidden walls that reveal secret paths but I figured it out. Wall jumps in the SNES 16-BIT style is weird
Oh you meant fakewalls? It’s here:
viewtopic.php?f=101&t=27892

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby Doodoxing » Fri Jun 21, 2024 5:00 am

I still use NSMBWalls, as this seems to work well and is easy and clear to add it into my levels. Only problem is that I have to hide main layer and try to aim fake wall layer on the hidden default one.

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby KJPopcorn » Sun Jun 23, 2024 9:20 pm

Are you gonna publish worlds 4 and 5?

Added in 1 minute 22 seconds:
Btw, how did you do the timer?

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Re: [SMBX2] Mushroom Kingdom Disarray - Demo is out now!

Postby Doodoxing » Mon Jun 24, 2024 6:43 am

Following the world 4 and further ones, they will be available in full release as I rather not planning to release another demo. I'd rather find people to be betatesters as I would want to everything to be flawless in full release.


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