Chaotic Culmination: Universe Rescuer (cancelled 7/1/15)

This forum is for projects that are a work in progress.

Moderator: Userbase Moderators

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Chaotic Culmination: Universe Rescuer (cancelled 7/1/15)

Postby Imaynotbehere4long » Thu Jan 23, 2014 7:44 pm

The Banner (v0.1)
Although I spent most of September 2014 working on SMBX Teaches Typing, I also decided to make a banner for my project (that way, you can show your support without having to painstakingly type out the entire title of my episode :) ) during that time. However, I quickly realized that this banner (at least, how I initially envisioned it) would probably take me as much time to make as any of my levels, and since I didn't want another long period of time where I wasn't releasing any levels (hey, I can dream, can't I), I decided to stop when I thought it looked presentable enough. And so, I present to you "Chaotic Culmination: Banner v0.1!"

Code: Select all

[url=http://www.smbxgame.com/forums/viewtopic.php?f=34&t=824][IMG]http://i.imgur.com/VMqxHx1.png[/IMG][/url]

Image

The Story
It is one of those brief time of peace in the Mushroom Universe when the princess isn't being kidnapped. Mario, Luigi, Peach, The Strongest (read: Playable) Toad, and Link take turns updating the sign (the one that says "___ days since last invasion"). One day, as the sign is about to be updated by your player of choice, the kingdom is invaded by a Mysterious Figure who quickly takes over the kingdom. Shocked, your player of choice (heretofore refereed to as "you") begins to run toward the castle to stop this invasion, but you soon come across an even more sinister plot: all of the midway points are being taken away! This is such an unorthodox plan that you can do nothing but just stand there for a few seconds before finally realizing that you just HAVE to save the midway points. Eventually, you track them to a rocket ship where all of the midway points are being stored, and you manage to sneak aboard just before the rocket ship launches. Now, the first level begins. It will be called "Battle for Midway Points" and will use music from "1943: The Battle Of Midway." The level will consist of you having to sneak around the ship to take out its crew and free the midway points. If you die even once on this level, then a cut-scene will show you being cast from the ship and landing on a nearby planetoid, and you will have to go through the rest of the episode without midway points. If you should succeed, however, a cut-scene will show the different midway points returning to their proper locations, but suddenly the ship self-destructs. You manage to survive, but land on the same planetoid mentioned before. In both scenarios, shortly after you arrive on the planetoid, you realize that there are warps to different universes all across it. However, the one that leads back to the Mushroom Universe is sealed, and you will have to explore the other universes before you can break the seal and return home. Unless you're Link, in which case your heroic persona drives you to free the Mushroom Universe anyway, even though you can finally return home.

The Gameplay
This is where the episode will truly begin, with you being able to select which universe to explore first via a world map, with each universe representing a different video game franchise. Once you enter a warp, you will be taken to a HUB-like area where you can choose which galaxy (representing system) and solar system (representing the individual game) to explore. After this, you will go through worlds(do you get it?) back on the world map, but can, at anytime (while not in a level), go back to the universe select and go to a different universe or part of the universe. Unfortunately (because I've been saying "however" a bit much), you quickly realize that ALL of the selectable universes have been taken over by the very Mysterious Figure who invaded the Mushroom Universe! Consulting with the former heroes of these universes will tell you that he was able to use his "Neural-Paralysis Cannon" to paralyze the protagonists and stop any resistance in its tracks. Strangely, after all of this, the Mysterious Figure simply puts the villain in control and leaves mysteriously. It's now up to you to oust the villain and restore peace to each of these universes. Once you free a solar system, the protagonist(s) will give you a star sprite-swap as a reward. Once you gather enough of these, you can break the seal and return to the Mushroom Universe, where similar circumstances have occurred in your absence. One last thing to note: sometimes, solar systems will have secret portals to alternate universes, but don't tell anyone; they're a secret!

The Levels
Green Hill Zone based level Updated (v 1.1)
When I was thinking of what to make for my episode's first public level, I went with something that I knew everyone in a Super Mario Bros. based community would be fond of: Sonic the Hedgehog! Okay, technically I started with this mode 7 tech demo, but that wasn't really a level, it was a tech demo. Anyway, this level takes advantage of the editor's inability to pause to provide a musical intro before the loop jumps in. For the updated version, I fixed the alignment of the grass and checkered tiles, as well as slightly decreased the amount of time the sign spins. No loop-dee-loops, though; that's for another update.
Spoiler: show
At the beginning, there's an alternate path that you can only go through if you start with the hammer suit. If you choose to do this, then be careful because the floating platforms can be killed with the hammers.
Image
Here's the level. Can you collect all 50 rings?
http://www.mediafire.com/download/m4csr ... ill1.1.zip

Gradius III based level
After my debut with Green Hill Zone, I decided to take a departure...FOR SPAAAAACE! My reason for this departure was to achieve a level of parallax scrolling beyond that of Mystic Cave Zone, and Gradius III gave me just what I was looking for. In this level, you take control of half the Vic-Viper (the half without the gun, but at least it sparkles!) and must avoid various Rinka sprite-swaps, all in front of a sea of parallax-scrolling stars.
Spoiler: show
Image
Here's the level. Fun fact: this was going to be a bit longer, but I ran out of events.
http://www.mediafire.com/download/x5k4s ... espace.zip

Metal Storm based level
Once I finished the Gradius III based level, I didn't know what I should follow it up with. Then, I REMembered IREM's Metal Storm! This is my first anit-gravity level, but since that has been done in SMBX before, that's not the real draw for this level (or, rather, it isn't supposed to be). The real draw for this level is that the NPC's effects have multiple frames of animation! It may not be as impressive as any of my other levels' gimmicks, but it's something I haven't seen done before, so I decided to do it. Also, I did put effort into making the upside-down part have traps that are also a hindrance during the right-side up part, and vice-versa.
Spoiler: show
Even though I set the Boom-Boom-sprite-swap's height to 128, it can still be jumped over. Can this be fixed?
Image
Here's the level. Remember: G stands for Grenade and S stands for Fire.
http://www.mediafire.com/download/uvocd ... lstorm.zip

Sonic 3D Blast level: Green Grove
Yes, you read that right; this is a level styled after Sonic 3D Blast. It took four months of my time to create this level, and I think it paid off. This isn't just some cheap gimmick, either: the bullets and spiked ball won't hurt you if they're in the "background"; they have to be on the same "plane" as you are. The only problem with this level is that you can only play as Mario or Luigi (this is my only level that can't be beaten with all playable characters) because the 3D effect will be destroyed should you play as anyone else. Also, when you hear the Blaarg sound effect, don't hold right or you will die.
Spoiler: show
Behold: the majesty of the isometric platformer! And it can be yours in simply two (maybe three) clicks.
Image
Here's the level. If you won't download anything else, download this.
http://www.mediafire.com/download/809yh ... ngrove.zip

Zelda II Death Mountain based level
Once I finished my 3D level, I knew that it would be difficult to top it, so instead of just making a level, I made a level connected with the world map. Let me explain: normally, SMBX levels take up one spot on the world map, and once it's completed, a line is drawn to the next level. For this level, much like Death Mountain in the actual Zelda II, completing a section or two of the level takes you to another part of the world map, where you can move a bit and continue the level. You might even have to choose a path. Think of it like having multiple midway points in a level. The only problem with this type of level is that it doesn't really end; it just sort of stops. That's why I added a town at the end, and when you make it to that town, you have beaten the level, and rather than hearing a short tune, your reward is that you can explore the town and talk to the people in it.
Spoiler: show
Image
Here's the level. Remember, if it seems like the level got really hard, you probably went the secret way. There should be a sign letting you know that you're going the secret way.
http://www.mediafire.com/download/jois8 ... athmnt.zip

Little Samson based level
Once I finished the Death Mountain based level, I thought that I had ran out of what I could possibly add to SMBX aside from HD graphics. It was then that I realized that it's the little things in life that truly matter, hence the basis for this level. Also, I finally added something that other members might actually use in their levels: a health bar for layer+event bosses! I was even able to remove that pesky kill-in-one-hit-with-hammer bug that used to plague these kinds of bosses. In fact, I felt that I did such a good job with this level, I submitted it to the Make a Good Level contest, even though it would lose 10 points for me not following the directions properly.
Spoiler: show
Forgive me for not having a screenshot of the boss and health bar, but could someone tell me why this doesn't harm Mario?
Image
Here's the level. Don't let the first enemies fool you!
http://www.mediafire.com/download/plfb1 ... eruins.zip

Raocow's play-through of Little Ruins in MAGL X (skip to 1:00 to bypass watching him go through the hub).
Spoiler: show
The Rocketeer (NES) styled level FINALLY COMPLETE!
Wow, I can't believe it took me a year to put this together. Sure, I took a break to work on my SMWCX entry, but that only took so long to make. Ever since I began this project, I have always wanted to make a level that had a cut-scene comprised of full-motion animation. However, I'm not quite that skilled yet, so I decided to make a cut-scene using large, detailed sprites instead, not unlike Ninja Gaiden (NES). Of course, it wasn't until I began making the cut-scene when I realized just how time-consuming it really is. Even then, I'm quite proud of what I have been able to accomplish. I'd even go so far as to say that this cut-scene will revolutionize storytelling in SMBX, but I know that would never happen.
Spoiler: show
As you may remember, I had to make custom graphics from scratch for this cut-scene as well as rip the sprites from the game itself. Naturally, my custom graphics are terrible, so I tried to take a screenshot of the part of the cut-scene that has as few of my graphics as I could.
Image
There's also a level attached to this cut-scene. It may not be much, and there are a couple of bugs I'm yet to iron out, but it's something. I planned on adding more, but HOLY CRAP IT HAS BEEN A YEAR SINCE MY LAST LEVEL!
Spoiler: show
These screenshots are a bit outdated, but only a bit.
Image
They know you're there, but they won't shoot at you...not yet...
Image
Here's the level. Let me know what you think.
http://www.mediafire.com/download/o4m8i ... eerch1.zip

Previews:
For my next level, I have a crazy idea: I'm going to try to make a fun backtracking level. Wish me luck!

Update 7/1/15:
To those of you following my project (I'm sure there are some), you may have noticed that it has been a while since the last update, and even longer since the last level was released. Although progress was being made, progress had been really slow (it has almost been ANOTHER YEAR since my last level), and that combined with the incredibly ambitious scope I had for this project, like fully animated cut-scenes, near-perfect recreations of various franchises' enemies and bosses, and having all of my levels be high quality as well as build upon gimmicks introduced in previous levels, I realized that the only way this project had a chance at being finished is if I were immortal (or if I had a well-coordinated professional team working on it with me), and even then, SMBX would be looooong outdated by the time this episode ever got released (heck, vanilla SMBX is outdated RIGHT NOW). Because of that, I've decided to cancel this project. The partly finished level that I was making for this project will be released in the Levels subforum when it is finished.

Because this episode was killed by its ambition, I decided to make a far less ambitious project when I took over Image, so you can still look forward to me finishing an episode.

The Plea
As you can see, even if you just read everything and didn't play any of the levels, this project will take me a long time to complete by myself. That's why I'm asking anyone who is willing to help me to do so; just let me know which game, series of games for a system, or entire franchise you will be adding to my project in a PM, and send me the levels once you have finished. That way, I can test them. If you want to help out but don't have a game in mind, send me a PM and I'll tell you what I'm planning on adding, and you can pick from them. Once I've finished testing the level, I'll add it to this post if I didn't find any errors, and I'll consult with you if I do find errors; that way, we can compromise on how to fix the level without deviating from what you had in mind.

One last thing: for you smart-alecs, "you" in the paragraph directly before this one does not mean "your player of choice."
Last edited by Imaynotbehere4long on Wed Jul 01, 2015 3:17 pm, edited 6 times in total.

HenryRichard
Reznor
Reznor
Posts: 2843
Joined: Mon Dec 23, 2013 12:09 pm
Flair: Is this where I type my password?
Contact:

Re: Chaotic Culmination: Universe Rescuer (Update 4/3/14)

Postby HenryRichard » Wed Jul 30, 2014 3:16 pm

Most. Amazing. Project. Ever.

I don't even understand how you did stuff this amazing!

Just one thing: You need to fix a couple bugs in the Sonic 3D blast level, mainly just weird rendering of BGOs. But still, it's amazing.

Radishl
Guest

Re: Chaotic Culmination: Universe Rescuer (Update 4/3/14)

Postby Radishl » Mon Aug 11, 2014 2:22 pm

Dude this is an extremely underrated project. Omfg this is going to be the best thing to ever exist on these forums.ll. If you need support count me in. And FanofSmbx too, wink wink nudge nudge.

Someone tell me why Is thread doesn't have 40 pages by now?

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: Chaotic Culmination: Universe Rescuer (Update 4/3/14)

Postby Imaynotbehere4long » Mon Aug 11, 2014 3:42 pm

Oh shoot, when did this topic begin to get replies?? Well, I guess better late than never...

HenryRichard wrote:I don't even understand how you did stuff this amazing!
I'd be willing to explain it to you in an extremely in-concise Private Message if you want.
HenryRichard wrote:Just one thing: You need to fix a couple bugs in the Sonic 3D blast level, mainly just weird rendering of BGOs. But still, it's amazing.
Yeah, I admit that I rushed that level (only took four months). I have plans to redo some of these levels to try to make them better (replace Green Hill's tileset with Motobug Field's tileset and make working loop-dee-loops, make Metal Storm's boss less tedious, etc.), but I've already taken too long making my most recent level.
Radishl wrote:If you need support count me in. And FanofSmbx too, wink wink nudge nudge.
Thanks for the offer! Just send me a Private Message letting me know which game your levels will be based on. I only have two rules: 1) no styled tilesets; the graphics have to be directly from the game that your levels is based on. 2) One level per song. In other words, don't make two levels that use the same song (though I may make a few exceptions, such as boss themes; you'll just have to ask me).
Radishl wrote:Someone tell me why Is thread doesn't have 40 pages by now?
This was originally posted on Knux's forums back in June of 2012. That should explain everything. ;)
Spoiler for explanation:
Spoiler: show
When I first posted it on Knux's forums, this actually gained enough comments to reach a second page. However, The Great Knux Forum Crash of 2013 happened, and this post was deleted. I re-posted it, and it gained a few more replies, but then the The Great Knux Forum Purge of 2014 happened, and I gave up on Knux's Forum and re-posted it here.

Also, I wasn't a very active member on Knux's forums, and I don't have a fancy banner like other projects. I used to have a beta-title-screen based on Knuckles Chaotix's title, but I have since lost it. Maybe I could recreate that and make that my banner...

RudeGuy
Bowser
Bowser
Posts: 4994
Joined: Fri Dec 27, 2013 7:36 am
Flair: local guy

Re: Chaotic Culmination: Universe Rescuer (Update 4/3/14)

Postby RudeGuy » Mon Aug 11, 2014 4:27 pm

You have to fix a bit the player graphic in the sonic 3D blast level. Also it's a bit short.
Anyways, I really like this project, because all the levels have new styles based on other games.

HenryRichard
Reznor
Reznor
Posts: 2843
Joined: Mon Dec 23, 2013 12:09 pm
Flair: Is this where I type my password?
Contact:

Re: Chaotic Culmination: Universe Rescuer (Update 4/3/14)

Postby HenryRichard » Mon Aug 11, 2014 5:07 pm

ONLY TOOK FOUR MONTHS??????????????????? I'd be lucky if I could get myself to spend a week on a level!

Radishl
Guest

Re: Chaotic Culmination: Universe Rescuer (Update 4/3/14)

Postby Radishl » Tue Aug 12, 2014 6:03 pm

The Mage boss gave me a run time error :P

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: Chaotic Culmination: Universe Rescuer (Update 4/3/14)

Postby Imaynotbehere4long » Wed Aug 13, 2014 11:42 am

Christian07 wrote:You have to fix a bit the player graphic in the sonic 3D blast level. Also it's a bit short.
Yeah, player graphic sprite-swaps aren't my forte. For further proof, play as Mario on that level and spawn yourself a mushroom. I do plan on fixing both of your critiques when I get the time.
HenryRichard wrote:ONLY TOOK FOUR MONTHS???????????????????
Well, that's compared to the level that has been almost finished for about eight months now. Most of my levels for this project only took about two months (Death Mountain is the only other exception; it miraculously only took two weeks).
Radishl wrote:The Mage boss gave me a run time error :P
Was it the same one that happened to raocow? *sigh* That's my most recent level, too. It may take me a while before I have a solution for that.

Thanks again to everyone for their support.

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: Chaotic Culmination: Universe Rescuer (NEW LEVEL 8/27/14

Postby Imaynotbehere4long » Wed Aug 27, 2014 2:42 pm

It took me long enough, but I finally finished another level! This level is styled after The Rocketeer (NES) and is probably my most ambitious level to date. Check it out; it's in the first post!

Radishl
Guest

Re: Chaotic Culmination: Universe Rescuer (NEW LEVEL 8/27/14

Postby Radishl » Fri Aug 29, 2014 12:59 am

Imaynotbehere4long wrote:It took me long enough, but I finally finished another level! This level is styled after The Rocketeer (NES) and is probably my most ambitious level to date. Check it out; it's in the first post!
Holy shit, that cutscene is neat!

Mable
Luigi
Luigi
Posts: 5806
Joined: Sat Dec 21, 2013 4:23 am
Contact:

Re: Chaotic Culmination: Universe Rescuer (NEW LEVEL 8/27/14

Postby Mable » Sat Aug 30, 2014 5:20 pm

Imaynotbehere4long wrote:It took me long enough, but I finally finished another level! This level is styled after The Rocketeer (NES) and is probably my most ambitious level to date. Check it out; it's in the first post!
Dunno maybe some of this will be somekind of bonus levels in my project.

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: Chaotic Culmination: Universe Rescuer (NEW LEVEL 8/27/14

Postby Imaynotbehere4long » Sat Aug 30, 2014 7:10 pm

CaptainSyrup wrote:Dunno maybe some of this will be somekind of bonus levels in my project.
...what do you mean? If you like the concepts and want to make one of your own, go ahead. If you want to use the graphics, you may, just credit me. The levels, however, will stay exclusive to my project.

I'm just confused, that's all.

@Radishl: Thanks again for the positive feedback.

silent_
Birdo
Birdo
Posts: 2151
Joined: Fri Dec 20, 2013 3:34 pm

Re: Chaotic Culmination: Universe Rescuer (NEW LEVEL 8/27/14

Postby silent_ » Sat Aug 30, 2014 9:03 pm

This is by far the most underrated projects SMBX has ever had, and probably will ever had. It is so unique, the graphics are awesome, the concepts are great, and I could praise your work for days and days and it would never get old. I really hope to see more progress on this, and keep it up.

Mable
Luigi
Luigi
Posts: 5806
Joined: Sat Dec 21, 2013 4:23 am
Contact:

Re: Chaotic Culmination: Universe Rescuer (NEW LEVEL 8/27/14

Postby Mable » Sun Aug 31, 2014 1:34 pm

Yeah i mean by using the graphics.

RudeGuy
Bowser
Bowser
Posts: 4994
Joined: Fri Dec 27, 2013 7:36 am
Flair: local guy

Re: Chaotic Culmination: Universe Rescuer (NEW LEVEL 8/27/14

Postby RudeGuy » Sun Aug 31, 2014 3:52 pm

I'd like to say that I played the green hill zone level. First off, I think the level is a bit short and second, there is a little bug about the giant ring. The first time I took it, a thing happened and I got stuck. And also, yeah, this is actually really underrated.

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Postby Imaynotbehere4long » Tue Sep 23, 2014 8:02 pm

I was going to bump this yesterday, but there was that whole debacle with the forums being down. Anyway, I put together this banner so that if you support my project, you have something to put in your signature:

Code: Select all

[url=http://www.smbxgame.com/forums/viewtopic.php?f=34&t=824][IMG]http://i.imgur.com/VMqxHx1.png[/IMG][/url]
Although the banner is technically incomplete, I wanted to release it in a somewhat-presentable state so that I can spend more time working on actual levels for the project. I think I'll save working on the banner for when I temporarily run out of ideas for levels.

HarrisonTheKitsune
Guest

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Postby HarrisonTheKitsune » Sat Oct 25, 2014 10:24 am

i'm here to help!

Black Mamba
Boss Bass
Boss Bass
Posts: 1253
Joined: Thu May 29, 2014 6:11 pm
Pronouns: They/Her

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Postby Black Mamba » Sun Nov 09, 2014 5:49 pm

I figured out how you made the sonic 3dblast level. You created the illusion of 3d by using slopes and a custom mario sprite where left looks towards the screen and appears that the player walks foward. The right thing ( i dunno what to call it ) gave mario a back sprite making it feel like he's walking in that direction. If you slide, you'll slide down the level. Just saying.

But the Rocketeer level looks awesome!

zioy
Reznor
Reznor
Posts: 2760
Joined: Thu Jul 17, 2014 4:47 pm
Pronouns: he/him
Contact:

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Postby zioy » Sun Nov 09, 2014 6:04 pm

I'm going to play the 3d blast styled level without CGFX.
Can't wait to see how funny its gonna look lol

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Postby Imaynotbehere4long » Sun Nov 09, 2014 6:44 pm

Epoch wrote:I figured out how you made the sonic 3dblast level. You created the illusion of 3d by using slopes and a custom mario sprite where left looks towards the screen and appears that the player walks foward. The right thing ( i dunno what to call it ) gave mario a back sprite making it feel like he's walking in that direction. If you slide, you'll slide down the level. Just saying.
Yup. In fact, when I first released that level, I was wondering why nobody had done anything like that before (I released it June 2013).
Epoch wrote:But the Rocketeer level looks awesome!
Wait, are you saying that my Sonic 3D Blast level doesn't look awesome? :|

I'm only kidding. :)


Return to “Projects”

Who is online

Users browsing this forum: No registered users and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari