Doing the "Impossible"

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goombaguy
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Doing the "Impossible"

Postby goombaguy » Fri Aug 29, 2014 6:36 pm

Hey there. While I am doing The Adventures of Poor Al, I decided to make a topic about things that you think you couldn't do on SMBX, but actually can with a little thought. I will be updating later with more things to try!

3 Demential Platform Mode

It really isn't that hard. You just need to switch gears. You need a tile set made out of BGOs that make diagonal paths, like Super Mario RPG. You also need to make a block with an arrow on it. Once you read the instructions, you can be able to make 3d maps like on Super Mario 3D Land and Super Mario 64!

1. Make a map with the BGOs you've made.
2. Create invisible blocks that you can place so Mario doesn't fall.
3. Add the block with the arrow that you made, that creates an event that switches from a forward and backward path to a left and right path. Here is an example.
Spoiler: show
Image
Please take your time and try these. This can be great for awesome projects in the future.

Imaynotbehere4long
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Re: Doing the "Impossible"

Postby Imaynotbehere4long » Fri Aug 29, 2014 8:11 pm

goombaguy wrote:1. Make a map with the BGOs you've made.
2. Create invisible blocks that you can place so Mario doesn't fall.
3. Add the block with the arrow that you made, that creates an event that switches from a forward and backward path to a left and right path. Here is an example.
Spoiler: show
Image
Neat idea, but how do you plan on implementing this without graphics clash or other oddities? Even if you sprite-swap the player graphic with isometric sprites, it can only depict the player moving in two directions, no matter what. If you don't sprite-swap the player graphic at all, it will clash with the isometric graphics.

Here, I'll explain:
Spoiler: show
This is a screenshot of an isometric level that I made. As you can see, the sprite-swap can only depict Mario as moving down-left and up-right. If a split path like the one you mentioned was to be implemented, it would appear that Mario is side-stepping up and/or down the path. You could sprite-swap a different character to represent the alternate directions, but that would still cause confusion until and when the player finds out that the player character has changed (control-wise).
Image

SMBXRaptor
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Re: Doing the "Impossible"

Postby SMBXRaptor » Fri Aug 29, 2014 11:48 pm

cool, but you should rename topic to 'how to make 3d level' or something as this

goombaguy
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Re: Doing the "Impossible"

Postby goombaguy » Sat Aug 30, 2014 8:46 am

Imaynotbehere4long wrote: Neat idea, but how do you plan on implementing this without graphics clash or other oddities? Even if you sprite-swap the player graphic with isometric sprites, it can only depict the player moving in two directions, no matter what. If you don't sprite-swap the player graphic at all, it will clash with the isometric graphics.

Here, I'll explain:
Spoiler: show
This is a screenshot of an isometric level that I made. As you can see, the sprite-swap can only depict Mario as moving down-left and up-right. If a split path like the one you mentioned was to be implemented, it would appear that Mario is side-stepping up and/or down the path. You could sprite-swap a different character to represent the alternate directions, but that would still cause confusion until and when the player finds out that the player character has changed (control-wise).
Image
Then just don't change the Mario. Then he would only be moving left and right, yet still have the right feeling. Like on Super Paper Mario.
SMBXRaptor wrote: cool, but you should rename topic to 'how to make 3d level' or something as this
I was planning on other things besides 3d levels that I can add later.

Imaynotbehere4long
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Re: Doing the "Impossible"

Postby Imaynotbehere4long » Sat Aug 30, 2014 12:14 pm

goombaguy wrote:Then just don't change the Mario.
You do realize that using the base player graphic would completely destroy any 3D effect the level had to offer because of the obvious gfx clash, right?
goombaguy wrote:Like on Super Paper Mario.
Ooh, clever. I didn't think of that. Even then, you would have to replace the player graphic with Paper Mario sprites, and even then, it would look awkward because not only does Paper Mario have left and right graphics, he has left and right graphics for facing forward and backward:
http://www.spriters-resource.com/fullview/11746/

RudeGuy
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Re: Doing the "Impossible"

Postby RudeGuy » Sat Aug 30, 2014 12:36 pm

I know that someone didn't know how to make this.

goombaguy
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Re: Doing the "Impossible"

Postby goombaguy » Sat Aug 30, 2014 1:15 pm

Imaynotbehere4long wrote:
goombaguy wrote:Then just don't change the Mario.
You do realize that using the base player graphic would completely destroy any 3D effect the level had to offer because of the obvious gfx clash, right?
What I meant by Paper Mario, is that he doesn't look forward on a 3D map, he just is facing left and right. Also, Mario can't ever clash with something, but he could cause style mixing.


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