Lowser's Conquest (relowserd!)

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

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Sednaiur
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Re: Lowser's Conquest (World 4 refined)

Postby Sednaiur » Thu Dec 29, 2016 8:04 am

MECHDRAGON777 wrote:I have stayed up 72 hours straight before. Also, I almost only eat in my room... I have e and bad habit of eating in my room while I play SMBX as well... Just happened on Luftschiffattacke though, your episode might work too. It does look and play great ^_^
This is seriously unhealthy, since it can cause severe damage to your body. But anyways, thank you for the support onto my project. I am looking forward to see your longplay of it, or ven a let's play of it. ^^
RSuper wrote:Hey, this project sounds awesome and fun. I might play this demo tho! #Imsupportingthisproject

But,what SMBX should I use? :P
Thank you very much for this. :-D

As MECHDRAGON says, I will release an edited SMBX.exe and it's folders, that need to be used to play this episode. It is based off of the original SMBX 1.3 and I need to do this, because I would need to setup SMBX 2.0 which could proof to be very unhandy at the moment, since my project uses every dummied-out element that exists in SMBX. Even stuff that SMBX 2.0 utilizes for customized blocks. Also, I don't know if SMBX 2.0 uses the dummied-out worldmap elements by now, so that would also be a problem.
Hani wrote:
Spoiler: show
Image
The graphics has been improving throughout these months. Is it me, or are the clouds on the top right screen upside down? lol
Thank you.
They are kind of. This is to simulate that the sun has set already and that the light emits from the horizon onto the clouds. I think that it look nice with this background, since it lifts the atmosphere a bit.

Also, your reintapretation of my "Blocks"-background looks very nice (it even emulates the "waves" on the dirt in the foreground), but at the same time it's graphical style reminds me onto SilverDeoxy's "SMBX redrawn"-graphics pack. ^^

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Re: Lowser's Conquest (World 4 refined)

Postby ElectriKong » Thu Dec 29, 2016 8:24 am

Sednaiur wrote: I don't know if SMBX 2.0 uses the dummied-out worldmap elements
I think so.

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Re: Lowser's Conquest (World 4 refined)

Postby MECHDRAGON777 » Thu Dec 29, 2016 2:17 pm

King of Eterity wrote:
Sednaiur wrote: I don't know if SMBX 2.0 uses the dummied-out worldmap elements
I think so.
From what I have seen, dummied out blocks are so far mostly for character blocks, and a few special blocks. All right NPCs are now stuff like Kammek, Boney-Beetle, Sideways Thwomps, Diagonal Podoboos, Boo snakes, and Boo circle. (Kammek takes two, forgot the last one). (This NPC change broke my CC12 level.) No World Map element has been used yet same goes to the background objects as of now. This may change, and I can help a little bit once 2.0 is out of beta; However, once it is out of beta, I overheard that custom NPCs like dummied out NPCs should be added last.in the mean time, we have to work around that nuceance, but at least new characters, blocks, and NPCs. I hope I can suash the bugs this does have... ^_^

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Re: Lowser's Conquest (Level 5-1 redone and more)

Postby Sednaiur » Mon Jan 02, 2017 1:23 pm

I wish everyone a happy new year and a good start into it, too. :-) Hopefully you didn't overdo it with the celebrations and stranded drunken in the backstreets... Just kidding. ;-P

I just finished my work onto level 5-1, which is one of the few levels that I liked to remake from the ground up. The previous version was a bit too random to me, so I disliked it pretty much since nearly 2 years now
(it was originally made in late 2014). And since many normal graphics changed since then, I also needed to redo almost all the NPCs and many standard giant graphics aswell, which took a lot of effort again. -.-
Anyaways, here is the next set of 4 screenshots for you to see:
Spoiler: show
Image
I implemented a little mechanic which was previously not in my project. In a few levels (4 as of now) there are 10 red coins (always very close to each other) that -once ollected- activate red blocks. It is not like a red coin-challenge, since there is no time limit, and when all 10 coins are collected, they either make the level a bit easier, or open up paths to shortcuts or bonus areas. They will never be mandatory to get any bishoujo pics, though.
The rest of world 5 should be redone in around a week or so, which means that I could work onto the last few levels that need to be rebuild, after that. If everything goes right, then the beta will come somewhen this month. ^^
MECHDRAGON777 wrote:From what I have seen, dummied out blocks are so far mostly for character blocks, and a few special blocks. All right NPCs are now stuff like Kammek, Boney-Beetle, Sideways Thwomps, Diagonal Podoboos, Boo snakes, and Boo circle. (Kammek takes two, forgot the last one). (This NPC change broke my CC12 level.) No World Map element has been used yet same goes to the background objects as of now.
This is what I guessed already, since I never heard about any new worldmap elements being used. I will not be able to switch to 2.0, unless this changes. But I do not rush with that anyways. Someday in the future, it will work.

EDIT: I added a new list to the toppost. You may find it under the list of screenshots. ^^

loop
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Re: Lowser's Conquest (Level 5-1 redone and more)

Postby loop » Mon Jan 02, 2017 2:20 pm

So world 5 is Giant Land, huh.
Anyway, the refined levels look great. I really like the Spiny.

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Re: Lowser's Conquest (Level 5-1 redone and more)

Postby Hani » Mon Jan 02, 2017 4:57 pm

(Teach me the way of graphics senpai)
Anyways, the giant graphics look more defined than the previous ones.

PROX
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Re: Lowser's Conquest (Level 5-1 redone and more)

Postby PROX » Mon Jan 02, 2017 5:16 pm

Making NPCs really are a pain aren't they? Not only do you have to get the measurements right and have the correct fluidity in the animation, but you also have to make a death effect which almost never cooperates xD

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Re: Lowser's Conquest (Level 5-1 redone and more)

Postby ElectriKong » Mon Jan 02, 2017 5:57 pm

Sednaiur wrote:I wish everyone a happy new year and a good start into it, too. :-) Hopefully you didn't overdo it with the celebrations and stranded drunken in the backstreets... Just kidding. ;-P

I just finished my work onto level 5-1, which is one of the few levels that I liked to remake from the ground up. The previous version was a bit too random to me, so I disliked it pretty much since nearly 2 years now
(it was originally made in late 2014). And since many normal graphics changed since then, I also needed to redo almost all the NPCs and many standard giant graphics aswell, which took a lot of effort again. -.-
Anyaways, here is the next set of 4 screenshots for you to see:
Spoiler: show
Image
I implemented a little mechanic which was previously not in my project. In a few levels (4 as of now) there are 10 red coins (always very close to each other) that -once ollected- activate red blocks. It is not like a red coin-challenge, since there is no time limit, and when all 10 coins are collected, they either make the level a bit easier, or open up paths to shortcuts or bonus areas. They will never be mandatory to get any bishoujo pics, though.
The rest of world 5 should be redone in around a week or so, which means that I could work onto the last few levels that need to be rebuild, after that. If everything goes right, then the beta will come somewhen this month. ^^
MECHDRAGON777 wrote:From what I have seen, dummied out blocks are so far mostly for character blocks, and a few special blocks. All right NPCs are now stuff like Kammek, Boney-Beetle, Sideways Thwomps, Diagonal Podoboos, Boo snakes, and Boo circle. (Kammek takes two, forgot the last one). (This NPC change broke my CC12 level.) No World Map element has been used yet same goes to the background objects as of now.
This is what I guessed already, since I never heard about any new worldmap elements being used. I will not be able to switch to 2.0, unless this changes. But I do not rush with that anyways. Someday in the future, it will work.

EDIT: I added a new list to the toppost. You may find it under the list of screenshots. ^^
The screenshots look cool. I feel that those red coins are a bit easy to collect in the first screen. Also, I am a bit skeptical about those BGOs sticking out of the water.

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Re: Lowser's Conquest (Level 5-1 redone and more)

Postby MECHDRAGON777 » Mon Jan 02, 2017 11:48 pm

King of Eterity wrote:
Sednaiur wrote:I wish everyone a happy new year and a good start into it, too. :-) Hopefully you didn't overdo it with the celebrations and stranded drunken in the backstreets... Just kidding. ;-P

I just finished my work onto level 5-1, which is one of the few levels that I liked to remake from the ground up. The previous version was a bit too random to me, so I disliked it pretty much since nearly 2 years now
(it was originally made in late 2014). And since many normal graphics changed since then, I also needed to redo almost all the NPCs and many standard giant graphics aswell, which took a lot of effort again. -.-
Anyaways, here is the next set of 4 screenshots for you to see:
Spoiler: show
Image
I implemented a little mechanic which was previously not in my project. In a few levels (4 as of now) there are 10 red coins (always very close to each other) that -once ollected- activate red blocks. It is not like a red coin-challenge, since there is no time limit, and when all 10 coins are collected, they either make the level a bit easier, or open up paths to shortcuts or bonus areas. They will never be mandatory to get any bishoujo pics, though.
The rest of world 5 should be redone in around a week or so, which means that I could work onto the last few levels that need to be rebuild, after that. If everything goes right, then the beta will come somewhen this month. ^^
MECHDRAGON777 wrote:From what I have seen, dummied out blocks are so far mostly for character blocks, and a few special blocks. All right NPCs are now stuff like Kammek, Boney-Beetle, Sideways Thwomps, Diagonal Podoboos, Boo snakes, and Boo circle. (Kammek takes two, forgot the last one). (This NPC change broke my CC12 level.) No World Map element has been used yet same goes to the background objects as of now.
This is what I guessed already, since I never heard about any new worldmap elements being used. I will not be able to switch to 2.0, unless this changes. But I do not rush with that anyways. Someday in the future, it will work.

EDIT: I added a new list to the toppost. You may find it under the list of screenshots. ^^
The screenshots look cool. I feel that those red coins are a bit easy to collect in the first screen. Also, I am a bit skeptical about those BGOs sticking out of the water.
I would pretty much agree about the red coins. They seem way too easy to collect. The water BGOs seem weird and off putting as well.

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Re: Lowser's Conquest (another update)

Postby Sednaiur » Sun Jan 15, 2017 1:54 pm

I worked onto some more levels from world 5, which are shown here:
Spoiler: show
Image
As in most cases, checkpoints got added and old graphics updated a bit. But I really see that I started to care about the block count after world 5, since all the levels contain around 9000 to 13000 blocks. The boo house in world 5 contained around 13000 blocks before, so I needed to cut down onto that. Now it has "only" 5600 blocks left, which should prevent any onscreen-lag.
Jayce 777 wrote:So world 5 is Giant Land, huh.
Anyway, the refined levels look great. I really like the Spiny.
Yes, you are right. But I just realized that I didn't put a world-list to the top post, so here is the world-list instead ^^:

World 1: Wooden Islands
World 2: Beachsand Islands
World 3: Desert Dunes Islands
World 4: Forest Islands
World 5: Giant Islands
World 6: Cloudy Islands
World 7: Snowy Islands
World 8: Rocky Islands
World 9: Magma Depths
Hani wrote:(Teach me the way of graphics senpai)
Anyways, the giant graphics look more defined than the previous ones.
I am still walking on that path myself. Besides, I think you are alredy taking a lot of lessions from my screenshots, do you? :-P
PROX wrote:Making NPCs really are a pain aren't they? Not only do you have to get the measurements right and have the correct fluidity in the animation, but you also have to make a death effect which almost never cooperates xD
For me, the problem mostly lies in the time I need to do them, because sometimes I do not get a certain detail right, which means that I simply need to stay off from it for a while and return later. Also, if I rather like to build a level rather than doing graphics, I stay away from doing NPCs the most. About the death effects, yes, sometimes problems like buggy stomps or not properly aligning death effects like the ones from any boos or bullet bills can be annoying at times. But in the end, it always works luckily, even though, I wish that Redigit wasn't so lazy and actually checked for these obvious bugs in the first place. :-/
King of Eterity wrote:The screenshots look cool. I feel that those red coins are a bit easy to collect in the first screen. Also, I am a bit skeptical about those BGOs sticking out of the water.
MECHDRAGON777 wrote:I would pretty much agree about the red coins. They seem way too easy to collect. The water BGOs seem weird and off putting as well.
The coins are easy to get, because they are just meant as a bonus in this level. They are located onto the upper route which is a bit more hidden. Also, these red coins are ever meant to be a real coin challenge, as there is already a collecting challenge with the Bishoujo Pics in my project. Another one like that would be an overkill, in my opinion.
About the bushes reaching out from the water, I checked about it, and yes, it looks better without them, so I removed them. Thank you for the critism. :-)

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Re: Lowser's Conquest (another update)

Postby Witchking666 » Mon Jan 16, 2017 3:38 am

Sednaiur wrote:I worked onto some more levels from world 5, which are shown here:
Spoiler: show
Image
That looks pretty cool, especially the sewer graphics. I am however not sold on the screenshot with the giant munchers. Its fill tile looks a bit too artificial if you ask me.

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Re: Lowser's Conquest (another update)

Postby MECHDRAGON777 » Mon Jan 16, 2017 5:10 am

Sednaiur wrote:I worked onto some more levels from world 5, which are shown here:
Spoiler: show
Image
As in most cases, checkpoints got added and old graphics updated a bit. But I really see that I started to care about the block count after world 5, since all the levels contain around 9000 to 13000 blocks. The boo house in world 5 contained around 13000 blocks before, so I needed to cut down onto that. Now it has "only" 5600 blocks left, which should prevent any onscreen-lag.
Jayce 777 wrote:So world 5 is Giant Land, huh.
Anyway, the refined levels look great. I really like the Spiny.
Yes, you are right. But I just realized that I didn't put a world-list to the top post, so here is the world-list instead ^^:

World 1: Wooden Islands
World 2: Beachsand Islands
World 3: Desert Dunes Islands
World 4: Forest Islands
World 5: Giant Islands
World 6: Cloudy Islands
World 7: Snowy Islands
World 8: Rocky Islands
World 9: Magma Depths
Hani wrote:(Teach me the way of graphics senpai)
Anyways, the giant graphics look more defined than the previous ones.
I am still walking on that path myself. Besides, I think you are alredy taking a lot of lessions from my screenshots, do you? :-P
PROX wrote:Making NPCs really are a pain aren't they? Not only do you have to get the measurements right and have the correct fluidity in the animation, but you also have to make a death effect which almost never cooperates xD
For me, the problem mostly lies in the time I need to do them, because sometimes I do not get a certain detail right, which means that I simply need to stay off from it for a while and return later. Also, if I rather like to build a level rather than doing graphics, I stay away from doing NPCs the most. About the death effects, yes, sometimes problems like buggy stomps or not properly aligning death effects like the ones from any boos or bullet bills can be annoying at times. But in the end, it always works luckily, even though, I wish that Redigit wasn't so lazy and actually checked for these obvious bugs in the first place. :-/
King of Eterity wrote:The screenshots look cool. I feel that those red coins are a bit easy to collect in the first screen. Also, I am a bit skeptical about those BGOs sticking out of the water.
MECHDRAGON777 wrote:I would pretty much agree about the red coins. They seem way too easy to collect. The water BGOs seem weird and off putting as well.
The coins are easy to get, because they are just meant as a bonus in this level. They are located onto the upper route which is a bit more hidden. Also, these red coins are ever meant to be a real coin challenge, as there is already a collecting challenge with the Bishoujo Pics in my project. Another one like that would be an overkill, in my opinion.
About the bushes reaching out from the water, I checked about it, and yes, it looks better without them, so I removed them. Thank you for the critism. :-)
So you have the same block limmit issues I have, interesting. In all honesty, the screens look great, but would the coins not look better if they were larger as well? I also remember typing the world list here at some point, but why not add it to the first post? Also, how do you learn graphic design from screenshots alone? I do agree with Prox about the NPC creation though.

The new screens look quite nice, and can not wait to try them out. I once thought the forest world was supposed to be a giant world, hehe. They are typically the same world in the newer games. The Cloud, Snow, and Rocky isles seem interesting to. I am guessing the Rocky Isles are supposed to be a mountain world? The lack of SMW graphics on the world map is a bit awkward to depict a mountainous world. I also can see why the Nuclear level will be in this world however. Is there any information you can give us on this upcoming level?

Also, that sewer level of yours looks nice and reminiscent. Maybe becuase of the graphics Witchking666 made some time ago?

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Re: Lowser's Conquest (another update)

Postby Snessy the duck » Mon Jan 16, 2017 11:17 am

witchking666 wrote:
Sednaiur wrote:I worked onto some more levels from world 5, which are shown here:
Spoiler: show
Image
That looks pretty cool, especially the sewer graphics. I am however not sold on the screenshot with the giant munchers. Its fill tile looks a bit too artificial if you ask me.
Yeah, it could lead some people to belive the pipes were sizables instead of blocks.

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Re: Lowser's Conquest (another update)

Postby loop » Mon Jan 16, 2017 1:12 pm

Snessy the duck wrote:
witchking666 wrote:
Sednaiur wrote:I worked onto some more levels from world 5, which are shown here:
Spoiler: show
Image
That looks pretty cool, especially the sewer graphics. I am however not sold on the screenshot with the giant munchers. Its fill tile looks a bit too artificial if you ask me.
Yeah, it could lead some people to belive the pipes were sizables instead of blocks.
Um, he is talking about the fill tile in the grass. I do agree though

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Re: Lowser's Conquest (another update)

Postby Snessy the duck » Tue Jan 17, 2017 11:43 am

Jayce 777 wrote:
Snessy the duck wrote:
witchking666 wrote:
That looks pretty cool, especially the sewer graphics. I am however not sold on the screenshot with the giant munchers. Its fill tile looks a bit too artificial if you ask me.
Yeah, it could lead some people to belive the pipes were sizables instead of blocks.
Um, he is talking about the fill tile in the grass. I do agree though
Whoops, I didn't realize that, my bad! Also, the fill tile does also look kinda weird imo.

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Re: Lowser's Conquest (another update)

Postby timocomsmbx2345 » Sat Feb 11, 2017 8:19 am

THIS IS WONDERFULY AWESOMELY AMAZING!!!!!!
GIVE ME!!!

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Re: Lowser's Conquest (another update)

Postby Fuyu » Sat Feb 11, 2017 12:10 pm

timocomsmbx2345 wrote:THIS IS WONDERFULY AWESOMELY AMAZING!!!!!!
GIVE ME!!!
Please be more constructive on your posts. What's amazing about it? What is it that you like?

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Re: Lowser's Conquest (another update)

Postby timocomsmbx2345 » Sat Feb 11, 2017 3:34 pm

Intuition wrote:
timocomsmbx2345 wrote:THIS IS WONDERFULY AWESOMELY AMAZING!!!!!!
GIVE ME!!!
Please be more constructive on your posts. What's amazing about it? What is it that you like?
The Level Design and all the GFX used in the episode!!!

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Re: Lowser's Conquest (another update)

Postby BananaCat » Sun Feb 12, 2017 6:54 pm

WEEEWP

This episode is going to be AMAZING!

I played a demo of it, and I love how you when making the sprites added proper shading, and I love the quality.

The level design is also pretty good, like a normal SMBX episode, but there is always something cool happening in each level, like Twilight Fortress.

I played until 1-3 were I just got tired and went to bed and forgot about the episode

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Re: Lowser's Conquest (another update)

Postby MECHDRAGON777 » Sun Mar 12, 2017 4:06 pm

I do not mean to bump this in any regard, but considering it has been exactly 28 days since the last post, I have to ask how the progress is going? I know a lot of people work on their projects is mass quantity, then post an update anywhere from once a week to once a month and sometimes longer within reason. I am just curious if something has happened or if we do not have to worry.


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