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Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Tue Jul 21, 2015 6:29 am
by as303298
Squishy Rex wrote:I'm not sure if I will. I think I'm supposed to be doing a few things for work and put in a tax return, but send me your ideas and I'll see what I can do.
Oh they are harmless. Just a few ideas to help me replicate Specter Knight form Shovel Knight, ill message ya when I get home.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Tue Jul 21, 2015 11:08 am
by as303298
Update of S2 of 8-1 "Macabre Manor" Yes I changed the name, I like this one better.
Spoiler: show
Image

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Thu Jul 23, 2015 9:41 pm
by as303298
Macabre Manor is complete now. Last section's screenshot:
Spoiler: show
Image

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Mon Jul 27, 2015 2:04 am
by MECHDRAGON777
as303298 wrote:Macabre Manor is complete now. Last section's screenshot:
Spoiler: show
Image
So it has a boss cannot wait to record this. By the way, I will try to finish the wrecked ship level.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Mon Jul 27, 2015 11:21 am
by Shinbison-Kof
Well I like the screen, the level have a nice atmosphere, the graphics are nice, I really like the decoration. My only complaint is that some parts seems narrow, and I recommend add more coins.( mainly in the screen of interior of the ghost level).

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Mon Jul 27, 2015 12:50 pm
by as303298
Oh, forgot to post this. A full video of the level:
https://www.youtube.com/watch?v=IyhNzflipME

Also ill look into that. And I am also going to rework the end of Section 4 a little bit too.
Edit: After thinking it over, I think I might have to keep it narrow. With the level visually disorienting and deceiving the player, intentionally of course, I have to keep things compact as to keep the player from losing their minds too much.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Tue Oct 20, 2015 11:44 am
by as303298
Welp I have finally shrugged off my laziness.
Level 2-C was halfway designed, with the remaining half being left up to Superior's designing skills
Level 3-S was a late addition, but was completed and placed in the water world. Yet, it's still not a water level. Seriously I wasn't even trying for the WATER world to have the least amount of actual water per level.
Level 8-1 "Macabre Manor" will be worked on this week, but I still need assets from Squishy. Alongside a few more boss-oriented ones for King Bones.
Level 8-2 was also started and completed today. Spanning a total of 2 hours and still incredibly hard. 4 "levels" remain for World 8, with King Bones' castle being the last.
Level 1-I "Peach's Castle" was also completed. The end was slightly rushed, but the important parts were designed with care.

So with that being said, the only things that remains is for Superior to finish 2-C and any level additions he intends to have me implement. Then theres the boss-oriented assets I require from Squishy in order to keep my bosses fresh.
So, things are coming to a close; let's hope I can get this done by the end of the year.

Lastly: No more screens will be posted. To ensure the last parts of SDG that are actually a mystery stay as such I will not be posting any more pictures. Granted, this doesnt stop Superior from posting any of his...:3

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Thu Oct 22, 2015 6:27 pm
by as303298
Ill post a screenshot of 3-S, since it is just an extra level that wasn't actually planned.
http://i.imgur.com/pLpmsXq.png

Level 8-2 was tested and bugs were fixed.
Level 8-3 was completed but Bossy disapproved of it for the same reasons I do. So 8-3 is going to be discarded completely.
Level 8-4 was completed yesterday and tested today. There was...just a tiny little instant death bug, but I ironed it out.

8-5 and 8-6 are still in the conceptual stages though, give me a few days for those. 8-C is something I havent even begun planning out, but give it time. World 8 will not have a 8-D as well, it only have 1 Castle and no dungeons.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Thu Oct 22, 2015 6:55 pm
by MECHDRAGON777
as303298 wrote:Ill post a screenshot of 3-S, since it is just an extra level that wasn't actually planned.
http://i.imgur.com/pLpmsXq.png

Level 8-2 was tested and bugs were fixed.
Level 8-3 was completed but Bossy disapproved of it for the same reasons I do. So 8-3 is going to be discarded completely.
Level 8-4 was completed yesterday and tested today. There was...just a tiny little instant death bug, but I ironed it out.

8-5 and 8-6 are still in the conceptual stages though, give me a few days for those. 8-C is something I havent even begun planning out, but give it time. World 8 will not have a 8-D as well, it only have 1 Castle and no dungeons.
Thanks for reminding me. Do you still want my wrecked ship level?

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Fri Oct 30, 2015 4:25 am
by as303298
8-5 Was complete.
8-6 Was scrapped entirely. Due to the assets I had available and the inspiration used, I couldn't continue its development. There was legitimately no way I could make 8-6 stand out amongst 8-1 through 8-5, so it was scrapped to reduce redundancy.

Also Superior quit SMBX, so the project is back to be a solo run now.
All that remains is a level designed to be the "Star Road" sort of area, similar to what The Invasion used. This, alongside finishing 2-C and designing King Necrodeus O. Bones' Castle.

8-C will most likely take the form of Kirby 64's Ripple Star castle. Being a large spiraling tower with traps and rooms testing the skills you learned from various islands. Granted, it will end up being a large level with plenty of traps! Then 8-B will be King Bones' fight itself, to help me lessen event usage.

So, congrats im almost don't with my shitty 5 year old game or some crap like that.
List:
2-C
8-C
8-B
S-R (Star Road)

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Fri Oct 30, 2015 4:30 pm
by MacheTheFerret
as303298 wrote:8-5 Was complete.
8-6 Was scrapped entirely. Due to the assets I had available and the inspiration used, I couldn't continue its development. There was legitimately no way I could make 8-6 stand out amongst 8-1 through 8-5, so it was scrapped to reduce redundancy.

Also Superior quit SMBX, so the project is back to be a solo run now.
All that remains is a level designed to be the "Star Road" sort of area, similar to what The Invasion used. This, alongside finishing 2-C and designing King Necrodeus O. Bones' Castle.

8-C will most likely take the form of Kirby 64's Ripple Star castle. Being a large spiraling tower with traps and rooms testing the skills you learned from various islands. Granted, it will end up being a large level with plenty of traps! Then 8-B will be King Bones' fight itself, to help me lessen event usage.

So, congrats im almost don't with my shitty 5 year old game or some crap like that.
List:
2-C
8-C
8-B
S-R (Star Road)
Congrations! You almosting did a do!
Now all you need are some shitty memes to make it like every other popular episode stand out and maybe an Undertale reference because it's relevant and fucking awesome why the hell not.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Fri Oct 30, 2015 5:16 pm
by Taker
Can you do me some world map graphics for an episode I'm making? I'll give credit + I'll make you any level you want with no credit to me needed.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Fri Oct 30, 2015 7:24 pm
by Zeldamaster12
Orochimaru wrote:Can you do me some world map graphics for an episode I'm making? I'll give credit + I'll make you any level you want with no credit to me needed.
That was off topic; you should've PMd him.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Fri Oct 30, 2015 11:24 pm
by as303298
Orochimaru wrote:Can you do me some world map graphics for an episode I'm making? I'll give credit + I'll make you any level you want with no credit to me needed.
This is actually a nice topic since a few people have asked me for a while now. Red_Yoshi made all the graphics and designed the map. He made it open enough for me to use as I see fit. So technically, the map is his and not mine.

All the paths, level placements, and warps are my own doing. But the map itself...that's his doing, not me.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Tue Nov 03, 2015 12:18 am
by as303298
Level 2-C (Name Pending) is almost complete.
Spoiler: show
Spoiler: show
Ignore the Mario is the second section. That is just put there so I can this section a lot faster.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Tue Nov 03, 2015 12:24 am
by Alagirez
as303298 wrote:Level 2-C (Name Pending) is almost complete.
Ignore the Mario is the second section. That is just put there so I can this section a lot faster.
The design and atmosphere looks nice. I recommend you :
- Remove some coins
- Recolor the SMB2 door bc it clashes with SMB3 stuff IMO
- recolor the blue P switch

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Tue Nov 03, 2015 10:03 am
by MECHDRAGON777
as303298 wrote:Level 2-C (Name Pending) is almost complete.
Ignore the Mario is the second section. That is just put there so I can this section a lot faster.
I actually like the Aesthetics on this, but I have to agree with Andialifbatara on this about those SMB2 doors.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Wed Nov 04, 2015 4:48 am
by as303298
Ok, I listened to you guys and replaced the door with a Light Brown SMW Door. Not entirely fitting but it melds in a lot better than a SMB2 Default door. The P-Switch however might just get removed entirely. That portion was designed to teach you to enter the sand in case something was there, yet ironically the rest of the level punishes you if you do this. So, obviously something had to be done.

Section 3, which connected all three of those doors together, has also been completed. I just need to make a [lame] hallway leading up to the boss area. The boss itself will not be a boss, but more or less an interactive "cutscene" of merely surviving against a new addition to the plot "Soul Collector." With the help of Undertale, I devised a new way to shove exposition down your throats to establish a storyline without making it seem super redundant or annoying. Since SDG plays a lot into its "silent" plot, 2-C will be a key level to actually pay attention to.

Once its finished, that leaves only 8-C and 8-B realistically. Dracyoshi was kind enough to replace a level in World 5 due to a small error with file transfers, so level cap has boosted by 1 by accident. So my estimate is by the end of the year, given no further issues arise.

<HOWEVER> I am still in heavy need of a graphical artist who can assist me in boss battle assets for King Bones and Soul Collector respectively. Squishy seems to be a tad too busy for my to validate bugging him [again] for SDG.

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Wed Nov 04, 2015 5:06 pm
by Ethereality
Wow, the project is very cool! When you will release a full version?

Re: SMBX: Secret of the Dry Guys (SDG)

Posted: Sat Nov 07, 2015 7:07 pm
by MacheTheFerret
as303298 wrote:Section 3, which connected all three of those doors together, has also been completed. I just need to make a [lame] hallway leading up to the boss area. The boss itself will not be a boss, but more or less an interactive "cutscene" of merely surviving against a new addition to the plot "Soul Collector." With the help of Undertale, I devised a new way to shove exposition down your throats to establish a storyline without making it seem super redundant or annoying. Since SDG plays a lot into its "silent" plot, 2-C will be a key level to actually pay attention to.
Please tell me this "boss" uses Papyrus's battle theme (it's official name is Bonetrousle). It'd be so fitting with how you've described it.