Lowser's Conquest - A little update

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MECHDRAGON777
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Re: Lowser's Conquest - ??? castle done

Postby MECHDRAGON777 » Sun Dec 28, 2014 12:50 am

Sednaiur wrote:After some more work onto the next level, here it is. This time I put up 8 screenshots instead of 3, to show off every aspect that the level has compared to it's original from the game boy:
Spoiler: show
ImageImage
ImageImage
ImageImage
ImageImage
I had plans for this level since the middle of the last year, but I never knew how much I could emulate the original in SMBX. But almost everything works how I intended it to be.
At the end of the level you face Wario himself, to beat him up and get his golden star, that he stole from level 3-6 in my project ^^. He has two phases (instead of three, like it was in the original).
The first phase is Wario charging quick from left to right and vice versa (the mushroom-form), while in his second form, he replaces SMW Ludwig von Koopa (the fireflower-form).
I don't wanna make the boss too hard, since he follows at the end of a rather challenging level, so he should be more like a joke at the end, instead of a full challenge, in my opinion.
But where on the Eastsun Islands is this level to be found?

Also, this might be the last redone level of SMB2, but maybe there is one last more to come ^^.
MECHDRAGON777 wrote:Soldiers that mean i can expect ice levels in world seven eight, and nine❓^_^
There will be an ice level in world 6 (sky world) and almost all levels in world 7 are frosty and icy. But in worlds 8 and 9, there will be no ice level, as world 8 is rocky-themed (and it follows right after the ice world, so there would be no use for an ice level there^^), and world 9 is the fire world, where no ice can exist so easily. Butwho knows for sure - maybe there will be an ice level elsewhere to find :-).
I thought world six was ice...

The world after ice, I thought was seven, and you said you had giant levels in future worlds❗️ I was curious if ice levels would be in fitre worlds as well! You could always try a fire/ice lava/ice level as well where you have to combine the two asspects❗️

As for he screen shots, they look nice!i will guess the special world or one of the hidden ones❓ Since he stole a star, does that mean it is impossible to get a star from 3-6?^_^

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Re: Lowser's Conquest - ??? castle done

Postby Sednaiur » Sun Dec 28, 2014 8:39 am

MECHDRAGON777 wrote:I thought world six was ice...
I checked the toppost again and found out, that I have put it in the wrong order, sorry :-P.
World 7 is the ice world and it follows directly after world 5. World 6 is the cloudy world and follows directly after world 4. If one wants to accsess world 5, he/she needs to bring a number of stars to the guardhouse that comes after world 3 and before world 4, to enter a different path there, that leads to world 5 and afterwards to world 7. If you take the normal path in the guardhouse, you play world 4 and after that world 6.
MECHDRAGON777 wrote:The world after ice, I thought was seven, and you said you had giant levels in future worlds❗️ I was curious if ice levels would be in fitre worlds as well! You could always try a fire/ice lava/ice level as well where you have to combine the two asspects❗️
I do not have giant levels in future worlds, but giant enemies will accompany the normal ones here and there, so when one reaches the later worlds, he will also encounter giant foes. But I could maybe do one or two more giant levels ^^.
MECHDRAGON777 wrote:As for he screen shots, they look nice!i will guess the special world or one of the hidden ones❓ Since he stole a star, does that mean it is impossible to get a star from 3-6?^_^
Thank you :-D.
The level is a hidden one, so you need to get an secret exit to unlock it. But before the level, there is also a hidden fortress.
Wario stole a golden star from level 3-6, but you still can get the rainbow star in that level. So one can say Wario is responsible for the player not being able to unlock an additional hidden pathway there :-P.

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Re: Lowser's Conquest - ??? castle done

Postby h2643 » Sun Dec 28, 2014 1:32 pm

Honestly, I think in such a level like that, boss there should be more harder. By that I mean you could make Wario have 3 boss phases, like it was in the original Super Mario Land 2.
Other than that, those new screens look pretty neat, good job on the whole tileset work! Though, I really wonder how those things at 7th screen work.

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Re: Lowser's Conquest - ??? castle done

Postby Martijn » Sun Dec 28, 2014 2:22 pm

Sednaiur wrote:I have made them like this for two reasons:
The more logical reason: It replaces a SMB1 green paratroopa that I have set onto "chase", to make it a bit more like in the original, where they rebound around the room. And since this is not possible in SMBX, I made it like that ^^.
The cheap reason: If I don't give it spikes on it's top and make it "jumphurt", then when the player stomps it, it will turn into a usual green Koopa Troopa, which would be less like in the original :-P.
Then again you CAN do something in the npc file for the normal koopa troopa to make it go trough blocks, no eating by Yoshi ect.

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Re: Lowser's Conquest - ??? castle done

Postby Sednaiur » Sun Dec 28, 2014 5:15 pm

h2643 wrote:Honestly, I think in such a level like that, boss there should be more harder. By that I mean you could make Wario have 3 boss phases, like it was in the original Super Mario Land 2.
Other than that, those new screens look pretty neat, good job on the whole tileset work! Though, I really wonder how those things at 7th screen work.
I better don't do this, because the level itself plays for around 3 minutes. And when you lose at the boss, you need to do all the 3 minutes again (I only will put checkpoints in the "Checkpoint edition" of my project). I know that too many people would complain, so I better keep the boss more easy, and even with just two phases it is challenging, in my opinion :-).
Also, the Wario-faces are Koopa Troopers, that chase you. You need to kick some kickblocks at them, to defeat them. That opens the warp pipe to the next rooms.
Martijn wrote:Then again you CAN do something in the npc file for the normal koopa troopa to make it go trough blocks, no eating by Yoshi ect.
I know about this method (I used it in the previous level, where the mosquitos have that NPC-flag, so they fall through the bottom etc.), but I don't know if the NPC gets counted as "defeated" for an event that triggers, when the layer the NPC is in, is empty, when it just transforms into the normal Koopa Trooper.

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Re: Lowser's Conquest - ??? castle done

Postby Martijn » Sun Dec 28, 2014 5:42 pm

Sednaiur wrote:
Martijn wrote:Then again you CAN do something in the npc file for the normal koopa troopa to make it go trough blocks, no eating by Yoshi ect.
I know about this method (I used it in the previous level, where the mosquitos have that NPC-flag, so they fall through the bottom etc.), but I don't know if the NPC gets counted as "defeated" for an event that triggers, when the layer the NPC is in, is empty, when it just transforms into the normal Koopa Trooper.
Even if it will just fall into an bottomless pit ? It can still count as a death.

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Re: Lowser's Conquest - something big

Postby Sednaiur » Tue Dec 30, 2014 10:46 am

I got a new toad house done. It has a funny little story around a toad and a Bishoujo which is working for the toad in his storage.
Did you ever wonder, what happens, if a Bishoujo eats a Mega Mushroom? If so, then just check below ^^:
Spoiler: show
Image
Image
I once had the idea of that long ago, but in the end I didn't like to implement giant Bishoujo in my project. But then around 6 weeks ago, Darkonius told me about him having an idea about giant "Bijoy" (really nice name too xD), which was similar to mine, so I thought about it again. Now I had decided to have a Bishoujo eating a Mega Mushroom, since this could be very funny ^^.
Martijn wrote:Even if it will just fall into an bottomless pit ? It can still count as a death.
For now I let it how it is, but maybe I will change it in the future. For now I am just not too sure in how I want it to be. But thank you for the suggestion anyways :-).

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Re: Lowser's Conquest - something big

Postby MECHDRAGON777 » Tue Dec 30, 2014 12:43 pm

That screen shot is quite funny actualy!

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Re: Lowser's Conquest - something big

Postby Radishl » Tue Dec 30, 2014 1:44 pm

Sednaiur wrote:I got a new toad house done. It has a funny little story around a toad and a Bishoujo which is working for the toad in his storage.
Did you ever wonder, what happens, if a Bishoujo eats a Mega Mushroom? If so, then just check below ^^:
Spoiler: show
Image
Image
I once had the idea of that long ago, but in the end I didn't like to implement giant Bishoujo in my project. But then around 6 weeks ago, Darkonius told me about him having an idea about giant "Bijoy" (really nice name too xD), which was similar to mine, so I thought about it again. Now I had decided to have a Bishoujo eating a Mega Mushroom, since this could be very funny ^^.
Martijn wrote:Even if it will just fall into an bottomless pit ? It can still count as a death.
For now I let it how it is, but maybe I will change it in the future. For now I am just not too sure in how I want it to be. But thank you for the suggestion anyways :-).
Mg, love how you're adding funny story to the game, it gives it more life!

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Re: Lowser's Conquest - something big

Postby Darkonius Mavakar » Tue Dec 30, 2014 1:54 pm

Sednaiur wrote:I got a new toad house done. It has a funny little story around a toad and a Bishoujo which is working for the toad in his storage.
Did you ever wonder, what happens, if a Bishoujo eats a Mega Mushroom? If so, then just check below ^^:
Spoiler: show
Image
Image
I once had the idea of that long ago, but in the end I didn't like to implement giant Bishoujo in my project. But then around 6 weeks ago, Darkonius told me about him having an idea about giant "Bijoy" (really nice name too xD), which was similar to mine, so I thought about it again. Now I had decided to have a Bishoujo eating a Mega Mushroom, since this could be very funny ^^.
Martijn wrote:Even if it will just fall into an bottomless pit ? It can still count as a death.
For now I let it how it is, but maybe I will change it in the future. For now I am just not too sure in how I want it to be. But thank you for the suggestion anyways :-).

rofl i didn't expect you would actually do that.

looks cool.
WE DEMAND A NEW DEMOHHHH11!!!

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Re: Lowser's Conquest - something big

Postby Superiorstar » Tue Dec 30, 2014 3:24 pm

Sednaiur wrote:I got a new toad house done. It has a funny little story around a toad and a Bishoujo which is working for the toad in his storage.
Did you ever wonder, what happens, if a Bishoujo eats a Mega Mushroom? If so, then just check below ^^:
Spoiler: show
Image
Image
I once had the idea of that long ago, but in the end I didn't like to implement giant Bishoujo in my project. But then around 6 weeks ago, Darkonius told me about him having an idea about giant "Bijoy" (really nice name too xD), which was similar to mine, so I thought about it again. Now I had decided to have a Bishoujo eating a Mega Mushroom, since this could be very funny ^^.
That gives me an idea about a boss, the tiny goomba (I think his name was Minijoe or something) get's a mega mushroom and starts to grow into a giant goomba, he starts to say something about crushing Mario/Luigi, after that he chases you though a tight corridor with fire traps and endless pits everywhere until you run into a rotunda, where the roof is lined with spikes, and a switch with an X on it and he gets crushed on the roof, what do you think Sednaiur?
Also this music would/could play through the fight;
Spoiler: show

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Re: Lowser's Conquest - something big

Postby Martijn » Tue Dec 30, 2014 4:11 pm

Sednaiur wrote:
Martijn wrote:Even if it will just fall into an bottomless pit ? It can still count as a death.
For now I let it how it is, but maybe I will change it in the future. For now I am just not too sure in how I want it to be. But thank you for the suggestion anyways :-).
No problem ;)
But progress seems to go fast now tough! Didn't expect that with the graphics and level design stuff.

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Re: Lowser's Conquest - something big

Postby Sednaiur » Tue Dec 30, 2014 4:37 pm

MECHDRAGON777 wrote:That screen shot is quite funny actualy!
I hope so. Thank you ^^.
Radishl wrote:Mg, love how you're adding funny story to the game, it gives it more life!
Thank you very much ^^.
I also think too, that stuff like this makes it more lively and interesting with some little things like this. I will see what comes in my mind for future toad houses ^^.
Darkonius Mavakar wrote:rofl i didn't expect you would actually do that.

looks cool.
WE DEMAND A NEW DEMOHHHH11!!!
Thanks a lot, Darkonius :-D
I also didn't think I would do it (at least not this early, since I still need to do 2 levels before that toad house comes), but it sure was fun in the end.
So, thanks again, for reviving that idea :-P
About the demo, I send you a PM regarding this.
Superiorstar wrote:That gives me an idea about a boss, the tiny goomba (I think his name was Minijoe or something) get's a mega mushroom and starts to grow into a giant goomba, he starts to say something about crushing Mario/Luigi, after that he chases you though a tight corridor with fire traps and endless pits everywhere until you run into a rotunda, where the roof is lined with spikes, and a switch with an X on it and he gets crushed on the roof, what do you think Sednaiur?
Also this music would/could play through the fight;
Spoiler: show
xD first off, the part with "min Joe" is right, and also we will see something related to him, in the world 5 castle, so you had the same idea like me with that ^^.
The castle will be called "Giant Joes revenge", but the bossfight is planned to be different. Your idea however also sounds very intersting to me, since I do not have a single boss planned like this. Maybe I could use your idea instead of mine, but since it still is around 6 levels until then, I cannot say for sure what I will do there. For the chasing-part I already have some tracks in mind, but thank you for the suggestion anyways :-)
Martijn wrote:No problem ;)
But progress seems to go fast now tough! Didn't expect that with the graphics and level design stuff.
At the moment, yes :-). Yesterday I had all the free time to work onto the level itself, while I could do the GFX in the days before that. Only the girl took quite some time to do (she has 3 different facial expressions in the level), but she was the first thing I sprited. I am also working at the moment on the fortress-GFX for the next level, but this may still take a bit time. I am sure I won't get the next level done within this year, but maybe around 4rd or 5th of new year :-).

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Re: Lowser's Conquest - something big

Postby MECHDRAGON777 » Thu Jan 08, 2015 11:49 pm

Sednaiur wrote:
Spoiler: show
MECHDRAGON777 wrote:That screen shot is quite funny actualy!
I hope so. Thank you ^^.
Radishl wrote:Mg, love how you're adding funny story to the game, it gives it more life!
Thank you very much ^^.
I also think too, that stuff like this makes it more lively and interesting with some little things like this. I will see what comes in my mind for future toad houses ^^.
Darkonius Mavakar wrote:rofl i didn't expect you would actually do that.

looks cool.
WE DEMAND A NEW DEMOHHHH11!!!
Thanks a lot, Darkonius :-D
I also didn't think I would do it (at least not this early, since I still need to do 2 levels before that toad house comes), but it sure was fun in the end.
So, thanks again, for reviving that idea :-P
About the demo, I send you a PM regarding this.
Superiorstar wrote:That gives me an idea about a boss, the tiny goomba (I think his name was Minijoe or something) get's a mega mushroom and starts to grow into a giant goomba, he starts to say something about crushing Mario/Luigi, after that he chases you though a tight corridor with fire traps and endless pits everywhere until you run into a rotunda, where the roof is lined with spikes, and a switch with an X on it and he gets crushed on the roof, what do you think Sednaiur?
Also this music would/could play through the fight;
xD first off, the part with "min Joe" is right, and also we will see something related to him, in the world 5 castle, so you had the same idea like me with that ^^.
The castle will be called "Giant Joes revenge", but the bossfight is planned to be different. Your idea however also sounds very intersting to me, since I do not have a single boss planned like this. Maybe I could use your idea instead of mine, but since it still is around 6 levels until then, I cannot say for sure what I will do there. For the chasing-part I already have some tracks in mind, but thank you for the suggestion anyways :-)
Martijn wrote:No problem ;)
But progress seems to go fast now tough! Didn't expect that with the graphics and level design stuff.
At the moment, yes :-). Yesterday I had all the free time to work onto the level itself, while I could do the GFX in the days before that. Only the girl took quite some time to do (she has 3 different facial expressions in the level), but she was the first thing I sprited. I am also working at the moment on the fortress-GFX for the next level, but this may still take a bit time. I am sure I won't get the next level done within this year, but maybe around 4rd or 5th of new year :-).
I forgot to reply to this, but why would it be good if I find the scene a little funny? Is that not a bad thing?
Last edited by bossedit8 on Fri Jan 09, 2015 12:14 am, edited 1 time in total.
Reason: Spoiler inside the Quote added

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Re: Lowser's Conquest - just a small update

Postby Sednaiur » Sat Jan 10, 2015 6:50 pm

I took the level "Slime Cave" from my project (that was almost an identical rebuild of the original SMB2 level) and rebuild it from scrath, to make it a little bit more interesting and to give it a new feeling.
Here are some screenshots of the rebuild:
Spoiler: show
ImageImage
Image
The old one wasn't too fitting for SMBX, in my opinion. The new version also removes the backtracking-part for getting the last coins for the coin-challenge, that the original had, but I still tried to keep the feeling of an SML2 level with it. It should be more entertaining to play it now, hopefully ^^.

I am now working on a new level at the moment, which is located in world 4, but didn't existed in the demo, because it would make no sense to have it there, layout-wise. After that I will redo the "Twilight Fortress" from the demo, and rebuild it from scratch, as for me it feels like a very bad level, and because I have now much better Ideas to build the level.
Let's see if I can get both levels done until next weekend, since I don't need to do any new GFX for them :-P.
MECHDRAGON777 wrote:
Sednaiur wrote:
Spoiler: show
MECHDRAGON777 wrote:That screen shot is quite funny actualy!
I hope so. Thank you ^^.
I forgot to reply to this, but why would it be good if I find the scene a little funny? Is that not a bad thing?
Why should it? If you find it funny in either a good or a bad way, it is not a bad thing, because it dosn't harm me nor harms it you, right ^^?

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Re: Lowser's Conquest - a small update

Postby FanofSMBX » Sat Jan 10, 2015 7:02 pm

Could you please give Radishl the Tree Zone and Slime Cave graphics for his project? Colored original SML2 tilesets are rare.

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Re: Lowser's Conquest - a small update

Postby Radishl » Sat Jan 10, 2015 9:49 pm

FanofSMBX wrote:Could you please give Radishl the Tree Zone and Slime Cave graphics for his project? Colored original SML2 tilesets are rare.
Its alright Fanofsmbx Nickname is making em, but... we could use some extended SML2 GFX in smb3 form If ya know what Im saying

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Re: Lowser's Conquest - just a small update

Postby MECHDRAGON777 » Sat Jan 10, 2015 10:37 pm

Sednaiur wrote:
Spoiler: show
I took the level "Slime Cave" from my project (that was almost an identical rebuild of the original SMB2 level) and rebuild it from scrath, to make it a little bit more interesting and to give it a new feeling.
Here are some screenshots of the rebuild:
ImageImage
ImageThe old one wasn't too fitting for SMBX, in my opinion. The new version also removes the backtracking-part for getting the last coins for the coin-challenge, that the original had, but I still tried to keep the feeling of an SML2 level with it. It should be more entertaining to play it now, hopefully ^^.

I am now working on a new level at the moment, which is located in world 4, but didn't existed in the demo, because it would make no sense to have it there, layout-wise. After that I will redo the "Twilight Fortress" from the demo, and rebuild it from scratch, as for me it feels like a very bad level, and because I have now much better Ideas to build the level.
Let's see if I can get both levels done until next weekend, since I don't need to do any new GFX for them :-P.
MECHDRAGON777 wrote:
Sednaiur wrote: I hope so. Thank you ^^.
I forgot to reply to this, but why would it be good if I find the scene a little funny? Is that not a bad thing?
Why should it? If you find it funny in either a good or a bad way, it is not a bad thing, because it dosn't harm me nor harms it you, right ^^?
I guess, but he screens look the same it nice!
Last edited by bossedit8 on Sat Jan 17, 2015 3:55 pm, edited 2 times in total.
Reason: Fixed Spoiler

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Re: Lowser's Conquest - I saw a saw

Postby Sednaiur » Sat Jan 17, 2015 12:01 pm

I finished a new level for my project, which is a fortress-kind of level:
Spoiler: show
ImageImage
Image
It features a custom boss, that is one out of three machines of destruction.
I also changed something for the Wario boss, which now has three phases, instead of two. I removed the fireflower phase from him, but added two other phases afterwards.
The next level should be done until next weekend ^^.
FanofSMBX wrote:Could you please give Radishl the Tree Zone and Slime Cave graphics for his project? Colored original SML2 tilesets are rare.
Radishl already asked me for help, but I told him that I am out of any time. I am sorry for this.

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Re: Lowser's Conquest - I saw a saw

Postby MECHDRAGON777 » Sat Jan 17, 2015 3:44 pm

Sednaiur wrote:I finished a new level for my project, which is a fortress-kind of level:
Spoiler: show
ImageImage
Image
It features a custom boss, that is one out of three machines of destruction.
I also changed something for the Wario boss, which now has three phases, instead of two. I removed the fireflower phase from him, but added two other phases afterwards.
The next level should be done until next weekend ^^.
FanofSMBX wrote:Could you please give Radishl the Tree Zone and Slime Cave graphics for his project? Colored original SML2 tilesets are rare.
Radishl already asked me for help, but I told him that I am out of any time. I am sorry for this.
The screens look sednauir, world 5 or 6?


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