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

Posted: Sat Nov 07, 2015 7:23 pm
by as303298
PaperPlayerX wrote:
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.
Undyne's on the first encounter. Dummy on the last.
Undyne's was chosen due to the atmosphere is presents while being super catchy. If I used Bone Trousle, I imagine I'd have to make it an actual fight rather than a "survive" battle.
As for the second fight, he resides at the end of Macabre Manor. That's why the level showcase ends at the door, as to not spoil the actual boss fight. That fight will use "Dummy" due to the ghostly feel that electro jazz gives off. Unlike most typical boss battles, the last fight against soul Collector was actually imagined to function just like Undertale's boss fights. I ensure you, I had NO intention of copying the game, but in the very least they ironed out just how it should work. This'll save me a lot of time. Now if only Val would hurry and "create" the graphics I requested so I can finish SDG.

So far I've already created a small level labeled Star Road, just as a connector between all the worlds. It isn't fancy, cute, or smells like fish (as of update v2); but just functions as a quick way around. It doesn't have locked doors, but paths on the maps are restricted until you unlock the Star Warp on the map itself. In addition to this I've iron out every single levels' name, path unlock, star count, and file redirection. Admite4dly quality control is slightly unbalanced as levels were made from 2012 to late 2015, so design "styles" differ from level to level drastically. Difficulty has been reduced significantly to ensure a difficult but FAIR gameplay for everyone. World 5 "Decessus Ice" does spike a lot, and World 6 "Nimbus Mountains" actually scares me. Rest assured, I will test this to no end to ensure minimal amount of bugs arise.