Share your work-in-progress SMBX episode or browse and support others'.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Fri May 12, 2017 2:44 am
Anyway, on a side note, my concern to Sednaiur is. There is. 95% chance I will lose internet in two or three weeks. I just need him to k ow in case I end up becoming less active, or he releases the beta when I can not get it. I wonder if I can download the entire .exe on my phone or if it would be to big... No need to rush for my bad luck though. Make it right, not fast.
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Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
- Pronouns: he/him
Postby Cedur » Fri May 26, 2017 5:37 am
How much is there still left to go in total?
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Thu Jun 01, 2017 3:59 pm
Long time not posted here, because my real life is still strict and I cannot work onto my project that much right now.
Anyways, I finished two more things. One is a level that I was really not satisfied with anymore, in it's old state, so I needed to rebuild it from scratch. The other one was a toad house-level which I never came to build until now. The screenshot shows a room of the toad house, where one can get a golden star in exchange for a little challenge.

Now there is only 4 to 5 levels left to finish, until my betatesting begins.
Witchking666 wrote:That looks pretty fucking dope actually. One thing though, don't you think the gears look sort of... square-ish? The shading makes the middle look like a flat surface with gear teeth. Not like a curved cylindrical surface. Otherwise it looks fucking neat though.
Thank you for these hard but heartly words. xD
Yes, I know what you mean, and you are not wrong on that. The reason why they kinda look like you have described, is that I did 3 different blocks for each direction of them, including the animated ones. I had to do it this way, because I do not have enough animated BGOs for the moving cogwheels, and using NPCs for the animated ones would be no option, since they like to despawn easily. I will look into that more, when I can utilize SMBX 2.0, but for now I need to leave it like this. But thank you for your input. :-)
MECHDRAGON777 wrote:There is. 95% chance I will lose internet in two or three weeks. I just need him to k ow in case I end up becoming less active, or he releases the beta when I can not get it. I wonder if I can download the entire .exe on my phone or if it would be to big... No need to rush for my bad luck though. Make it right, not fast.
How long will you be without a connection? I guess I -may- release the beta somewhere this month, but no safe promises for that. Also, I will give out a download-link slightly before releasing the beta (around some days before), so when it is up, you may know that my beta is comming pretty soon. :-)
Cedur wrote:How much is there still left to go in total?
I just finished another level and a toad house, so what I still need to do, is:
Finishing the rebuild of the level "Twilight Fortress" (now without a typo :-P)
Finishing the level "Bishoujo Shrine"
Finishing the boss of world 5, which I liked to redo because I wasn't satisfied with the previous version
Finishing the rebuild of the boss in world 6, because of same reasons as above
Betatest everything and do final small polish and bug-removals on the beta, aswell as setting it up (I need to close off some paths, that would not make sense in the beta and stuff)
***optional*** add one last level to the bunch and make it 101 full levels then ^^
I assume that it will take around 4 to 6 weeks from now on. But if a little miracle happens, it may be out quicker than that. I am sorry for the long wait, but in the end it should pay off, hopefully.
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Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
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Postby Cedur » Thu Jun 01, 2017 4:05 pm
hype train 
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MrPunchia
- Eerie

- Posts: 788
- Joined: Fri Dec 20, 2013 9:51 pm
- Flair: muncher moment
- Pronouns: any
Postby MrPunchia » Thu Jun 01, 2017 4:50 pm
the jump in that last screen looks ballbustingly hard, is there some sort of twist?
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Thu Jun 01, 2017 5:10 pm
MrPunchia wrote:the jump in that last screen looks ballbustingly hard, is there some sort of twist?
It looks like those areas where you have to use the fairy powerup.
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ElectriKong
- Bowser

- Posts: 4652
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Postby ElectriKong » Thu Jun 01, 2017 5:26 pm
TheDinoKing wrote:MrPunchia wrote:the jump in that last screen looks ballbustingly hard, is there some sort of twist?
It looks like those areas where you have to use the fairy powerup.
Or you need the racoon/tanooki suit.
BTW, that is an unusual set up of screens.
Anyway great screens as always.
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Alagirez
- Ludwig von Koopa

- Posts: 3617
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Postby Alagirez » Fri Jun 02, 2017 12:14 am
Almost finished? Hype! *howls*
Well please don't rush your project, we can wait so don't worry about us :)
Anyway the screens looks pawsome as usual :O. The spiky bonus room(?) seems challanging, is that a sort of challange level? Hmmm...
Good luck with your project!
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Fri Jun 02, 2017 1:15 pm
I'm honestly not a big fan of the wood block texture, since I find the split in the middle part a little too sharp compared to the more rounded SMB3 texture.
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ElectriKong
- Bowser

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Postby ElectriKong » Fri Jun 02, 2017 1:56 pm
Snessy the duck wrote:I'm honestly not a big fan of the wood block texture, since I find the split in the middle part a little too sharp compared to the more rounded SMB3 texture.
Is that the toad house screen? I also agree that the SMB3 GFXs are better.
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Fri Jun 02, 2017 2:25 pm
Electriking wrote:Snessy the duck wrote:I'm honestly not a big fan of the wood block texture, since I find the split in the middle part a little too sharp compared to the more rounded SMB3 texture.
Is that the toad house screen? I also agree that the SMB3 GFXs are better.
No, it's the underground screen.
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TLtimelord
- Red Yoshi Egg

- Posts: 2699
- Joined: Sat Dec 21, 2013 5:16 pm
- Flair: Info under raps
Postby TLtimelord » Fri Jun 02, 2017 2:47 pm
After looking at it more and more, I'm becoming less of a fan of this graphical style. It's too gradient and kind of cushiony. There's little sense of visual hierarchy between things you interact with and things you don't. Besides, you're using about 6 more variants of shading on each graphic than really belongs.
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PROX
- Van De Graf

- Posts: 1974
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Sat Jun 03, 2017 1:31 am
I'll really enjoy LPing this. The game should be a lot more manageable now that there are checkpoints
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Jun 03, 2017 5:14 am
Cedur wrote:hype train :D
Oh, no need or getting on it, but thank you very much for your interest. Hopefully you will like the gameplay. :-)
MrPunchia wrote:the jump in that last screen looks ballbustingly hard, is there some sort of twist?
TheDinoKing wrote:It looks like those areas where you have to use the fairy powerup.
Electriking wrote:Or you need the racoon/tanooki suit.
Electriking is right. Just two blocks to the left of the screen there is a Super Leaf. It also is not really that hard to do, since all one needs to do, is to duckjump to the right, hover around the spikes and then land on top of the first pillar. The duckjump is also promoted on the later obstacle. :-)
WerewolfGD wrote:Almost finished? Hype! *howls*
Well please don't rush your project, we can wait so don't worry about us :)
Anyway the screens looks pawsome as usual :O. The spiky bonus room(?) seems challanging, is that a sort of challange level? Hmmm...
Good luck with your project!
Thanks a lot. ^^ *Can only menage to bark like a Chihuahua*.
Don't worry, I will not rush it. I never rush my stuff. ;-)
Snessy the duck wrote:I'm honestly not a big fan of the wood block texture, since I find the split in the middle part a little too sharp compared to the more rounded SMB3 texture.
Electriking wrote:Is that the toad house screen? I also agree that the SMB3 GFXs are better.
Yes, the last one is a screenshot of a special room in a toad house.
About the wooden texture, I see where you come from and you are right. After seeing your comments, I realized that the texture was already rather old and looked like it cuts off in the middle. I just updated it a bit on all wooden blocks:

Is it better this way?
TLtimelord wrote:After looking at it more and more, I'm becoming less of a fan of this graphical style. It's too gradient and kind of cushiony. There's little sense of visual hierarchy between things you interact with and things you don't. Besides, you're using about 6 more variants of shading on each graphic than really belongs.
I think I understand you. People's opinion may change over time, so I guess it is natural that you may think about it this way. Of course I cannot change that, so maybe you like the more classical style of 16 bits more. I for myself cannot understand this sentence "little sense of visual hierarchy between things you interact with and things you don't". Maybe you like to explain it to me, so I may understand.
Thank you for giving me your honest opinion.
PROX wrote:I'll really enjoy LPing this. The game should be a lot more manageable now that there are checkpoints
I am really looking forward to see your LP of my project/episode, since I like to see what you may think about the diverse choices I did in terms of level design and ideas. There may be some strange things to come (not in a bad way, though). :-P
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Newer Team
- Shy Guy

- Posts: 6
- Joined: Thu Mar 23, 2017 1:34 pm
Postby Newer Team » Sat Jun 03, 2017 5:44 am
this is super Mario generations 
Last edited by Quill on Wed Jun 07, 2017 7:25 am, edited 1 time in total.
Reason: User alerted about post
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Sat Jun 03, 2017 11:14 am
I like it a lot better now, although I still belive it would look better if it was more rounded like the SMB3 one.
Newer Team wrote:this is super Mario generations 
Umm no it's not?
Last edited by Snessy the duck on Sat Jun 03, 2017 1:25 pm, edited 1 time in total.
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TLtimelord
- Red Yoshi Egg

- Posts: 2699
- Joined: Sat Dec 21, 2013 5:16 pm
- Flair: Info under raps
Postby TLtimelord » Sat Jun 03, 2017 11:59 am
Basically, nothing takes priority over each other, because everything has the exact same amount of lighting, nothing stands out, the piranha plant is at the same level of detail as the blocks and the background, and I think that's mostly where the style falls short. Take a look at how Yoshi's Island DS does their graphics. The enemies and special blocks have very thin outlines so you know stuff like that you can probably interact with. Background objects tend to have little to no outline, they're in the background and only apply to making things prettier. Solid top platforms usually have a thin but still thicker outline on the top while no outline on the bottom half. Landscape blocks have a pretty thick outline all around. It's not the perfect graphical style but just by looking at it you know what has a bigger influence on the player.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Postby MECHDRAGON777 » Sat Jun 03, 2017 11:01 pm
Sednaiur wrote:
How long will you be without a connection? I guess I -may- release the beta somewhere this month, but no safe promises for that. Also, I will give out a download-link slightly before releasing the beta (around some days before), so when it is up, you may know that my beta is comming pretty soon. 
Who knows, I will send ya a text message when it happens though. On the side of Graphics and level design, this looks promising. I also can not wait to record the trial.
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dynastylobster
- Bob-Omb

- Posts: 21
- Joined: Tue Jan 24, 2017 11:49 am
Postby dynastylobster » Thu Jun 15, 2017 9:27 pm
how long until the last 9% of refinement is done?
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Cacazk
- Tweeter

- Posts: 147
- Joined: Sun Mar 09, 2014 10:27 pm
Postby Cacazk » Sun Jun 18, 2017 9:03 pm
I played your demo and I ended up realizing that, besides being the best graphic design, it is the best level design too  ! On the level there are lots of secrets, lots of creativity with talkative npcs, interesting puzzles, captivating gameplay... and those HD are addictive! They totally change the gameplay!!
What I find very interesting, is that your level design looks a lot like the level design of SMB3! Your do not have that "freshness" of following the "beautiful" level design of others...
About these graphics... how can possible you make so many graphics so fast?? I try to do it too (not equal to yours) and I end up frustrating myself with the result, and that keeps me from doing more...
My favorite episode was Super Mario Star Expedition, now my favorite is this one too! I'm anxious to launch the complete episode!!!!!
Last edited by Cacazk on Mon Jun 19, 2017 7:06 pm, edited 3 times in total.
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