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Fuyu
- Fry Guy

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Postby Fuyu » Thu Feb 04, 2016 1:20 pm
Yeah I don't know why did you remove the pattern on the terrain, it makes it looks rather bad to be honest. Also try adding some more scenery, the first two screens look REALLY empty. Also you're ready to release a demo? You never sent me any levels to review, you don't need my services anymore? I'm grateful, though, because I don't have my computer right now so I can't test anything.
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PixelPest
- Link

- Posts: 7111
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- Flair: Tamer of Boom Booms
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Postby PixelPest » Thu Feb 04, 2016 1:30 pm
Natsu wrote:Yeah I don't know why did you remove the pattern on the terrain, it makes it looks rather bad to be honest. Also try adding some more scenery, the first two screens look REALLY empty. Also you're ready to release a demo? You never sent me any levels to review, you don't need my services anymore? I'm grateful, though, because I don't have my computer right now so I can't test anything.
I plan on sending the demo to my beta testers one day before I release it to the public. I definitely still need my beta testers. I'll add more scenery soon to the world 1 screens, but not world 2 since I wanted the desert/badlands to be a little more sparse. Kinda just trying to get the layout down.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Thu Feb 04, 2016 1:49 pm
I wasn't talking about world 2, I was talking about the first two SCREENSHOTS. It's ok for world 2 to be sparse.
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DarwintheNameless
- Bot

- Posts: 55
- Joined: Fri Dec 11, 2015 5:07 pm
Postby DarwintheNameless » Thu Feb 04, 2016 4:10 pm
You should probably fix up that subject name, today's the 4th, not the eleventh.
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PixelPest
- Link

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Postby PixelPest » Thu Feb 04, 2016 6:00 pm
DarwintheNameless wrote:You should probably fix up that subject name, today's the 4th, not the eleventh.
Thanks. I'll fix that. Don't know what came upon me.
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DarwintheNameless
- Bot

- Posts: 55
- Joined: Fri Dec 11, 2015 5:07 pm
Postby DarwintheNameless » Thu Feb 04, 2016 8:57 pm
PixelPest wrote:DarwintheNameless wrote:You should probably fix up that subject name, today's the 4th, not the eleventh.
Thanks. I'll fix that. Don't know what came upon me.
No Problem!  In return for your kind thank you, I bless you, Sir Pest, with these criticisms:

The brick blocks in this screenshot look very odd against the perspective of the world map here. I think they should be edited to have a top-down view to fit with the rest of the map, but that would probably take some work if you still want them stacked on top of each-other.
The SMB3 rocks in this map should be a bit lighter, and the SMB2 cactuses look too detailed to be on a SMW style map. I suggest maybe getting rid of the latter and try to replace them with something a bit simpler.
The skulls, fortress and pyramids are fine tho
So are these maps still a work in progress? Cause I agree with what Natsu said, the map tiles seem kind of bland without the patterns on the terrain. The dirt could use some texture as well in my opinion.
Also, what happend to the screenshots of that Forrest level? Are you re-editing/remaking said level?
Aaaaaaaannnnnnnndddd I think that's all I have to say about this. Good luck on your episode! 
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PixelPest
- Link

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Postby PixelPest » Thu Feb 04, 2016 9:05 pm
Spiny Switch Trail (the forest level) has been officially nerfed. It didn't end up the way I wanted it to so I'm completely changing it into a different level. Thanks for the criticism on the world map. I'm definitely working hard on it. I think I'll keep the cactuses and blocks the way they are though. Btw, the rocks are so dark because they refer to the Badlands-themed world so I'll keep them like that too. I really appreciate all of the feedback though.
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DarwintheNameless
- Bot

- Posts: 55
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Postby DarwintheNameless » Thu Feb 04, 2016 10:57 pm
PixelPest wrote:Spiny Switch Trail (the forest level) has been officially nerfed. It didn't end up the way I wanted it to so I'm completely changing it into a different level. Thanks for the criticism on the world map. I'm definitely working hard on it. I think I'll keep the cactuses and blocks the way they are though. Btw, the rocks are so dark because they refer to the Badlands-themed world so I'll keep them like that too. I really appreciate all of the feedback though.
Thanks, good to see I am of some help 'round here
I see where you're coming from about the cactuses and rocks so I'll take your word for it, though I think the cactus should at least recolored with a SMB3 palette seeing as your episode aims to merge both the SMW & SMB3 art styles together.
Shame about that Spiny Switch level. I thought that one looked pretty interesting. I'm curious about what you're gonna do for the replacement though.
Again, good luck on your episode!
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PixelPest
- Link

- Posts: 7111
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Postby PixelPest » Fri May 06, 2016 8:21 am
Been doing some major work on this, especially the Lua componenents. Here's a look at what's going on:
Level Screenshots:
World Map Screenshot:
Gameplay Screenshots:
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MrPunchia
- Eerie

- Posts: 788
- Joined: Fri Dec 20, 2013 9:51 pm
- Flair: muncher moment
- Pronouns: any
Postby MrPunchia » Fri May 06, 2016 6:49 pm
The path between the pyramid thingy and the next level seems pretty long. I inherit this tip from Mudkip: try and make the paths 2-5 blocks long at best (I'm not saying if you go above that amount you're insane. By "at best" I mean you can put more, but I don't recommend you put a LOT more.)
Also hooray I'm a koopa shell
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PixelPest
- Link

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Postby PixelPest » Fri May 06, 2016 8:41 pm
MrPunchia wrote:The path between the pyramid thingy and the next level seems pretty long. I inherit this tip from Mudkip: try and make the paths 2-5 blocks long at best (I'm not saying if you go above that amount you're insane. By "at best" I mean you can put more, but I don't recommend you put a LOT more.)
Also hooray I'm a koopa shell
I purposely want the map to be spread out like that, because there are no paths. I want it to be more explorative and there are also interactive obstacles drawn with Lua that aren't shown here. Btw the pyramid thingy is a tent
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DarwintheNameless
- Bot

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Postby DarwintheNameless » Fri May 06, 2016 11:14 pm
O BOI UPDATE TIME
Everything looks pretty good so far. Is that world map supposed to be a revamped version of the world 1 map? If so then it looks like you've really livened it up some!
Also, what role do achievements play in this episode?
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PixelPest
- Link

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Postby PixelPest » Sat May 07, 2016 7:41 am
DarwintheNameless wrote:O BOI UPDATE TIME
Everything looks pretty good so far. Is that world map supposed to be a revamped version of the world 1 map? If so then it looks like you've really livened it up some!
Also, what role do achievements play in this episode?
Yes, I dis revamp the map and add something else special as I mentioned earlier. There are no paths, so the player can wander freely through the world map. However, they need to collect green shines from the Tent levels before they can enter other levels. In the case of World 1A (that's the one I posted), you need to collect 1 green shine from the Tent level to enter 1-1. The achievements give you rewards as you collect them. These include coins, power-ups, 1-ups, and some other special stuff that I'm going to keep secret for now...
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PixelPest
- Link

- Posts: 7111
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Postby PixelPest » Tue May 10, 2016 9:04 am
Oooooo:

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ProngoKingdom
- Blooper

- Posts: 168
- Joined: Fri Mar 11, 2016 2:45 pm
Postby ProngoKingdom » Tue May 10, 2016 11:52 am
PixelPest wrote:Oooooo:

Oooooo
Image isn't working for meeeee
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Nerx
- Swooper

- Posts: 75
- Joined: Thu Apr 14, 2016 12:57 pm
Postby Nerx » Tue May 10, 2016 11:57 am
I really like the achievement system you have going! I had that idea at one point when I was learning LunaLua, but I didn't have an episode to use it on. :P
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Tue May 10, 2016 2:45 pm
For some reason, the .gifv does not show with the "IMG" tag, but the link does, I wonder why? Either way, looks nice and what I tried to do in my CC12 level and failed on trying to do...
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PixelPest
- Link

- Posts: 7111
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Postby PixelPest » Wed May 11, 2016 9:42 pm
There are now three open spots for Beta Testers! Natsu was unable to continue in the position, but I also decided I should have three people instead of one. The requirements for being a Beta Tester are as follows:
You must have the most recent version of LunaLua (along with all of the APIs of course) installed and able to run.
You must be able to prove your worth! Please tell me if you've been a Beta Tester before, made critical comments on an Open Beta / Demo or even a fully-released episode previously, or judged levels (you don't necessarily need to have been a Level Judge). If you can show some other means not listed above of why you should be on the team please say so. I would also consider taking a fourth person along on the ride who has little experience just to get them involved.
You must be committed. I plan to have around 7 or 8 Demos before the full version that I would like to have tested before they are released, as well as the full version of the episode. You must be fully committed to testing all of the levels, game modes, features, and the world map for at least 5 of the Demos and the full version of the game.
Please let me know if you are interested
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