Mario's Super Linear Adventure!

Share your completed SMBX episodes or play and discuss others.

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Saltlord
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Re: Mario's Super Linear Adventure!

Postby Saltlord » Tue Jan 05, 2016 1:24 am

Uh, I played the 1st world and I'm currently in world 2, but nothing similar happened so far. Anyway, I enjoy the episode so far and your levels are pretty fun.

Delete if Allowed 2
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Re: Mario's Super Linear Adventure!

Postby Delete if Allowed 2 » Tue Jan 05, 2016 6:59 pm

Sweet. Linear Levels.
These types of levels are so great.

Look at STTB and A2XT

Fennor
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Re: Mario's Super Linear Adventure!

Postby Fennor » Thu Jan 07, 2016 7:37 am

Nice episode so far, but I can't beat the level "Creepy Crossing". In the end there is a Boss fight against Big Boo, with purple flames and thwomp spiders. When I beat the Boos, the goal floats towards, but the goal box remains empty.

I tried it two times, I played as Peach using the LunaLua version of SMBX.

Vile Insomniaxe
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Re: Mario's Super Linear Adventure!

Postby Vile Insomniaxe » Thu Jan 07, 2016 2:12 pm

Fennor wrote:Nice episode so far, but I can't beat the level "Creepy Crossing". In the end there is a Boss fight against Big Boo, with purple flames and thwomp spiders. When I beat the Boos, the goal floats towards, but the goal box remains empty.

I tried it two times, I played as Peach using the LunaLua version of SMBX.

Thats incredibly odd. I just played it right now and everything worked fine. I checked and re checked the layer the exit roulette was on and everything. No issues. I wonder why it would do that?

Fennor
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Re: Mario's Super Linear Adventure!

Postby Fennor » Thu Jan 07, 2016 4:14 pm

I looked in the editor and couldn't find anything that's wrong either. Then I just placed the goal within the latest accesable screen so I could beat it. When I played it and defeated the Boos, I saw the goal dropping down on the floor for some reason. I tested it in a new level and the goal always does that as soon as it is forced to move.

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Re: Mario's Super Linear Adventure!

Postby Vile Insomniaxe » Thu Jan 07, 2016 7:11 pm

Thats really odd.

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Re: Mario's Super Linear Adventure!

Postby CynicHost » Thu Jan 07, 2016 8:15 pm

Maybe you could try reinstalling SMBX?

Fennor
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Re: Mario's Super Linear Adventure!

Postby Fennor » Fri Jan 08, 2016 11:05 am

I played through the game now. Overall it was enjoyable, most levels are straightforward as you'd expect from the title, but still fun. Music and atmosphere is nice too in most levels.

There are also a few things that could have been better though, (If those things aren't just bugged in my game like the goal in creepy crossing)

-Enemy placement mean sometimes. Can see them only after jumping when it is already too late to react
-At Bosses ememies sometimes spawn on you
-A Pipe in Airship rocket (clown car) level goes up instead of down
-Some Bosses seem to be impossible with Link, or at least very hard to hit, it would be good to have playerswitch blocks whenever a certain character is needed
-Level with propellar grab item not possible with Link?
-Mine cart level possible with characters that can't spin jump, at least I had no idea how to get out of it with peach
-Rainbow shells in rainbow road can't activate switches from the left (the part with a bridge made out of differently colored blockes)
-second rainbow level ist called Rainbpw
.Some of the BG graphics in "The Boiling Deep" don't have correct transparency
-Bowser coaster level: how can you know with what timing you have to activate the blue switch that starts the coaster at the part with the stomp pillars? The first pillar you can see, the second one you can't.
If you activate it too early you get past the first pillar but not the second
-also Boswer coaster after midway point. If you start the thing it will go up and you fall down because you move against the switch. (at least as big Luigi) Intuitively you would expect the platform to
go the other direction first.
-some enemies have annoyingly huge hitboxes
-enemy effects not customized
-Bosses are sometimes hard, sometimes easily outplayable (The blowfish boss is won as soon as you have them both on one side, look at them and camp at the throwable blocks). Especially the Bowser Bosses in the second to last level are very hard. They are doable when you practice enough and know where to stand, but you won't get much practice time since the level is very long and also not easy. Keep in mind that such Boss fights seem a lot easier when you have created them yourself and tested them without having to do the rest of the level all over aigain. And the very last level on the other hand is surprisingly easy.

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Re: Mario's Super Linear Adventure!

Postby Vile Insomniaxe » Fri Jan 08, 2016 3:41 pm

Fennor wrote:I played through the game now. Overall it was enjoyable, most levels are straightforward as you'd expect from the title, but still fun. Music and atmosphere is nice too in most levels.

There are also a few things that could have been better though, (If those things aren't just bugged in my game like the goal in creepy crossing)

-Enemy placement mean sometimes. Can see them only after jumping when it is already too late to react
-At Bosses ememies sometimes spawn on you
-A Pipe in Airship rocket (clown car) level goes up instead of down
-Some Bosses seem to be impossible with Link, or at least very hard to hit, it would be good to have playerswitch blocks whenever a certain character is needed
-Level with propellar grab item not possible with Link?
-Mine cart level possible with characters that can't spin jump, at least I had no idea how to get out of it with peach
-Rainbow shells in rainbow road can't activate switches from the left (the part with a bridge made out of differently colored blockes)
-second rainbow level ist called Rainbpw
.Some of the BG graphics in "The Boiling Deep" don't have correct transparency
-Bowser coaster level: how can you know with what timing you have to activate the blue switch that starts the coaster at the part with the stomp pillars? The first pillar you can see, the second one you can't.
If you activate it too early you get past the first pillar but not the second
-also Boswer coaster after midway point. If you start the thing it will go up and you fall down because you move against the switch. (at least as big Luigi) Intuitively you would expect the platform to
go the other direction first.
-some enemies have annoyingly huge hitboxes
-enemy effects not customized
-Bosses are sometimes hard, sometimes easily outplayable (The blowfish boss is won as soon as you have them both on one side, look at them and camp at the throwable blocks). Especially the Bowser Bosses in the second to last level are very hard. They are doable when you practice enough and know where to stand, but you won't get much practice time since the level is very long and also not easy. Keep in mind that such Boss fights seem a lot easier when you have created them yourself and tested them without having to do the rest of the level all over aigain. And the very last level on the other hand is surprisingly easy.
First, thank you very much for playing this beginning to end and taking the time to catch what I did not.

-I did my best to stay away from cheap hits. Which levels in particular had that problem?
-Where does the pipe in the rocket level malfunction? I usually took the low route to get through the level.
-I didnt design the game around multiple players, unfortunately. Minor detail, eh? I racked my brain enough with Mario alone, so the game is designed for him. I figured people would play the way they wanted to anyway. Ill be sure to let everyone know that its meant for mario.
-I said "screw it" with the rainbow shells not hitting switches. Difficulty toned down from what I really wanted, I guess.
-Ill fix the typo
-I could have sworn you were able to see when and where to move on the coaster level. Especially with extra switches to help anticipate its timing. Ill run though it again.
-Transparency, hit boxes and stuff like that are still out of my skill set. I honestly havent learned how to change that, yet. Also enemy effects. WIth SMBX 2.0 on the horizon, ill study on that and release my next game(hopefully) as one of the best made such as The Invasion.
-We know at this point what we are facing no matter what the gfx of the npc is. Its what we put around it that makes it difficult, and at world 3, i wasnt gona put too much around 2 (big boo) blowfish. Espeicially in an underwater setting. It wasnt meant to be difficult. The Hit boxes, however, as the Gooper Blooper in the Wrecked Airship, I really wanted to change. Absurdly big hit box.
-The last level, I felt, was the real final boss. It was tough platforming with a testing boss battle. The hardest part of the game should be the end. It did take me a few tried to complete the course and battle, but ultimately, I was able to do it multiple times. And really, what end Bowser boss battle has really been difficult? Perhaps if i could change his HP, then I could possibly alter it a bit....


All in all, thank you for taking the time to play my episode. I hope it was at least somewhat entertaining lol, cheers!

Fennor
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Re: Mario's Super Linear Adventure!

Postby Fennor » Fri Jan 08, 2016 4:23 pm

Vile Insomniaxe wrote:-I did my best to stay away from cheap hits. Which levels in particular had that problem?
One I remember in particular was an Ice level. There have been vines and Flurries (The sliding snowball things with shoes), some flurries have been big, it was a scroll leve. At the and of the room you are jumping around on vines, I jumped following a coin trail and landed infront of one of those big flurries who hit me.

I didn't really build much myself, but I think in order to fix the enemy death effects you just have to go to your graphics\effects folder, find the right effect and change it. You may have to search a little, but usually it is pretty clear which effect belongs to the enemy.
Vile Insomniaxe wrote:All in all, thank you for taking the time to play my episode. I hope it was at least somewhat entertaining lol, cheers!
Sure, the list of negative things may have been a lot longer, but that's just because pointing out the negative things individually is usually more construvtive. I mean... while pointing out a typo, pointing out a level that's spelled correctly doesn't make that much sense, does it? :D

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Re: Mario's Super Linear Adventure!

Postby RudeGuy » Fri Jan 08, 2016 5:46 pm

Fennor wrote:I didn't really build much myself, but I think in order to fix the enemy death effects you just have to go to your graphics\effects folder, find the right effect and change it. You may have to search a little, but usually it is pretty clear which effect belongs to the enemy.
You don't have to do this. Just put the custom effect for the enemy in the graphic folder, like how you use any other graphics.

Vile Insomniaxe
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Re: Mario's Super Linear Adventure!

Postby Vile Insomniaxe » Sun Jan 10, 2016 1:49 pm

Yeah, time is a commodity with me at the moment, so searching for the right death effect probably wont change.

On the big flurry level, I left boxes to go on to stay above the flurry. As with the vines. But in hindsight, i should have left more of a clue as to alleviate the cheap hit.

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Re: Mario's Super Linear Adventure!

Postby Vile Insomniaxe » Sun Jan 10, 2016 2:30 pm

Fixed a couple issues, if that means anything to anyone at this point.

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Re: Mario's Super Linear Adventure!

Postby stageleft » Tue Jan 12, 2016 12:15 pm

I downloaded it and played into the second world already and it didn't crash for me. I really enjoy how basic is starts moving into more and more complicated. I'll message again when I get further

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Re: Mario's Super Linear Adventure!

Postby KorayD » Wed Jan 20, 2016 7:49 pm

Hi there, I really like your episode.

A couple problems I found were no episode title in-game and a broken mid-way point checkpoint in Koopa Cold Storage, Inc. Also, The Troopa Armada's silver pipe is broken after the rocket sequence. I could not advance and farther than that. I also received a script error during the rocket sequence.

A couple corrected level names:

Happy Birthday from the Beyond
Warp to the Heavens (you capitalized "e" as well)
A Dance with Death

That's all I found.

Vile Insomniaxe
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Re: Mario's Super Linear Adventure!

Postby Vile Insomniaxe » Thu Jan 21, 2016 3:21 pm

I noticed the broken checkpoint on my 2nd play through. I wouldnt know how to fix that..... any ideas? Also the script error.... Havent encountered it, but do not know how to fix that....

Fennor
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Re: Mario's Super Linear Adventure!

Postby Fennor » Thu Jan 21, 2016 6:14 pm

KorayD wrote:Hi there, I really like your episode.

A couple problems I found were no episode title in-game and a broken mid-way point checkpoint in Koopa Cold Storage, Inc. Also, The Troopa Armada's silver pipe is broken after the rocket sequence. I could not advance and farther than that. I also received a script error during the rocket sequence.

A couple corrected level names:

Happy Birthday from the Beyond
Warp to the Heavens (you capitalized "e" as well)
A Dance with Death

That's all I found.
If I remember correctly there was a pipe with incorrect direction settings. You could go through the pipe by pressing up instead of down.

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Re: Mario's Super Linear Adventure!

Postby KorayD » Fri Jan 22, 2016 4:19 am

The last jump on the cloud and Koopa in Rainbow Race is impossible.

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Re: Mario's Super Linear Adventure!

Postby joelcanciones » Fri Jan 22, 2016 10:40 am

Hi: I am really liking your episode so far. It is one of the best episodes I have ever played. In fact it really feels like a real Mario game. Congratulations!!!

There's only one issue with it. The level in which you ride a rocket you need to press up instead of down to enter the pipe at the end and when you fight Boom Boom it is possible to get stuck because Boom Boom goes to the left and does not come back n you cannot finish the level without defeating him.

Besides that. Grat game!!!! Thanks!!!

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Re: Mario's Super Linear Adventure!

Postby joelcanciones » Fri Jan 22, 2016 12:34 pm

The level that is that is the big bowser stone head from Super Mario World is not assable because the checkpint only has the flagpole but no flag so it doesn't have a checkpoint.


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