Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby FanofSMBX » Thu May 05, 2016 7:05 pm

I have an idea for a level, how about some overgrown ruins that Mario goes inside, and you have to find an upside down rainbow shell and bring it to a field of Munchers to cross them? And there can also be enemies and raised Munchers to jump on and over, sort of like lava slopes except Munchers aren't slopes.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby MUFASA RKG » Thu May 05, 2016 8:20 pm

First I would like to say thank you for your time of interest and your opinion. I highly respect it, means a lot.

That particular screenshot is an level titled "ABANDON GHOST CLUB" and that would be the entrance level to proceed on. However there is way too much going on with those plants, I must of been getting tired at 3 a.m. but I will be eliminating that silly little cluster. This is level "37" out of the 41 I have so far and the journey onto here has been tough, ( not ridiculous ) but tough as in the matter that Tanooki suit is a rare item. Ehh, some what lol. For this area, the suit will provided much help of relieve to get through certain rooms.

The screenshots with the bosses, more than one is seen yes but all but the main one talks. The others can not harm you yet leaving you to fight really only one. The situation tho is based on you beating him in time before Larry repeats the duplication process taunting the heroes with laughs. Should I add custom GFX? I am really interested but I do not have given permission leaving me to use the engine only. If I had partner to create my storyboards, then it would be easier on for my ideas to come to life.

Mind certain items of the game itself is very important for difficult areas to complete. I haven't release any items yet but the typical ones. Only one special item it out and has to either be found in the Mushroom Kingdom Castle, or one at the Mystic Valley Gift Shop. The levels can be beaten with small Mario which I will prove down the line with video demos and samples with no codes. Any ideas on making better boss battles? I love to add more intriguing ways to win boss battles.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby MUFASA RKG » Thu May 05, 2016 8:22 pm

FanofSMBX wrote:I have an idea for a level, how about some overgrown ruins that Mario goes inside, and you have to find an upside down rainbow shell and bring it to a field of Munchers to cross them? And there can also be enemies and raised Munchers to jump on and over, sort of like lava slopes except Munchers aren't slopes.

Sick! Sounds like a "Kaizo" skill attempt though.

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SOME VIDEO DEMO RECORDING SESSION

Postby MUFASA RKG » Fri May 06, 2016 12:13 pm

Afternoon everyone! Hope all is doing well and feeling alive! I recording finally some of the game earliest beginning and level stage for some brief examples of whats going on and kinda what to semi expect without giving in to spoilers and such pertaining to the story. The video of course showing you the game play and level design, will have plenty of errors you can see that I haven't corrected yet, none the less, please feedback and comments is more than welcomed. I will be posting some new screenshots later of the game and reveal more of the story I wrote for this game episode.

https://youtu.be/NDoPk9LEAHM

May 18th, I will be performing live in Rhode Island!
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NEW SCREENSHOTS!

Postby MUFASA RKG » Fri May 06, 2016 9:58 pm

Good evening and I hope everyone is enjoying their Friday as I keep working on the game episode to improve the level design and storyboard.
Yes I have a life lol, but just I'm dedicated to my work which is my life, well making art and freelance work that is but making this game come true means a lot and could hopefully get me into more favor of the indie community. Anyways I did go further into the story development and working on the HUB overall world. I've been taking previous advice and backtracking on levels and working on fixing annoying cut offs and sense of NPC placements. I do want to keep the game challenging, very, but sensible in a sense as once you beat the game once, it wasn't by luck as you will want to play again and find more areas that you have not found. New areas to the Motherland was created such as the extra passages to Mystic Valley, Pipe Land additional areas, Pipe Land "Ghetto Community projects, extra Bonus levels unlocked with stars and Koopaville is now in full progress. Additional areas of the game will include BOWSER VALLEY, THE LAVA PITS ( HELL ) and SKYLAND ( which will connect to the HEAVENS of the earth. ) More areas of the story will be enrolled for development such as THE GHOST BATTLE SHIP ( THE LAVA PITS ), CITY OF BOMB OMBS, BROOKLYN NEW YORK, HYRULE FIELDS, THE STAR ROAD, and original classic levels can be find in certain areas of the game referring to the classic "JUMPMAN" series. Although consider a spoiler, it has been done numerous of episodes of course and so forth but, certain areas of BRINSTAR will be found, and other areas of the considered above earth which connects from the BROOKLYN NEW YORK AREA, which is suppose to be considered an hidden area. I am not trying to make this areas easy to find either.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby Yoshi021 » Fri May 06, 2016 10:46 pm

Something that all these screenshots have in common is that you simply randomly fill the screen with random backgrounds, sceneries, and blocks. Here is an example of what not to do versus what to do.
Spoiler: show
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This is NOT something you did, but "what looks like your HUB" and a chunk of your levels seem to do this. You want to avoid mixing themes. In here I have cacti and a dry-bones that do not fit with the grass theme. You also want to avoid having certain art-styles mixed. There is no formula for this, but just try not having SMB1, SMB2, SMB3, and SMW enemies and backgrounds all bunched up together. I does not look nice.
Spoiler: show
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This is an actual screenshot of yours and there are plenty of imperfections: SMB1 and SMW grass, A SMW pipe and enemy, SMB3 blocks. Majority of the level is SMB3, so I recommend to change the SMW pipe to a SMB3 pipe. Also, reduce the amount of BGOs in your level. Its nice to have a sceneries, but don't spam them. Also, change them to SMB3 to avoid clashing. Also, make the space bigger. Everything is crammed in that small room. It would look nicer if you made that room bigger.
Spoiler: show
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This is something I quickly made and it looks a bit nicer. It is all SMW theme, nothing is cammed, has sceneries, enemies, and no cut-off. You don't have to have all one game style, but as long as it looks good together, it shouldn't clash a lot. Also, it is okay to have small rooms, but you should avoid that unless if you have a certain theme or gimmick that will only work in small rooms. The problem with small rooms is that it causes unfair deaths. You should try playing other episodes and levels so you can learn what looks good together. It will help a lot.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby MUFASA RKG » Fri May 06, 2016 10:57 pm

I appreciate the feedback. Thank you. I will be doing some backtracking on the HUB level design and take some more thought into combination of scenery.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby Yoshi021 » Fri May 06, 2016 11:01 pm

Also, if you want to see what an AMAZING HUB looks like, you should see the episode New Great Castle Adventure. You can find it in the "SMBX Worlds" found in the top of the page.

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NEW UPDATES AND VIDEO DEMO!

Postby MUFASA RKG » Wed May 11, 2016 11:47 pm

Good Evening everyone! As I just got done updated my studios with few more computers and workings studio equipment. Still as strong as ever, and focus, much and much progression has taken up on the game further with levels, stories and areas. I still need to go back and correct, edit, and re arrange certain areas of the game itself, but very playable so far. I have recorded a few clips and shots of what has been going on on the other computer which I'm working on the game from. Feedback is always welcome and help I always need. I appreciate your time to keep track of the progression of this game itself. Even for a first attempt and planning on many more, I want them all to revolve around a good story. Of course advance game play but with value of knowing how to get through areas and planning ahead. Below is the link to the second demo video I had release on my Youtube channel. Not the main one though.


https://www.youtube.com/watch?v=WEKbiiK ... e=youtu.be



Below is additional screenshots of what has been going on so far on in the game. 50 levels have been completed so far along with a written storyboard of the world area description that ties in with the story line. Below I broke down areas of the game in the main Hub World where you would connect to different areas by having the sufficient amount of stars scattered throughout the lands. Few rare hidden stars can be found in the game as well leading from hidden areas or double routes in completing levels. I have not yet completed music for the game yet but will be planning to starting tomorrow after some client design work.

MAIN MOTHERLANDS

1.GRASSLANDS PLAINS
2.BRICKLAND CITY
3. MUSHROOM CASTLE
4. CHERRY HILLS
5. PIPELAND
6.VANILLA DOME ( Hidden Area )
7.GOOMBA VILLAGE
8.MYSTIC VALLEY
9. KOOPAVILLE
10. PIPELAND COMMUNITY PROJECTS
11.SKYLAND
15.THE HEAVENS ( Hidden Area )
16. HYRULE FIELDS ( Hidden Area )
17. BROOKYLN CITY ( Hidden Area )
18.MUSHROOM KINGDOM ( Hidden Area )
19. BOWSER VALLEY
20. LAVA PITS
21. BRINSTAR
22. THE DARK MODGNIK ( Hidden Area )
23.YOSHI'S ISLAND
24. YOSHI'S PLAYHOUSE ( Hidden Area )
25. STAR ROAD ( Hidden Area )
26. SUNKEN BATTLE SHIP ( Hidden Area )
27. THE BOMB FIELDS ( Hidden Area )
28. DREAM WORLD ( Hidden Area )
29.THE TOADSTOOL KNIGHTMARE ( Hidden Area )

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http://www.facebook.com/bucketfreshstudios
http://www.reverbnation.com/label/bucketfreshstudios
http://www.bucketfreshstudios.bandcamp.com

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby Mable » Thu May 12, 2016 6:09 am

The biggest thing that i see in the screens is yet again the strange usage of the bgo. It juat doesn't look well imo.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby Circle Guy » Thu May 12, 2016 7:11 am

I think that logo is pretty good!

Anyway, try playing the Invasion 2 to get tips on clash and stuff.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby mariogeek2 » Thu May 12, 2016 8:43 am

Wow..... If this is your first episode, then I'll think you'll be able to improve greatly. Yeah, it definitely looks better than.... 'other' first time episodes (cough). You have a lot of promise in designing SMBX. My suggestion is, like Circle Guy, before you finish or work on this episode a lot more, to play some episodes generally considered "Good" by the community, such as the entire Tower of Biased series (Except for 1. Don't play the original), or The Invasion 2, or the entire 2k15 series. Take notes. Also, custom graphics will allow you to go a long way. Here are some graphics packs that will allow you to add a lot more to your levels: http://www.smbxgame.com/forums/v ... =31&t=6578, http://www.smbxgame.com/forums/v ... 31&t=12834, and http://www.smbxgame.com/forums/v ... =31&t=1386.

One more nugget of advice: Don't mix different game graphics. Example:
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You've got SMB1 BGOs, SMB2 BGOs, SMW Empty Coin Blocks, SMB3 Ice Blocks, and SMB2 Pipes. It's not what most people of the community would consider looking good. If you can fix that, then I'll think that this'll be a pretty good episode.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby TDK » Thu May 12, 2016 9:39 am

mariogeek2 wrote: One more nugget of advice: Don't mix different game graphics.
I don't see why he can't mix graphics. It can look good if done right.
Last edited by TDK on Thu May 12, 2016 9:40 am, edited 1 time in total.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby MUFASA RKG » Thu May 12, 2016 9:40 am

I do appreciate everyone's feedback as I do take the time to listen and take heed on advice. I'm still working on many cut offs and clashes. I know I use a lot of style mixture but I wanted to implement original feel to the game and world being based of the "FRESH SERIES". Still I'm learning not to over do it and use more logical sense when it comes to placement of scenery and backgrounds. Being this engine maker is an combination of all the old Mario classics, I wanted to use that to my advantage with having an love for colors and exciting visuals. I'm learning to use one game style for levels and areas so it doesn't look like a mess and keeps sense with past Mario games even though this is not an official Mario game. The game worlds , lands, and how certain items are placed, searched, or even empty useless blocks comes from within in the story line which I haven't revealed much. The Mario bros have always return back to the Mushroom and Motherland worlds so the empty coin blocks comes from past games or "episodes" where they have already used those items. Still i didn't use this nonsense for reason of doing this overboard and there is very limited areas with useless coin blocks, expect not all of them are good! Some of my favorite episodes was the GREAT CASTLE ADVENTURE, THE MUSHROOM ROBBERS, and few others. THE INVASION 2 was one of the first ones I played that came with the engine. Short and easy but was a fresh breathe of air for an Mario Game.

I would like to use Custom GFX but would I have permission and are they easy to install without hurting the current progress of this game development?

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby TDK » Thu May 12, 2016 9:47 am

MUFASA RKG wrote:I do appreciate everyone's feedback as I do take the time to listen and take heed on advice. I'm still working on many cut offs and clashes. I know I use a lot of style mixture but I wanted to implement original feel to the game and world being based of the "FRESH SERIES". Still I'm learning not to over do it and use more logical sense when it comes to placement of scenery and backgrounds.
Mixing graphics is okay as long as it looks good.

However I would prefer if you don't spam BGO everywhere.
MUFASA RKG wrote:I would like to use Custom GFX but would I have permission and are they easy to install without hurting the current progress of this game development?
Custom GFX are easy to use.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby mariogeek2 » Thu May 12, 2016 10:55 am

TheDinoKing432 wrote:
mariogeek2 wrote: One more nugget of advice: Don't mix different game graphics.
I don't see why he can't mix graphics. It can look good if done right.
The problem is, as a beginner, it's hard to mix different styles without making clash. It's sort of like a beginner chemist avoiding certain chemicals until he gets experienced enough to handle them.
MUFASA RKG wrote:I would like to use Custom GFX but would I have permission and are they easy to install without hurting the current progress of this game development?
The general rule among the SMBX community is that, unless the gfx developer specifically states that he/she wants permission, you don't need to ask for it as long as you give credit (By making a text file in the level folder entitled "Gfx Credits").

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NEW SCREENSHOTS!!

Postby MUFASA RKG » Sat May 14, 2016 3:18 pm

Good afternoon everyone. Hope all is having an great day! Just wanted to upload a few new screenshots of the game itself and whats new of course. Last couple days, I have been working on the Vanilla Dome area ( level ) and taking previous advice as such for BGO placement. There are a few shots from Koopaville as well which was older level development from last week designing so it may look like lil bit of mix and overcrowd clash but nothing that can be fix just a little. I haven't got back to it yet.

I've download a few packs and such but haven't placed them in yet. I just don't want to ruin the current levels of my game with the standard Gfx. Feedback and advice is always welcome along with questions. If I can learn just to include just custom NPC's and BOSS related NPC's, the game story would be more fun so I won't have to be too limited. I'm always looking for help co designers.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby Alagirez » Sat May 14, 2016 7:12 pm

woah woa the computer level looks neat
jk
The cave level looks pretty nice. Also your new screens looks better than before because the old... one was...... yeah.... cluttered.. Nice improvement.

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby Troshqui » Sat May 14, 2016 10:12 pm

This episode is too random and crazy...

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Re: Bucket Fresh Studios presents SUPER MARIO FRESH! ( In development series )

Postby mariogeek2 » Sat May 14, 2016 11:01 pm

Yeah, you've definitely improved. The levels have definitely improved. I hope you finish the episode. There's some more stuff that I could point out, but I don't want to be nitpicking and discourage you. This is pretty good for a first project.


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