Super Mario-Troid - Trailer!

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Snessy the duck
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Re: Super Mario-Troid - New Screenshots 2/2

Postby Snessy the duck » Fri Feb 03, 2017 11:35 am

The only part I don't really like about the screens is that the dirt hills (Those in the 3 last screens) are way too similar to the ground tiles, meaning some people could get confused if they are solid or not. Otherwise, this is really awesome, might pick up the demo at one point!

MECHDRAGON777
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Re: Super Mario-Troid - New Screenshots 2/2

Postby MECHDRAGON777 » Fri Feb 03, 2017 1:03 pm

I have to report a bug. After dying in Shygon after getting the Mushrooms, I lost the ability to jump. (I did save in Shygon)


Also, I would recommend using a health system instead of the classic Mario system if you need to make the power-ups mandatory. Example is making the drop item switch between power-up states if you have the item making a counter when you get hit, you lose one life, and if it hits zero, game over. (Lifes being Energy replacement which you alter the maximum through lua. (You can make Enemies drop coins and lives that way.) Just a suggesting?

From here out, I had to play without the ability to jump normally. I will give a cookie to who can guess how I bet the demo without it.
Now for some more bugs:
Sequence Break: show
Image
Key through any wall: show
Image
Image
Lose jump if you leave the first level by any means except by going to Shygon Wastes: show
Image

LM280
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Re: Super Mario-Troid - New Screenshots 2/2

Postby LM280 » Fri Feb 03, 2017 9:33 pm

Snessy the Duck wrote:The only part I don't really like about the screens is that the dirt hills
Does darkening them improve at all?
Spoiler: show
Image
MECHDRAGON777 wrote:I have to report a bug. After dying in Shygon after getting the Mushrooms, I lost the ability to jump. (I did save in Shygon)
Um I watched the video and checked the code from the old demo, but I'm honestly not sure how that's happening. But, the code has changed a lot since then and I have never had this happen, so maybe it will work right in the new demo coming in a few days.
Also, I would recommend using a health system instead of the classic Mario system if you need to make the power-ups mandatory. Example is making the drop item switch between power-up states if you have the item making a counter when you get hit, you lose one life, and if it hits zero, game over. (Lifes being Energy replacement which you alter the maximum through lua. (You can make Enemies drop coins and lives that way.) Just a suggesting?
It's not a bad idea, and I may implement it, but at this point I'm not sure if it's necessary since classic power-ups are normally only needed to reach a new area and you can get items at your ship at any time.

As for the 1up in the room with the water, that was intended to be possible, but more difficult, without the Gravity Cap, like many sequence breaks in Metroid.
And the thing you did with the key just seems like a normal SMBX glitch so I don't really know what to do about that either.

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Re: Super Mario-Troid - New Screenshots 2/2

Postby MECHDRAGON777 » Fri Feb 03, 2017 10:54 pm

Luigimario280 wrote:
Snessy the Duck wrote:The only part I don't really like about the screens is that the dirt hills
Does darkening them improve at all?
Spoiler: show
Image
MECHDRAGON777 wrote:I have to report a bug. After dying in Shygon after getting the Mushrooms, I lost the ability to jump. (I did save in Shygon)
Um I watched the video and checked the code from the old demo, but I'm honestly not sure how that's happening. But, the code has changed a lot since then and I have never had this happen, so maybe it will work right in the new demo coming in a few days.
Also, I would recommend using a health system instead of the classic Mario system if you need to make the power-ups mandatory. Example is making the drop item switch between power-up states if you have the item making a counter when you get hit, you lose one life, and if it hits zero, game over. (Lifes being Energy replacement which you alter the maximum through lua. (You can make Enemies drop coins and lives that way.) Just a suggesting?
It's not a bad idea, and I may implement it, but at this point I'm not sure if it's necessary since classic power-ups are normally only needed to reach a new area and you can get items at your ship at any time.

As for the 1up in the room with the water, that was intended to be possible, but more difficult, without the Gravity Cap, like many sequence breaks in Metroid.
And the thing you did with the key just seems like a normal SMBX glitch so I don't really know what to do about that either.
If you make the key not solid from the sides, you can prevent the player from skipping through the wall like that. (You can keep "Playerblocktop=1")

Snessy the duck
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Re: Super Mario-Troid - New Screenshots 2/2

Postby Snessy the duck » Sat Feb 04, 2017 10:29 am

No, darkening them doesn't seem to help a lot, maybe darken them some more or change them completely. Also, those two red goombas are a little too close to eachother in that screen, so you should probably either remove one of them or space them out a little.

LM280
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Re: Super Mario-Troid - New Screenshots 2/2

Postby LM280 » Sat Feb 04, 2017 10:49 am

Snessy the duck wrote:No, darkening them doesn't seem to help a lot, maybe darken them some more or change them completely. Also, those two red goombas are a little too close to eachother in that screen, so you should probably either remove one of them or space them out a little.
Spoiler: show
Image

Snessy the duck
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Re: Super Mario-Troid - New Screenshots 2/2

Postby Snessy the duck » Sat Feb 04, 2017 10:51 am

It's probably the fill that's bothering me, try changing it to something else.

LM280
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Re: Super Mario-Troid - Trailer!

Postby LM280 » Mon Jun 12, 2017 11:14 pm

Official Trailer has been released!


I will update soon with more screenshots and an updated demo!

SuperMarioUltra
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Re: Super Mario-Troid - Trailer!

Postby SuperMarioUltra » Sun Mar 11, 2018 11:54 am

You n Mario-troid.... what are the names of all the places in the game?


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