Lowser's Conquest (relowserd!)

Share your work-in-progress SMBX episode or browse and support others'.

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Sednaiur
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Re: Lowser's Conquest (three more levels refined)

Postby Sednaiur » Sun Sep 18, 2016 7:27 pm

I could finish up the refinement (is that a correct word?) of world 3, save for one single toad house. Here are 12 screens of the updated levels save for a few, which I didn't need to update):
Spoiler: show
Image
Image
Image
I am also thinking about replacing the regular coins by pearls, to have something different, but this is not decided yet.
I also reworked the toad-GFX to let them look less like the SMB3-versions. I saw that they partially still had that original shading from SMB3. They are now a little bit taller and have two new "Hairstyles".
And the pictures of the bishoujo in the different toad houses now have 2x2 pixels instead of 1x1 pixels, to remove the dimensional clash.
Wohlstand wrote:Smooth moving camera between warp points also planned (as common mechanism of smooth camera moving which I also plan have with the events. But I think to have persistent time instead of persistent speed to align camera to target, because that will look smoother, and will don't annoy if camera motion target ends on VERY far position (sometimes I had this crap in SMBX Engine when wrongly applied section boundaries resizing)). Anyway in PGE Engine is different when player going inside same section or between different sections: camera will instantly move or camera will smoothly transit through darkness.
I am already looking forward to that feature. I would really like to have it looking like in SMB3, even though, it may not be important, these details are always a nice little touch. ^^
Wohlstand wrote:Take it ;-) http://wohlsoft.ru/docs/Music/MIDI/doom ... RUNNI2.mid
To listen same as on video, use PGE MusPlay, and: use ADLMIDI MIDI Device, disable tremolo and vibrato, then toggle bank #62 (Duke Nukem 3D), but you also can play with parameters and banks to listen differences. ADLMIDI supported on PGE itself and on LunaLUA-SMBX. So, to use same bank in game, you must append to end of music path the arguments:

Code: Select all

D_RUNNI2.mid|b62;v0;t0;
b - bank, v - vibrato, t - tremolo. Suggested to keep tremolo with banks 58 and 59, other banks are used in their games without those flags.
EDIT: Accidentally found that this music gotten from Blood game by 3D Realms (Level E3M6). Anyway, that game itself is OVER-filled with violence and blood (it's name of game!)

Also, musics used in previous video:
http://wohlsoft.ru/docs/Music/MIDI/Age% ... 0Wally.mid - as in-castle theme
http://wohlsoft.ru/docs/Music/MIDI/fokstrot___.mid - as bonus room (wasn't actually played because I doesn't visited bonus room in the video)
http://wohlsoft.ru/docs/Music/MIDI/Jazz ... 0Nazis.mid - used in boss room, that music from Wolfenstein 3D game, originally in IMF format (SDL Mixer X also can play that format)
If you want, I have collection of MIDI's here:
http://wohlsoft.ru/docs/Music/MIDI/
And much bigger collection here, include MIDI's made by myself:
https://yadi.sk/d/dy8O_1-ktcs9P
I do not really get what you try to tell me here (I am clueless about MIDIs and all that), but I am already thankful for you telling me the names of the games you have the music from. I just will check them (Duke Nukem, Wolfenstein 3D) out on Youtube. :-)
MECHDRAGON777 wrote:I was thinking your Space Tower was latter? Either way, I have been waiting for your nuclear Power plant! (I wish you can check my CC12 level as well.) I do plan on doing a 12 hour video and a lot of 30 minute videos as well.

Edit:
Spoiler: show
Image
The Sky Tower is located in world 1, while the Space Tower is located in world 6.
The nuclear power plant will be in world 8, and there is also a space station level located in my episode. It is not my community contest level though, since I think this would be boring and also lazy aswell to use it here. :-P

Also, seeing this screenshot shows me how much some graphics have changed up already since the Demo 2.1, especially the palmtrees and the star markers. xD
PROX wrote:so you decided to ditch the old thread for this one eh? No wonder I haven't seen an update in a while lol
Also LOL I see those water droplets xD. I did the same thing in my 1-2 level
I thought I just do it like most people did it with their project topics, so it starts off new and fresh. :-)
About the water droplets, I got the idea for them while listening to the track I used for that level (DKC Cave dweller), where you can hear these drops falling down. I think it fits such a level.
witchking666 wrote:
Sednaiur wrote: I already see the performance go up more too. Level 3-7 (the level with the sandstorm) has a lot less lag now, due to the removed second layer of FGOs in all the overworld-sections.
You could, theoretically, also use particles.lua for the sandstorm effect. Making it less laggy instead of just flatout removing it.
To be honest, I am really not a fan of the particle API, as all what I have seen from it (fires, snow, rain, mist, sparkling) it just generates 1x1 pixels, which just looks bad in a 2x2 pixels-environment, in my opinion. But if it can also generate everything at 2x2 pixels, I will happily use it for that purpose. :-)
bossedit8 wrote:Well then, still looking forward to this SMBX Episode. Let's hope it goes to completion so I can play the heck out of this SMBX Episode. A lot of it looks truly amazing.
Don't worry about the finishing of this project, as I finish it, even if the world stops spinning around. ^^
I am looking forward to see your playthrough of my little episode in the future. It will sure show off, how much of stability I could put into my game, to prevent sequence breaking and other stuff like this. :-P
Jayce 777 wrote:I noticed the support bar redirects us to the archived thread, so I whipped up a new code. Updated support code:

Code: Select all

[url=http://www.smbxgame.com/forums/viewtopic.php?f=90&t=16513][img]http://s10.postimg.org/9dpghzcfd/support_banner.png[/img][/url]
Yes, I forgot to change that, but I remembered it around four days ago. But would it not for your post, I would have forgotten it again, so thank you very much for the help. ^^

PROX
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Re: Lowser's Conquest (World 3 refined)

Postby PROX » Sun Sep 18, 2016 7:29 pm

I'm very impressed with the new developments taking place. Really looking forward to Let's Playing this in the future!!

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Re: Lowser's Conquest (World 3 refined)

Postby MECHDRAGON777 » Sun Sep 18, 2016 7:46 pm

Looks nice as always. I guess I can try to sequence break the episode as well. I do not know if I am "Allowed" to break the Visual Beta though... I like the glass pyramid though. Does that mean we should expect a lot of heat and fire in their? Also, are you replacing the HUD graphics via special .exe or are you replacing hard-coded graphics like normal?

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Re: Lowser's Conquest (World 3 refined)

Postby Hani » Sun Sep 18, 2016 8:36 pm

The shadow of the platforms in the temple level is much better since the old one is really bad. Right now World 3 looks great. For the Jupiter portrait from the toad house maybe you can draw one... :)

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Re: Lowser's Conquest (World 3 refined)

Postby Alagirez » Sun Sep 18, 2016 9:12 pm

Wow the refined levels look so muuuuuuuuuuuuuuuuuuch better and it's really atmospheric and beautiful! Great job ;-D
ummm....
What is the keyhole box thing in the red cave level screenshot?

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Re: Lowser's Conquest (World 3 refined)

Postby PixelPest » Sun Sep 18, 2016 9:23 pm

Camacho wrote:What is the keyhole box thing in the red cave level screenshot?
I'm pretty sure it's one of those LoZ blockades that you need a key to destroy, except this one is square instead of a thin rectangle

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Re: Lowser's Conquest (World 3 refined)

Postby bossedit8 » Sun Sep 18, 2016 9:26 pm

Camacho wrote:What is the keyhole box thing in the red cave level screenshot?
I have a feeling that once you touch it with your key or press a switch somewhere it will vanish. I also have a feeling that once upon vanishing items will appear from that box like coins or maybe power ups but that could be just me.

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Re: Lowser's Conquest (World 3 refined)

Postby MECHDRAGON777 » Mon Sep 19, 2016 12:21 am

I might do Demo 2.1 all in one video just for the fun of it.

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Re: Lowser's Conquest (World 3 refined)

Postby PROX » Mon Sep 19, 2016 12:24 am

MECHDRAGON777 wrote:I might do Demo 2.1 all in one video just for the fun of it.
that would be one HUGE video

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Re: Lowser's Conquest (World 3 refined)

Postby MECHDRAGON777 » Mon Sep 19, 2016 12:33 am

PROX wrote:
MECHDRAGON777 wrote:I might do Demo 2.1 all in one video just for the fun of it.
that would be one HUGE video
It would show case each level, and at the start of each world, I would put a little image overlay and the viewers can click on what they want to see, only downside is I need to k ow what-what is each level. I.E 4-1 is so and so, 3-4 is so and so... For the visual beta, if allowed, I will showcase that in a few ways. The first would be a silent playthrough showcasing the entire thing I am given. Another is a playthrough all in one video with all deaths cutout. Another is a LP with all deaths cut out. ...then you get the picture.

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Re: Lowser's Conquest (World 3 refined)

Postby bossedit8 » Mon Sep 19, 2016 9:37 am

Oh man more SML2 elements! I like it! It's funny that I played SML2 the other day and I beat it with ease unlike back then when I was younger that game oftenly killed me especially the bosses but now it's a piece of cake for me which is weird but well, that happened I guess. Anyway looking forward to more progress of this episode!

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Re: Lowser's Conquest (World 3 refined)

Postby ElectriKong » Mon Sep 19, 2016 11:35 am

bossedit8 wrote:Oh man more SML2 elements! I like it! It's funny that I played SML2 the other day and I beat it with ease unlike back then when I was younger that game oftenly killed me especially the bosses but now it's a piece of cake for me which is weird but well, that happened I guess. Anyway looking forward to more progress of this episode!
It is probably is because you played it before.

Anyway, by refining do you mean getting the levels the best they can be?

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Re: Lowser's Conquest (World 3 refined)

Postby loop » Mon Sep 19, 2016 12:41 pm

King of Eterity wrote:
bossedit8 wrote:Oh man more SML2 elements! I like it! It's funny that I played SML2 the other day and I beat it with ease unlike back then when I was younger that game oftenly killed me especially the bosses but now it's a piece of cake for me which is weird but well, that happened I guess. Anyway looking forward to more progress of this episode!
It is probably is because you played it before.

Anyway, by refining do you mean getting the levels the best they can be?
Pretty much, yes... fixing bugs and mistakes, getting rid of cutoff, et cetera... :geek:
Anyway, I see that the project is almost complete. Good luck! ;)

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Re: Lowser's Conquest (World 3 refined)

Postby Snessy the duck » Mon Sep 19, 2016 12:42 pm

Wow! I really like the direction in which this episode is going! I really like the refined levels, they're SO pleasing to look at! Definetly looking forward to playing the next demo! Good luck on this amazing episode! :)

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Re: Lowser's Conquest (World 3 refined)

Postby Sednaiur » Mon Sep 19, 2016 5:39 pm

Thank you all for the interest and comments. It is always nice to get feedback and suggestions like this. :-D
PROX wrote:I'm very impressed with the new developments taking place. Really looking forward to Let's Playing this in the future!!
Thank you a lot. I am happy to know that you also want to let's play my little episode. This may be very interesting since I didn't knew you are a let's player. ^^
MECHDRAGON777 wrote:Looks nice as always. I guess I can try to sequence break the episode as well. I do not know if I am "Allowed" to break the Visual Beta though... I like the glass pyramid though. Does that mean we should expect a lot of heat and fire in their? Also, are you replacing the HUD graphics via special .exe or are you replacing hard-coded graphics like normal?
As long as you sequence break it fairly (not using cheats) you can try your best (for the visual beta too, if you really like). Whenever you may succseed with that, I will see if I can fix it.
When I release the finished episode, I will have a lua-HUD created, which is meant to show the level's name, the so far collected Bishoujo Pics (in order) and maybe some other things too. It will be a custom HUD in any way.
Also, what do you mean by "Glass pyramid"?
Catastrophe wrote:The shadow of the platforms in the temple level is much better since the old one is really bad. Right now World 3 looks great. For the Jupiter portrait from the toad house maybe you can draw one... :)
Yes, the old shadow was looking bad. Now it also animates with the platforms and does not stay still like before. Also, thank you.
About Sailor Jupiter, I already drew her some years ago, but it is just a pencil drawing, so it would not fit into my project. I think the picture of Makoto-chan is good enough this way...soooo cute that I would hug her anytime. ^^
Camacho wrote:Wow the refined levels look so muuuuuuuuuuuuuuuuuuch better and it's really atmospheric and beautiful! Great job ;-D
Thank you. ^^
I think it looks a bit better than before, so I may have succseed in improving the old and dusty graphics. Some of them were still from 3 years ago and I even have found some very old BGOs in some levels that were not even supposed to be there since years. xD
Camacho wrote:ummm....
What is the keyhole box thing in the red cave level screenshot?
PixelPest wrote:I'm pretty sure it's one of those LoZ blockades that you need a key to destroy, except this one is square instead of a thin rectangle
bossedit8 wrote:I have a feeling that once you touch it with your key or press a switch somewhere it will vanish. I also have a feeling that once upon vanishing items will appear from that box like coins or maybe power ups but that could be just me.
Bossedit8 is right. You search a key and open the box that blocks your path, and at the same time it acts as a treasure cheast... a "safety treasure chest" that contains some blue and red diamonds.
MECHDRAGON777 wrote:I might do Demo 2.1 all in one video just for the fun of it.
I guess that would be interesting to see, since you said you have now a better PC, so I guess your performance could have gone up while playing. But it should not take too long for me to get the visual beta done, so it is up to you what you like to do in this case. :-)
bossedit8 wrote:Oh man more SML2 elements! I like it! It's funny that I played SML2 the other day and I beat it with ease unlike back then when I was younger that game oftenly killed me especially the bosses but now it's a piece of cake for me which is weird but well, that happened I guess. Anyway looking forward to more progress of this episode!
I have 9 SML2 levels finished so far, when also counting Wario's castle. One more is planned but I may end up doing two more instead of one, as I have an idea for another level. Also, doing SML2 levels is really fun, so why not. ^^
Yes, Super Marioland 2 is so old now, but also is still fun with it's custom elements. I always thought that SMW is vastly inspired by SML2 in terms of many of it's graphics.
My most favorite level of it may be the treetop level, but also the starworld boss-level, since it has this nice music. ^^
King of Eterity wrote:Anyway, by refining do you mean getting the levels the best they can be?
Not really "the best they can be" but more like removing old graphics that are not needed anymore, replacing single blocks in the fill with 2x2 and 4x4 blocks -to reduce filesize and block count, update old graphics that are still used, adding checkpoints to almost all levels, build in some new small little details etc.
It is quite a lot of work which I would have to do someday anyways, so I rather do it now instead of at the end. ^^
Jayce 777 wrote:Pretty much, yes... fixing bugs and mistakes, getting rid of cutoff, et cetera... :geek:
Anyway, I see that the project is almost complete. Good luck! ;)
Exactly. ^^
But it will still take a bit of time until I will be done. But yes, most of the project is already done by now, and once I have finished the refining, I finally can work onto the last around 30 levels that are left to do.
Thank you very much.
Snessy the duck wrote:Wow! I really like the direction in which this episode is going! I really like the refined levels, they're SO pleasing to look at! Definetly looking forward to playing the next demo! Good luck on this amazing episode! :)
I try to make them also pleasing to play, or I failed miserably. But I am sure I will not fail so hard on that, but let's see about that. ^^
Thank you. :-)

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Re: Lowser's Conquest (World 3 refined)

Postby PROX » Mon Sep 19, 2016 5:46 pm

yeah I am, I just haven't done SMBX very much lol

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Re: Lowser's Conquest (World 3 refined)

Postby MECHDRAGON777 » Mon Sep 19, 2016 7:05 pm

I am also very good at sequence breaking SMBX levels, and I am also a LPer and Long player... The light looks like glass on the pyramid level.

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Re: Lowser's Conquest (World 3 refined)

Postby Hani » Tue Sep 20, 2016 7:22 pm

Sednaiur wrote:Thank you all for the interest and comments. It is always nice to get feedback and suggestions like this. :-D

Catastrophe wrote:The shadow of the platforms in the temple level is much better since the old one is really bad. Right now World 3 looks great. For the Jupiter portrait from the toad house maybe you can draw one... :)
Yes, the old shadow was looking bad. Now it also animates with the platforms and does not stay still like before. Also, thank you.
Mako-chan is addictive. Always be drawing the symbol. And the shadow animates? Boy, you better make a youtube channel and upload how to videos. :)

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Re: Lowser's Conquest (three more levels refined)

Postby Wohlstand » Wed Sep 21, 2016 9:41 am

Sednaiur wrote: I do not really get what you try to tell me here (I am clueless about MIDIs and all that), but I am already thankful for you telling me the names of the games you have the music from. I just will check them (Duke Nukem, Wolfenstein 3D) out on Youtube. :-)
MIDI-files - are just a notes, and resulted sound is dependent from sound synthesizer and it's bank. In Windows Media Player and by ADLMIDI (MIDI synthesiser used in next programs: PGE MusPlay, PGE Editor/Engine, LunaLUA or SMBX-38A) are will sound differently.
About playing of this music file I explained you which controls you must change in the PGE MusPlay program to take necessary sound. That program is included with PGE package and you need run it manually, then drop any supported music file (in this case - our MIDI-file) to play it. I suggesting you playing over PGE MusPlay's controls to check out how MIDIs are will be played on it (I made it especially for pre-testing musics (include checking looped musics or other files) are there are will work in LunaLUA and in PGE, before including them into target levels). Be careful that in some cases you must do stop/play to apply changes of some controls.

About path arguments I meant extra line after music filename you need to add into custom music field to apply right MIDI playing settings:

Code: Select all

D_RUNNI2.mid|b62;v0;t0;
and about path arguments I detailed explained here: http://wohlsoft.ru/pgewiki/SDL_Mixer_X#Path_arguments
There are useful with PGE and LunaLUA to also choice track number for a file which contains multiple musics inside (NSF files for example, one file can contain over 30 different music themes!)

On Youtube you will just find playing ports which has non-original music sound (to have right sound need use a DosBox with configured Sound Blaster FM Synthesizer inside games). Anyway by the links I sent you in the "games" folder I stored many musics from various games include Duke Nukem and many others.

ADLMIDI itself is an OPL3 emulator based MIDI synthesizer which I used in SDL Mixer X to play MIDIs. It's alone MIDI synthesizer I have which:
  • 100% Works everywhere on any operating system
  • Results same sound everywhere
  • Lightweight (no need fat-weight banks which are usually in SF2 format (usually >1~500 MB). Every FM-Synthesis bank for OPL3 has ~2816 bytes!)

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Re: Lowser's Conquest (a bunch of levels fixed)

Postby Sednaiur » Sat Oct 01, 2016 9:26 pm

A bunch of levels got a little lift over:
Image
Image
Now, the second fortress in world 6 (which has the theme of being turned upside-down and rightside-up several times to advance) had it's boss not finished, because I simply forgot to do so. I feared therewould not be a sufficient amount of events and layers left for the boss, but it fits just to the last layer and event (99 used). Now there is a topsy turvy dumb dum in my project too, which already fears to get even harder headaches than usual. ^^
Also, most of the levels outside worlds 4, 5, and 6 are now done. The most work per level should be done when world 4 is finished.
Wohlstand wrote: MIDI-files - are just a notes, and resulted sound is dependent from sound synthesizer and it's bank. In Windows Media Player and by ADLMIDI (MIDI synthesiser used in next programs: PGE MusPlay, PGE Editor/Engine, LunaLUA or SMBX-38A) are will sound differently.
This is the only thing I partly already knew. I always think about a MIDI as kind of a music key. But since I never used them, nor have any other real experience with them, I cannot make a good use of them. But I like to learn more about them in the future. Right now I do not have the time for that, though. :-/
But thank you for the explanation and help. I will use it in the future. :-)


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