Re: Lowser's Conquest (three more levels refined)
Posted: 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):
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.
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
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.
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
Spoiler: show
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.
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: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 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. :-)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: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.Code: Select all
D_RUNNI2.mid|b62;v0;t0;
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
The Sky Tower is located in world 1, while the Space Tower is located in world 6.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
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
I thought I just do it like most people did it with their project topics, so it starts off new and fresh. :-)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
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.
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. :-)witchking666 wrote:You could, theoretically, also use particles.lua for the sandstorm effect. Making it less laggy instead of just flatout removing it.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.
Don't worry about the finishing of this project, as I finish it, even if the world stops spinning around. ^^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.
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
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. ^^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
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