It's not early July anymore, too bad! I had to work on my contest level and then slacked off for like, five days or so, which means I couldn't work on this for like, two weeks. But it's not dead! I've been working quite hard on this, and finally finished the special level of world 2 that was a pain to design. I've made a lot of other changes, and finished designing 14 bonus levels, which took really long actually. But anyway, here have a screenshot. It's been time:
Sorry, couldn't resist. I guess I'm like, the biggest DK fan in the community. And yes, those barrels work, but they hide once used. I'd consider this level as the best one I ever made, along with Dramatic Deterrence, my SMBX: R Contest entry.
Let me guess, you used the pipe cannon glitch to make the barrel actually blast Mario right?
I can't help myself to hear the Bramble Blast music whenever I look to that screenshot. I'm not BIG fan of DK, but I certainly love the game, overall DKC3. By the way, why not show the other 14 levels as well? Or half of them? Anyway, what's that plant thingy on the top-right corner of the screenshot?
No, otherwise you need to press down to do it and it would heavily limit my possibilities. For instance, moving barrels wouldn't be possible with this glitch, and sideway barrels wouldn't work either. This works similarly to the exploding gimmick in Dramatic Deterrence. This is how it works:
The barrel is a friendly SMB2 mushroom block with foreground=1 (The top part is bgo, so not the entire barrel is fgo. It really looks like you are realistically jumping into it) and nogravity=1, and there is an axe in it with nogravity=1 as well. Once you take the axe, invisible blocks will appear (in this case below you) and throw you up.
I used Stickerbush Symphony in this, so you'll probably enjoy it. The plant thing is a bgo, which I deleted later because I didn't like it, so this is kinda outdated.
Wow, I can really see the connection to Super Mario Star Expedition. For your World 2 last screenshot, I find the background to be strange of using blue. I think that you should use a darker green or a mixture of brown and green to make it look like it your really inside vines :/. Other than that, I'm really look forward of playing it.
Are you talking about the sky behind the brambles? It's actually supposed to have some sky feeling to it. I might try it out recoloring, but I won't be able to make it look like you are realistically inside the brambles without adding some handmade detail unfortunately. I'm not capable to do that. Thanks for your comment, though!
I did use the tileset of the main hub in a wrong way, the insides of it, so I had to partially redesign it. I did sprite some tilesets and other graphics for this, but that's it. Not much. I'm currently trying to finish the five remaining mini-games (designing one mini-game usually takes three hours up to five hours), and then I'm going to design the boss. Idk how long those things will take, but I don't expect to get it finished in less than a week.
The screenshots for this episode look impressive, without any clash or cut offs, and the custom graphics look well-done. Looking forward to playing this.
I have decided to post some videos this time. I feel like, screenshot don't really show the nature of this episode, so here are three videos; one about a level, and two about mini-games. Please note the mini-games will only be available in the LunaDLL-version.
This is the first level. Some might remember this from the first demo, but it was heavily modified. You can't even recognize it anymore. I also chose this level because I thought it represents the nature of the episode extremely well.
There are six types of mini-games. Time Rush, which is the one presented in the video above, is one of those types. This is the easiest Time Rush challenge.
Another type of mini-game is Avoid Coins. If you collect a coin, you die instantly.
Oh, and thanks to Emral for uploading those.
And that's it. I hope you stay tuned for more. I'm really working hard on this and any kind of support will really help me out. I have to stay motivated. So comments are highly appreciated, and I mean both, compliments AND criticism.
zlakerboy357 wrote:My favoriite is probably the last one you showed off.
That one is probably one of my favorites, too. But from all challenges so far, this one is probably the most fun to play. Idk if it's just me. I'll do a harder version of it, too. You'll see that in Demo 6 or so, lol.
Darkonius Mavakar wrote:i saw Emral's videos, the levels look very nice, especially the challenges and the levels aren't tediously long, good work!
I really pay attention not to make those too long. There really won't be any challenge taking a minute unless you purposely try to procrastinate. And the levels won't be longer than like, five minutes as well. I think that's important because I don't want the player to replay so much if they die. It also makes the designing more convenient for me.