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Re: Mario & the 7 Orbs (New screens)
Posted: Mon Mar 20, 2017 4:55 pm
by Sambo
I just re-uploaded demo 2. The way Dropbox handles links just got changed.
Re: Mario & the 7 Orbs (New screens)
Posted: Fri Mar 24, 2017 12:43 pm
by Snessy the duck
So, it seems like the demo's kinda broken, as I always get this error message when I try to start a stage:
Do you know how to fix this. Also, I'm using 2.0 beta 3.
Re: Mario & the 7 Orbs (New screens)
Posted: Sat Mar 25, 2017 8:57 pm
by Sambo
Try downloading this and copying it over the lunaworld.lua in the episode folder:
https://gist.github.com/anonymous/bc20a ... 78e76668e9
Let me know if that works or not.
Re: Mario & the 7 Orbs (New screens)
Posted: Sun Mar 26, 2017 5:19 am
by Snessy the duck
Now this happens whenever I try to start a stage:

Re: Mario & the 7 Orbs (New screens)
Posted: Sun Apr 02, 2017 1:26 am
by Sambo
Sorry for the slow response. I'm near the end of a term, and I've been really busy.
I just went through and fixed the code. I tested it, and it will work now. I still don't know for sure how I uploaded it in such bad condition. I thought I tested it, but must have made a change that broke it by accident
after I tested it.
You can get the fixed version
here.
Also updated the OP.
@Enjl: I saw your new API, and I'll be including it in the next update to help with the longer paths on the map.
Re: Mario & the 7 Orbs (New screens)
Posted: Sun Apr 02, 2017 5:32 am
by Snessy the duck
Thanks dude! It worked! I'm really enjoying the episode so far, I'm now at the northern castle road and heading to the right, and judging by the world map, I have A LOT to explore. Here's a suggestion though, I think making it so you can see to what worlds the different castle roads go to from the world map (Like the signs do in the stage), as you might want to go to the forest world first, and then you would have to go into the level only to realize that you're on the wrong path, and have to die to return to the map. Also, some of the enemies' death effects are broken.
Re: Mario & the 7 Orbs (New screens)
Posted: Sun Apr 02, 2017 2:16 pm
by Sambo
I won't be adding signs like those to the world map, but I am making a custom pause menu that will have an "Exit to world map" option. It will let you exit the level, but won't save the Dragon Coins you collected. (Dragon Coins are saved at checkpoints, though.)
How are the death effects broken? Do they just have messed-up masks?
Re: Mario & the 7 Orbs (New screens)
Posted: Mon Apr 03, 2017 11:54 am
by Snessy the duck
Sambo wrote:I won't be adding signs like those to the world map, but I am making a custom pause menu that will have an "Exit to world map" option. It will let you exit the level, but won't save the Dragon Coins you collected. (Dragon Coins are saved at checkpoints, though.)
That's a great additon, but will that also save your current powerup and/or coin amount?
Sambo wrote:How are the death effects broken? Do they just have messed-up masks?
Yeah, they have broken masks.
Also, I have another thing. The shop seems rather pointless to me, as you can get most of the items easily in the levels themselves and only the power star is really impotant. Plus, it's a secret level, so players that don't look for secrets could easily miss it. Will there be more shops later in the game? I'd recommend maybe moving the shop to to Peach's Castle and giving it more items.
Re: Mario & the 7 Orbs (New screens)
Posted: Mon Apr 03, 2017 9:09 pm
by Sambo
More items are unlocked as you get Dragon Coins (except for in the shop on Mario's Island). You can unlock the Ice Flower, the Tanooki Suit, and the Hammer Suit. In future versions, you'll be able to unlock springs (which will go in a special inventory slot and are one-use), bombs (You can hold 9 like Link), and all the types of shoes.
The shop in Peach's Castle is actually a pretty good idea. I might do that.
There might be a lot of broken masks. I used Gifs2PNG on them, but that caused issues (though, looking back, it was probably something else), so I changed back, and that's when I got a bunch of broken masks. Going through and finding them is a bit tedious, so if you could just get a list of all the levels where that happens, as you encounter it, I would appreciate it. (BTW, deleting the *m.gif images for the broken ones should fix this in most cases. Most of them are just solid black and those generally are just supposed to use the vanilla masks.)
Re: Mario & the 7 Orbs (New screens)
Posted: Tue Apr 04, 2017 11:19 am
by Snessy the duck
Hmm... I don't think having all the shoes avaliable at all times would be a good idea, as it could break some levels, especially with the blue shoe. I suggest making only the green shoe avaliable. Also, I don't really see where a spring would be useful, as the levels don't seem to be designed around them. Maybe replace it with a starman? It would also go in a special inventory slot and would be one use, but I think it would be better suited for levels and more useful. Also, I think the mask errors generally happened with rexes and the blue spinies, as far as I remember.
Re: Mario & the 7 Orbs (New screens)
Posted: Tue Apr 04, 2017 5:45 pm
by Sambo
I don't see abuse of the shoes as a large issue, for a couple of reasons.
1) The shoes will all be pretty expensive, discouraging use in levels where they weren't intended to be used.
2) There is little benefit to using them in levels for which they were not intended. All my levels have ceilings, and in places where you don't need to walk on lava to progress, having a red shoe probably won't be worth the higher price.
All the places where they are needed will be clearly marked with signs, so you won't be left to guess and waste money either. Springs will be comparatively cheap, and they will grant access to high areas. I suppose you could use a blue shoe here instead, but that would be much more expensive (Why pay 900 coins or so for a blue shoe, when you can buy a spring for 50 and it works just as well in the current situation?) and might not be helpful on the path opened to you by the spring.
I may find that it becomes an issue later. If this is the case, I'll worry about it then.
EDIT: Updated level design kit link, at someone's request.
Re: Mario & the 7 Orbs (New screens)
Posted: Sat Apr 15, 2017 6:26 am
by Snessy the duck
Okay, I have some things to add:
The Shy Guy enemies that replace koopas in West Castle Road break if you tail whip them. I think this can be fixed with LUA.
There's some areas in Gelato Road where there's cutoff:
SM64 And a half's name cuts off on the world map (By the way, this and Super Mario 2D World are really weird level names and don't make a lot of sense to me.)
There's cutoff when the path to the lava world is revealed:
I found out a sequence break in Eastville, I was able to get the star before even getting the key. The door was unlocked and the maid acted like I had already been there.
Also, imo the shop script isn't that good imo, by the fact that Mario crouches when going down and the fact that when you exit it, your reserve item automatically drops. I'd recommend making it more like Hypnosis Redo's shop system.
Edit: Also, I'd recommend removing the 100 Coins = 1up system, since you can stock up on lives pretty fast and there's a lot of coins in the levels.
Re: Mario & the 7 Orbs (New screens)
Posted: Thu Apr 20, 2017 12:29 am
by Sambo
Thanks for finding these. I'll fix them eventually.
Re: Mario & the 7 Orbs (New screens)
Posted: Sat Mar 03, 2018 4:11 pm
by TheNewGuy
Was any progress made on this?