Re: Mushroom Kingdom Apocalypse
Posted: Wed Apr 26, 2017 7:09 pm
This project looks very promising! Wouldn't mind being a beta-tester for it 

Forums for SMBX
https://www.smbxgame.com/forums/
My dropbox account is same as it is here:Noodle wrote:I need either MECHDRAGON777 or PROX's username on Dropbox so I can share it.MECHDRAGON777 wrote:It did the same thing to me.PROX wrote:
I did, but I still couldn't see it. It kept redirecting me to my profile.
Look at the url: https://www.dropbox.com/home?preview=Da ... 5B1%5D.png
the `home?` part makes it go to your own account right then which no object is called `Dark_Orb` in either of our accounts.
sure I'll add youShadow_Flame wrote:This project looks very promising! Wouldn't mind being a beta-tester for it
Brilliant! Would you send me a download link for the levels you want me to test?PROX wrote:sure I'll add youShadow_Flame wrote:This project looks very promising! Wouldn't mind being a beta-tester for it
when I have enough of them, sureShadow_Flame wrote:Brilliant! Would you send me a download link for the levels you want me to test?PROX wrote:sure I'll add youShadow_Flame wrote:This project looks very promising! Wouldn't mind being a beta-tester for it
Everything should be fine, and so far, none of the testers found any issues with them.Cedur wrote:doesn't look too hard on first sight (except for the boss maybe). Did you check whether there are moving layers that could cause glitches on the mesh?
I have not got a chance to test it yet. Will tomorrow. I would assume if you tank a hit on the spikes, you can mess the thing up.Cedur wrote:doesn't look too hard on first sight (except for the boss maybe). Did you check whether there are moving layers that could cause glitches on the mesh?
The only real glitch is that movement layer glitch with the climbable fences. That can be easily fixed by changing everything to an npc.MECHDRAGON777 wrote:I have not got a chance to test it yet. Will tomorrow. I would assume if you tank a hit on the spikes, you can mess the thing up.Cedur wrote:doesn't look too hard on first sight (except for the boss maybe). Did you check whether there are moving layers that could cause glitches on the mesh?
I would guess moving fences, but I will try it out tomorrow.xDestroy wrote:Disrespect to my boy Iggy Koopa putting him as the first boss! Also, btw...
how do you get that star coin?
Moving fence coming out of the lava. Also Iggy isn't the first boss of the game, but he is the first castle boss and pretty challenging lol.xDestroy wrote:Disrespect to my boy Iggy Koopa putting him as the first boss! Also, btw...
how do you get that star coin?
It's going to use 2.0 and some Lunalua. They both incorporate Lunalua anyway, so yeah. Also yeah I'm hoping to get that done soon too. I'm really looking forward to working on the sceneries, levels, paths and whatnot.Pop Yoshi Bros wrote:Is good to see a good graphic designer doing his own project, why? because you are doing everything custom (and recolored)
Hope you finish the worldmap tileset soon so you can do the worldmap
BTW, does the project use Lunalua or 2.0? (just for curiosity, don't ask why I'm asking this)
I'm waiting for beta 4 before I continue. As of right now, I'm still making graphics.TheNewGuy wrote:Was any progress made?
Ok then,good luck!PROX wrote:I'm waiting for beta 4 before I continue. As of right now, I'm still making graphics.TheNewGuy wrote:Was any progress made?