The Red Virus

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lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Thu Jul 31, 2014 7:24 am

9pipbubbles wrote:
lighthouse64 wrote:Well guys I'm getting slow progress working by myself. :P I'm getting there though. I have finished 8 levels that are definetly not long. I will appreciate any help.
Spoiler: show
Unless any of you guys are helping make any levels.
I also decided to use png images to improve the quality. ;) I made the logo :D. This is the logo Image
I will also put it on the front page. Sorry for how bad it looks :P.
I think I should support this project. I mean no one else is. I hope I help.
Thx you make me feel happy. I would uprep u now but I can't

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Re: The Red Virus

Postby Sewpah » Sat Aug 23, 2014 2:31 pm

I can say that this project is not bad, but it's not so good neither. First, the project is not bad because the story is quite original. And second, it's not good because the level design is awful (cutoffs and unnecessary fusions). I'm looking forward to this project and I hope the level design gets better in the future.

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Re: The Red Virus

Postby Storm Destructor » Sat Aug 23, 2014 10:37 pm

Sewpah wrote:cutoffs
I'll just make a question: where are the cutoffs?
If you read the another posts in the first page, you'll see that this is a glitch.

lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Sat Aug 23, 2014 11:25 pm

Storm Destructor wrote:
Sewpah wrote:cutoffs
I'll just make a question: where are the cutoffs?
If you read the another posts in the first page, you'll see that this is a glitch.
Ok, yes that is a glitch.
@sewpah Uh, I'm getting better :)

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Re: The Red Virus

Postby Sewpah » Sun Aug 24, 2014 6:31 pm

Oh, I get it now. It's some kind of graphical glitch, right?

lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Sun Aug 24, 2014 11:43 pm

Sewpah wrote:Oh, I get it now. It's some kind of graphical glitch, right?
The parts where it looks like there's more than one pipe is a gfx glitch.

Also I finished the shy guy and snifit town. Any of you guys can make a level that has red snifits, shyguys, goomba's, koopa's, and cheep cheeps. I appreciate any help since I made the beginning of this episode all alone :(.

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Re: The Red Virus

Postby Mr Boboo » Mon Aug 25, 2014 3:27 pm

First off, you can fix the poor quality of the screens by pressing F12 in the editor. A screenshot will be taken as a .png and saved automatically. Find it in the screenshots folder, located in the SMBX folder.
Second off, the glitch backgrounds may be a result of the background in the SMBX vanilla graphics folder being changed. You may want to check and see if they got changed or even corrupted in any way. If that doesn't work then maybe try reinstalling SMBX.

lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Mon Aug 25, 2014 11:23 pm

Mr Boboo wrote:First off, you can fix the poor quality of the screens by pressing F12 in the editor. A screenshot will be taken as a .png and saved automatically. Find it in the screenshots folder, located in the SMBX folder.
Second off, the glitch backgrounds may be a result of the background in the SMBX vanilla graphics folder being changed. You may want to check and see if they got changed or even corrupted in any way. If that doesn't work then maybe try reinstalling SMBX.
Um, I whenever I press f12 my computer does nothing. Also I guess I might check that folder.

Any of you guys that are level editors are you making any levels??? :P

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Re: The Red Virus

Postby Superiorstar » Mon Aug 25, 2014 11:41 pm

lighthouse64 wrote:
Mr Boboo wrote:First off, you can fix the poor quality of the screens by pressing F12 in the editor. A screenshot will be taken as a .png and saved automatically. Find it in the screenshots folder, located in the SMBX folder.
Second off, the glitch backgrounds may be a result of the background in the SMBX vanilla graphics folder being changed. You may want to check and see if they got changed or even corrupted in any way. If that doesn't work then maybe try reinstalling SMBX.
Um, I whenever I press f12 my computer does nothing. Also I guess I might check that folder.

Any of you guys that are level editors are you making any levels??? :P
Then try Ctrl alt Prt sc .

lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Tue Aug 26, 2014 12:07 am

Superiorstar wrote:
lighthouse64 wrote:
Mr Boboo wrote:First off, you can fix the poor quality of the screens by pressing F12 in the editor. A screenshot will be taken as a .png and saved automatically. Find it in the screenshots folder, located in the SMBX folder.
Second off, the glitch backgrounds may be a result of the background in the SMBX vanilla graphics folder being changed. You may want to check and see if they got changed or even corrupted in any way. If that doesn't work then maybe try reinstalling SMBX.
Um, I whenever I press f12 my computer does nothing. Also I guess I might check that folder.

Any of you guys that are level editors are you making any levels??? :P
Then try Ctrl alt Prt sc .
Thx for the tip :)

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Re: The Red Virus

Postby lighthouse64 » Mon Sep 08, 2014 11:43 pm

Ok, I just wanted to say that the demo is out! :) I was waiting for supermariobuilder16 to come and see it, but that didn't happen so when It does I"ll post a second version. Ok here it is, the episode with a real great storyline, but really bad gfx :P. http://www.mediafire.com/download/sbhw9 ... dvirus.zip

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Re: The Red Virus

Postby SMBXRaptor » Tue Sep 09, 2014 5:50 am

wtf,screens is glithy. please fix

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Re: The Red Virus

Postby underFlo » Tue Sep 09, 2014 7:26 am

SMBXRaptor wrote:wtf,screens is glithy. please fix
You know, if you'd actually READ the thread before posting then maybe you'd know that his editor is glitched up and he doesn't know how to fix it/he fixed it and didn't update the screens.

lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Tue Sep 09, 2014 8:58 am

Nickname wrote:
SMBXRaptor wrote:wtf,screens is glithy. please fix
You know, if you'd actually READ the thread before posting then maybe you'd know that his editor is glitched up and he doesn't know how to fix it/he fixed it and didn't update the screens.
I didn't update the screenies. But thx for telling him.

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Re: The Red Virus

Postby Flying Brick » Tue Sep 09, 2014 3:32 pm

Well, I played through the demo (Going to assume it stops after the Shyguy & Snifit Town), and... well... there's room for improvement. I'm not gonna address the issue of cutoff, since other people have given you enough s*** for that as is. Here's my experience with the demo:
- The levels are... really bland. Nothing sets one apart from the other, except maybe the background.
- You use WAY too many themes in a single level. There's no need to put every single variety of grass you can find in one level. Just one is enough in most cases.
- The difficulty curve is almost nonexistent. Easy parts are followed by Paratroopa jumping, after which a simple town level follows.
- The music is fitting with the levels, no complaints about that.
- The world map is simplistic, but functional. Putting SMB3 tiles together with SMW ones looks pretty weird to me, though. Also, completing the cave level also unlocked the secret level, as that one is placed too close to the path. When the engine creates new paths, it checks a full 3x3 grid around each individual path section to continue the path. Therefore, you should make the world map bigger to put more space between the levels so you have an easier time making proper pathways.
- Lastly, and this is probably more of a pet peeve of mine, I can't stand text with spelling or punctuation errors, and the NPC's dialogue was full of them.
If I weren't already busy enough with my own project, I would love to help you out, but for now, this wall o' text will have to do. Hope you find this useful, and good luck with the rest of the project!

lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Tue Sep 09, 2014 11:44 pm

Flying Brick wrote:Well, I played through the demo (Going to assume it stops after the Shyguy & Snifit Town), and... well... there's room for improvement. I'm not gonna address the issue of cutoff, since other people have given you enough s*** for that as is. Here's my experience with the demo:
- The levels are... really bland. Nothing sets one apart from the other, except maybe the background.
- You use WAY too many themes in a single level. There's no need to put every single variety of grass you can find in one level. Just one is enough in most cases.
- The difficulty curve is almost nonexistent. Easy parts are followed by Paratroopa jumping, after which a simple town level follows.
- The music is fitting with the levels, no complaints about that.
- The world map is simplistic, but functional. Putting SMB3 tiles together with SMW ones looks pretty weird to me, though. Also, completing the cave level also unlocked the secret level, as that one is placed too close to the path. When the engine creates new paths, it checks a full 3x3 grid around each individual path section to continue the path. Therefore, you should make the world map bigger to put more space between the levels so you have an easier time making proper pathways.
- Lastly, and this is probably more of a pet peeve of mine, I can't stand text with spelling or punctuation errors, and the NPC's dialogue was full of them.
If I weren't already busy enough with my own project, I would love to help you out, but for now, this wall o' text will have to do. Hope you find this useful, and good luck with the rest of the project!
Yeah, It's kinda hard doing it alone. :/ I think I'll actually edit the levels through when I finish the whole story. Also I'm actually making a better level right now where you get goombas rained down on you.
Also, I think my levels might show progress of me getting better. My first levels weren't as good as my later on levels.

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Re: The Red Virus

Postby Flying Brick » Wed Sep 10, 2014 2:08 am

lighthouse64 wrote: Yeah, It's kinda hard doing it alone. :/ I think I'll actually edit the levels through when I finish the whole story. Also I'm actually making a better level right now where you get goombas rained down on you.
Also, I think my levels might show progress of me getting better. My first levels weren't as good as my later on levels.
Tell me about it. I'm also making an episode on my own (though unlike you, I'd rather keep it that way), so I get your problem. Be careful with that approach, though. I tried that once and ended up scrapping 50-some levels because no amount of editing was gonna make them any less forgettable.
That Goomba rain concept sounds pretty interesting. If that's the main hazard in your level, you might want to keep the platforming to a minimum so you can really focus on clever places for the Goombas to drop. By that I mean don't make loads of small platforms, but one big one, with an occasional pit or two. That also gives you more room to put down blocks and such. Putting in a lot of time in your levels can be very rewarding. Heck, I usually spend a couple hours to gather and test custom graphics, and then I take a day or two to actually make a level(It's also why I haven't made any significant progress on my project yet...). What you should ask yourself when making a level is:'What will set this level apart from the rest?'

lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Wed Sep 10, 2014 2:22 pm

Flying Brick wrote:
lighthouse64 wrote: Yeah, It's kinda hard doing it alone. :/ I think I'll actually edit the levels through when I finish the whole story. Also I'm actually making a better level right now where you get goombas rained down on you.
Also, I think my levels might show progress of me getting better. My first levels weren't as good as my later on levels.
Tell me about it. I'm also making an episode on my own (though unlike you, I'd rather keep it that way), so I get your problem. Be careful with that approach, though. I tried that once and ended up scrapping 50-some levels because no amount of editing was gonna make them any less forgettable.
That Goomba rain concept sounds pretty interesting. If that's the main hazard in your level, you might want to keep the platforming to a minimum so you can really focus on clever places for the Goombas to drop. By that I mean don't make loads of small platforms, but one big one, with an occasional pit or two. That also gives you more room to put down blocks and such. Putting in a lot of time in your levels can be very rewarding. Heck, I usually spend a couple hours to gather and test custom graphics, and then I take a day or two to actually make a level(It's also why I haven't made any significant progress on my project yet...). What you should ask yourself when making a level is:'What will set this level apart from the rest?'
Well, the goomba's have cliffturn =1. I think it'll be really fun. It gets really scary if you try to stay in an area for a while. There's also a cannon like thing.

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Re: The Red Virus

Postby Flying Brick » Wed Sep 10, 2014 2:34 pm

lighthouse64 wrote: Well, the goomba's have cliffturn =1. I think it'll be really fun. It gets really scary if you try to stay in an area for a while. There's also a cannon like thing.
Ah, a level that forces you to keep moving without autoscrolling, eh? Sounds interesting.
Quick question, have you played many other episodes? Playing other peoples' work is a good way of both learning and getting new ideas.

lighthouse64
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Re: The Red Virus

Postby lighthouse64 » Wed Sep 10, 2014 2:45 pm

Flying Brick wrote:
lighthouse64 wrote: Well, the goomba's have cliffturn =1. I think it'll be really fun. It gets really scary if you try to stay in an area for a while. There's also a cannon like thing.
Ah, a level that forces you to keep moving without autoscrolling, eh? Sounds interesting.
Quick question, have you played many other episodes? Playing other peoples' work is a good way of both learning and getting new ideas.
Uh, the invasion 2. I kinda suck at playing levels so that's why they're getting better because I'm getting better at playing levels.


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