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Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Posted: Mon Nov 10, 2014 6:10 am
by CreatorForce
The project good so far. Anyway good job @Imaynotbehere4long. Good luck your project !

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Posted: Thu Nov 20, 2014 10:51 am
by Waddle
The sonic 3D level caused ALOT of lag. This made it almost unplayable.
But it looked good!

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Posted: Thu Nov 20, 2014 7:06 pm
by Imaynotbehere4long
Waddle Derp wrote:The sonic 3D level caused ALOT of lag.
Wait, seriously? It never lagged for me. Did you try restarting SMBX? What type of computer are you using?

This info is making me sad because it means that some people won't be able to play my future isometric levels properly (after all, Greengrove barely counts as a level, so I planned to make more).

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Posted: Fri Nov 21, 2014 1:20 am
by Waddle
Imaynotbehere4long wrote:
Waddle Derp wrote:The sonic 3D level caused ALOT of lag.
Wait, seriously? It never lagged for me. Did you try restarting SMBX? What type of computer are you using?

This info is making me sad because it means that some people won't be able to play my future isometric levels properly (after all, Greengrove barely counts as a level, so I planned to make more).
I tried closing and opening SMBX, and it sort of helped.
EDIT: nevermind, found the problem. I had 5 programmes updating at once. Oops.

Re: Chaotic Culmination: Universe Rescuer (Banner v0.1 compl

Posted: Fri Nov 21, 2014 2:30 pm
by Imaynotbehere4long
Waddle Derp wrote:EDIT: nevermind, found the problem. I had 5 programmes updating at once. Oops.
Oh, okay. That makes me feel better. It's nice to know that my level wasn't the problem.

Re: Chaotic Culmination: Universe Rescuer (update 12/8/14)

Posted: Mon Dec 15, 2014 3:01 pm
by Portaling_01
Imaynotbehere4long wrote: Green Hill Zone based level Updated (v 1.1)
When I was thinking of what to make for my episode's first public level, I went with something that I knew everyone in a Super Mario Bros. based community would be fond of: Sonic the Hedgehog! Okay, technically I started with this mode 7 tech demo, but that wasn't really a level, it was a tech demo. Anyway, this level takes advantage of the editor's inability to pause to provide a musical intro before the loop jumps in. For the updated version, I fixed the alignment of the grass and checkered tiles, as well as slightly decreased the amount of time the sign spins. No loop-dee-loops, though; that's for another update.
Hope this isn't a horrible bump, but I think a recolored Somari skin would go really great with this level. Other than that, I love the production on this so far!

Spoiler for: Luigi Somari Sprites (not mine, from ZONORM.)
Spoiler: show
Image

Re: Chaotic Culmination: Universe Rescuer (update 12/8/14)

Posted: Mon Dec 15, 2014 3:35 pm
by Imaynotbehere4long
mariofan064 wrote:Hope this isn't a horrible bump, but I think a recolored Somari skin would go really great with this level.
In case you didn't notice, the sign at the end with Mario's likeness on it is a recolored Somari sprite. ;)

As for player sprite-swaps, I don't want to use many since they are known for causing SMBX to lag, and the only reason I used them for Green Grove is because there's no way to make the base player sprites fit with that level.

TO ANYONE FOLLOWING MY PROJECT: I'm about 2/5ths done with my next level (like I said, this level will be quite long, but I'll make sure it's feasible), but I'm having trouble getting my events to work properly. It appears that having an event "show" an NPC generator will cause it to trigger its "activate" event (even when it's in a different section), but if it goes off-screen or SMBX "hides" the layer, its "Death" event is triggered. I've been desperately trying to get my events to work, but it seems like the more I work on it, the more problems pop up. I'm sure I'll be able to figure out some way to get them to work, though; just be patient.

Re: Chaotic Culmination: Universe Rescuer (update 12/8/14)

Posted: Wed Dec 17, 2014 6:33 am
by dslkfm231
Man this is awesome my favorite part is just the sonic 3d blast level although it should be longer its still amazing

Re: Chaotic Culmination: Universe Rescuer (update 12/8/14)

Posted: Wed Jan 14, 2015 10:35 am
by superhammerbros100
I definitely died at the Green Grove map.

(Not that i lost, i mean that i died from awesomeness)

Re: Chaotic Culmination: Universe Rescuer (update 1/25/15)

Posted: Sat Jun 06, 2015 10:42 am
by InsanityWars
I'm busy compiling the levels into one world, as well as adding levels to the project.


EDIT: I give up.

Re: Chaotic Culmination: Universe Rescuer (update 1/25/15)

Posted: Sat Jun 06, 2015 7:46 pm
by Imaynotbehere4long
InsanityWars wrote:I'm busy compiling the levels into one world, as well as adding levels to the project.


EDIT: I give up.
You won't need to worry about compiling the levels into one world because I'll do that myself if I ever finish this project. Plus, the level I'm making right now will use another temporary wld file, like Death Mountain, so compiling the current levels into one world map would just be more trouble than it's worth; you can just play the levels in the Level Editor, though.

Also, if you're willing to donate a level, just upload the level (and any CGFX you want to use) to MediaFire or Dropbox, then send the link to me via PM.

Re: Chaotic Culmination: Universe Rescuer (cancelled 7/1/15)

Posted: Wed Jul 01, 2015 3:19 pm
by Imaynotbehere4long
To those of you following my project (I'm sure there are some), you may have noticed that it has been a while since the last update, and even longer since the last level was released. Although progress was being made, progress had been really slow (it has almost been ANOTHER YEAR since my last level), and that combined with the incredibly ambitious scope I had for this project, like fully animated cut-scenes, near-perfect recreations of various franchises' enemies and bosses, and having all of my levels be high quality as well as build upon gimmicks introduced in previous levels, I realized that the only way this project had a chance at being finished is if I were immortal (or if I had a well-coordinated professional team working on it with me), and even then, SMBX would be looooong outdated by the time this episode ever got released (heck, vanilla SMBX is outdated RIGHT NOW). Because of that, I've decided to cancel this project. The partly finished level that I was making for this project will be released in the Levels subforum when it is finished.

Because this episode was killed by its ambition, I decided to make a far less ambitious project when I took over Image, so you can still look forward to me finishing an episode.

@ Staff: Although I cancelled this project, don't lock the thread since people can still download, play, and comment on the levels in the first post.

Re: Chaotic Culmination: Universe Rescuer (cancelled 7/1/15)

Posted: Wed Jul 01, 2015 7:09 pm
by Black Mamba
Imaynotbehere4long wrote:To those of you following my project (I'm sure there are some), you may have noticed that it has been a while since the last update, and even longer since the last level was released. Although progress was being made, progress had been really slow (it has almost been ANOTHER YEAR since my last level), and that combined with the incredibly ambitious scope I had for this project, like fully animated cut-scenes, near-perfect recreations of various franchises' enemies and bosses, and having all of my levels be high quality as well as build upon gimmicks introduced in previous levels, I realized that the only way this project had a chance at being finished is if I were immortal (or if I had a well-coordinated professional team working on it with me), and even then, SMBX would be looooong outdated by the time this episode ever got released (heck, vanilla SMBX is outdated RIGHT NOW). Because of that, I've decided to cancel this project. The partly finished level that I was making for this project will be released in the Levels subforum when it is finished.

Because this episode was killed by its ambition, I decided to make a far less ambitious project when I took over Image, so you can still look forward to me finishing an episode.

@ Staff: Although I cancelled this project, don't lock the thread since people can still download, play, and comment on the levels in the first post.
It's a damn that this has to go, but you made a medley of awesome levels here. You deserve a cookie or something.