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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Wed Aug 19, 2015 11:05 pm
I have another update: The section transition shown in my first GIF (after I posted the intro video) has been completed. I actually finished this a few days ago, but only just now found a website that can convert a video over 10 seconds to a GIF for free:
I also changed the street signs; instead of acting like normal street signs that tell you what street you're on, they tell you which street the path will lead you to. I felt this change makes them more intuitive from a game-play perspective.

Also, the flash between transitions is due to how SMBX prioritizes drawing NPC sprites; it isn't exactly something I can fix easily.
P.S. Mario has a walking animation, but the GIF is to small to show it properly.
Now I just need to do this four more times, and I'll be done with the hub for the time being.
Just as I predicted, I've finished the hub before any levels were submitted. It shouldn't be too hard for me to add temporary blocks for the boss rooms, then swap them out as the levels are submitted, though.
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Tue Nov 03, 2015 10:04 pm
At long last, another update!
To the two of you still following this, you've probably noticed that the thread kinda died. Despite this, I have still been working hard on this episode, and I've finally reached a point where I'm satisfied to upload another teaser. This is what will be the fight against Blueoak, and while it's still very much a work in progress, I think you can get the general idea behind the fight by watching the gif:
Hopefully, this will give the thread some much needed life, as I still haven't gotten any levels.
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HenryRichard
- Reznor

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Postby HenryRichard » Tue Nov 03, 2015 10:06 pm
Wow, that's impressive! It also reminds me that I should work a level and graphics for this, hopefully I can get those done soon.
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Emral
- Cute Yoshi Egg

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Postby Emral » Tue Nov 03, 2015 10:09 pm
I REALLY recommend using LunaLua for stuff like that. You just run out of events too fast.
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Thu Nov 05, 2015 1:38 pm
Imaynotbehere4long wrote:
At long last, indeed. We've been waiting for updates for quite a while now. BTW why does Blueoak have a Venusaur when canon and the anime typically depict him having Blastoise?
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Thu Nov 05, 2015 2:54 pm
Linik wrote:Imaynotbehere4long wrote:
At long last, indeed. We've been waiting for updates for quite a while now. BTW why does Blueoak have a Venusaur when canon and the anime typically depict him having Blastoise?
Because Mario is a fire type, and I wanted to ease the player into the turn based battle system by starting off with an enemy that's weak to fire. Plus, in Pokemon Gold/Silver, Blueoak has fully evolved versions of all the Generation 1 starters, including Venusaur (I'm actually not that familiar with the anime).
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Imaynotbehere4long
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Postby Imaynotbehere4long » Sat Dec 19, 2015 2:03 pm
If anyone out there is making a level for my project, I want you to know that I added another rule:
Mario will be the only player character allowed. No other player characters, nor Lua/LunaDLL modifications to Mario, are allowed. In fact, although you may use LunaLua, make sure that your level can be beaten without it. You never know what will break in the next update ( never forget)
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Imaynotbehere4long
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Postby Imaynotbehere4long » Sun Jan 31, 2016 7:53 pm
It has certainly been a while since my last update. While I have been spending what time I can on the project, the Blueoak battle is progressing slower than I thought it would (and I already anticipated that it would take me a while), and what progress I have made on the fight is really just more of what I've already shown, so another .gif wouldn't be that impressive. Anyway, in an attempt to keep the thread not-totally-dead, I tried to make something new for me to show that also doesn't take much time away from the actual project: a slightly alternate logo.
The HSMBXC coat of arms was made (or at least posted) by Magna; I just made the text more visible and curve along with the ribbon. I'm still inexperienced with paint.net, so it may still need a bit more polish, but I gotta get back to work on the bosses.

P.S. Still waiting on levels.
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HenryRichard
- Reznor

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Postby HenryRichard » Sun Jan 31, 2016 8:33 pm
It's pretty nice looking.
Are you using lua for the blueoak battle?
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CynicHost
- Level Reviewer

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Postby CynicHost » Sun Jan 31, 2016 8:38 pm
Has anyone noticed, after all this time, that the word "siege" is misspelled in the topic name?
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Imaynotbehere4long
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Postby Imaynotbehere4long » Sun Jan 31, 2016 8:58 pm
MightyMerlinStyle wrote:Has anyone noticed, after all this time, that the word "siege" is misspelled in the topic name?
Dang it, Tangledlion!
...I fixed it. Thanks for pointing that out.
HenryRichard wrote:Are you using lua for the blueoak battle?
Only for sound effect replacements (even the HUD being hidden is done with Lunadll Autocode I stole from a Lunadll examples topic; everything else is vanilla SMBX).
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Sun Jan 31, 2016 9:28 pm
Imaynotbehere4long wrote:HenryRichard wrote:Are you using lua for the blueoak battle?
Only for sound effect replacements (even the HUD being hidden is done with Lunadll Autocode I stole from a Lunadll examples topic; everything else is vanilla SMBX).
Can I use Luna in a level for this? ...same about stars.
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Imaynotbehere4long
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Postby Imaynotbehere4long » Mon Feb 01, 2016 4:55 pm
MECHDRAGON777 wrote:Can I use Luna in a level for this? ...same about stars.
I wrote:Mario will be the only player character allowed. No other player characters, nor Lua/LunaDLL modifications to Mario, are allowed. In fact, although you may use LunaLua, make sure that your level can be beaten without it. You never know what will break in the next update ( never forget)
Feel free to use SMW stars for checkpoints, though.
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Emral
- Cute Yoshi Egg

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Postby Emral » Mon Feb 01, 2016 4:57 pm
Imaynotbehere4long wrote:MECHDRAGON777 wrote:Can I use Luna in a level for this? ...same about stars.
I wrote:Mario will be the only player character allowed. No other player characters, nor Lua/LunaDLL modifications to Mario, are allowed. In fact, although you may use LunaLua, make sure that your level can be beaten without it. You never know what will break in the next update ( never forget)
Feel free to use SMW stars for checkpoints, though.
http://wohlsoft.ru/pgewiki/Multipoints.lua
Levels using this for midpoints are technically beatable without it, so I actively encourage everyone to use this instead of SMW stars, as it's guaranteed to work and doesn't mess with the star counter.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Mon Feb 01, 2016 4:59 pm
Imaynotbehere4long wrote:MECHDRAGON777 wrote:Can I use Luna in a level for this? ...same about stars.
I wrote:Mario will be the only player character allowed. No other player characters, nor Lua/LunaDLL modifications to Mario, are allowed. In fact, although you may use LunaLua, make sure that your level can be beaten without it. You never know what will break in the next update ( never forget)
Feel free to use SMW stars for checkpoints, though.
So a level that uses lua as it's main gimmick is allowed as long as it is possible without. Lua just makes the level in question harder. Am I allowed to use a level in my episode or no?
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Tue Feb 02, 2016 11:35 am
MECHDRAGON777 wrote:Am I allowed to use a level in my episode or no?
I'd prefer if you made an original level for my project rather than re-purpose one of your episode's levels. As far as Lua goes, go ahead.
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Fri May 06, 2016 5:09 pm
Good news:
I've finally gotten some time to work on this again!
Bad news:
I hit the layer cap while working on the Blueoak battle, and I'm only one and a half Pokemon move-sets into it (two and a half if you count Mario's attacks). It's gonna take some ingenuity on my part to get this to work well in 1.3 (not using Lua for various reasons).
One thing's for sure: the other bosses aren't going to be RPG battles. This is taking forever!
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underFlo
- Wart

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Postby underFlo » Fri May 06, 2016 5:38 pm
Imaynotbehere4long wrote:not using Lua for various reasons
well i mean that's kinda your fault then.
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Mable
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Postby Mable » Fri May 06, 2016 5:59 pm
It would make sense to say the reasons bc "for various reasons" is not a valid reason why not. With lunalua the battle could be extended more.
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Imaynotbehere4long
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Postby Imaynotbehere4long » Fri May 06, 2016 7:51 pm
Spinda wrote:well i mean that's kinda your fault then.
Tinkerbell wrote:With lunalua the battle could be extended more.
Thank you, Captain Obvious.
Tinkerbell wrote:It would make sense to say the reasons bc "for various reasons" is not a valid reason why not.
Lua is a scripting language. It can to almost anything in regards to level creation as long as the level creator has the patience to learn how to use it. Something unique made in Lua just won't have the same impact as the exact same thing made using 1.3 restrictions because yeah, of course it can be done in Lua. Plus, there are still some people who can't or won't use an SMBX build that's compatible with Lua in the first place, and I don't want to alienate anyone; I'd like my episode to be playable by as many people as possible.
Besides, Lua isn't even that great when compared to other scripting languages: Lua can only exist as part of another program. If I wanted to learn Lua, it would basically be like learning how to use an entirely different program just to be able to do a few more things with a program I already know how to use. The time I would spend learning Lua could be spent learning something much more powerful and versatile, like Unity. Yeah, Unity probably won't work for people who can't get Lua-integrated SMBX to work, but since it creates a stand-alone executable, I could extend my audience beyond just the SMBX community and make games that even Lua would have difficulty recreating.
So yeah, I'd just end up spending a long time learning something (to the point where it would either balance out or even overtake the time it would take me to get it to work in 1.3) that I'd only use once, and it would alienate potential players in the process.
If you disagree with my reasoning, please don't respond. I would genuinely rather have no responses than responses that basically just say "You're not using Lua? lol, your loss."
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