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Re: Lowser's Conquest - Worldmap complete!

Posted: Sun Oct 18, 2015 11:31 am
by Sewpah
This world map is beautiful. Period.

In longer words, This world map has a lot of variety into it. I still expect my SMBX to lag hardcore while playing this, though. But the space that this project takes is all worth it. I really need a super fast computer.

Re: Lowser's Conquest - Worldmap complete!

Posted: Sun Oct 18, 2015 1:10 pm
by Lx Xzit
Yes, I may have worked a long time just on the worldmap, and I placed the first few tiles of it, when I still was newly registered at NSMBX back then. I still remember people like "Chad" and "Natsu" aka "Masterkyu" commenting on it ^^.
I designed the map in a way, that there are several paths to the finish, a normal one, a fitting one for a speedrun since it is shorter but well hidden, and a bonus one which contains the most levels.
I hope this increases the replay value for the episode a bit.
Oh, now I see more sense to the world map, I accidentally found the secret exits, and it was confusing for me, but now that I know what your intentions, much better. =P
About the two player-mode, I would like to know more about how my project plays in two player, but because I am not experienced with that, I cannot balance and structure the events around that. But I am happy to know that you could play it in two player-mode succsessful, even being a bit too hard (I guess because of an insufficient number power-ups for two players ^^).
About what you said, Yeah, we got play very well, but it was difficult for the shortage of power-ups (like you had mentioned) and some narrow areas, because the levels were large, most of the time the P1 and P2 were separated looking in other areas, it was difficult to see some enemies (with half screen) and was difficult for the moving platforms (especially in the castle W1 and in the desert level that contains moving platforms SMB3, I don't remember the name of the level) it was hard. But you are not far from achieving full co-op game, we could play well most of the time. :)

By the way thanks for taking the time to put the output of J1 and J2 at all levels, (if you put only P1 exit, the two players will shoot out). If you want to make an episode totally co-op, I would advise you to make the moving-horizontally platforms (and diagonally ones) a bit longer, also in the castles you can do that when the player enters the section, the camera to do "auto-scroll" this requires both players to be there, without crowding and without receiving unfair blows. ;)
But I dont understand what you meant by "I played almost-all because I got a clash in one of the levels of the 4th world". I assume you mean "crash" instead of clash, so maybe you could tell me what happened to you? I never encountered a crash and I think I played through world 4 at least 10 times by now, with and without cheats (for bugtesting-purposes).
This is the error:
Spoiler: show
When I enter to the pipe... (click for full size)
Image Image
EDIT: As Wohistand said, there's an error for the bad quality of the song (I guess you want save some MB for your episode, and for this the quality =P) in all levels I played in the moment, I just had error in this level, and thank you WohIstand, now I can play perfectly!

Thanks for having my suggestions under consideration, certainly taking advantage of this post I would like to ask... I saw that on "screenshotedit8" you posted some great pictures of a modified exe, my question is When you will release this? Will you do one for SMBX 1.3.0.2? sorry if this is a strange place to ask this. Good luck with your episode!

Re: Lowser's Conquest - Worldmap complete!

Posted: Sun Oct 18, 2015 1:46 pm
by Wohlstand
DarkMecha wrote: I think you shouldn't worry about that, this is problem for LunaLua, not the episode itself, Idk what was the error:
Spoiler: show
When I enter to the pipe... (click for full size)
Image Image
I have no idea what might have happened, and recently noticed that there is another alternative level to advance (do not know how come I had not noticed it) so the error is not very serious, and very likely it is fixed with future updates LunaLua. =P

Thanks for having my suggestions under consideration, certainly taking advantage of this post I would like to ask... I saw that on "screenshotedit8" you posted some great pictures of a modified exe, my question is When you will release this? Will you do one for SMBX 1.3.0.2? sorry if this is a strange place to ask this. Good luck with your episode!
That happen because shitty music file here which causes crash of libMAD library - a part of SDL2 Mixer which used with LunaLUA. Please replace that music with this file and retry to play that level: http://engine.wohlnet.ru/docs/Music/SMB ... rworld.mp3

Re: Lowser's Conquest - Worldmap complete!

Posted: Mon Oct 19, 2015 9:58 am
by TvGameSmwSmbx
Sorry to disturb you like this but just to let you know when they finish the episode read me and the bug fixes that you do on your project itself

that's all I want to say because I want to how much bugs that you fixed that is all I want to know

Re: Lowser's Conquest - Worldmap complete!

Posted: Mon Oct 19, 2015 4:53 pm
by Sednaiur
After a longer time of work, and also after several other done things, here is the next level:
Spoiler: show
Image
Image
Image
Did you ever imagine how you swim bitween the starmist in the starworld of Super Mario? Well, this is at least how I imagine how it could be. ^^
In this case, you can use the starmist to advance further through the starworld. The magenta starmist is stationary while the red starmist is moving around slightly, but it never moves up or down, only sideways, to prevent that annoying problem with falling and rising waterboxes. :-P
As every starworld level in my project, it gives the player two ways to choose from.
TvGameSmwSmbx wrote:Sorry to disturb you like this but just to let you know when they finish the episode read me and the bug fixes that you do on your project itself

that's all I want to say because I want to how much bugs that you fixed that is all I want to know
Sorry but I do not understand you well. But if you are asking how much bugs there are fixed up to this day, I always fix what I find or get told immediately. There weren't many bugs anyways, to my knowledge.
Izturo Mashiro wrote:OMG! The world map is very amazing! It's visual map world is exciting! I can't wait play the next demo (I hopefully...)
Thank you very much. ^^
I am happy with the way the map turned out, even though, I think it is not really that amazing. :-P
I do not plan on releasing another demo, so I am sorry to disappoint you. But getting around 80 new levels is way better, than just aroun 30, right? ^^
MECHDRAGON777 wrote:Well, I was able to tell from the red underline... your spelling is tons better then mine! I promised to record the demo and I will. It is one of my most viewed videos, so yeah...
xD so that explains it a bit, but still no problem with that.
Also, I am happy you still like to do it. I am looking forward to your next video. :-)
Sewpah wrote:This world map is beautiful. Period.

In longer words, This world map has a lot of variety into it. I still expect my SMBX to lag hardcore while playing this, though. But the space that this project takes is all worth it. I really need a super fast computer.
I am glad for your opinion about the world map. :-) I somehow feared people would say that it contains too many sceneries, but I really like it more that way, so I am even more happy to know that other people also have no complaints on this.
But do not worry about any lag. My notebook-PC is very weak (2GHz processor and low RAM), but the world map or number of custom graphics do not affect your framespeed. Only some levels could go down to around 45 frames, because of the FGOs used (like in level 2-6 of the demo), but other than that it should be fine. :-)
DarkMecha wrote:About what you said, Yeah, we got play very well, but it was difficult for the shortage of power-ups (like you had mentioned) and some narrow areas, because the levels were large, most of the time the P1 and P2 were separated looking in other areas, it was difficult to see some enemies (with half screen) and was difficult for the moving platforms (especially in the castle W1 and in the desert level that contains moving platforms SMB3, I don't remember the name of the level) it was hard. But you are not far from achieving full co-op game, we could play well most of the time. :)

By the way thanks for taking the time to put the output of J1 and J2 at all levels, (if you put only P1 exit, the two players will shoot out). If you want to make an episode totally co-op, I would advise you to make the moving-horizontally platforms (and diagonally ones) a bit longer, also in the castles you can do that when the player enters the section, the camera to do "auto-scroll" this requires both players to be there, without crowding and without receiving unfair blows. ;)
Thanks for letting me know about your two player-experience. Yes, especially that devided screen can be a big problem in my episode, as I pretty much build everything by taking into account only a full vision. I guess I cannot fix the problems in every level, but I could at least bring out somekind of two player-verion, that has bigger platforms where it is able, and also features more power-ups, than the single player-version.
DarkMecha wrote:This is the error:
Spoiler: show
When I enter to the pipe... (click for full size)
Image Image
Thanks for having my suggestions under consideration, certainly taking advantage of this post I would like to ask... I saw that on "screenshotedit8" you posted some great pictures of a modified exe, my question is When you will release this? Will you do one for SMBX 1.3.0.2? sorry if this is a strange place to ask this. Good luck with your episode!
Oh, I do not use luna.lua so I don't know anything about it, but I assume the crash happens because of 48.000 sample rate. Some time ago, Wohlstand gave me some MP3s that have way better quality, so I can fix this problem (I got the music way back in the time from Youtube, and the person who did rip them, did it with a bad quality which causes the poor sound).
Also, don't worry about asking for the hacked SMBX.exe here. ^^ I try to figure out how to pack the .exe into an installer when I have the time (I didn't came to check for a way until now), and then I simply upload it then. I guess the right place for it will be the "General"-forum then.

Re: Lowser's Conquest - Worldmap complete!

Posted: Mon Oct 19, 2015 5:18 pm
by MECHDRAGON777
Sednaiur wrote:After a longer time of work, and also after several other done things, here is the next level:
Spoiler: show
Image
Image
Image
Did you ever imagine how you swim bitween the starmist in the starworld of Super Mario? Well, this is at least how I imagine how it could be. ^^
In this case, you can use the starmist to advance further through the starworld. The magenta starmist is stationary while the red starmist is moving around slightly, but it never moves up or down, only sideways, to prevent that annoying problem with falling and rising waterboxes. :-P
As every starworld level in my project, it gives the player two ways to choose from.
*between
I actually like these new screens. That is a clever idea of swimming in the Nebula! Is this part of world nine by any chance?
Sednaiur wrote:
MECHDRAGON777 wrote:Well, I was able to tell from the red underline... your spelling is tons better then mine! I promised to record the demo and I will. It is one of my most viewed videos, so yeah...
xD so that explains it a bit, but still no problem with that.
Also, I am happy you still like to do it. I am looking forward to your next video. :-)
I am planing on doing the video today, very soon actually. but either way, I hope you make this great!
Sednaiur wrote:
Spoiler: show
Image
This is kind of neat to see to different colors! I know what they mean, but the purple/magenta nebula looks calm and nice and the red looks post Super-nova and as a result, looks like it would hurt you. Are you going to clarify in the game?
Sednaiur wrote:
Spoiler: show
Image
This looks like it is going to be a maze in some fashion and I like that! That, or an interstellar cave. Either way, they all look nice!

Re: Lowser's Conquest - a reach for the stars

Posted: Mon Oct 19, 2015 5:29 pm
by FanofSMBX
Hey Sednaiur. Could you please import your gfx into the new LunaLua exe? It loads custom graphics much faster, and that's a great thing for you and Sewpah.

Re: Lowser's Conquest - Worldmap complete!

Posted: Mon Oct 19, 2015 6:30 pm
by Cacazk
Sednaiur wrote:After a longer time of work, and also after several other done things, here is the next level:
Spoiler: show
Image
Image
Image
It is fantastic :idea:, these graphics really impressed me! Where do you get so much creativity to these levels?

About your project, are getting very good and very beautiful the levels. I'm anxious to get out the next demo or the release of episode 8-).

Re: Lowser's Conquest - a reach for the stars

Posted: Mon Oct 19, 2015 8:43 pm
by MECHDRAGON777
I just finished part 3b for you, should be uploaded in a day or two! going to record part 4 as soon as 3b finishes saving! (I went to show off what "Cheater's Exile" looked like and how to get back out. It shows what you did and it is part of the completion)

Also, next time you comment on each individual part of the video, can you also tell me what you are replying to since I am not allowed to watch my own videos, or it is very difficult for me to watch them! That is why I am unable to reply to them when you do them. I appreciate them either way though ^_^

Lowser's Conquest Part 3B

Re: Lowser's Conquest - a little invention?

Posted: Wed Oct 28, 2015 6:52 pm
by Sednaiur
MECHDRAGON777 wrote: *between
I actually like these new screens. That is a clever idea of swimming in the Nebula! Is this part of world nine by any chance?
(Thanks for the correction - I always thought it was written with an "I" instead of an "E" :-P)
This is not really part of world 9, but for that world, I also have already some nice ideas. You will see. ^^
MECHDRAGON777 wrote: This is kind of neat to see to different colors! I know what they mean, but the purple/magenta nebula looks calm and nice and the red looks post Super-nova and as a result, looks like it would hurt you. Are you going to clarify in the game?
I do not tell that, but the player will see it by him/herself, as there are starspheres inside. I dislike to fill everything up with hints on how to play this game. The player will learn it by using common sense. Hurtful mist would be unfair and useless anyways. :-P
MECHDRAGON777 wrote:This looks like it is going to be a maze in some fashion and I like that! That, or an interstellar cave. Either way, they all look nice!
It is not really mazy but it still may look like it. I may think of doing a maze-level, even though, I am already done with planning what levels are contained where, so there is no maze-level planned.
FanofSMBX wrote:Hey Sednaiur. Could you please import your gfx into the new LunaLua exe? It loads custom graphics much faster, and that's a great thing for you and Sewpah.
If you mean that I should change the hardcoded GFX of a LunaLua.exe, then I guess it would be rather easier for someone to take my custom exe (when I release it) and edit it the way the original exe got changed. This would take much less time, I guess. Also, I will release another SMBX exe, when my project is done, and it will come with most of it's folders, since I replaced many sounds and GFX with custom ones, to decrease loading time and to use SFX that make no real sense outside of my project.
Cacazk wrote:
Sednaiur wrote:After a longer time of work, and also after several other done things, here is the next level:
Spoiler: show
Image
Image
Image
It is fantastic :idea:, these graphics really impressed me! Where do you get so much creativity to these levels?

About your project, are getting very good and very beautiful the levels. I'm anxious to get out the next demo or the release of episode 8-).
Thanks a lot :-D

I guess I just try something out, and when it works, then I use it as long as it makes sense as a mechanic. Often I get new ideas while I am outdoors or when I have the time to think about my project, but I guess many people have that. ^^
But with "H2643"s find of the "super hidden" unused NPCs in SMBX and the power of PGE, I can finally create some new interesting mechanics in some levels.
MECHDRAGON777 wrote:I just finished part 3b for you, should be uploaded in a day or two! going to record part 4 as soon as 3b finishes saving! (I went to show off what "Cheater's Exile" looked like and how to get back out. It shows what you did and it is part of the completion)

Also, next time you comment on each individual part of the video, can you also tell me what you are replying to since I am not allowed to watch my own videos, or it is very difficult for me to watch them! That is why I am unable to reply to them when you do them. I appreciate them either way though ^_^
Thank you very much for the next video. I already watched it around a week ago, but since you like me to note to what I respond, I need to watch it again, as I didn't note that. xD
But I guess you screwed up the part number, as you already released a "Part 4-a" a long time ago ;-)

Anyways, when I get my next level done, I will rewatch the video and comment onto it then.

Also onto another note, I just implemented a new gameplay mechanic, which are blocks that you need to freeze in order to use them as platforms. The blocks are using one of the unused NPCs and cannot be estroyed by any other means than freezing them.
Spoiler: show
Image
Also already contained are blocks that you need to freeze, so you can grab them and get them out of your way. They do not respawn easily, and they also cannot be destroyed by any other way than freezing them. :-D
So, the ice flower finally has an fully environmental use too, and not just the fire flower. ^^

And also a little screenshot of a place called "Prototype Island Shrine":
Spoiler: show
Image
It is located in a newly added world, which is also already fully done. It features a little sidestory and also tells the player about the "Prototype Plains". But what are the Prototype Plains? Find it out, when the episode is done. ;-P

Re: Lowser's Conquest - a little invention?

Posted: Wed Oct 28, 2015 7:25 pm
by MECHDRAGON777
Sednaiur wrote:
MECHDRAGON777 wrote:I just finished part 3b for you, should be uploaded in a day or two! going to record part 4 as soon as 3b finishes saving! (I went to show off what "Cheater's Exile" looked like and how to get back out. It shows what you did and it is part of the completion)

Also, next time you comment on each individual part of the video, can you also tell me what you are replying to since I am not allowed to watch my own videos, or it is very difficult for me to watch them! That is why I am unable to reply to them when you do them. I appreciate them either way though ^_^
Thank you very much for the next video. I already watched it around a week ago, but since you like me to note to what I respond, I need to watch it again, as I didn't note that. xD
But I guess you screwed up the part number, as you already released a "Part 4-a" a long time ago ;-)

Anyways, when I get my next level done, I will rewatch the video and comment onto it then.
Yeah, sorry about that! and that was 3a that I forgot to change til recently.
Sednaiur wrote:Also onto another note, I just implemented a new gameplay mechanic, which are blocks that you need to freeze in order to use them as platforms. The blocks are using one of the unused NPCs and cannot be estroyed by any other means than freezing them.
Spoiler: show
Image
Also already contained are blocks that you need to freeze, so you can grab them and get them out of your way. They do not respawn easily, and they also cannot be destroyed by any other way than freezing them. :-D
So, the ice flower finally has an fully environmental use too, and not just the fire flower. ^^
I Love that level already!

Can you tell me the NPC numbers of all Immortal enemies that an ice flower can destroy? I can use that for Metroid doors such as "Ice Flower only" "Fire Flower Only" and so I can also use that Ice Mechanic in one of my levels. ...but I will make my own graphics, but what NPC number?
Sednaiur wrote:And also a little screenshot of a place called "Prototype Island Shrine":
Spoiler: show
Image
It is located in a newly added world, which is also already fully done. It features a little sidestory and also tells the player about the "Prototype Plains". But what are the Prototype Plains? Find it out, when the episode is done. ;-P
That looks interesting!

EDIT: About those ice crystals, I can not get them to work! (I quickly made the thing in Paint.net and PGE and when I tried it in SMBX, it still bounced Mario up and was invisible, even though the graphic was in the folder...

Re: Lowser's Conquest - a little invention?

Posted: Thu Oct 29, 2015 2:26 pm
by Sednaiur
MECHDRAGON777 wrote:Can you tell me the NPC numbers of all Immortal enemies that an ice flower can destroy? I can use that for Metroid doors such as "Ice Flower only" "Fire Flower Only" and so I can also use that Ice Mechanic in one of my levels. ...but I will make my own graphics, but what NPC number?
Of course I can. ^^ Every NPC reaching from NPC-293 to 300 is affected by the iceflower only (and also by yoshi, so you need to set "noyoshi=1" too). You cannot make them vulnerable to fireflowers, though.
MECHDRAGON777 wrote:About those ice crystals, I can not get them to work! (I quickly made the thing in Paint.net and PGE and when I tried it in SMBX, it still bounced Mario up and was invisible, even though the graphic was in the folder...
To make SMBX show them properly, you need to simply put a graphic for the corresponding NPC into SMBX' NPC-folder, since SMBX does not read any custom graphics for entries that does not have default graphics.

Also important: You need to have at least 2 pixels of space between the NPCs or they destroy each other, when you freeze them!

Re: Lowser's Conquest - a little invention?

Posted: Thu Oct 29, 2015 2:28 pm
by Wohlstand
Sednaiur wrote:
MECHDRAGON777 wrote:Can you tell me the NPC numbers of all Immortal enemies that an ice flower can destroy? I can use that for Metroid doors such as "Ice Flower only" "Fire Flower Only" and so I can also use that Ice Mechanic in one of my levels. ...but I will make my own graphics, but what NPC number?
Of course I can. ^^ Every NPC reaching from NPC-293 to 300 is affected by the iceflower only (and also by yoshi, so you need to set "noyoshi=1" too). You cannot make them vulnerable to fireflowers, though.
Anyway, because those NPC's are has everything nulled, you should define EVERY parameter supported by NPC.txt even you will keep default (in PGE's ini file) values, because inside SMBX everything is ZERO.

Re: Lowser's Conquest - a reach for the stars

Posted: Thu Oct 29, 2015 2:39 pm
by PROX
So basically you have to put them in the gfx folder of the
game, or the graphic folder in the level itself?

Re: Lowser's Conquest - a little invention?

Posted: Thu Oct 29, 2015 2:47 pm
by Sednaiur
Wohlstand wrote: Anyway, because those NPC's are has everything nulled, you should define EVERY parameter supported by NPC.txt even you will keep default (in PGE's ini file) values, because inside SMBX everything is ZERO.
Yes, I forgot to mention that too. I used for my NPC the following NPC-flags:

Code: Select all

height=32
width=60
gfxheight=32
gfxwidth=64
gfxoffsety=0
framestyle=0
framespeed=8
frames=4
nogravity=1
noblockcollision=1
playerblocktop=0
playerblock=0
npcblocktop=0
npcblock=0
nohurt=1
jumphurt=1
noiceball=0
noyoshi=1
speed=0
score=0
PROX wrote:So basically you have to put them in the gfx folder of the
game, or the graphic folder in the level itself?
You need to put the graphic into the default NPC GFX-folder of SMBX, and the .txt-file into your level or world.
Also, did you know that SMBX reads only 7 of the total 8 frames of the SMB2 "POW"-block by default? You simply can fix that by putting a NPC-file with "frames=8" into your desired world-folder. A custom graphic itself is not needed at all, to fix that.

Re: Lowser's Conquest - Fairy Magic

Posted: Sat Oct 31, 2015 6:35 pm
by Sednaiur
No - the title has nothing to do with Link or his fairy-transformation. :-P
I hope I didn't confuse you with that.
Anyways, do you believe in stardust fairies? I sure do, because I have evidence that they do exist:
Spoiler: show
Image
Cute, isn't she? ^^
Hopefully she is not an enemy and calls for aid against the plumber bros. which could happen, because they intrude into the stardust fairies home without permission...

Also, here are two more screens of the same level:
Spoiler: show
Image
Image
It introduces the stardust water and is the last real level for the world it is in, but there is still one adress left open.
I also decided to let this level be the first one of the world (previously it was "Stardust Plains" while it is now "Stardust Lands"), while I shifted all the other levels back one position, to rebalance the difficulty and to have a better intro for that world.

Re: Lowser's Conquest - Fairy Magic

Posted: Sat Oct 31, 2015 6:39 pm
by Waddle
:O SO SPARKLY

Nah but really, everything you make looks stunning. Same goes for this.

*claps*

Re: Lowser's Conquest - Fairy Magic

Posted: Sun Nov 01, 2015 2:17 am
by RudeGuy
Looks amagazing, but the water is strange. It just doesn't seem real to me.

Re: Lowser's Conquest - Fairy Magic

Posted: Sun Nov 01, 2015 3:18 am
by as303298
I agree. The water looks like it is made of yarn or something. Like a comical prop for a play only meant to resemble water in an ironic way.

Re: Lowser's Conquest - Fairy Magic

Posted: Sun Nov 01, 2015 5:30 am
by Sednaiur
Waddle Derp wrote::O SO SPARKLY

Nah but really, everything you make looks stunning. Same goes for this.

*claps*
Thanks for the praise. ^^
The level was fun to make, even though, it is a simpler one without many fancy elements. It still features three different short paths to the goal, each having a rainbow star on them.
RudeGuy07 wrote:Looks amagazing, but the water is strange. It just doesn't seem real to me.
as303298 wrote:I agree. The water looks like it is made of yarn or something. Like a comical prop for a play only meant to resemble water in an ironic way.
The water was meant to be crystal clear, but I also never really liked it. But since you also disliked it, I changed it up now:
Spoiler: show
Image
Image
It is no longer transparent and also is a bit darker than before. Hopefully it looks better now. Of course the lines are not static but animated, so it may look better in game as on the screen.