Re: Lowser's Conquest - A little sidequest in space
Posted: Sun Feb 07, 2016 3:19 pm
I expected you to complain that they not in smb3 style or etc.FanofSMBX wrote:Lol, all your enemies have vampire teeth.
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I expected you to complain that they not in smb3 style or etc.FanofSMBX wrote:Lol, all your enemies have vampire teeth.
Now this is why I support this project. The amount of insane creativity and love that went into making it definitely shows.Sednaiur wrote:
So, You are doing what bossedit8 likes to do with the black background in the walls to prevent the background from showing; nice. Also, is this like 1-S or something?Sednaiur wrote:I am back with another unmapped level, which is located right before the "Sky Tower"-level:It features these feared spinning platforms that some may know from SMB3, they only work a bit different here (no pusharound when you touch them while spinning). I added it to balance the level-count out a bit (before, you could skip 5 levels by beating the Sky Tower-route, which is now decreased to 4), but also because I felt like doing so. Now this project will have 132 levels in the end.Spoiler: show
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.Sednaiur wrote:The project will have 132 levels in the end.
Those are Donut BlocksHarvey36Dice wrote:Can you tell me for what the arrow block?
Btw, the design and atmosphere looks nice and detailed, Great Job!
Once again
holy sednaiur
Umm, We are both Let's Players, but I would have to answer in two different ways!as303298 wrote:Jesus, isn't 132 a little much? Would take ages for any Let's Player to finish a game that big.
There are going to be check points right?
Everything about this thing looks stellar. The Background, the bright atmosphere, the Donut Block redesign- only complaint I have is that the mushroom platform seems a bit drab against the bright atmosphere.Sednaiur wrote:I am back with another unmapped level, which is located right before the "Sky Tower"-level:Spoiler: show
How does the mushroom Block not fit in? I agree that it is stellar, but can you explain how it "seems a bit drab against the bright atmosphere"?DarwintheNameless wrote:Everything about this thing looks stellar. The Background, the bright atmosphere, the Donut Block redesign- only complaint I have is that the mushroom platform seems a bit drab against the bright atmosphere.Sednaiur wrote:I am back with another unmapped level, which is located right before the "Sky Tower"-level:Spoiler: show
Your work never ceases to amaze us, Sednaiur.
I agree that the mushrooms look drab, however I don't agree with you saying that they don't fit.DarwintheNameless wrote:Everything about this thing looks stellar. The Background, the bright atmosphere, the Donut Block redesign- only complaint I have is that the mushroom platform seems a bit drab against the bright atmosphere.Sednaiur wrote:I am back with another unmapped level, which is located right before the "Sky Tower"-level:Spoiler: show
Your work never ceases to amaze us, Sednaiur.
MECHDRAGON777 wrote: How does the mushroom Block not fit in? I agree that it is stellar, but can you explain how it "seems a bit drab against the bright atmosphere"?
I'm not saying it doesn't fit, I just think the colors of the mushroom should be more vibrant like the rest of the scenery.PixelPest wrote: I agree that the mushrooms look drab, however I don't agree with you saying that they don't fit.
So there is someone else who was that nitpicky about this ^^. I do it not in every instance, but here I thought itwould look better.MECHDRAGON777 wrote:So, You are doing what bossedit8 likes to do with the black background in the walls to prevent the background from showing; nice. Also, is this like 1-S or something?
Whoa - please do not explode xD.Catastrophe wrote:(SHAKING MY HEAD WITH HYPE! BANGING MY HEAD NOW I MUST DIE!)
Seriously the backgrounds you made. They look hard to do tho. I like the clouds in the background. They look detailed with the far hills and the front hills.
Plus these platforms are really good. But is the goomba really that shiny? lol. Anyway, it's nice to see another sky level. The Sky Island and Star World (?) is the worlds I love the worlds right now. But, if the Magma Depths are in progress, that would be another world I will love. Because, I.. Love.. Lava..
Sednaiur, FIGHTING! :D
The arrow block is in reality a donut block, but with an animated look. There is also a propeller-variant without an arrow, which is used in fortress-levels.Harvey36Dice wrote:Can you tell me for what the arrow block?
Btw, the design and atmosphere looks nice and detailed, Great Job!
Once again
holy sednaiur
I am very happy to read this.PROX wrote:This episode looks better and better all the time. I am certainly looking forward to playing it.
Don't worry about the loading time or graphical lag. It only takes about 2 to 3 seconds to load a level. I replaced many graphics in the SMBX-folders already (this project comes with it's own .exe, because of this and custom sounds), and in the end, it will probably take only around 1.5 seconds to load a level. Also, you do not need to play all the levels - a nice aspect about my project is, that you have a lot of paths to choose from. ;-)Superiorstar wrote:wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.Sednaiur wrote:The project will have 132 levels in the end.
Dont fear an endless playthrough - if you only like to play through the main-path, you only need to finish 56 levels, and this is the slightly longer versions of the main-path, if you count the shorter main-route, its 53 levels. The 132 levels are there, if you like to play everything in the episode.as303298 wrote:Jesus, isn't 132 a little much? Would take ages for any Let's Player to finish a game that big.
There are going to be check points right?
Thanks. :-DBerkian wrote:The level design looks awesome and the atmosphere is very good. Nice work, Sednauir!
My project is meant for three kinds of players:MECHDRAGON777 wrote:Umm, We are both Let's Players, but I would have to answer in two different ways!as303298 wrote:Jesus, isn't 132 a little much? Would take ages for any Let's Player to finish a game that big.
There are going to be check points right?
No on the following Perspectives:Yes on the following Perspectives:Spoiler: showAs for Check-points, their are none.Spoiler: show
Edit: For the No Peach, Toad, Link part, that is only bad to people who like playing as them (such as my self).
No Lua is not a bad thing. Most people see it as a good thing, so that is half and half.
The "Designed for one player" is not bad at all. Most people do not have a second person to play with. Only PGE's future only Co-Op feature will make that an issue.
Check-Points, You mentioned something like a version with and without them. So I guess that would please Wraith? (aka as303298)
Thank you very much.DarwintheNameless wrote:Everything about this thing looks stellar. The Background, the bright atmosphere, the Donut Block redesign- only complaint I have is that the mushroom platform seems a bit drab against the bright atmosphere.
Your work never ceases to amaze us, Sednaiur.
Wait, so this project will actually use LunaLua..? If yes then wow, I can imagine all the new and neat stuff you (possibly?) will include with your project.Sednaiur wrote:The level background in this level is "paralax-ready" what means I made it 5 layers, so when I get to use that paralax-API for SMBX 2.0, (and more importantly for me - the PGE-engine) you will see them paralaxing. Of course, in SMBX they are just static. A background takes quite some time, but in the end it is fun to do.
I think that's more the fault of ur computer not the gfx or level itself.Superiorstar wrote:wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.Sednaiur wrote:The project will have 132 levels in the end.