Re: (Version 1.1 Release) Luigi's Fight For The Mushroom Kin
Posted: Mon Dec 22, 2014 12:17 pm
Final video:
Forums for SMBX
https://www.smbxgame.com/forums/
Yeah, I do agree by that. The 4th World is mostly optional since if you do have that secret Star in the first Level of that World, you can basically go back to that one Area where you Need a specific Power Up to get to World 5 without to deal with World 4 in General (which means the Story can be skipped by that aswell). I may didn't really get the update all that much since I still have the original Files and not the updated one but oh well. Maybe I should check that. At World 7, it is impossible to go back anymore to get more stuff up until World 8. I hope there is a way to go back aswell but that is just how I normally set up on my own SMBX Episodes back then.MECHDRAGON777 wrote:What I do not like that world four is completely optional and once you get to a certian point in world seven, you can no longer get back! That is what I hate most!
Thank you for the support, also, the power up thing would not work this time since any item can be gotten from any power up block!bossedit8 wrote:Yeah, I do agree by that. The 4th World is mostly optional since if you do have that secret Star in the first Level of that World, you can basically go back to that one Area where you Need a specific Power Up to get to World 5 without to deal with World 4 in General (which means the Story can be skipped by that aswell). I may didn't really get the update all that much since I still have the original Files and not the updated one but oh well. Maybe I should check that. At World 7, it is impossible to go back anymore to get more stuff up until World 8. I hope there is a way to go back aswell but that is just how I normally set up on my own SMBX Episodes back then.MECHDRAGON777 wrote:What I do not like that world four is completely optional and once you get to a certian point in world seven, you can no longer get back! That is what I hate most!
That is only from World 5 up to World 8. In World 1 till World 4's End, you get specific power ups. I still like the idea by having a random power up from a '?' Block though since it is in my opinion unique for this SMBX Episode but of course it is a bit harder to get specific power ups you needed the most.MECHDRAGON777 wrote:The power up thing would not work this time since any item can be gotten from any power up block!
Do as you please, no guarantees I'll care about some of the stuff that you say nor take it into consideration or whatever.FanofSMBX wrote:I'd be willing to play it in-game and review as far as I got on one condition: I get to criticize anything no matter if it is directly fixable or not.
I can do that, though IIRC, I added a "(S)" to the level names which indicates there's a star in the level, I'll probably make it more obvious though.bossedit8 wrote:Well, the only thing I want to suggest is to add some hints of where the Stars is gonna be like a Sign or Peoples/Toads (can be anything) so the Player gets an easier guess where the Stars are since they are even required to get further on in this SMBX Episode.
You know, that'll actually work perfectly, I'll do that instead.Imaynotbehere4long wrote:You said that the only reason you even have stars in the episode in the first place is so the player doesn't unlock something early, unintentionally, right? If that's the case, have your levels end in a star instead of hiding them like they're optional secrets.
Sounds goodLike I wrote on your forum when you still had it, you could have three stars: one at the end of Thorny Hike, one at the end of Stormy Path, and one at the end of Jackhammer Tract, all of them being SMB3 stars in place of each level's SMB3 roulette. On the world map, for each level, have the path split so that one path leads to a warp back to the world 2 Toad House and the other path leads to the next level. Doing this will accomplish your goal of keeping the player from skipping parts of the episode (which, due to the current implementation of stars, is completely possible) as well as prevent forcing the player to do unnecessary backtracking. Also, add hammer suits in the world 2 Toad House (in the section after the 1-star door) so that the player won't need to backtrack to a level to get the hammer suit needed to access world 1's secret. Win-win, right?
I'll do that, not sure why I implemented those in the first place now I think about it.Also, for world 8, remove the parts where the player has to kill generated Chase AI Parakoopa sprite-swaps.
The falling sequences are supposed to be continuations in a way; the player falls deeper into the ground. At the end of Possessed Caverns, the player blows up the ground and falls but the level ends, in the beginning of Eerily Forlorn, the falling sequence is due to that explosion. It wouldn't really look good if the player starts off AFTER the fall instead of falling especially in case the player didn't get the memo that they fell deeper underground due to the explosion at the end of Possess Caverns. Same goes for the falling sequence in Unearthly Volcano, the player fell due to getting pushed off a cliff by a Devil Toad at the end of Eerily Forlorn, to have the player just start the level AFTER the falling sequence instead of before it wouldn't really make sense.You should also remove the falling sequences in Eerily Forlorn and Unearthly Volcano since they don't contribute anything meaningful to the episode, as well as move the coin trail for the falling sequence in Denouement up by about five units so that the player has time to react to it (or at least remove that one fireball bubble I pointed out on your forum).
How does that swap look and where can I find it?Lastly, use Luigi's SMAS-SMW sprites to sprite-swap Peach so that the playable's sprite better matches its hit-box.
What 9th world?FanofSMBX wrote:What was the 9th world supposed to be btw?
1) To 7-6 is your falling sequence for Possessed Caverns; you don't need another one.reghrhre wrote:It wouldn't really look good if the player starts off AFTER the fall instead of falling especially in case the player didn't get the memo that they fell deeper underground due to the explosion at the end of Possess Caverns. Same goes for the falling sequence in Unearthly Volcano, the player fell due to getting pushed off a cliff by a Devil Toad at the end of Eerily Forlorn, to have the player just start the level AFTER the falling sequence instead of before it wouldn't really make sense.
http://www.spriters-resource.com/snes/s ... eet/53665/reghrhre wrote:How does that swap look and where can I find it?Lastly, use Luigi's SMAS-SMW sprites to sprite-swap Peach so that the playable's sprite better matches its hit-box.
I didn't say that now did I? I'm not changing the fall and that's final. It's like, a 5 second thing, you'll fucking live. It's also a SUPER MINOR thing and you're making it to be a big issue when it's not even an issue to begin with.Imaynotbehere4long wrote:2) "in case the player didn't get the memo"? Do you really think that little of us?
I'm not completely changing the style for the players, it'll just clash with everything else in the end.Imaynotbehere4long wrote:http://www.spriters-resource.com/snes/s ... eet/53665/reghrhre wrote:How does that swap look and where can I find it?Lastly, use Luigi's SMAS-SMW sprites to sprite-swap Peach so that the playable's sprite better matches its hit-box.
Yes, you did post that. Besides, my problem with the falling sequences is that they're at the beginning of their respective levels. If the player only has to see it once (meaning they're part of the previous level), that would be okay; if they weren't dragged out so long, that would be okay (see 3). However, If the player dies on either of those levels, he/she has to sit through the falling sequence again, and it can get really annoying after the third time or so.reghrhre wrote:I didn't say that now did I?Imaynotbehere4long wrote:2) "in case the player didn't get the memo"?
Clash is less of a problem than an inaccurate hit-box.reghrhre wrote: I'm not completely changing the style for the players, it'll just clash with everything else in the end.
Show me then, because I'm not implying or indirectly stating that I think little of people.Imaynotbehere4long wrote:Yes, you did post that.reghrhre wrote:I didn't say that now did I?Imaynotbehere4long wrote:2) "in case the player didn't get the memo"?
Yeah, I'm gonna do that.Since you won't remove the pointless falling sequences, at least move the coin trails in Eerily Forlorn and Denouement up a few units so that the player has time to react to it before falling into a hazard.
True, but the hitbox is barely anything noticeable, you'd have to look super closely to notice that the hitbox is off and even so, it's only off by less than 10 pixels at leastClash is less of a problem than an inaccurate hit-box.reghrhre wrote:I'm not completely changing the style for the players, it'll just clash with everything else in the end.
Okay:reghrhre wrote:Show me then, because I'm not implying or indirectly stating that I think little of people.