Sednaiur wrote:The project will have 132 levels in the end.
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.
I think that's more the fault of ur computer not the gfx or level itself.
Actually unless Sednaiur replaces all of the default graphics, music and sound ques (if he uses any) then that's probably gonna happen to 95% of the people here. I believe he is going to do so, so it won't be much of a problem to anybody.
Sednaiur, dude your levels are just mindblowingly beautiful, it just makes me want to craft something already, jesus I can't wait to get my PC back. I'm looking forward to more of your stuff, I almost forgot how fast you work, probably because of the longass hiatus you've put your project on due to your vacation trip, which I must ask, how was it? I'm intrigued as to how must've been your visit to Mt. Fuji (which you call Fuji-san in Japan right?).
The level brings another new enemy, which is the "Tinysaur Rex". Despite the fact of being a dinosaur of some sort, he dosn't cares too much about the rather cold environment, but likes to rush thowards intruders to chew on them for a bit.
But mostly is this place inhabited by the pesky "Penten" who come walking, sliding, and even swimming, to make an adventurers life more miserable.
It also has two hidden exits.
h2643 wrote: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.
It is kind of planned but still not all too sure. For this project, luna.LUA is meant to be used as abug fixer/convenience riser, like having an indicator in the HUD which shows you how many dragon coins/bishoujo pics you have collected, making use of the already mentioned parallax API, using .ogg-files instead of MP3s, and also make some use of the particle-API to replace the foreground-BGOs in several levels (like the sandstorm, snow or rain-level). When it comes to game mechanigs, I like to rely only on SMBX itself, though. But who am I, to predict the future? :-D
Tinkerbell wrote:
Superiorstar wrote:
Sednaiur wrote:The project will have 132 levels in the end.
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.
I think that's more the fault of ur computer not the gfx or level itself.
As far as I know, the amount of custom graphics does not cause any lag whatsoever, but too many blocks, FGOs, NPCs, etc do cause lag. Knowing this, I could greatly reduce loading times and lag since the last demo (especially on the levels "Sky Tower", "Stardust Plains" and "Stardust Hills"), and with the custom .exe there will be even less lag and loading time.
Natsu wrote:
Tinkerbell wrote:
Superiorstar wrote:
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.
I think that's more the fault of ur computer not the gfx or level itself.
Actually unless Sednaiur replaces all of the default graphics, music and sound ques (if he uses any) then that's probably gonna happen to 95% of the people here. I believe he is going to do so, so it won't be much of a problem to anybody.
You are right, I replaced several things already (also custom sounds), so the performance should suffer not much anymore. It's already way better than in the demo.
Natsu wrote:Sednaiur, dude your levels are just mindblowingly beautiful, it just makes me want to craft something already, jesus I can't wait to get my PC back.
Thanks, Natsu ^^
This is good tohear, as you really need to update your project too, don't you think? The longer you wait between updates, the lower general traffic onto your thread goes in general. Even though, your project is not as hilariously big as your previous one (the co-project with Jarckius), you still have a lot of work in front of you, with your actual one.
Natsu wrote:I'm looking forward to more of your stuff, I almost forgot how fast you work, probably because of the longass hiatus you've put your project on due to your vacation trip, which I must ask, how was it? I'm intrigued as to how must've been your visit to Mt. Fuji (which you call Fuji-san in Japan right?).
Thank you. Since I still have 37 levels to do, I'd better work hard onto my stuff, or I end up missing the new timeframe again. World 7 should be finished soon (4 levels left in that world), so I am already happy to reach world 8, which covers some of the most interesting to do levels. ^^
About my vacation, yes it was quite enjoyable. I visited "Taisekiji" at Fujisan (you are right about Fujiyama also called Fujisan) since I am kind of an apprentice buddhist, but still one at around level 3 or 4 of 100 levels. xD
Here is a picture I made on that day, showing Fujisan:
Boy, there are quite a load of big-butt spiders around that time too. And not of the cute sort, I tell you. :-P
MECHDRAGON777 wrote:Well, I wounder how a 100% speed run would work? Anywho, I might request to co-screen this with
bossedit8 wrote:PING
since this is such a nice episode, or if I am lucky, PGE co-op this with bossedit8.
A 100%-speed run would give you quite the options to choose from, how to get started. The route often forks in terms of levels and paths, there are branching paths consisting of 3 or more levels along the way, and a lot of alrenatives. I guess it would be quite hard to do a 100%-speed run, as it pretty much combines two of the hardest to do playthrough-types. If I were you, I first would try to 100% it, without speedrunning, as you effectively cannot really speedrun something, unless you know it pretty much perfect. It would not make much sense at least. And yes, a couple of the levels also contain direct shortcuts, like warps that bring you close to the exit. If you really ever like to speedrun my episode, you will have quite the challenge, as it is not as easy to do, like "Luigis Fight for the Mushroom Kingdom". ;-P
Sednaiur wrote:Not too long since my last update, this level is some sort of hazardous frozen cave, where one can easy get his head scratched by nice icicles:
The level brings another new enemy, which is the "Tinysaur Rex". Despite the fact of being a dinosaur of some sort, he dosn't cares too much about the rather cold environment, but likes to rush thowards intruders to chew on them for a bit.
But mostly is this place inhabited by the pesky "Penten" who come walking, sliding, and even swimming, to make an adventurers life more miserable.
It also has two hidden exits.
Nice! I don't think I ever got to see this level ever. Love the tileset, love the icicles, love it all to death! I suppose the only harmful icicles are the skyblue ones right? The purple-ish ones are BGOs.
Natsu wrote:
Tinkerbell wrote:
Sednaiur wrote:I think that's more the fault of ur computer not the gfx or level itself.
Actually unless Sednaiur replaces all of the default graphics, music and sound ques (if he uses any) then that's probably gonna happen to 95% of the people here. I believe he is going to do so, so it won't be much of a problem to anybody.
You are right, I replaced several things already (also custom sounds), so the performance should suffer not much anymore. It's already way better than in the demo.
Awesome!
Sednaiur wrote:
Natsu wrote:Sednaiur, dude your levels are just mindblowingly beautiful, it just makes me want to craft something already, jesus I can't wait to get my PC back.
Thanks, Natsu ^^
This is good tohear, as you really need to update your project too, don't you think? The longer you wait between updates, the lower general traffic onto your thread goes in general. Even though, your project is not as hilariously big as your previous one (the co-project with Jarckius), you still have a lot of work in front of you, with your actual one.
Natsu wrote:I'm looking forward to more of your stuff, I almost forgot how fast you work, probably because of the longass hiatus you've put your project on due to your vacation trip, which I must ask, how was it? I'm intrigued as to how must've been your visit to Mt. Fuji (which you call Fuji-san in Japan right?).
Thank you. Since I still have 37 levels to do, I'd better work hard onto my stuff, or I end up missing the new timeframe again. World 7 should be finished soon (4 levels left in that world), so I am already happy to reach world 8, which covers some of the most interesting to do levels. ^^
Nice! Looking forward to more sexy graphics! Make moar! GIVE MOAR!!
About my vacation, yes it was quite enjoyable. I visited "Taisekiji" at Fujisan (you are right about Fujiyama also called Fujisan) since I am kind of an apprentice buddhist, but still one at around level 3 or 4 of 100 levels. xD
Here is a picture I made on that day, showing Fujisan:
Boy, there are quite a load of big-butt spiders around that time too. And not of the cute sort, I tell you. :-P
Oh so you're a buddhist? I'd never have guessed it. You also seem to have a long way to go, good luck with that. =P
Oh, I wish I could go there. I wish I could go to Japan sometime. Also I wasn't aware "cute big-butt spiders" ever existed. =P
Aww man, missed the notification. Anyways, 2 words, Holy Sednaiur. I really need to practice making graphics like these. Because they look hard. D:
Plus, what do you mean by paralax-api? I don't know what that is and sure I want to learn about making backgrounds like these lovely detailed masterpieces.
Also, too excited for Magma Depths. I just want to see the lava graphics. O_O
It is cold on the glacier islands, and Dumb Dum experiences this on his own, since he got order from Lowser to guard the pathway to the rocky islands.
Too bad for him. :-P
Here are the screenshots of the fortress:
There is no level-background in this level, so the actual background consits of many seperate elements (there is no lag, as there is only around 2300 BGOs used), which was surprisingly fun to do.
I also redid the Bob-Omb-NPC for this level, as the old one was more than 3 years old already. No baby-blue bombs with spongy shading anymore. :-P
I still need to redo the Dry Bones, though.
Natsu wrote:I suppose the only harmful icicles are the skyblue ones right? The purple-ish ones are BGOs.
You are right - Usually the icicles have a brighter color, but that looked too awkward in this level, so I changed that.
Natsu wrote:Oh so you're a buddhist? I'd never have guessed it. You also seem to have a long way to go, good luck with that. =P
Thank you very much.
Yes, I am a buddhist, but I am a common buddhist, not becoming a biddhist-priest, so even though my way is long, it sure is not as long and hard as a priest's one.
But still, there are some ceremonies that can be quite hard. I already saw many people falling almost asleep while attending them (me too did that once already). :-P
Harvey36Dice wrote:Wow the ice level looks great! I like the Penguin NPCs and the atmosphere..... Great job!
and nice Fujisan photo.
Thanks for the feedback. I guess the ice world-levels are more on the admospheric-side in general.
Also, it is not hard to do a nice photo from something that looks great anyways. :-D
Catastrophe wrote:I really need to practice making graphics like these. Because they look hard. D:
Plus, what do you mean by paralax-api? I don't know what that is and sure I want to learn about making backgrounds like these lovely detailed masterpieces.
Also, too excited for Magma Depths. I just want to see the lava graphics. O_O
I think it is best if you develop your own unique style, as this is worth more than doing mine, but still, thank you for your kind words and interest. ^^
About the Paral X-api, I already saw that you asked in a thread about it, so I assume you already know about it. I will get into luna-LUA once my project is almost completly finished. All the level-backgrounds I do lately, will use the Paralax-api, and they will contain 5 layers. I finished a new background for the fortress around 12 days ago, so I use one less revamped SMB3-background by now. :-P
My goal is to have SMB3-inspired but fully customised level-backgrounds in my project. I don't know if I will redo all the backgrounds, though, as one background usually takes around 6 hours to do.
About the magma depths, I try not to disappoint. I already have quite some ideas in my head for that one.
EDIT: That was a messed-up quote post :-/ Now fixed
Last edited by Sednaiur on Wed Mar 09, 2016 7:38 pm, edited 4 times in total.
Nice lookin slippery icy sparking screenshot!
And yeah. I know what paralax-api is but is it weird for it to scroll fast when mario moves?
And of course I need to learn how to make lunalua scripts for common luas. Like the particles. It's kinda complicated for me.
(Didn't wanna double post)
About the question blocks you made, I think the question mark rotates like a coin but isn't it weird if it rotates when the max of frames is 4? Like one time I made one and, let's say, Sailor Moon was defeated to the old hag in episode 1.
Last edited by Hani on Fri Mar 18, 2016 8:00 pm, edited 4 times in total.
how is that fortress staying upright with all of those torches? xD Anyway, those graphics look beautiful as always. My favorites would have to be the spikes, and the railings. Those ice blocks look very banded though, but eh.
Those textures man. You really are making this episode stand out from the others. Not that the others are bad tho
PROX wrote:how is that fortress staying upright with all of those torches? xD
Good question. Better yet, Why are there yellow blocks and giant coins levitating in thin air? Why are there bombs and dragons's heads wearing shoes? Why is that skinless Turtle still alive?! WHAT ARE COLD BLOODED REPTILIANS DOING IN AN ARCTIC REIGON IN THE FIRST PLACE!?!?! AND WHY AND HOW IS THAT POORLY CONSTRUCTED ICE RAMP BALANCING ON THAT PILLAR!?!?! IT LOOKS LIKE IT COULD EASILY COLLAPSE! I NEED AWNSERS MAN!
*In case you took that seriously, that was a joke. G'night folks. XOXOXO
DarwintheNameless wrote:
Good question. Better yet, Why are there yellow blocks and giant coins levitating in thin air? Why are there bombs and dragons's heads wearing shoes? Why is that skinless Turtle still alive?! WHAT ARE COLD BLOODED REPTILIANS DOING IN AN ARCTIC REIGON IN THE FIRST PLACE!?!?! AND WHY AND HOW IS THAT POORLY CONSTRUCTED ICE RAMP BALANCING ON THAT PILLAR!?!?! IT LOOKS LIKE IT COULD EASILY COLLAPSE! I NEED AWNSERS MAN!
*In case you took that seriously, that was a joke. G'night folks. XOXOXO
SMBX con doesn't use any IRL logic aaaaaaaaayyyyyyyyyyyyyy lmao
DarwintheNameless wrote:Why are there bombs and dragons's heads wearing shoes?
PROX wrote:how is that fortress staying upright with all of those torches? xD Anyway, those graphics look beautiful as always. My favorites would have to be the spikes, and the railings. Those ice blocks look very banded though, but eh.
I guess torches of this size are no thread to the overall-temperature in the building. After all a small fire in an igloo is also no problem, right? ^^
About the ice blocks, I am not the first and only one who designs ice like that, I guess. For me they look right that way. Banding is not bad in every case it is used, I think. :-P
I am glad that you like the graphics. Thank you for the input. :-)
Harvey36Dice wrote:Oh wow the new screen looks great, the ice shading looks nice, and the design and atmosphere looks great!
Thank you very much. :-)
It took me a while to make the background-GFX but it was fun to do in the end. About the level-design itself, I also like how it turned out. Sometimes I am not too sure about some design-choices, but in this level, I am not having problems with that.
Harvey36Dice wrote:(Why you put fire(s) in an ice fortress...)
Why do people put upside-down hills on the ceiling? :-D
Why do they use SMB3-pipe ends where the light is coming from the bottom, instead from the top, even when there are correct versions availiable? :-/
And why does my ice cream taste like azuki (sweetened red beans) instead like strawberry? :-P
Questions, only the universe itself can answer...if it could speak, that is. ^^
That looks awesome! Love the looks of the level, and seems like a fun level! Keep it up, I want to see more! :D
Thanks. The level should be fun to play too, hopefully. I will do my best to not disappoint anyone. :-)
Natsu wrote:@PROX: The real question is how is the torch still lit? =P
Ask Dumb Dum about that, since he is the poor scum who walks all around the fortress and lit them everytime again.
DarwintheNameless wrote:
Those textures man. You really are making this episode stand out from the others. Not that the others are bad tho :)
Thank you. I also do not think that they are bad. But even with the fact that I am doing all these graphics, I will never use them as excuse for bad level-design. I care very much about good and quality design of the levels too. :-)
Also, yes that dragon skull is "Skull'O Bane" which replaces the blue Beach Koopa. He basically kicks stuff around, like a Buster Beetle does.