AxelVoss wrote:Long as we're recreating random games in a Mario engine, I'm gonna learn how to use LunaLua and make a Final Fantasy V platformer.
Sweet, good luck with that!
I wonder how far I could go with this RPG-platformer thing...
I've seen scripts that would allow me to extend the health meter for Link, extend item limits, and create shops...
Y'all know what I wanna see someone recreate in SMBX?
THIS:
Note: You might have to make custom enemies to replace the normal npcs.... And probably change their scripting to make them hurt only with throwing projectiles at them. >_>
MarioRPGExpert93 wrote:Y'all know what I wanna see someone recreate in SMBX?
THIS:
Note: You might have to make custom enemies to replace the normal npcs.... And probably change their scripting to make them hurt only with throwing projectiles at them. >_>
That would be great, if that would be possible, because someone has to use Lunar to make sure that Mario gets hurt by jumping on enemies!
MarioRPGExpert93 wrote:Y'all know what I wanna see someone recreate in SMBX?
THIS:
Note: You might have to make custom enemies to replace the normal npcs.... And probably change their scripting to make them hurt only with throwing projectiles at them. >_>
That would be great, if that would be possible, because someone has to use Lunar to make sure that Mario gets hurt by jumping on enemies!
MarioRPGExpert93 wrote:Y'all know what I wanna see someone recreate in SMBX?
THIS:
Note: You might have to make custom enemies to replace the normal npcs.... And probably change their scripting to make them hurt only with throwing projectiles at them. >_>
So you basically wanna recreate Chip n' Dale: Rescue Rangers in SMBX?
Actually I want to recreate the 13th Street from Castlevania PoR in SMBX for my project
And I'll like to make a hub styled episode where you have to travel from a place to another. Something like "if you want to reach the Archipielago Town you have to go through the Crab Road and then find the entrance that leads you to the town, or if you want to go to the Prohibited City you have to go to the Mill Valley, go through the Tree-House Forest, reach the Golden Paradise and then find the entrance that leads you to the city. Just like a RPG game (don't know if someone already did something like that in SMBX, but if still there's no one who did that I want to be the first)
MarioRPGExpert93 wrote:Y'all know what I wanna see someone recreate in SMBX?
THIS:
Note: You might have to make custom enemies to replace the normal npcs.... And probably change their scripting to make them hurt only with throwing projectiles at them. >_>
So you basically wanna recreate Chip n' Dale: Rescue Rangers in SMBX?
Yes, I wanna recreate Chip n' Dale: Rescue Rangers in SMBX, even though I'm not a Disney person.
not sure if this counts as a gimmick, but i'd love to find a way to have music that seamlessly transitions depending on what area you're in. for example, you can have two tracks play simultaneously, but have one muted if you're in one area, and when you go to another, it reverses and sounds like the music is still going, but different instruments are playing instead.
NyanMC wrote:Beat blocks from either SMG2 and 3D World, or the ones from 3D Land.
That can (and has already) been done, it's actually quite simple if you know how to use layers and events. Have a layer for each beat block colour, you can have as many as you want, and have events which trigger each other after a delay, in a loop. These events will show and hide the beat blocks when you want them to, and you can make it go in time with the music by carefully setting the delays.
NyanMC wrote:Beat blocks from either SMG2 and 3D World, or the ones from 3D Land.
That can (and has already) been done, it's actually quite simple if you know how to use layers and events. Have a layer for each beat block colour, you can have as many as you want, and have events which trigger each other after a delay, in a loop. These events will show and hide the beat blocks when you want them to, and you can make it go in time with the music by carefully setting the delays.
Well anyways I also want to recreate Sonic Lost World 2D stage physics