Mario's Kingdom Adventure

Share your work-in-progress SMBX episode or browse and support others'.

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OlieGamerTV
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Re: Mario's Kingdom Adventure

Postby OlieGamerTV » Sun Dec 17, 2017 3:08 pm

Taycamgame wrote:All those graphics are based on NSMB games, except the coins and ? blocks.
ImageImage
I added a bit more shading to the block, i replaced the note block using it.

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Sun Dec 17, 2017 4:22 pm

Looks good, I will probably use that instead (if it works)!

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Sun Dec 17, 2017 4:26 pm

Updated version of previous image:
Spoiler: show
Image
Remember, this is an autoscroll level, so those bullet bills and king bills won't be activated all at once, they actually start moving at times where dodging them is possible. (You'll get the idea when you play it)
The shaded version of those checkered jump blocks look much better, thanks!
And a new World Map Screenshot, subject to change:
Spoiler: show
Image

OlieGamerTV
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Re: Mario's Kingdom Adventure

Postby OlieGamerTV » Sun Dec 17, 2017 7:13 pm

Taycamgame wrote:Updated version of previous image:
Spoiler: show
Image
Remember, this is an autoscroll level, so those bullet bills and king bills won't be activated all at once, they actually start moving at times where dodging them is possible. (You'll get the idea when you play it)
The shaded version of those checkered jump blocks look much better, thanks!
And a new World Map Screenshot, subject to change:
Spoiler: show
Image
no problem, still can't wait to try this out, i will try it as soon as a opportunity is available.

erkyp3rky
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Re: Mario's Kingdom Adventure

Postby erkyp3rky » Sun Dec 17, 2017 10:49 pm

Taycamgame wrote:This Project is still being worked on. However, I would like to try and make another project at the same time using better graphics from SMB2, and I want to create a HUB world for that too. I will call it "Mario's Kingdom Adventure 2: Search for the Stars", because I want each level in that game to have 3 Stars to collect (like SMSE).
I am already on World 4 of this project, if anyone is interested in me making a SMB2 Episode with Stars and a Hub world, then I will do that too!
Like Olie said, stick with what you're doing now. Overwhelming yourself will probably lead to you stuffing up in some way, so just take it easy, 1 at a time. Finish this one off then listen to the feedback, and take that and make a new episode taking the feedback into consideration.

You're doing great with this so far and I wouldn't want you to mess up. :D

EDIT: The world map screenshot looks sexy.

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Wed Dec 20, 2017 2:04 pm

Enjoy the new image:
Spoiler: show
Image
Also, it would be much appreciated if some feedback could be given for any of the screenshots so far! I'm thinking the screenshot of the Desert Temple level is the worst since it needs a lot of work (It's really blocky).

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Re: Mario's Kingdom Adventure

Postby erkyp3rky » Wed Dec 20, 2017 5:31 pm

Taycamgame wrote:Enjoy the new image:
Spoiler: show
Image
Also, it would be much appreciated if some feedback could be given for any of the screenshots so far! I'm thinking the screenshot of the Desert Temple level is the worst since it needs a lot of work (It's really blocky).
The screen looks interesting!

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Thu Dec 21, 2017 9:33 am

They just keep coming:
Spoiler: show
Image
I don't know about this one. I think it needs more work. This whole level is based on those arrow platforms that move, it is more of a platforming tower than a "dodge the enemy" tower.

erkyp3rky
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Re: Mario's Kingdom Adventure

Postby erkyp3rky » Thu Dec 21, 2017 4:20 pm

Taycamgame wrote:They just keep coming:
Spoiler: show
Image
I don't know about this one. I think it needs more work. This whole level is based on those arrow platforms that move, it is more of a platforming tower than a "dodge the enemy" tower.
I really like this screenshot, looks very interesting. Bullet Bills being my favourite Mario enemy of all time, I hope you can use them well here!

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Re: Mario's Kingdom Adventure

Postby Cedur » Fri Dec 22, 2017 8:01 am

The green recolored bridge stands out a lot in an unfitting way. Adapt the green tone to the wall or just leave it default.

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Fri Dec 22, 2017 9:20 am

Cedur wrote:The green recolored bridge stands out a lot in an unfitting way. Adapt the green tone to the wall or just leave it default.
Yeah, I was thinking about changing it to a lime green, it's too dark at the moment.#
The default bridge colour (yellow) didn't seem to fit in either.

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Re: Mario's Kingdom Adventure

Postby Maxjacinto2 » Fri Dec 22, 2017 10:24 am

Taycamgame wrote:Yeah, I was thinking about changing it to a lime green, it's too dark at the moment.#
The default bridge colour (yellow) didn't seem to fit in either.
Don't worry, I recolored one to save you a few minutes, I hope it does the job. :)

Image

Amazing project by the way, can't wait to play it! :D

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Fri Dec 22, 2017 10:27 am

Thanks, that looks much better now!

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Fri Dec 22, 2017 4:11 pm

Guess what?
New Screenshot!: show
Image
This level isn't quite finished, but I think it looks quite good so far.

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Re: Mario's Kingdom Adventure

Postby erkyp3rky » Fri Dec 22, 2017 10:11 pm

Taycamgame wrote:but I think it looks quite good so far.
You thought right.

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Sat Dec 23, 2017 5:41 pm

So since Xmas and New year are coming up quite quickly, I will probably be inactive until atleast January, maybe earlier.
But I will definitely get this Project back on track after this short break! Don't worry guys, this one will not get cancelled!

Some extra info BTW:
This project started by me thinking about making atleast 100 levels, maybe more. But now, I'm not quite sure how many levels there will be (they aren't very long, so more would make up for that). The levels shouldn't be too hard, but they won't all be simple "beaten in a minute" levels either.

I am also working on an individual level too, so expect a topic for that too!

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Re: Mario's Kingdom Adventure

Postby PixelPest » Sat Dec 23, 2017 5:57 pm

You might want to consider working on your level design skills a little more before undertaking a project with so many levels. I dropped my first two projects because my design improved and I realized how bad my older levels were. And I only planned for like 30 levels each. This is a crazy idea with your skill level and I'd recommend against it

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Sun Dec 24, 2017 4:27 am

PixelPest wrote:You might want to consider working on your level design skills a little more before undertaking a project with so many levels. I dropped my first two projects because my design improved and I realized how bad my older levels were. And I only planned for like 30 levels each. This is a crazy idea with your skill level and I'd recommend against it
TBH I don't spend much time on the levels, if I did, then they would be better.
I was going to go over my earlier levels and improve them, but IDK when that will be. And I don't think it will be 100 levels, more like 60 - 80. (9 Worlds x ~8 Levels = ~72).

What do you suggest I do with the levels, as in how do I improve them?

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Re: Mario's Kingdom Adventure

Postby Emral » Sun Dec 24, 2017 9:23 am

Taycamgame wrote:What do you suggest I do with the levels, as in how do I improve them?
Came across these comics yesterday. They're really cute and do a great job at explaining level design. The levels I can see in your screenshot look fine by themselves, but I think they might blend into one another if put into the context of a lengthy episode (some people might refer to such levels as "filler"). Though these comics do a better job at explaining how to make levels fun and unique than I could, so please check them out when you got a bit of spare time:
http://supermariomaker.nintendo.com/comics/

I definitely agree with Pixelpest that quality should come before quantity. I suggest designing levels around ideas you get, rather than coming up with ideas to fill the level slots you got. It's very hard to come up with 70 different ideas for levels and making them all work well and it's always worth considering that there are several people working on level design in official Mario games, overseen by a lead. So they can split the load to cram out more content:
https://www.mariowiki.com/List_of_New_S ... vel_Design

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Re: Mario's Kingdom Adventure

Postby Taycamgame » Sun Dec 24, 2017 10:11 am

TBH I never expected any of my levels to be as good as Nintendo ones, but I do try to aim for the same sort of feeling you get when playing official Mario games; e.g. Not too short or too long, linear, etc.
By "filler", do you mean putting lots of levels in just for the sake of making the episode longer?
And i'm not sure what I should do, I don't really want to start over, but a lot of my levels will need improvements, some are quite short, not very challenging, not many BGO's used etc. I don't know, guess I forget to make it look good because I always think about what the level will be structured like.


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