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Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Fri Sep 26, 2014 10:24 pm
by Thundaga_T2
Well I'd do it if no one else wants to, Im just suggesting it just in case Ghosthawk doesnt want to keep track of them now. Yeah, its the same as if he did it himself, but its less work for him i guess. If he really feels like combing through this topic for ideas though then thats up to him, I just figured that he wouldnt have to do it himself. Whelp Im rambling now, you get the idea. :lol:

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Fri Sep 26, 2014 10:40 pm
by Blck_Guy
I've already started!!!

Ok got all the ideas so-far on this thread!!!



cough, cough, If we get at least 30 yes on this poll GhostHawk will add Link?? http://strawpoll.me/2641078

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 12:30 am
by Julia Pseudo
I'm completely OK with Link not coming back. He doesn't fit with the Mario gameplay style at all.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 12:48 am
by Blck_Guy
Pseudo-dino wrote:I'm completely OK with Link not coming back. He doesn't fit with the Mario gameplay style at all.

So am I... but if it's what other people want well...

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 1:13 am
by XerX
Its not a mario game without Lonk D:. *starts picket line* KEEP LINK IN VSMBX! KEEP LINK IN VSMBX! KEEP LINK IN VSMBX!

Also great progress Ghosthawk.

KEEP LINK IN VSMBX! KEEP LINK IN VSMBX! KEEP LINK IN VSMBX!

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 1:33 am
by Nexia
KEEP LINK IN VSMBX! KEEP LINK IN VSMBX! KEEP LINK IN VSMBX!
+1111
*cough* Voted.

Also, lookin quite good GhostHawk ;)

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 1:37 am
by aero
My Suggestions.txt:

*Enemies follow player
*Move layer to specific coordinates
*Multiple Save Points
*Codes for all items
*Arrow key level navigation
*HUD Settings
*Better masking/transparency
*Extendable warps
*Better NPC timers
*Flag pole exit
*Global Events
*Warp Transitions
*Customizable Game Over screen

These are the highlights, and some were repeated throughout the thread so if I didn't find your suggestion reply and I'll update it when I can.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 2:24 am
by Julia Pseudo
I assume "Multiple Save Points" means multiple in-level midpoints? If so then yeah everything I suggested is there.

You're awesome, GhostHawk.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 7:31 am
by Lnik3500
GhostHawk wrote:My Suggestions.txt:

*Enemies follow player
*Move layer to specific coordinates
*Multiple Save Points
*Codes for all items
*Arrow key level navigation
*HUD Settings
*Better masking/transparency
*Extendable warps
*Better NPC timers
*Flag pole exit
*Global Events
*Warp Transitions
*Customizable Game Over screen

These are the highlights, and some were repeated throughout the thread so if I didn't find your suggestion reply and I'll update it when I can.
What about the zone event suggestion?

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 7:47 am
by Darkonius Mavakar
What about an intro image for every level like in smb1?

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 8:04 am
by Fuyu
That looks certainly better, since you have a .txt file now you probably won't even need people to remind you, you have everything you need at hand.

Looking forward to beta testing VSMBX dude! :D

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 27, 2014 3:27 pm
by Julia Pseudo
Darkonius Mavakar wrote:What about an intro image for every level like in smb1?
That's an awesome idea, but it should probably be optional, like a setting on the world map or something like that.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 28, 2014 12:26 am
by aero
Mini-update:

*Optimized, and reduced animation code bulk for slightly better performance.

*Packaged 1.0.0.0 beta with content.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 28, 2014 12:33 am
by TangledLion
Keep up the good work man! What you are doing is truly epic!

Also, for us Link Fanatics, Since he will release the source code, Maybe those of us who are skilled with programing can make a full-on Zelda mod? Optimizing VSMBX for Zelda 2 style Stuff?

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 28, 2014 12:53 am
by aero
TangledLion wrote:Keep up the good work man! What you are doing is truly epic!

Also, for us Link Fanatics, Since he will release the source code, Maybe those of us who are skilled with programing can make a full-on Zelda mod? Optimizing VSMBX for Zelda 2 style Stuff?
Thanks, and the Link part is very true. I'll probably meet everyone half way on this one and create a Player creation template.
Lnik3500 wrote:What about the zone event suggestion?
Added.
Darkonius Mavakar wrote:What about an intro image for every level like in smb1?
Eh, idk. I'm thinking of sticking to SMBX's style with this one now.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 28, 2014 1:42 am
by Thundaga_T2
GhostHawk wrote:I'll probably meet everyone half way on this one and create a Player creation template.
Oooh that sounds awesome. I'd assume character skins would be done using this as well.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 28, 2014 3:42 am
by Blck_Guy
So I made a word doctument with all suggestions in this thread I will give it to you in 5 days, not not going to be here in the 5 days period!

http://strawpoll.me/2641078
Yes: 9
No : 3
http://strawpoll.me/2641078

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 28, 2014 8:24 am
by glitch4
Is some world map editor's new features gonna happen

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 28, 2014 10:24 am
by Chip Potato
SnifitGuy wrote:
GhostHawk wrote:
TangledLion wrote:Keep up the good work man! What you are doing is truly epic!

Also, for us Link Fanatics, Since he will release the source code, Maybe those of us who are skilled with programing can make a full-on Zelda mod? Optimizing VSMBX for Zelda 2 style Stuff?
Thanks, and the Link part is very true. I'll probably meet everyone half way on this one and create a Player creation template.
"Player Creation Template"? I don't exactly understand.
I'm guessing it's a template for making reskins of the playable characters.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 28, 2014 10:49 am
by Fuyu
What about adding pushable-NPCs? That's something I'd like to see. It could lead to really unique puzzle gimmicks. Also, what about a stand-on-NPC trigger?