Lowser's Conquest - A little update

This forum is for projects that are a work in progress.

Moderator: Userbase Moderators

Mushroom King
Flurry
Flurry
Posts: 187
Joined: Sun May 25, 2014 5:09 am

Re: Lowser's Conquest - idk holy sednaiur

Postby Mushroom King » Tue Jun 21, 2016 7:52 am

Camacho wrote: Sadako?
It's actually based on the japanese legendary character of Hyottoko.
https://en.wikipedia.org/wiki/Hyottoko

PlayerYoshi14
Spiny
Spiny
Posts: 26
Joined: Wed Jun 15, 2016 1:43 pm

Re: Lowser's Conquest - Mount Onsen

Postby PlayerYoshi14 » Tue Jun 21, 2016 10:08 am

This is a brilliant project 8-) I like these opponents with glasses, it looks really cool.

Just a questions:
Sednaiur wrote:This project is in the making since the beginning of 2013 and will be finished somewhere in the third quarter of 2016.
Whose month will you do campaign? You already know? Did you do a big progess?

TurtleJosh52
Hoopster
Hoopster
Posts: 44
Joined: Mon Nov 09, 2015 1:52 pm
Flair: I regret this account.

Re: Lowser's Conquest - Mount Onsen

Postby TurtleJosh52 » Wed Jun 22, 2016 11:48 pm

Excited for the release!

loop
Ninji
Ninji
Posts: 984
Joined: Sun Apr 17, 2016 5:56 pm
Flair: i may be dumb but im not stupid!
Pronouns: he/him/they

Re: Lowser's Conquest - Mount Onsen

Postby loop » Thu Jun 23, 2016 12:50 am

Same. He is working hard, and I respect that. It looks High Def.

Sednaiur
Volcano Lotus
Volcano Lotus
Posts: 580
Joined: Fri Dec 20, 2013 2:16 pm

Re: Lowser's Conquest - A little update

Postby Sednaiur » Mon Jul 04, 2016 6:06 pm

I thought I just put up some screenshots that show my progress on updating the old levels of my project:
Spoiler: show
Image
Image
Image
Image
Image
I expanded the length of level 2-2 a very little bit (around 20 seconds of gameplay) because of the newly implemented checkpoints.
I also completely redid the navy-level from world 2, so it features now around 30% less auto-scrolling (the scrolling speed got upgraded from 1 to 1.3). I also mae it a bit easier. It still took around 5 hours to do, because I needed to setup the different layers to scroll and stop accordingly, even though I knew what I needed to do.
If you look onto the 4th screenshot, you can see this wooden cannon there, that also was present in the older versions of the level. The thing about it is that I always wanted to do a wooden cannon that shoots wooden cannonballs that are especially harmful, but I never really came to it before. But when I tried to emulate the normal cannonballs by replacing Shy Guys, to also be able to use Bullet Bills in the same level, I found out that I finally can do these wooden cannonballs too. Now my navy features a fully functional wooden blaster with cannonballs invulnerable to any jump-attack including spinjumping, because we all know -wood is way more devastating than any kind of TNT or metal-. xD
I also do think that SMBX has serious errors with SMBXpanded stuff in auto-scroll levels, as it continuosly gave me runtime-error 340 while I used anything that is dummied out.
Of course I also updated the used tilesets a bit and also made new level brackgrounds from scratch (like on the second screenshot).
The last screenshot shows off the new worldmap-tileset for world 1. Now I really used up all the dummied-out tiles for the worldmap.
Now world 2 is almost done, except for it's fortress which I like to update next.

My responses:
Spoiler: show
MECHDRAGON777 wrote:Sednaiur, I can not wait for the "Visual Beta" but I can not LP this until I get a new PC since I had a hard-drive crash four days ago.
Don't worry about it, as I still need a long time for all the levels to be revamped.
MECHDRAGON777 wrote:Also, thanks for calling Utsuho Reiuji cute I guess, even if she is a ---- Raven. (I refuse to say the word that goes their.) The bird-brained Raven is my second favorite Touhou Character though. What does that word you say that you called her mean? I thought she was just a Youkai. You might as well make her in one of those levels if she fits what the other NPCs are. I can help a little bit with lua, but not that much.
I would not say that she is a raven, as for me she is clearly a beautiful girl with black wings. I rather would call her a demi human, as most of her is human-like, just like most of her is really cute, in my opinion. ^^
MECHDRAGON777 wrote:Eitherway, I visible line riders will make the boss random?
Eh, I said "semi-random", not "random". Because I am not aware about a way in SMBX to make a boss moving really random. I just know about a way to make open ways in a level at random.
MECHDRAGON777 wrote:So, what is a "Visual Beta" and if I Co-Play/Co-Screen this with bossedit8, then how would we do it if only me and as303298 get the visual beta.
A visual beta is a video of a game that you can see, but obviously not play yourself. That means when I give you and As303298 the beta and you make a video of it, you simply do a visual beta for all the people that watch your videos. :-)
And about Bossedit8, he stated in one of your videos that he likes to only play the full version of my project, so I do not bother him about it. I am fine with how he likes to do it.
Camacho wrote:TBH the boss' face is scary me D:
Nice boss I think, it looks like one of Japanese masks ( Sadako?)
For me he looks just very funny this way, but when you hit him, he shows off Hannya's face, which - combined with the sound of Mother Brain's scream of pain - is really a bit creepy to me. And yes, in Nippon (Japan) you can find him often as a mask, together with Kappa, Hannya, Kitsune, and others. They are very popular.
PlayerYoshi14 wrote:This is a brilliant project 8-) I like these opponents with glasses, it looks really cool.

Just a questions:
Sednaiur wrote:This project is in the making since the beginning of 2013 and will be finished somewhere in the third quarter of 2016.
Whose month will you do campaign? You already know? Did you do a big progess?
Thankyou very much. :-)
To say the truth, these sunglasses are a reference to a really cool and funny Anime-character which I really like (and it's not a bishoujo this time xD) so I made them looking like this.

About the release date of my project, I guess it's taking up some more time. I theoretically only need to do world 8 and world 9 plus hidden content, but at the moment I need to update all the levels from world 1 to world 7 (world 1 and 2 are finished), so I can have a better order for all my graphics and NPCs.
For now I rather assume that it will be released at the end of this year or at the beginning of the following year. I am sorry for all the delay. -.-
TurtleJosh52 wrote:Excited for the release!
Jayce 777 wrote:Same. He is working hard, and I respect that. It looks High Def.
Thank you both. ^^

I do my best to not disappoint you. It would be cool for me, to be able to release it on december 24th, so I can give out a little christmas present. xD

Hani
Volcano Lotus
Volcano Lotus
Posts: 565
Joined: Mon Apr 13, 2015 6:34 pm

Re: Lowser's Conquest - A little update

Postby Hani » Mon Jul 04, 2016 6:17 pm

That took a nice turn. The water is very nice looking. And I like the cannonball being wooden.
And the background hills. You changed it. It looks nice even more!
The screenshots that most made me jumped off of my chair and cry is the beach screenshots. Custom enemies, and the palm trees looks better than the sonic ones you used.
The Kappa Troops remade. It looks good. And with no outlines and new texture for the worldmap is nice. No doubt.
Never give up! :)

MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 6422
Joined: Fri Dec 20, 2013 6:40 pm
Flair: Nuclear Queen of Reversion.
Contact:

Re: Lowser's Conquest - A little update

Postby MECHDRAGON777 » Mon Jul 04, 2016 6:42 pm

That was a lot to read. The updates are looking some def and I can not wait to see what you have in store. Thank you for defining what a visual beta actually is, so in that sense, I can not wait for that either. If you only want us to record it, or at least to me, you would need to tell me what is specifically off limits when I started doing an LP of the demo, I originally wanted to 100% it.

As for your comment about the Touhou Character.
Spoiler: show
You called the Youkai two things: A Bishoujo and a demi-human. If all of the NPCs that talk other than Toads are either bosses, Toads, and others you called "Bishoujo", then does that mean I should except to see her in world eight or nine? (Eight has the Nuclear Factory you spoke of and World Nine is lava which suits her location in the games.) This is all coming off the fact you called my second favorite character a "Bishoujo". ...also, by your definition, are all Youkai in Touhou "Demi-Hunan"? ...One character is specifically half-human/half-youkai. (The half ghost Youmu). So you did kind of confuse me their. So does that mean I would see Utsuho in this episode?
As for my computer, I got it running. I do have to ask this though. If you release the Visual Beta you want me to record after I get my new PC, I assume I should not use an animé-basis webcam feed since it would not really appeal to your audiences. I will be able to do it to the full game atleast. (It depends on the new PC for the program takes up 80% of my CPU% to run.)

Sednaiur
Volcano Lotus
Volcano Lotus
Posts: 580
Joined: Fri Dec 20, 2013 2:16 pm

Re: Lowser's Conquest - A little update

Postby Sednaiur » Mon Jul 04, 2016 8:11 pm

Catastrophe wrote:That took a nice turn. The water is very nice looking. And I like the cannonball being wooden.
And the background hills. You changed it. It looks nice even more!
The screenshots that most made me jumped off of my chair and cry is the beach screenshots. Custom enemies, and the palm trees looks better than the sonic ones you used.
The Kappa Troops remade. It looks good. And with no outlines and new texture for the worldmap is nice. No doubt.
Never give up! :)
Thank you. :-)

Even the water being a "cheap" edit of the SMB1-water, I guess I an live with it too. And the wooden cannonball is kind of a little joke, and it is the only one in my whole project, and not meant to be messed with in the level (but one can jump up to it and tailwhip the cannonball to claim 1000 points each time xD).

About the palmtrees, yes they needed to be redone (but this was done about a year ago), since I wanted to get rid of all the non-custom stuff, and because they were overused in other projects too.
The hills in the level-background, yes I changed them again, which is the third time now. xD The first version of the background used 255 different colors, while the second one still used around 150 colors. This version only uses 50 different colors and still look better than the previous versions, in my opinion.
But while doing such graphics, I always have to deal with the annoying bugs in Paint.net which, in all honesty, is too dumb to read it's own color codes unfortunately, sometimes messing up pixels here and there. -.-

I assume by "Kappa"-troops you mean my "Kamelings", as Kappas are something really different. :-P
Yes, I want to remove all the back inlines from my NPCs, and I also found that their noses were still too squishy like in SMB3.
MECHDRAGON777 wrote:That was a lot to read. The updates are looking some def and I can not wait to see what you have in store. Thank you for defining what a visual beta actually is, so in that sense, I can not wait for that either. If you only want us to record it, or at least to me, you would need to tell me what is specifically off limits when I started doing an LP of the demo, I originally wanted to 100% it.
Don't worry about it. When I give you the beta, nothing is off-limits for you there. You may still 100% it if you like. :-)
MECHDRAGON777 wrote:As for your comment about the Touhou Character.

You called the Youkai two things: A Bishoujo and a demi-human. If all of the NPCs that talk other than Toads are either bosses, Toads, and others you called "Bishoujo", then does that mean I should except to see her in world eight or nine? (Eight has the Nuclear Factory you spoke of and World Nine is lava which suits her location in the games.) This is all coming off the fact you called my second favorite character a "Bishoujo". ...also, by your definition, are all Youkai in Touhou "Demi-Human"? ...One character is specifically half-human/half-youkai. (The half ghost Youmu). So you did kind of confuse me their. So does that mean I would see Utsuho in this episode?
A youkai is simply a kind of demon, like a youma or a oni also is, and they are also often counted as a kind of obake (spirits). You can say that Utsuho-chan is basically a han'yō (half-youkai) instead of a full yōkai. The same goes for Youmu-chan. I would never really call a real yōkai cute, to be honest. :-P
And so, by my definition these kawaiies are han'yō or "half-demons" if you want, so their cuteness clearly comes from the human-side but get's reinforced by their yōkai-side. ^^
But if Reimu-chan is present in my project, let's see about it.
MECHDRAGON777 wrote:If you release the Visual Beta you want me to record after I get my new PC, I assume I should not use an animé-basis webcam feed since it would not really appeal to your audiences.
I peronally found the one you used in your last video of my demo already nice, so I do have absolutely nothing against it, I rather would like to see anything like this again (maybe something with "Mo-chan" (Mokou)? Of course it is up to you what you like to use.

MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 6422
Joined: Fri Dec 20, 2013 6:40 pm
Flair: Nuclear Queen of Reversion.
Contact:

Re: Lowser's Conquest - A little update

Postby MECHDRAGON777 » Mon Jul 04, 2016 8:26 pm

Sednaiur wrote:
MECHDRAGON777 wrote:That was a lot to read. The updates are looking some def and I can not wait to see what you have in store. Thank you for defining what a visual beta actually is, so in that sense, I can not wait for that either. If you only want us to record it, or at least to me, you would need to tell me what is specifically off limits when I started doing an LP of the demo, I originally wanted to 100% it.
Don't worry about it. When I give you the beta, nothing is off-limits for you there. You may still 100% it if you like. :-)
Okay, then I plan on doing that
Sednaiur wrote:
MECHDRAGON777 wrote:As for your comment about the Touhou Character.

You called the Youkai two things: A Bishoujo and a demi-human. If all of the NPCs that talk other than Toads are either bosses, Toads, and others you called "Bishoujo", then does that mean I should except to see her in world eight or nine? (Eight has the Nuclear Factory you spoke of and World Nine is lava which suits her location in the games.) This is all coming off the fact you called my second favorite character a "Bishoujo". ...also, by your definition, are all Youkai in Touhou "Demi-Human"? ...One character is specifically half-human/half-youkai. (The half ghost Youmu). So you did kind of confuse me their. So does that mean I would see Utsuho in this episode?
A youkai is simply a kind of demon, like a youma or a oni also is, and they are also often counted as a kind of obake (spirits). You can say that Utsuho-chan is basically a han'yō (half-youkai) instead of a full yōkai. The same goes for Youmu-chan. I would never really call a real yōkai cute, to be honest. :-P
And so, by my definition these kawaiies are han'yō or "half-demons" if you want, so their cuteness clearly comes from the human-side but get's reinforced by their yōkai-side. ^^
But if Reimu-chan is present in my project, let's see about it.
Such as Suika Ibunki is an Oni, Aya Shameimaru is a Tengu, yet they are all yōkai. (I wish I can type yōkai correctly with out copy paste.) Reimu Hakurie is actually my most hated Touhou character. I would love to see my favorite Touhou Characters in this game, but that is up to you, and would be a plesent surprise as you seem to know more about Tōhō then I do.
Spoiler: show
Fujiwara No Mokou
Utsuho Reiuji
Flandre Scalret
Sakuya Izoyoi
Sariel
Rin Kaenbyou
Toyosatomimi No Miko
Clown Peice
Satori Komeji
Youmu Konpaku
Lyrica Prismriver
Reisen Udongein Inaba
Kaguya Hourisan
Eirin Yagokoro
Byakuren Hijiri
Shinki
So yeah, thank you. I can not wait to see what you do.
Sednaiur wrote:
MECHDRAGON777 wrote:If you release the Visual Beta you want me to record after I get my new PC, I assume I should not use an animé-basis webcam feed since it would not really appeal to your audiences.
I peronally found the one you used in your last video of my demo already nice, so I do have absolutely nothing against it, I rather would like to see anything like this again (maybe something with "Mo-chan" (Mokou)? Of course it is up to you what you like to use.
I have not used the Webcam feed before actually. I actually did mean Tōhō characters though. I do not have a setup to use use Fujiwara No Mokou though, even if she is my favorite character. I have "Rin Kaenbyou", "Utsuho Reiuji", "Satori Komeji", and "Ran Yakumo". I can not wait then.

Hani
Volcano Lotus
Volcano Lotus
Posts: 565
Joined: Mon Apr 13, 2015 6:34 pm

Re: Lowser's Conquest - A little update

Postby Hani » Mon Jul 04, 2016 8:31 pm

Sednaiur wrote:
Catastrophe wrote:That took a nice turn. The water is very nice looking. And I like the cannonball being wooden.
And the background hills. You changed it. It looks nice even more!
The screenshots that most made me jumped off of my chair and cry is the beach screenshots. Custom enemies, and the palm trees looks better than the sonic ones you used.
The Kappa Troops remade. It looks good. And with no outlines and new texture for the worldmap is nice. No doubt.
Never give up! :)
Thank you. :-)

Even the water being a "cheap" edit of the SMB1-water, I guess I an live with it too. And the wooden cannonball is kind of a little joke, and it is the only one in my whole project, and not meant to be messed with in the level (but one can jump up to it and tailwhip the cannonball to claim 1000 points each time xD).

About the palmtrees, yes they needed to be redone (but this was done about a year ago), since I wanted to get rid of all the non-custom stuff, and because they were overused in other projects too.
The hills in the level-background, yes I changed them again, which is the third time now. xD The first version of the background used 255 different colors, while the second one still used around 150 colors. This version only uses 50 different colors and still look better than the previous versions, in my opinion.
But while doing such graphics, I always have to deal with the annoying bugs in Paint.net which, in all honesty, is too dumb to read it's own color codes unfortunately, sometimes messing up pixels here and there. -.-

I assume by "Kappa"-troops you mean my "Kamelings", as Kappas are something really different. :-P
Yes, I want to remove all the back inlines from my NPCs, and I also found that their noses were still too squishy like in SMB3.
It happened to me too when I made my pipes. Apaprently Paint.net makes the graphics weird and dither if it has too many colors. But, I don't know if that is a bug or not.
But dang.. 255 colors? No wonder why people tell me to use less colors. I see you went down down down with less colors to make it more better because more colors means more hurt to the eyes(?). I don't know why I said kappa because I was in a terraria server and they kept saying kappa and it literally matches with koopa. LOL

Alagirez
Ludwig von Koopa
Ludwig von Koopa
Posts: 3616
Joined: Tue Dec 02, 2014 2:28 am
Flair: Legalize Awooo!
Pronouns: He/Him/That wolf
Contact:

Re: Lowser's Conquest - A little update

Postby Alagirez » Wed Jul 06, 2016 11:45 pm

Wow the new screens looks great! Looks better than before, although the octopus gfx is little bit weird tbh.....

Hani
Volcano Lotus
Volcano Lotus
Posts: 565
Joined: Mon Apr 13, 2015 6:34 pm

Re: Lowser's Conquest - A little update

Postby Hani » Thu Jul 07, 2016 12:04 am

Ooh I have a great idea. But you don't have to do it.
If you hit the octopus. The effect could look like a takoyaki. LOL I just thought about it and maybe share it with you.

MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 6422
Joined: Fri Dec 20, 2013 6:40 pm
Flair: Nuclear Queen of Reversion.
Contact:

Re: Lowser's Conquest - A little update

Postby MECHDRAGON777 » Thu Jul 07, 2016 4:03 am

I want to know if I have permission to count how many islands there are on this map. I counted 18 or so Main Island chains. I do want to know how the transition will be from world one which is now wood to world two's desert/sand/beach area. They are connected on this map afterall.
Spoiler: show
Image
Still wonder why you do not use more animating waters, but I guess rapids are only for "water that is 'out sea'"?

Also, I am very impatient to see where on that map to see where the level I want to see most is located since you said two of them and the first one is in world eight.

I at least found the actual sign saying the world in the first nine worlds. I know since you never posted off-set maps like the sky or lava, that we can not see them, but meh.

Sorry for trying to analyze such an old map you made. I forgot to tell you this when you uploaded it, but I am shock at how good of a map you can make without SMW style map tiles. (3D elevation, not "Styled" per se)

Darkonius Mavakar
Torpedo Ted
Torpedo Ted
Posts: 1786
Joined: Fri Dec 27, 2013 2:45 pm
Flair: Dreams of a forgotten reality
Pronouns: He/Him
Contact:

Re: Lowser's Conquest - A little update

Postby Darkonius Mavakar » Thu Jul 07, 2016 10:06 am

Boi if this released on my birthday (28th of july) it would be so lucky!

Too bad that Is actually Not gonna happen, Lol.
Anyhoo.
Tasty screenies as always, Seddyboy!

MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 6422
Joined: Fri Dec 20, 2013 6:40 pm
Flair: Nuclear Queen of Reversion.
Contact:

Re: Lowser's Conquest - A little update

Postby MECHDRAGON777 » Sun Jul 10, 2016 2:46 am

Oh yeah, I just looked at the new map screenshot again, and I have to say, other than it looking nice, why is the 45° Path the only thing visible? I assume it was the Shrine/autostart level. (The bug if you get the secret exits in the Shrine on your first visit if still have it set to autostart is still a threat I assume?)

Sednaiur
Volcano Lotus
Volcano Lotus
Posts: 580
Joined: Fri Dec 20, 2013 2:16 pm

Re: Lowser's Conquest - A little update

Postby Sednaiur » Sun Jul 10, 2016 6:05 am

MECHDRAGON777 wrote:Reimu Hakurei is actually my most hated Touhou character.
You "hate" Reimu-chan? That is really sad, to be honest :-(
I didn't expect that...
MECHDRAGON777 wrote:I would love to see my favorite Touhou Characters in this game, but that is up to you, and would be a plesent surprise as you seem to know more about Tōhō then I do.
Oh no, I do not really know much about Touhou, but only the most basics. I cannot promise that any of the Touhou-bishoujo will have an appearance in my project, as I usually decide what girls or other characters I put in, when the time for it comes. Otherwise I would somewhat limit me to a plan for this, which I do not like to do. :-P
MECHDRAGON777 wrote:I have not used the Webcam feed before actually. I actually did mean Tōhō characters though. I do not have a setup to use use Fujiwara No Mokou though, even if she is my favorite character. I have "Rin Kaenbyou", "Utsuho Reiuji", "Satori Komeji", and "Ran Yakumo". I can not wait then.
I am not, either. :-D
Catastrophe wrote:It happened to me too when I made my pipes. Apaprently Paint.net makes the graphics weird and dither if it has too many colors. But, I don't know if that is a bug or not.
But dang.. 255 colors? No wonder why people tell me to use less colors. I see you went down down down with less colors to make it more better because more colors means more hurt to the eyes(?). I don't know why I said kappa because I was in a terraria server and they kept saying kappa and it literally matches with koopa. LOL
I reduced the mount of colors that much because to me the background started to look too soft. When I updated my graphical style, I started to use a more cylindrical shading which is not so well on that SMB3-revamped background, so I needed to update that.
But in that process I also wanted to do this kind of background fully custom, and not just "steal" it from SMB3, so I made my own styled hills by now and it looks way better, in my opinion. It did not hurt my eyes, though, so no - that was not the reason. ^^
Camacho wrote:Wow the new screens looks great! Looks better than before, although the octopus gfx is little bit weird tbh.....
Thank you. :-)
Yes, "Tako-kun" (that octopus) looks indeed strange when he sits there like this, but it looks way better in the actual game. I dislike unfair hitboxes, and the way the animation of the original blooper works, makes it impossible to have it different, I guess.
Catastrophe wrote:Ooh I have a great idea. But you don't have to do it.
If you hit the octopus. The effect could look like a takoyaki. LOL I just thought about it and maybe share it with you.
Yes, I already thought of it, but then I scrapped this idea. But in case you use an resprited blooper in your episode, you could do this. :-)
MECHDRAGON777 wrote:I want to know if I have permission to count how many islands there are on this map. I counted 18 or so Main Island chains. I do want to know how the transition will be from world one which is now wood to world two's desert/sand/beach area. They are connected on this map afterall.

Still wonder why you do not use more animating waters, but I guess rapids are only for "water that is 'out sea'"?

Sorry for trying to analyze such an old map you made. I forgot to tell you this when you uploaded it, but I am shock at how good of a map you can make without SMW style map tiles. (3D elevation, not "Styled" per se)
You do not ask for permission, for anything like that. ^^ It's your good right to count and observe as you wish.
The wooden islands are now seperated from world 2 and world 3 by a small river. First I liked to do some transition-tiles for that, but I used up all the new tiles already, so no transition there. :-P

About the animating water, yes you are right. The idea behind it is to kinda simulate the currents of the ocean, while in the bay-areas the water is more calm.
MECHDRAGON777 wrote:Sorry for trying to analyze such an old map you made. I forgot to tell you this when you uploaded it, but I am shock at how good of a map you can make without SMW style map tiles. (3D elevation, not "Styled" per se)
Oh, thank you very much for these words. I always think that SMB3 may be rather simple with it's flat design but also has it's own charm.
I also would love to design a SMW-worldmap for one of my projects someday. ^^
Darkonius Mavakar wrote:Boi if this released on my birthday (28th of july) it would be so lucky!

Too bad that Is actually Not gonna happen, Lol.
Anyhoo.
Tasty screenies as always, Seddyboy!
Thank you. ^^

It is not happening under normal circumstances, but I could postpone the release date to 2017.07.28, so it actually would be released on your birthday. xD
And then there is the problem with the different timezones...:-P
MECHDRAGON777 wrote:Oh yeah, I just looked at the new map screenshot again, and I have to say, other than it looking nice, why is the 45° Path the only thing visible? I assume it was the Shrine/autostart level. (The bug if you get the secret exits in the Shrine on your first visit if still have it set to autostart is still a threat I assume?)
That singular path-tile there is actually a level (that I made the "start level"), so it is always visible.
The bug you are talking about was already fixed in the demo 2.1, which you also played. So no - this is not an issue anymore. Only demo 1.0 and (if I remember correctly) demo 2.0 had this problem.

MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 6422
Joined: Fri Dec 20, 2013 6:40 pm
Flair: Nuclear Queen of Reversion.
Contact:

Re: Lowser's Conquest - A little update

Postby MECHDRAGON777 » Sun Jul 10, 2016 10:58 pm

Sednaiur wrote:
MECHDRAGON777 wrote:Reimu Hakurei is actually my most hated Touhou character.
You "hate" Reimu-chan? That is really sad, to be honest :-(
I didn't expect that...
Marisa and Reimu specifficaly are the characters I dislike.
Sednaiur wrote:
MECHDRAGON777 wrote:I would love to see my favorite Touhou Characters in this game, but that is up to you, and would be a plesent surprise as you seem to know more about Tōhō then I do.
Oh no, I do not really know much about Touhou, but only the most basics. I cannot promise that any of the Touhou-bishoujo will have an appearance in my project, as I usually decide what girls or other characters I put in, when the time for it comes. Otherwise I would somewhat limit me to a plan for this, which I do not like to do. :-P
Then I have to wait and see how Nuclear this gets. Can not wait.
Sednaiur wrote:
MECHDRAGON777 wrote:I have not used the Webcam feed before actually. I actually did mean Tōhō characters though. I do not have a setup to use use Fujiwara No Mokou though, even if she is my favorite character. I have "Rin Kaenbyou", "Utsuho Reiuji", "Satori Komeji", and "Ran Yakumo". I can not wait then.
I am not, either. :-D
You are not what?
Sednaiur wrote:
MECHDRAGON777 wrote:I want to know if I have permission to count how many islands there are on this map. I counted 18 or so Main Island chains. I do want to know how the transition will be from world one which is now wood to world two's desert/sand/beach area. They are connected on this map afterall.

Still wonder why you do not use more animating waters, but I guess rapids are only for "water that is 'out sea'"?

Sorry for trying to analyze such an old map you made. I forgot to tell you this when you uploaded it, but I am shock at how good of a map you can make without SMW style map tiles. (3D elevation, not "Styled" per se)
You do not ask for permission, for anything like that. ^^ It's your good right to count and observe as you wish.
The wooden islands are now seperated from world 2 and world 3 by a small river. First I liked to do some transition-tiles for that, but I used up all the new tiles already, so no transition there. :-P

About the animating water, yes you are right. The idea behind it is to kinda simulate the currents of the ocean, while in the bay-areas the water is more calm.
I used to do calm ater only where path would be, but yeah, so yay.
Sednaiur wrote:
MECHDRAGON777 wrote:Sorry for trying to analyze such an old map you made. I forgot to tell you this when you uploaded it, but I am shock at how good of a map you can make without SMW style map tiles. (3D elevation, not "Styled" per se)
Oh, thank you very much for these words. I always think that SMB3 may be rather simple with it's flat design but also has it's own charm.
I also would love to design a SMW-worldmap for one of my projects someday. ^^
That means a Sequal. I loved he altitude you can pull of with the SMW tiles... You are right about SMB3 having it's charm though.
Sednaiur wrote:
Boi if this released on my birthday (28th of july) it would be so lucky!

Too bad that Is actually Not gonna happen, Lol.
Anyhoo.
Tasty screenies as always, Seddyboy!
Thank you. ^^

It is not happening under normal circumstances, but I could postpone the release date to 2017.07.28, so it actually would be released on your birthday. xD
And then there is the problem with the different timezones...:-P
That actually kind of creeps me out actually. I can say the same about my own on the ninth of October, but still. I am glad you are not postponing it for a year!
Sednaiur wrote:
MECHDRAGON777 wrote:Oh yeah, I just looked at the new map screenshot again, and I have to say, other than it looking nice, why is the 45° Path the only thing visible? I assume it was the Shrine/autostart level. (The bug if you get the secret exits in the Shrine on your first visit if still have it set to autostart is still a threat I assume?)
That singular path-tile there is actually a level (that I made the "start level"), so it is always visible.
The bug you are talking about was already fixed in the demo 2.1, which you also played. So no - this is not an issue anymore. Only demo 1.0 and (if I remember correctly) demo 2.0 had this problem.
So yay, no more bug. Still can not wait for you to post the updated map one day. Also, You meantioned adding a nearby building for the Nuclear level you have planned, but If it was added during the map you posted, I can not see it. Either way, keep up the good work! ^_^

Witchking666
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 1769
Joined: Mon Dec 15, 2014 10:47 am

Re: Lowser's Conquest - A little update

Postby Witchking666 » Tue Jul 12, 2016 3:33 pm

Sednaiur wrote:I thought I just put up some screenshots that show my progress on updating the old levels of my project:
Spoiler: show
Image
Image
Image
Image
Image
Those graphics look way better then they did before. I ecpecially love the beach background with the palm mountains. Im not neccesarily excited about the idea of a wood cannonball since they were always steel on any type of ship in history. But either way you did a splendid job.

PROX
Van De Graf
Van De Graf
Posts: 1974
Joined: Sun Jul 06, 2014 8:50 pm

Re: Lowser's Conquest - A little update

Postby PROX » Wed Jul 13, 2016 1:46 pm

I still think those spikes are too bright. They look like they will hurt you at first. I remember playing the demo and I was actually fooled by that until I realized that I could jump down. Just an FYI.

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: Lowser's Conquest - A little update

Postby Emral » Wed Jul 13, 2016 1:48 pm

Do you plan on updating the wood still? It looks a bit like metal from the high contrast and desaturated colours.


Return to “Projects”

Who is online

Users browsing this forum: No registered users and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari