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No , the shops were made by Catskart.WhatDoYouThinks wrote:How did you make the shops?
Thanks , taycamgame , i am also excited for your level.Taycamgame wrote: ↑Tue May 15, 2018 3:33 amAmazing update! I see the tanks level now has a moving background, and the player can somehow get to the tank in the background! This is awesome, let's keep it going!
Which desert level?TheNewGuy wrote: ↑Fri May 18, 2018 9:00 amI think I'm gonna enjoy the artillery level.
The only thing I don't like is that fast auto scroll players get punished when the artillery starts shooting while slow auto scroll players are safe under tanks.
another question: Why didn't you showcase the desert level? just asking.
The one I tested. With barrelsEri7 wrote: ↑Fri May 18, 2018 9:57 amWhich desert level?TheNewGuy wrote: ↑Fri May 18, 2018 9:00 amI think I'm gonna enjoy the artillery level.
The only thing I don't like is that fast auto scroll players get punished when the artillery starts shooting while slow auto scroll players are safe under tanks.
another question: Why didn't you showcase the desert level? just asking.
Oh , its because im not sure if i should show screenshots of it yet , maybe i will include screenshots of it the next update.TheNewGuy wrote: ↑Fri May 18, 2018 10:18 amThe one I tested. With barrelsEri7 wrote: ↑Fri May 18, 2018 9:57 amWhich desert level?TheNewGuy wrote: ↑Fri May 18, 2018 9:00 amI think I'm gonna enjoy the artillery level.
The only thing I don't like is that fast auto scroll players get punished when the artillery starts shooting while slow auto scroll players are safe under tanks.
another question: Why didn't you showcase the desert level? just asking.
It may also be the first featured one too! Honesty eri7 you are great with keeping your word, it has always been your goal to prove 38A is just as great as 2.0 and many follow you with that. It could maybe bring peace between 1.4 and smbx2 communitys as well.Westretroman wrote: ↑Fri May 18, 2018 5:30 pmThis is turning out to be great! I'm hoping to review this as soon as it comes out. I have to say that this may truly be the best 38A episode made.
Thanks but this won't come out soon , i'm expecting at least 2 more years IF i am consistent everyday on working on this project and if other people help me with the development as well but the second demo is expected to come out before this year ends so that's something i guess , i will very happy if you at least review the second demo as it would have around 100-110 levels and with the neat quests i am gonna add the second demo might have the length of around 200 levels even tho it would have around 100-110 levels.Westretroman wrote: ↑Fri May 18, 2018 5:30 pmThis is turning out to be great! I'm hoping to review this as soon as it comes out. I have to say that this may truly be the best 38A episode made.
So there are so many levels because:Enjl wrote: ↑Sat May 19, 2018 10:42 amI'm having doubts that a platformer can stay engaging over the course of 200 levels. Do you really have a spreadsheet with 200 detailed ideas that have to make it into the story somehow or are you trying to hit large numbers for the sake of it? Most AAA platformers I know start to get boring after 6 hours of playtime, and they make the smart move of not overstaying their welcome but instead using the time they ask players to put into them to deliver a complete, varied and fun package.
1. I see.. is there a reason for this to be one project rather than 5 then? A game's about a journey to stop a villain, so if the story of bowser exists isolated from the others or serves as a setup, other related villains could be fleshed out in a sequel.Eri7 wrote: ↑Sat May 19, 2018 11:37 amSo there are so many levels because:Enjl wrote: ↑Sat May 19, 2018 10:42 amI'm having doubts that a platformer can stay engaging over the course of 200 levels. Do you really have a spreadsheet with 200 detailed ideas that have to make it into the story somehow or are you trying to hit large numbers for the sake of it? Most AAA platformers I know start to get boring after 6 hours of playtime, and they make the smart move of not overstaying their welcome but instead using the time they ask players to put into them to deliver a complete, varied and fun package.
1. There are 5 villains in this project , the main villains are Bowser and Nova and the rest are Darkstein + 2 Villains that i won't spoil yet.
Every Villain has levels dedicated to his story , example :
Bowser will have around 125 levels dedicated to his story , this means that half of the project is about you stopping Bowser.
The rest of the levels will be either about the other villains or just levels you could find on the world map.
2.No , i am not trying to hit large numbers just for the sake of it , i have aloooot of ideas and my current 70 levels count proves that i do and these are just before world 4 , i am always trying to make levels unique or stand out from the rest of the levels so it doesn't feel repetitive , there are so many possiblities with 38A that i want to explore them all with this project and prove just how amazing 38A actually is.
3.These platformers might get boring because they are not exciting or feel repetitive , like you expect what is going to happen and is just gets boring because you already know what would happen even if you didn't play the rest of the game, i don't want this to be the same case for my project , i want a lot of unexpected stuff to happen in this project that the player wouldn't expect from playing a SMBX episode.
4.The player doesn't have to play all of the 250 levels, see the ending most players want is to defeat Bowser , after that they will probably quit or continue if they are attached to the story or just want to explore the world of Super Mario Nova, of course it would be bad if i dont engage the player in the story of Super Mario Nova because they wouldn't want to continue on playing it, that's why i want to do something different that nobody has ever done before regarding smbx projects.
5.About the spreadsheet , no i don't have one but i have a vision on how most of the stuff would play out , if i didn't have any ideas to work with , i wouldnt make this project so big because i don't want people to play through boring , uninteresting and repetitive levels just for the sake of completing the project , NO , i want people to have fun , to feel like they want to continue on and on with playing it and also for my project to be able to be interesting for everyone.
6.I admit , this is very ambitious and a lot of the expectations that most people have about this project is that it will either get cancelled because i would not be able to complete it because of its size as a smbx project or that the levels will end up boring because i would run out of ideas on making interesting levels because of the whole 250 levels count but i don't want to give up , i have so many ideas and with the support i currently have while developing this project i truly feel like this is possible so i will not give up and i will continue on working on this project until i can break people's expectation about this project and ME as a developer of smbx project.