Mystic Atlus

Share your completed SMBX episodes or play and discuss others.

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stageleft
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Re: Mystic Atlus

Postby stageleft » Sun Apr 07, 2019 11:40 am

Marcus I appreciate the feedback and hope things improve for you. The episode definately is a janky mix of graphics, this comes from using primarily Vanilla GFX since it was my first episode. I adjusted the description on its difficulty accordingly thanks to your feedback.

Cedur do you think it would be worth lengthening some early levels? I could still update it without touching the world map and would take only a day or 2. People could still play and not miss much. Also one of the Kaizo levels doesn't have a checkpoint and it probably should have one.

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Re: Mystic Atlus

Postby TheNewGuy » Sun Apr 07, 2019 12:32 pm

I agree, the first levels need to be lenghten as there are useless ones (like the first bonus one) imo all kaizos should have checkpoints unless they are not mandatory for 100%

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Re: Mystic Atlus

Postby Benjamin88 » Sun Apr 07, 2019 1:31 pm

i played mario and the mushroom genie. now i,m playing mystic atlus seems like getting stars will be harder since the statue that shows you don,t have the star is gone. if you do have the star a statue spawns which i think is the star collected statue. how do i get the secret exit in the castle on top of the mountain in world 2 i know there is one but how do i get it

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Re: Mystic Atlus

Postby stageleft » Sun Apr 07, 2019 1:38 pm

TheNewGuy wrote:
Sun Apr 07, 2019 12:32 pm
I agree, the first levels need to be lenghten as there are useless ones (like the first bonus one) imo all kaizos should have checkpoints unless they are not mandatory for 100%
Ok well that seals the deal, I've compiled a list of 24 levels that are too short and will release a final patch sometime this week. If anything else comes up its the last call for changes, any suggestion will be considered.

Benjamin88 Thats one of the harder exits to find in the game, I'll give you a hint. Look for thowmps. Oh and a Star graphic is now placed on the world map to indicate where Stars are located. Now the star sign inside the level will show you if you collected it. If you are double checking and see the star sign then you just exit the level. Another hint is Mushroom people that turned to stone only appear near the beginning of levels with Stars in them, if they are cured you collected the star.

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Re: Mystic Atlus

Postby Cedur » Mon Apr 08, 2019 6:40 am

Benjamin88 wrote:i played mario and the mushroom genie. now i,m playing mystic atlus seems like getting stars will be harder since the statue that shows you don,t have the star is gone. if you do have the star a statue spawns which i think is the star collected statue.

The funny thing is, not every level with a star had the statue in M&tMG. Now star locations are visible on the world map, even before reaching the respective levels. You just need to graze all paths.

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Re: Mystic Atlus

Postby MegaDood » Tue Apr 09, 2019 4:26 am

The idea of a more casual episode is very good in my opinion. It would make it more accessible.

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Re: Mystic Atlus

Postby Cedur » Tue Apr 09, 2019 4:48 am

MegaDood wrote:
Tue Apr 09, 2019 4:26 am
The idea of a more casual episode is very good in my opinion. It would make it more accessible.

what's that supposed to mean, by what means is this episode "casual"?

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Re: Mystic Atlus

Postby MegaDood » Tue Apr 09, 2019 9:15 am

Cedur wrote:
Tue Apr 09, 2019 4:48 am
MegaDood wrote:
Tue Apr 09, 2019 4:26 am
The idea of a more casual episode is very good in my opinion. It would make it more accessible.

what's that supposed to mean, by what means is this episode "casual"?
Oh, I just interpreted it as a more relaxed experienced for less experienced SMBX players. I got this by the author saying "A relaxed episode for anyone feeling tired of slow/difficult episodes".

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Re: Mystic Atlus

Postby stageleft » Fri Apr 12, 2019 7:59 pm

MegaDood thanks, yes I found accessible for inexperienced players was underdone. I uh think, some parts might be difficult but at least its not for quite deep into the episode.
Cedur, yes the episode got heavy after a while, I know its taken me a long time but It's finally done.

The 37 Star Patch is available for download. Contains vast improvements. 30 levels lengthened, graphical improvements, boss adjustments etc., the whole package.
Mystic Atlus is complete. No Map changes from last update.

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Re: Mystic Atlus

Postby TheNewGuy » Sat Apr 13, 2019 12:17 pm

stageleft wrote:
Fri Apr 12, 2019 7:59 pm
MegaDood thanks, yes I found accessible for inexperienced players was underdone. I uh think, some parts might be difficult but at least its not for quite deep into the episode.
Cedur, yes the episode got heavy after a while, I know its taken me a long time but It's finally done.

The 37 Star Patch is available for download. Contains vast improvements. 30 levels lengthened, graphical improvements, boss adjustments etc., the whole package.
Mystic Atlus is complete. No Map changes from last update.
The kaizo also has a checkpoint now?

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Re: Mystic Atlus

Postby stageleft » Mon Apr 15, 2019 3:32 am

TheNewGuy wrote:
Sat Apr 13, 2019 12:17 pm
stageleft wrote:
Fri Apr 12, 2019 7:59 pm
MegaDood thanks, yes I found accessible for inexperienced players was underdone. I uh think, some parts might be difficult but at least its not for quite deep into the episode.
Cedur, yes the episode got heavy after a while, I know its taken me a long time but It's finally done.

The 37 Star Patch is available for download. Contains vast improvements. 30 levels lengthened, graphical improvements, boss adjustments etc., the whole package.
Mystic Atlus is complete. No Map changes from last update.
The kaizo also has a checkpoint now?
Yes sir, and Yoshi is usable in them now too so you don't have to be an SMBX god just to finish them.

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Re: Mystic Atlus

Postby TheNewGuy » Mon Apr 15, 2019 3:41 am

stageleft wrote:
Fri Apr 12, 2019 7:59 pm
Yes sir, and Yoshi is usable in them now too so you don't have to be an SMBX god just to finish them.
Sweet. There's one thing in my eyes the episode needs to feel 100% complete
Spoiler: show
mini kraids
I'll be back with my thoughts later today.

EDIT: the mushroom genie is not spawning in the intro level like he did before, causing a softlock.
Another minor thing, establishment should say 2016 through 2019 instead of 2018 ^_^

EDIT 2: been playing a bit and I'm hooked to my seat. first levels really improved and many changes were made for the better, however, the gremlins level (Zzzzzzz) has a lot of potential soft locks, I suggest that the "trash cans" should only spawn once (remove the generator) I'll be right back after playing.

Edit: just realized you can skip the gremlins spawning part, unsure if it's optional or not, my previous point still stands.

Cloud 99: the flying SMB2 npcs (not sure of their name) that spawn from the pipes have decimals in their speed which makes them lightning fast for computers which cannot read them. I suggest either setting them normal speed or x2.

EDIT 5 (?) : been liking the journey so far, only thing wrong is that the map has no sound after going back with the dazzling temple warp.

EDIT 6: the new boss door graphic is really beautiful. Props on that.

Mystic Graveyard has a donut block in the "house", why? Am I missing something? And what does he mean by not being able to kill the cat or something like that?

^ oh well, that house door was hard to spot.

edit: Ambush!!! - another broken level, I killed all enemies and the key is not appearing.

Ice House: same enemy, same problem with the decimals.

Twinkle Toes: same problem as Ice House and Cloud 99, however the level appears to be red on the map, and I can't find the secret exit. Is it really there or is it a map glitch?

Nevermind, found it. There should be only 2 levels left until I'm done with World 1.

oh and is the empty lamp without the mushroom genie checkpoint intentional in either ice house or twinkle toes?
May be because checkpoints break if there is scenery below or above them.

I'm thinking it could be intentional since lamps are scattered all around the castle. What a way to finish the world. Good job and I'm excited to see the rest of it.

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Re: Mystic Atlus

Postby stageleft » Mon Apr 15, 2019 2:07 pm

The New Guy, very nice list of details you've given me.
I know I said I wouldn't patch anymore but I suppose ironing out a few easy ones wouldn't hurt.
I'm a bit confused by a few of them though.

1. The Mushroom Genie not spawning in the intro is a mystery to me, that should not be happening. He appears when I test it. No idea whats caused this. How did you get through it without the Genie? level editor?

2.Your right I forgot to change est. 2016-19 at the bar

3.Yes the Grimlins in Zzzzz are optional, kind of a trap if you fall in.

4.I wasn't aware of the decimal problem for outdated computers, I suppose I could change that to full numbers for the sake of that.
However In Ice House none of those flying npcs are generator NPCs they are just placed on the screen to appear as you walk by so...I think you may have
some issues with your computer, I'm not sure.

5. umm lets see, I noticed the dazzling temple music glitch as well... I haven't been able to discover why,
its set to a different BGM that where you came from.

6. Oh I'm very confused about the genie lamps you mentioned in Ice House and Twinkle toes,
I didn't place any in those levels because they don't require checkpoints.

7. Ambush!! has been a tricky one, it always works fine for me and I've tested beating the enemies in a bunch of different ways.
Cedur reported the same thing a while back and it just doesn't make sense the key always appears for me. So I'm not sure what to do about it.
The only glitch I could find was, if you kill the last butterfly while holding a shell in your hands, sometimes random stuff appears in your hands. Like the key or the door.

8. The donut blocks in that Graveyard house are just for atmosphere. old dangerous floors and whatnot.
Also I made an evil cat in the box npc that I got from Monster Party, its root graphic is The Rinka thrower
so wanted new players to be aware its invincible.

9. So yes, fabulous observations hopefully some are just because of an outdated CPU, maybe.
Either way I'm very pleased to hear your diggin it so far. Also...
Spoiler: show
mini Kraids being really self destructive are a thing now, you got honorable mention for the idea.

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Re: Mystic Atlus

Postby TheNewGuy » Mon Apr 15, 2019 2:40 pm

Mushroom Genie one - I just typed "stophittingme" to die and progress to the map. He appeared in previous versions, however he's not here for some reason.
For the enemy, he's only able to hurt you in cloud 99, as he appears to be friendly in the other ones. They still move lightning fast off the screen though.

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Re: Mystic Atlus

Postby Eri7 » Mon Apr 15, 2019 3:12 pm

I am glad i haven't tried out the episode yet because there are always new patches and i want to play this episode at its own best version, so good luck with patching it, i am excited for it.

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Re: Mystic Atlus

Postby stageleft » Mon Apr 15, 2019 4:33 pm

Eri7 wrote:
Mon Apr 15, 2019 3:12 pm
I am glad i haven't tried out the episode yet because there are always new patches and i want to play this episode at its own best version, so good luck with patching it, i am excited for it.

I just uploaded the patch to address some of those things plus a few hitbox fixes and text fixes. I'm going to end patching with that as I'd like to move onto other projects. So any other details that arn't perfect will be a part of the episode now.
No further patching unless its a serious bug like a pathing error. Promise haha. Still looking forward to feedback though.
Last edited by stageleft on Tue Apr 16, 2019 12:32 pm, edited 1 time in total.

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Re: Mystic Atlus

Postby TheNewGuy » Tue Apr 16, 2019 10:03 am

is the ship supposed to move a bit every time you talk to the toad?
Wartsonsworth also has a tiny typo in one of toads' texts

is the deadly forest supposed to have a checkpoint?

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Re: Mystic Atlus

Postby stageleft » Wed Apr 17, 2019 4:40 pm

Ah there is one place I forgot to expand the level called simply The Castle, it should have a maze at the end and unlock a boss rush or somthing but I'm going to leave it as it is.
TheNewGuy wrote:
Tue Apr 16, 2019 10:03 am
is the ship supposed to move a bit every time you talk to the toad?
Wartsonsworth also has a tiny typo in one of toads' texts

is the deadly forest supposed to have a checkpoint?
Yup, fairly deep in there is a checkpoint, and yes the ship is supposed to move slightly each time for if you happen to be flightless.

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Re: Mystic Atlus

Postby TheNewGuy » Wed Apr 17, 2019 5:06 pm

stageleft wrote:
Wed Apr 17, 2019 4:40 pm
Ah there is one place I forgot to expand the level called simply The Castle, it should have a maze at the end and unlock a boss rush or somthing but I'm going to leave it as it is.
TheNewGuy wrote:
Tue Apr 16, 2019 10:03 am
is the ship supposed to move a bit every time you talk to the toad?
Wartsonsworth also has a tiny typo in one of toads' texts

is the deadly forest supposed to have a checkpoint?
Yup, fairly deep in there is a checkpoint, and yes the ship is supposed to move slightly each time for if you happen to be flightless.
I'm pretty sure there's no checkpoint there. Plenty of other levels had empty lamps too. I'm at world 4 now and only 2 levels had a checkpoint.

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Re: Mystic Atlus

Postby stageleft » Wed Apr 17, 2019 5:15 pm

I'm 100% sure The Deadly forest has a checkpoint, in the green slimy maze. Only 4 levels in World 4 have check points more towards the end of the world.


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