Re: Lowser's Conquest - "Myserious Pipe"done
Posted: Sun Oct 26, 2014 2:22 pm
Actually quantity is the design of the level, quality is the GFX, Don't worry it was just a misunder standing.
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Isn't quantity more like the amount of something? I could missunderstand that, of course, but don't worry, as I never set GFX over the level-design. For me it is fun to have custom-GFX, but it is a poor excuse to use them to expand on a level, for the lack of gameplay.Superiorstar wrote:Actually quantity is the design of the level, quality is the GFX, Don't worry it was just a misunder standing.
Thank you.Natsu wrote:Awesome work as always Sed! (I hope you don't mind that I call you Sed from now on)
I love that metroid-like spiny enemy on the fourth screen, it looks damn awesome, love the shading!
Thank you for your comment :-). Yes, I am guessing you are talking about the "Giant Wasphive" in world 4, where you fight those Zingers from Donkey Kong Country 2. I already edited that level a bit, so one has a bit more action in it, but I hope it will be more fun now, as it felt kind of a bit boring, when I saw "as303298" playing it. But now it seems to be fine for me ^^. Thank you.MechaLxNiiur wrote:I love the screenshots, they are an excellent job! I especially like the third screen, never had seen such graphics, is very original !. Also called my attention the level of honey, looks great.
I looking forward to playing this, Good job! (:
Thank you very much. I am happy to read, that you like the way the levels are designed. I also try to keep it more like Mario is, instead of adding too much task to a level, one can play through it, and just if he likes, can go to explore for the secrets, or the rainbow star, to see more of it. Of course I like to put something into my levels too, like for example, you coming close to a wall, and it suddenly shrinks down, until it opens a hidden path, a secret area, or something else.icez wrote:nice to see progress on this again,graphics look amazing and also I really enjoy the level desgin from the demo, levels dont need to be gaint huge adeventures to be good simple desgin with good npc placement and intresting gimmicks is what makes a good, cant wait for the day this is finally completed.
Thank you very much. Yes, when I get this project done, then I will also release a "checkpoint-edition", which has checkpoints in every level, where this makes sense, and where this is possible.Pivot40Channel wrote:Wow, Nice design dude. I just prepare to record this. Anyway i can't wait see the SMB3 graphics coming out. Good job @Sednaiur.
The next level that I will show screenshots of, is already a snow-level. Maybe yo will like it ^^.MECHDRAGON777 wrote:This is getting better! I can not wait for the frozen sky! I will post a 100% video when it is released!
That depends if you actualy make it slippery! Please do! Thanks though!Sednaiur wrote:Thank you very much. Yes, when I get this project done, then I will also release a "checkpoint-edition", which has checkpoints in every level, where this makes sense, and where this is possible.Pivot40Channel wrote:Wow, Nice design dude. I just prepare to record this. Anyway i can't wait see the SMB3 graphics coming out. Good job @Sednaiur.
About the SMB3 expanded GFX-pack, it will come out this sunday.
The next level that I will show screenshots of, is already a snow-level. Maybe yo will like it ^^.MECHDRAGON777 wrote:This is getting better! I can not wait for the frozen sky! I will post a 100% video when it is released!
I will release the GFX when I have the project done, and when it turns into a full episode :-)PROX wrote:Are you planning on releasing any of these tilesets that u used so far in this episode? I was very impressed with them.
ok that makes sense lol those torches looked amazing and here's a suggestion for your levels: checkpoints. Trust me, those are very useful in an episode.Sednaiur wrote:I will release the GFX when I have the project done, and when it turns into a full episodePROX wrote:Are you planning on releasing any of these tilesets that u used so far in this episode? I was very impressed with them.
For now they are part of an WIP project, which is the reason why I don't like to release them before getting the project done.
Yes I remember them, and I always thought they were cool and very threatening at the same time (they easily could instantly kill you, because you got squished bitween their solid blocks and the bottom/ceiling). I already planned in having them in one level.MECHDRAGON777 wrote:I still can not wait for the ice and cloud levels to kick off! Do you remember the spiked logs/pillars from Wendy's castle and Valley of Bowser Fortress from SMW? Do you think you can pull of something like that for your ice castle or how Nintendo did it in there world seven for there NSMBWii? I would really love to see you pull that gimmick off correctly!
Anyway, I still like how this is looking, world world have you made a level for last by any chance?
I will bring out sone versions of this episode, where one of them contains checkpoints. So do not worry about these being missing ;-).PROX wrote:ok that makes sense lol those torches looked amazing and here's a suggestion for your levels: checkpoints. Trust me, those are very useful in an episode.Sednaiur wrote:I will release the GFX when I have the project done, and when it turns into a full episode :-)PROX wrote:Are you planning on releasing any of these tilesets that u used so far in this episode? I was very impressed with them.
For now they are part of an WIP project, which is the reason why I don't like to release them before getting the project done.
I didn't plan to hire beta testers, but maybe I will do in the future. Thank you for the interest :-).goombaguy wrote:Can I be a beta tester?
Same , would you be interested in a 100% race in the next demo or the full thing! You would have. An advantage since I do not use Mario or Luigi that often! I usually use Peach/Rosalina!as303298 wrote:hehe, I am still glad this game is being worked on. This is truly one of the few games I am looking forward to playing again.