Mario 64 PC

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Gaming-Dojo
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Mario 64 PC

Postby Gaming-Dojo » Sat Apr 30, 2016 1:26 pm

Here's my first project.It will be a recreation of Mario 64 in SMBX
Story:
Spoiler: show
Like in Mario 64: Peach invites to the castle but bowser appears, bans Peach and her guests in paintings and steals the power stars
Worlds/ courses:
Spoiler: show
World 1:Bob Omb battlefield 0% World 9: o%
World 2: Whomp's Fortress 0% World 10: Wobiwaba desert 0%
World 3: Jolly Roger Bay World 11: Sunken city Atlantis 0%
World 4: World 12: Tiny-huge island 0%
World 5: Big boo's casle 0% World 13: 0%
World 6: Poisoned caverns World 14: Tick Tock Clock 0%
World 7: Lethal Lava Land World 15: Rainbow Raceway 0%
World 8:
Castle Garden: Peach's Castle ( Hub):
Jobs:
project leader: yoshiegg

gfx designer: FanofSMBX
???
yoshiegg

beta tester: yoshiegg
???
???
lua programmer: yoshiegg
???
level designer: yoshiegg
???
???
???

Credits: FanofSMBX, braineat (NSMBX Revolution, permission asked), gfx packs
Structure of level/info for possible LDs:
Each course has 6 stars to find in the course (by searching, collecting red coins etc.), which exit the level and one available by finding enough (planned are 100 if suitable with level size) coins (yellow =1, red=2 and blue= 5 coins), which doesn't exit the level and appears right over the player.
Overworld Design would be enough as I can copy it to section and implement challanges.

But now, enough of the talking, here are some screens:
Spoiler: show
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Last edited by Gaming-Dojo on Sun Aug 07, 2016 7:01 am, edited 4 times in total.

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Re: Mari 64 PC

Postby FanofSMBX » Sat Apr 30, 2016 1:34 pm

Thanks for using my graphics.

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Re: Mario 64 PC

Postby Sewpah » Sat Apr 30, 2016 8:10 pm

The clash is real in this. You really need to take inspiration from other great projects with great custom graphics choices to make this appealing to everyone. I can't judge the project by its graphics because I know what you're going for, and yes, it has been done before, but a Mario 64-style episode in SMBX always gets me in a good mood (e.g. The Original and New Great Castle Adventures, and Super Mario Star Expedition), but, like I said, you need to take inspiration from others so it could be less... you know, messy.

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Re: Mario 64 PC

Postby Quantix » Sat Apr 30, 2016 8:21 pm

I wouldn't recommend using NSMB sprites in this project. They kinda look bad when put next to everything else.

Though if you do want to stick with it, you could find some NSMB tilesets so they fit.

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Re: Mario 64 PC

Postby Gaming-Dojo » Sun May 01, 2016 12:22 pm

Quantix wrote:I wouldn't recommend using NSMB sprites in this project. They kinda look bad when put next to everything else.

Though if you do want to stick with it, you could find some NSMB tilesets so they fit.
Thanks for the advice.However, I have only few time at the moment according to schoolwork so this change to some more suitable gfx (maybe I can even rip some original 64 Tiles and NPCs) will happen slowly but constantly.If you want, you are invited to make some M64 or NSMB styled or custom styled similar to before named styles (especially tiles, which are, apart from playables my most unwanted graphic editings)
About Star Expedition/ NGCA: They are beautiful episodes but there's a difference between these and what I want to do:
One thing before everything else: you could even name me a dreamer as I want to realize quite complex things with lua (for that reason, there a 2 lua programmer spots, me counted,more welcome, too.NGCA and SE have a hub as the only 64 element while I want to have it present in the challenges and the gameplay, by which I mean the health point/ health-o-meter thing and different characters with various abilties ( I'm fully aware that this needs lua scripts not being basic stuff).
And finally, don't hesitate as I planned to fetch advice from the community and looking over it again and again until it looks and plays at least good when I started this.

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Re: Mario 64 PC

Postby Lyrin » Sun May 01, 2016 12:38 pm

Wario is the playable. NSMB graphic rips with 16-bit graphics. THE COURSE SCREEN IS BROKEN TO HELL AND BACK. Why are the bloopers GOLD.

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Re: Mario 64 PC

Postby Gaming-Dojo » Sun May 01, 2016 1:39 pm

Lyrin wrote:Why are the bloopers GOLD.
The golden colour of the bloopers should be a (maybe unnecessary) hint to the star appearing after killing them all and to give them a little twist.
Lyrin wrote:Wario is the playable
What do you want to say with this?
Lyrin wrote:NSMB graphic rips with 16-bit graphics.
Has been mentioned already and will be improved/removed
Lyrin wrote:THE COURSE SCREEN IS BROKEN TO HELL AND BACK
What's wrong with which screen?
Last edited by Gaming-Dojo on Sun May 01, 2016 1:45 pm, edited 1 time in total.

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Re: Mario 64 PC

Postby Lyrin » Sun May 01, 2016 1:44 pm

yoshiegg wrote:
Lyrin wrote:Wario is the playable. NSMB graphic rips with 16-bit graphics. THE COURSE SCREEN IS BROKEN TO HELL AND BACK. Why are the bloopers GOLD.
The golden colour of the bloopers should be a (maybe unnecessary) hint to the star appearing after killing them all and to give them a little twist.
Sorry, but I don't understand the rest of your post.If I did, I would deal with the point criticized in there.(may be because of the paratax or because of the fact that I'm no native English speaker.
Image
Image
these two things don't go together and if you think they do then something's wrong.

As for the course screen I was referencing the fact that one of the course numbers were cutoff and the other one doesn't have a proper mask.

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Re: Mario 64 PC

Postby Gaming-Dojo » Sun May 01, 2016 1:48 pm

I had understood few seconds later and edited.Have I really SMW Gfx in there? (apart from the pipes)

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Re: Mario 64 PC

Postby Gaming-Dojo » Sun May 01, 2016 2:30 pm

Lyrin wrote: As for the course screen I was referencing the fact that one of the course numbers were cutoff and the other one doesn't have a proper mask.
I know about that issue and will correct it (hope there are enough 64x64 backgrounds with mask).Sorry but I wanted to open this topic asap in order to get advice and/or practical help.

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Re: Mario 64 PC

Postby Black Mamba » Sun May 01, 2016 10:38 pm

Image
dat clash


what's with the windows in the castle? They don't match the tileset at all and they aren't even the same color as the rest of the level, never minding the fact that they are supposed to be attached to a wall that doesn't exist. SMW and NSMB together makes all of us cry. Just remember that.

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Re: Mario 64 PC

Postby Gaming-Dojo » Mon May 02, 2016 10:19 am

Uzendayo wrote:Image
dat clash


what's with the windows in the castle? They don't match the tileset at all and they aren't even the same color as the rest of the level, never minding the fact that they are supposed to be attached to a wall that doesn't exist. SMW and NSMB together makes all of us cry. Just remember that.
Without window it looked dark and empty and with this window, I agree, it looks kind of missmatching.Another problem concerning this is, that I don't have a more suitable backgrounds and windows.So you're all invited to beacome an LD and make them.

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Re: Mario 64 PC

Postby FanofSMBX » Mon May 02, 2016 12:08 pm

Note that Sednaiur's exe does not have LunaLua support.

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Re: Mario 64 PC

Postby underFlo » Mon May 02, 2016 5:13 pm

"I don't care for these problems so you should fix the problems with my episode"

Yeah ok

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Re: Mario 64 PC

Postby xXTEMFLAKESXx » Tue May 03, 2016 8:02 am

ill rip some sprites for you if you want

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Re: Mario 64 PC

Postby Gaming-Dojo » Tue May 03, 2016 8:31 am

Spinda wrote:"I don't care for these problems so you should fix the problems with my episode"

Yeah ok
Not really.I care for them and try to overcome them at my best.Of course I would be thankful for the help of some experienced and willing guys around here.

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Re: Mario 64 PC

Postby Gaming-Dojo » Tue May 03, 2016 8:36 am

DJ_yoshiok wrote:ill rip some sprites for you if you want
Thanks for doing.In addition a tutorial on making good tilesets would be nice so that I will be able to Do them myself in the
future.

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Re: Mario 64 PC

Postby xXTEMFLAKESXx » Wed May 04, 2016 8:00 am

yoshiegg wrote:
DJ_yoshiok wrote:ill rip some sprites for you if you want
Thanks for doing.In addition a tutorial on making good tilesets would be nice so that I will be able to Do them myself in the
future.
i was asking but i was going to do it if you said no or yes so

EDIT: just PM me what you want and which block/npc to replace it with k?

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Re: Mario 64 PC

Postby DarkWolf658 » Wed May 04, 2016 5:56 pm

yoshiegg wrote:A tutorial on making good tilesets would be nice so that I will be able to Do them myself in the
future.
You rang? http://www.smbxgame.com/forums/v ... 35&t=10581

As for the project, it seems interesting, however i agree with the opinion that you should remove the nsmb graphics. My advice would be to try to make the project use smb3 graphics are those are the most plentiful on this forum. Alternatively try smw style, as that has the next largest amount of custom graphics made for it. If you need help making any graphics however... *opens Paint.net* ...i could try to make something. Just pm me if you need a tileset, and make sure you keep it reasonable.

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Re: Mario 64 PC

Postby Gaming-Dojo » Thu May 05, 2016 4:50 pm

Thanks for the advice but I decided to keep NSMB graphics and 64 grahics and remove SMW/SMB3 graphics.Btw, is the graphic style of the 2nd and 5th screen ok or does is need an makeover?
And here are new screens in which I tried to apply your feedback (The black thing on the trees is a vine as I want to make the trees climbable but it would look odd if you made the vine a tree because then, the air would be climbable, too.
http://s1186.photobucket.com/user/Jan_K ... t=3&page=1
Feedback about choice of star select screen (older/newer screen) would be nice.


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