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Super Mario 256 (LunaLua)
Posted: Fri Jul 08, 2016 6:58 pm
by Super Mario Math

Hello!
Remember this?
http://www.supermariobrosx.org/forums/v ... 36&t=10805 Yeah, it didn't go so well
*cough*peoplegettingerrors
*cough*. So I decided to remake this and actually make it into a full game this time.
This is supposed to be a Super Mario 64 DS-like episode, but this time with more levels and the hub is set outside. The plan is to have about 60 levels and 256 stars. Beta testers would be helpful because there are so many corner cases where this might go wrong. The code does support multiplayer, but use it only for beta testing or speedrun strategies. In addition, level designers are welcome, though there are some things to note below.
Planned Stars
Beginning Cutscene: 1
World 1 (Done):
- Blocky Block Land: 7 (Done)
- Underground Shell Cave: 7 (Done)
- Yoshi's Beautiful Garden: 7 (Done)
- Minus World: 1 (Done)
- Waterfall of Bouncy Mushrooms: 2 (Done)
- Smash Block Maze: 1 (Done)
- Larry's Cleverly Blocked Castle: 2 (Done)
World 2:
- Time Switch Desert (?): 7
- Pipe Zone: 7
- Tasty Dessert Typo: 7
- Pyramid Puzzler: 3
- Mario Bros. Remix: 1
- xxx: 2
World 3:
- xxx: 7
- xxx: 7
- Toad's Big House: 7
- Battle of the Ships: 2
- xxx (about 3 levels): 4
World 4:
- xxx: 7
- xxx: 7
- xxx: 7
- xxx (about 4 levels): 6
World 5:
- Wiggler's Forest: 7
- xxx: 7
- xxx: 7
- xxx (about 4 levels): 6
World 6:
- Fire, Ice, Electricity: 7
- xxx: 7
- xxx: 7
- xxx (about 4 levels): 6
World 7:
- Musical Land: 7
- xxx: 7
- Major Platforming Galore: 7
- xxx (about 4 levels): 6
World 8:
- xxx: 7
- xxx: 7
- Tricky Trippy Trap Land: 7
- xxx (about 4 levels): 6
World Star:
- Rainbow Star World: 7
- xxx: 7
- xxx: 7
- xxx: 7
- xxx: 7
- Tricky Switch Puzzle Pack: 1
- Super Sonic Speedway (?): 1
- xxx: 1
- The Final Test: 1
Screenshots
World 1 Demo download
https://drive.google.com/open?id=0B2jrr ... zdycHhDLUE
File 1 has all 27 stars done; the others are empty.
Note to future level designers
This episode uses LunaLua a lot, so here are some guidelines:
- Make sure to use NPC-156 for the star. It's custom graphic is in the download with the demo.
- Stars must have the message "{index=z}", where z is a complex number integer between 1 and 7 to indicate the star's index. Stars should not be friendly.
- Do NOT place stars over a bottomless pit. The player's Y-velocity is cancelled when collecting a star. It will count, but the player will lose a life.
- Make sure to test your levels inside the Super Mario 256 folder. Three LunaLua APIs are replaced there and have not been renamed because they were already used a lot.
- The Launch Star graphics for Mario and Luigi powerups other than Super or Hammer aren't ready yet. Sorry for the laziness.
- A course can have only 0, 1, 2, 3, or 7 stars. (4, 5, 6, 8, 9, and 10 are technically supported but won't fit in the episode.)
- You cannot hide a 7-star course in a 7-star course, but you can hide other courses in a 7-star course.
- If you're making a 7-star course, prefix star-specific layers with the stars you want them to be selected on. For example, a block that you want to appear only on stars 2, 3, and 7 may be on the layer "(2,3,7) Goomba Block". For now, make sure all star-specific layers are shown.
- Each course can have a maximum of 1 red-coin collecting mission and 1 silver-star collecting mission. This is so that collecting missions don't get overused.
Progress
27 / 256 = 0x1B / 0x100 = 0.10546875 (not percent)
Re: Super Mario 256 (LunaLua)
Posted: Sat Jul 09, 2016 9:56 pm
by loop13
I really like where this is going. Keep it up!!

Re: Super Mario 256 (LunaLua)
Posted: Sun Jul 10, 2016 6:44 pm
by bossedit8
Looking forward to this SMBX Episode you have there. The whole lunalua support as of what I see here looks impressive so far. That giant Mario sprite though... I wonder what kind of power up he currently got hehe.
About the cave area, it's a bit weird how the foreground tiles and the background has the same color like that. I suggest make them different so it doesn't look too similar and such.
Re: Super Mario 256 (LunaLua)
Posted: Sun Jul 10, 2016 6:56 pm
by Quantix
I had this same Super Mario 64-like idea for a future episode hanging around in my brain for quite some time. Good to see I'm not the only one with it, and yours is looking great so far! Keep up the good work!
Re: Super Mario 256 (LunaLua)
Posted: Sun Jul 10, 2016 9:44 pm
by Super Mario Math
bossedit8 wrote:About the cave area, it's a bit weird how the foreground tiles and the background has the same color like that. I suggest make them different so it doesn't look too similar and such.
You're talking about the crystals, right?
Re: Super Mario 256 (LunaLua)
Posted: Sun Jul 10, 2016 10:19 pm
by bossedit8
Super Mario Math wrote:You're talking about the crystals, right?
Nonono I mean the brown one with Mega Moles. The blue one with crystals on them is alright. It's just that the brown one, looks weird to have the same color on fore and backgrounds like that.
Re: Super Mario 256 (LunaLua)
Posted: Sun Jul 24, 2016 8:39 pm
by Super Mario Math
World 1 is now complete and there are now 27 stars in the demo! Level designers are welcome, but there are some things to note. Look at the original post for details.
Re: Super Mario 256 (LunaLua)
Posted: Sun Jul 24, 2016 9:03 pm
by underFlo
Is the shrinked part in the 2nd screen a part of the level in the background?
As for the 4th screen, can you aim eggs like you could in Yoshi's Island? If so, that's super neat! The trees look kinda weird tho, I'm sure you can find better graphics. The transition also looks too high-quality for the rest of the game imo.
I'm also intrigued by the last screen. Is there any special gimmick to it?
From the looks of it, this seems to be the closest episode to SM64 yet, with it actually having a star select and the level design changing to reflect the star.
Re: Super Mario 256 (LunaLua)
Posted: Sun Jul 24, 2016 9:34 pm
by Super Mario Math
Spinda wrote:Is the shrinked part in the 2nd screen a part of the level in the background?
As for the 4th screen, can you aim eggs like you could in Yoshi's Island? If so, that's super neat! The trees look kinda weird tho, I'm sure you can find better graphics. The transition also looks too high-quality for the rest of the game imo.
I'm also intrigued by the last screen. Is there any special gimmick to it?
From the looks of it, this seems to be the closest episode to SM64 yet, with it actually having a star select and the level design changing to reflect the star.
The background you mentioned is now gone. I decided that putting that type of stuff in every level was getting annoying.
Yes, the level indicated by the last screen has a not-to-never-spoiled gimmick.
Thanks for the comment!
Re: Super Mario 256 (LunaLua)
Posted: Thu Jul 28, 2016 6:39 pm
by KILROCK
I like your use of LunaLua but the level design looks very bland. Those screens all look empty both in decoration and in terrain variety. I also found that health meter a bit ugly, you can find a better one in MFGG. This may all seem like I'm just complaining about your episode but I actually want it to be good because mechanic-wise it's the most SM64 project I've ever seen for SMBX.