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Re: Lowser's Conquest (another update)

Posted: Sun Mar 12, 2017 4:15 pm
by ElectriKong
Sednaiur has been inactive since 15th January so I don't know what is going on. It looks as if this project is not going anywhere.

Re: Lowser's Conquest (another update)

Posted: Mon Mar 13, 2017 4:38 am
by Snessy the duck
King of Eterity wrote:Sednaiur has been inactive since 15th January so I don't know what is going on. It looks as if this project is not going anywhere.
Or maybe he's busy working on it?

Re: Lowser's Conquest (another update)

Posted: Mon Mar 13, 2017 5:18 am
by MECHDRAGON777
Snessy the duck wrote:
King of Eterity wrote:Sednaiur has been inactive since 15th January so I don't know what is going on. It looks as if this project is not going anywhere.
Or maybe he's busy working on it?
With either possibility, I hope he is okay. Maybe he could have family issues. On the subject of his last screens, I think the green dungeon (sewer like area) looks the nicest. (Have not seen the scree shots in two months...

Re: Lowser's Conquest (another update)

Posted: Mon Mar 13, 2017 5:43 am
by Cedur
Especially, what's up with the poll? A good majority voted for a new demo, and it never happened.

Re: Lowser's Conquest (another update)

Posted: Mon Mar 13, 2017 12:16 pm
by ElectriKong
I think he was working on it but since he has been gone for almost 2 months it is hard to tell if he is working on it or if something has happened.

Re: Lowser's Conquest (another update)

Posted: Mon Mar 13, 2017 12:44 pm
by arcade999
King of Eterity wrote:I think he was working on it but since he has been gone for almost 2 months it is hard to tell if he is working on it or if something has happened.
He stopped to write at page 7, but I guess it's because he has a life outside smbx.

Re: Lowser's Conquest (another update)

Posted: Wed Mar 15, 2017 2:59 am
by MECHDRAGON777
arcade999 wrote:
King of Eterity wrote:I think he was working on it but since he has been gone for almost 2 months it is hard to tell if he is working on it or if something has happened.
He stopped to write at page 7, but I guess it's because he has a life outside smbx.
Yeah, page six half way. Anyway, I hope he is okay. On a side note. Has anyone noticed the down arrow on the donut blocks? I never bother looking at that til now...

Re: Lowser's Conquest (plans for the release)

Posted: Sun Apr 09, 2017 7:06 pm
by Sednaiur
Hello again, after a long time. ^^

I was very busy in my real life and could not work as frequent onto my project as I liked to do, but now I may resume my work.
Even though, there was not much progress on my project over the past months, I still did rework some things.

One of them is the level "Outline Ocean" that you may remember as the boring and bad level from the demo 2.0 and 2.1. It now is rebuild from the ground up and has all updated graphics too, aswell as some new elements. There is no circular saw anymore, but two new enemies, one of them being the sea urchin "Harikun" which just floats in the water stationary. Now the three buddies of the seas Kani-kun, Tako-kun, and Hari-kun are finally united. ^^

The other level is from world 5 and is now better than the old one, in my opinion. World 5 had quite some unpleasing design, I think, so I am happy no one ever got to play the old levels there. xD

I also added a new room to the beginners shrine which explains how important things like hitboxes, level-boundaries, or warps work in my project, since many people do not know for sure about these.

Additionally, I updated some of my NPCs, most notably, the Banzai Bill, since that one previously had an odd-sized hitbox and was also very old (from early 2013). Now it loos more fresh, with the updated Banzai Blaster beside it.

Here are some screenshots:
Spoiler: show
Image
Image
BananaCat wrote:WEEEWP

This episode is going to be AMAZING!

I played a demo of it, and I love how you when making the sprites added proper shading, and I love the quality.

The level design is also pretty good, like a normal SMBX episode, but there is always something cool happening in each level, like Twilight Fortress.

I played until 1-3 were I just got tired and went to bed and forgot about the episode
Thanks a lot. :-3
You are actually the first person commenting on the correct shading (lightsource always comming from the top-left, no matter if the sprite faces left or right) in all the time that my project exists (since the beginning of 2013), so I am not doing all the work for the clouds. xD
Hopefully you will not have forgotten about this episode, when the beta is released. :-)
King of Eterity wrote:Sednaiur has been inactive since 15th January so I don't know what is going on. It looks as if this project is not going anywhere.
I said it in the past, and I like to say it again; I rather get myself in a serious brawl with Vegeta, Piccolo, and Boo at the same time, than giving up my project. :-P
Supershroom wrote:Especially, what's up with the poll? A good majority voted for a new demo, and it never happened.
I apologize for that. I am working on it and it will not be that long anymore. But I rather release a nice and touched-up beta, than a rushed and catastrophic heap of junky data, that will not be of fun to play. The beta will happen, it just takes its time. :-)

So, what needs to be done before the beta-release, is the following:

I need to redo 2 more levels; One in world 5 and the level "Twilight Fortress". In my opinion, they are in a dire need for a remake. The redone and updated graphics for them are mostly done already.
I need to do the boss for world 5 again, as I was not pleased with the one I did.
I need to finish 3 levels that I have changed and started to rebuild.
I need to do one more toad house, which should not take longer than one day or so. I simply forgot to do that one in the past. :-P
I need to playtest everything and fix up possible bugs and screw-ups on the way.
:::optional::: I may build up to 3 more levels for the crystal islands, so I do not need to edit around these now missing levels too much. But this is still to be decided.

After all this is done, I will release the beta, but until that day, I need to work hard on everything. Also, when the beta comes out, it will probably contain 100 full levels.

But do not fear, as the beta is as unavoidable as a broken heart when a Bishoujo says "not interested" when you ask her for a date... which means around 117.3% chance :-P

Re: Lowser's Conquest (plans for the beta)

Posted: Mon Apr 10, 2017 3:48 am
by Cedur
FINALLY <<<<3

Re: Lowser's Conquest (plans for the beta)

Posted: Mon Apr 10, 2017 3:52 am
by MacDuckBeat
omg sednaiur is back 'o' anyways, welcome back and keep up the good work!

Re: Lowser's Conquest (plans for the beta)

Posted: Mon Apr 10, 2017 5:13 am
by Snessy the duck
Welcome back dude!

Re: Lowser's Conquest (plans for the beta)

Posted: Mon Apr 10, 2017 8:13 am
by Alagirez
OMG you're back!!! *hugs*
I see that you remastered one of my favourite level in your old demo : Outline Ocean(?) and its better than before. Pawsome job as usual :D

Re: Lowser's Conquest (plans for the beta)

Posted: Mon Apr 10, 2017 3:30 pm
by PROX
Oh nice. I love the revamping you did to outline ocean. Also EXPECT a let's play on the beta.

Re: Lowser's Conquest (plans for the beta)

Posted: Mon Apr 10, 2017 4:22 pm
by MECHDRAGON777
You already said I can LP the beta, but these are looking great as always. Hope you are doing well. I am trying to read the screenshot about the shrine. Using LunaLua, I should be able to get the Dummy NPCs working when you need them. (My level suffered from the same thing when 2.0 came out as beta 3). Anyway, if it works as I was told, I will let you know.

Re: Lowser's Conquest (plans for the beta)

Posted: Wed Apr 12, 2017 1:30 pm
by FirestarPlays
I am definitely excited to play this when it releases. Great levels, great graphics, and great story! Keep up the good work, Sednaiur! :D

Re: Lowser's Conquest (plans for the beta)

Posted: Wed Apr 12, 2017 7:34 pm
by Sednaiur
Thank you, everyone. :-) It's nice to be back. I really felt bad to not being able to post anything like an update to my project for that long.
But now that I have finished my next level for The Invasion 3, I finally can take on the next work.
WerewolfGD wrote:I see that you remastered one of my favourite level in your old demo : Outline Ocean(?) and its better than before. Pawsome job as usual :D
Thank you. ^^ You may like the new level more than the old one. For me, the old version felt boring and too random somehow, so I could not leave it in. Now it actually feels to me like it has a better purpose.
PROX wrote:Oh nice. I love the revamping you did to outline ocean. Also EXPECT a let's play on the beta.
I am a lot looking forward to your let's play. I also do so for Mechdragon777's let's play/longplay and/or AS303298 let's play (even though, I think he did quit lets playing entirely). It will help me to improve on spots that are still bad.
Also, hopefully I will get something to laugh again. ^^
MECHDRAGON777 wrote:You already said I can LP the beta, but these are looking great as always. Hope you are doing well. I am trying to read the screenshot about the shrine. Using LunaLua, I should be able to get the Dummy NPCs working when you need them. (My level suffered from the same thing when 2.0 came out as beta 3). Anyway, if it works as I was told, I will let you know.
Thank you for your support.
Don't worry about the dummy-NPCs. I will take care of everything regarding that in the future. :-)
FirestarPlays wrote:I am definitely excited to play this when it releases. Great levels, great graphics, and great story! Keep up the good work, Sednaiur! :D
Thank you for these words. I will be excited too, when I can release the beta. It really took long enough already. :-P

Re: Lowser's Conquest (plans for the beta)

Posted: Thu Apr 13, 2017 7:47 am
by MECHDRAGON777
Sednaiur, if you use dummy NPCs, just do not use NPC 293 since that breaks s 2.0 compatibleility even more, but NPC 294-300 can be used if you include a specific file in your level's custom graphic folder depending on the graphic to turn them back into a Dummy NPC. Example:

Folder structure:

Lowser's Conquest
-->Twilight Fortress
---->NPCs
------>starman.lua
-------->

Code: Select all

return = {}
I think for 294, it is throwmp.lua, not sure off the top of my head. Can get you a full list later or Friday. Also,
The0x539 wrote:Ping
Might be able to help more with reverting the dummy NPCs back to Dummy NPCs since s/he is on the dev team, this might k ow if my code is right, and the Lua file for each NPC 293-300.

Re: Lowser's Conquest (plans for the beta)

Posted: Thu Apr 13, 2017 9:37 am
by The0x539
Correct, except it's

Code: Select all

return {}

Re: Lowser's Conquest (turborized tanks)

Posted: Sun Apr 23, 2017 12:38 pm
by Sednaiur
While I was working on the new version of "Twilight Frotress", I got hungry to do the next level too, which is the final tank-level before world 8:
Image
Only two pictures (they just look like one) this time, because there is not too much to show off there. The level is around 1 minute of scrolling with a small section at the end, where the plumbers fight Giant Joe and his minion.
The theme of the level is fast moving tanks, which have hurtful fronts and rearsides, to support the theme more.

I also redid the tank tracks, since the old ones animated really awkward, in my opinion. They also do not replace lava-tiles anymore.
MECHDRAGON777 wrote:Sednaiur, if you use dummy NPCs, just do not use NPC 293 since that breaks s 2.0 compatibleility even more, but NPC 294-300 can be used if you include a specific file in your level's custom graphic folder depending on the graphic to turn them back into a Dummy NPC.
Its really too late already, but I will realign everything needed to make my episode fit for 2.0, so don't worry about it. :-)

Re: Lowser's Conquest (turborized tanks)

Posted: Sun Apr 23, 2017 2:03 pm
by MECHDRAGON777
Sednaiur wrote:While I was working on the new version of "Twilight Frotress", I got hungry to do the next level too, which is the final tank-level before world 8:
Image
Only two pictures (they just look like one) this time, because there is not too much to show off there. The level is around 1 minute of scrolling with a small section at the end, where the plumbers fight Giant Joe and his minion.
The theme of the level is fast moving tanks, which have hurtful fronts and rearsides, to support the theme more.

I also redid the tank tracks, since the old ones animated really awkward, in my opinion. They also do not replace lava-tiles anymore.
MECHDRAGON777 wrote:Sednaiur, if you use dummy NPCs, just do not use NPC 293 since that breaks s 2.0 compatibleility even more, but NPC 294-300 can be used if you include a specific file in your level's custom graphic folder depending on the graphic to turn them back into a Dummy NPC.
Its really too late already, but I will realign everything needed to make my episode fit for 2.0, so don't worry about it. :-)
Looks nice, but I can tell the split in the image. Why is it too late? Makes no sense how it can be too late. If your level already uses NPC-294 then you can just put

Level folder
-->NPCs
---->booCircle.lua
------>return {}

Since that would make it act like it was never added.