This is my first major project (and the first one that has been revealed to the public). It will be using SMBX 2.0. There will be will be 10 worlds, with each world having a variable amount of levels. Full release will be November 2017. If you want to join our team please post. Anyway, without further ado, let's take a look into the project and see what it is all about.
List of Worlds Including Descriptions and maps, contains potential spoilers for the episode: show
World 1: Goomba Island - A mostly flat island where Mario lives. The main inhabitants are Goombas and Koopas. It only has a few hills. Map:
World 2
World 3
World 4
World 5
World 6
World 7
World 8
World 9
World 10
World 11
World 12
Special World
1-1: The adventure begins (Electriking/RhysOwens) 1-2: Platformation (Electriking/RhysOwens) 1-3: Cramped Caverns (Electriking) 1-Fortress: Boom Boom's Tower of Terror (RhysOwens) 1-4: The Stone Waters (RhysOwens) 1-5: Flip-Swap Zone (Electriking)(Revamping this a bit) 1-6: Courtyard Chaos (Electriking) 1-Castle: Gary the Goomba's Lava Lair (RhysOwens) 1-Airship: Flight to...(Electriking)(I may make the level a bit longer)
2-1: Clear-Pipe Pathway(Electriking)(WIP but we need clear pipes for the level to function properly) 2-2: The Blue Shy Dunes (RhysOwens) 2-3: Platform Panic (RhysOwens) 2-Ghost House: The Desert Ghost house (RhysOwens) 2-Fortress: Bowser's Castle (RhysOwens)
2-4: Lethal Sunset (Electriking)(Needs an updated Angry Sun API that works in 2.0) 2-Battleship: War in the lake (Electrking) 2-5: Bridge Bombardment (Andrew Pixel) 2-6: Tumblin' Tombs (MrPunchia) 2-Pyramid: Pyramid Peril with Chris (RhysOwens)(Boss needs to be done) 2-A: Quicksand Sprint (Electriking)
King of Eterity wrote:This is my first major project (and the first one that has been revealed to the public).There will be will be 10 worlds, with each world having a variable amount of levels, along with a possible special based on what you guys think (by voting in the poll above). If you want to join our team please post. Anyway, without further ado, let's take a look into the project and see what it is all about.
Story: No story just yet
Worlds, levels and Progress
Key (DOES NOT APPLY TO BOSSES): Red=Not yet Started Orange=Not finished Yellow=Pretty much finished, but a few fixes are to be made Green=Finished for now Blue=Definitely finished
Black=Progress Unknown
2-1: War-torn Desert (King of Eterity) 2-2: The Blue Shy Dunes (RhysOwens) 2-3
2-4
2-Fortress
2-5
2-6
2-7
2-Castle
2-A
2-Mystery House
2-Red Coin Challenge
Note, the SMW stars will be changed as necessary
A Bonus Area
Just a random part of 1-1
A cave area in 1-1, and don't ask how you get the star
Part of the 1st section of 1-2
1-2 Section 2 (The athletic part) in its entirety (Sorry for the poor image quality, kind of what happens when you zoom out in PGE)
Somewhere near the end of 1-2, in the final section
An area of 1-Fortress (I will fix the firebar)
Part of 1-Castle
The 3rd section of 1-Castle
A Bullet Bill Guy or Cannon guy or whatever it should be called, in 2-2
King of Eterity (also map Designer and all of the below)
Co-leaders (Helps the leader in his leadership) (2 spots left)
(Also all of the below)
(Also all of the below)
Level and Boss Designers (Makes the levels and bosses) (4 Spots left)
RhysOwens
GFX Designers (Makes the custom graphics) (5 spots left)
Beta Testers (Tests and reviews the levels and bosses)
LUA/PGE Assistant (Helps people program or Utilize LUA/PGE)(1 Spot left)
[*]
Your skills at building levels is getting much better. You have creative ideas (i.e. Cannon Guy), and I would like to see more.
Oops! Broken spoiler. Fixed
King of Eterity wrote:This is my first major project (and the first one that has been revealed to the public).There will be will be 10 worlds, with each world having a variable amount of levels, along with a possible special based on what you guys think (by voting in the poll above). If you want to join our team please post. Anyway, without further ado, let's take a look into the project and see what it is all about.
Story: No story just yet
Worlds, levels and Progress
Key (DOES NOT APPLY TO BOSSES): Red=Not yet Started Orange=Not finished Yellow=Pretty much finished, but a few fixes are to be made Green=Finished for now Blue=Definitely finished
Black=Progress Unknown
2-1: War-torn Desert (King of Eterity) 2-2: The Blue Shy Dunes (RhysOwens) 2-3
2-4
2-Fortress
2-5
2-6
2-7
2-Castle
2-A
2-Mystery House
2-Red Coin Challenge
Note, the SMW stars will be changed as necessary
A Bonus Area
Just a random part of 1-1
A cave area in 1-1, and don't ask how you get the star
Part of the 1st section of 1-2
1-2 Section 2 (The athletic part) in its entirety (Sorry for the poor image quality, kind of what happens when you zoom out in PGE)
Somewhere near the end of 1-2, in the final section
An area of 1-Fortress (I will fix the firebar)
Part of 1-Castle
The 3rd section of 1-Castle
A Bullet Bill Guy or Cannon guy or whatever it should be called, in 2-2
The first demo will come out soon (aiming for Saturday)
It will most likely contain 1-1, 1-2, 1-Fortress, 1-Castle and 2-2, as they are the most complete levels
Re: Super Mario World At War [Demo 1 coming soon]
Posted: Mon Sep 19, 2016 12:58 pm
by Snessy the duck
To be honest, that logo doesn't look very good! The "At war" Part is badly drawn, and I think the logo could be better if it had a background (Maybe the SMB3 Tank background)! Try using this as a font: http://www.mfgg.net/index.php?act=resdb ... 1&id=30424
Also, alot of your levels are really lacking in the enemy and coin department, I recommend you add some! But this project has the potential to become an amazing episode! Good luck with it!
Re: Super Mario World At War [Demo 1 coming soon]
Posted: Mon Sep 19, 2016 1:35 pm
by ElectriKong
Snessy the duck wrote:To be honest, that logo doesn't look very good! The "At war" Part is badly drawn, and I think the logo could be better if it had a background (Maybe the SMB3 Tank background)! Try using this as a font: http://www.mfgg.net/index.php?act=resdb ... 1&id=30424
Also, alot of your levels are really lacking in the enemy and coin department, I recommend you add some! But this project has the potential to become an amazing episode! Good luck with it!
1) I am not too bothered about the logo at this time, TBH. I will probably get it improved and refined closer to the final release date, but right now think I will focus on the level design.
2) I don't feel like things are too bad. I don't know if maybe I took the screenshots in the wrong place. Thanks for the feedback though, I will see how I can refine the levels when I the release date comes.
Re: Super Mario World At War [Demo 1 coming soon]
Posted: Fri Sep 23, 2016 3:24 am
by RhysOwens
Demo hype.
Re: Super Mario World At War [Demo 1 coming soon]
Posted: Fri Sep 23, 2016 2:03 pm
by TLtimelord
0/10 no nazi zombies.
Re: Super Mario World At War [Demo 1 RELEASED]
Posted: Sat Sep 24, 2016 1:54 pm
by ElectriKong
Guys, the 1st Demo has been released. Don't critisize the hub. Why? Because it is just a demo hub for god's sake!!! The order you will play the levels in the full version will be: 1-1, 1-2, 1-Castle and 2-2 (in case that was not obvious already) but you can choose. You are welcome and encouraged to record this if you have a YouTube but don't try and be clever. I'm looking at you, bossedit8
Here is the link: https://www.dropbox.com/s/9ibqu4fca1i2c ... 1.zip?dl=0 Yes I forgot to delete the 2 save files made to test the demo, either delete the files yourself use save 3. I may reupload with the files deleted but it don't really matter atm
Re: Super Mario World At War [Demo 1 RELEASED]
Posted: Sun Sep 25, 2016 12:21 pm
by RhysOwens
Here's gameplay of the levels I made up to this point.
Re: Super Mario World At War [Demo 1 RELEASED]
Posted: Mon Sep 26, 2016 2:57 am
by RhysOwens
Whoever liked my video is showing support on this episode.
Re: Super Mario World At War [Demo 1 RELEASED]
Posted: Thu Sep 29, 2016 7:06 pm
by TUWAN
On Rhys' video, around 2:50 the bullet bill should disappear with the shuy guy's death.
Re: Super Mario World At War [Demo 1 RELEASED]
Posted: Fri Sep 30, 2016 4:32 am
by RhysOwens
TUWAN wrote:On Rhys' video, around 2:50 the bullet bill should disappear with the shuy guy's death.
Maybe I could make it so that when the shyguy dies, I could hide the bullet bill and Spawned NPCs.
Re: SMWaW [Moving to SMBX 2.0]
Posted: Sat Oct 15, 2016 7:41 am
by ElectriKong
The project will be using SMBX 2.0. In the event that it is still in beta when the episode is released, then it will be updated when 2.0 gets updated until the full version is released.