Share your work-in-progress SMBX episode or browse and support others'.
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Wed Jan 11, 2017 11:21 pm

New Updates
It seems that I have let my topic slide into the archive section. But now it's back! I have a couple of new screenshots. I only need to make 2 more levels for my forest world now, but it will be a while. I'm currently working on looping all the music and migrating my episode to 2.0, which is getting to be pretty rad if you haven't checked it out lately.
If you find any bugs in this version, let me know, and I will do my best to kill them.

I have cut down the number of planned levels in my episode to 6 levels per world. However, if you want a level in the episode, I am accepting up to 4 additional levels per world. If anyone decides they want to do this, I'll put up a list of available levels. As of right now, I have no submissions.
Want to Be a Level Designer?
There are a few guidelines, but bear with me. It's fairly simple.
1) Download my level design kit. It has the global CGFX and scripts for the episode.
2) Copy the files from the "_Base Level" folder into a new folder for your level. Do not remove any layers or events from the level file. These are needed in order for the level to work with my Lua scripts.
3) If you wish, you may add a custom script to lunadll.lua, but don't change any of the already existing values in the .lua file except for the "level_code" value, which you may want to change to something unique for each level you make. This is so the collected dragon coins in each level won't get mixed up (If you only make 1 level, don't worry about it).
4) The level you make must be in the theme of one of the worlds of this episode, for obvious reasons.
5) Each level should have 5 dragon coins. In Section 21 of the level, there are dragon coins. Please use these. There are 2 layers for each one. Move both layers to the desired position of the dragon coin, then hide the grayed-out coin's layer. Again, this is needed for my scripts to work
6) The level can be any difficulty, as long as it isn't "so easy a caveman could beat it" or almost impossible to beat. You can hide up to 2 Stars in each level. (No level-ending Stars, though. I can't get them to work right for some reason.)
7) Sednauir has added new item slots to SMBX with his "SMBXpanded" configuration. However, these are not compatible with SMBX 2.0, which I plan to use for this episode once it's stable, so hold off on that until we see what Horikawa does with them.
When you are done building a level, PM it to me. Please only send the level with its custom folder and music. If it is well-made and follows the guidelines, I will add it to the episode. If not, I'll give you some pointers for how to improve your level.
Download Level Design Kit
NOTE: You need to get lunaLUA version 0.7.3 or higher if you want to do this.

This is an episode that I've been working on for a while. It will feature 7 different worlds that you can choose to complete an any order, with an orb at the end of each world. Once you collect them all, you can use them to enter the last world and defeat Bowser.
This project is currently being created with Wohlstand's PGE editor.


Support this Project:
Original Userbar:

code:
Code: Select all [url=http://www.smbxgame.com/forums/viewtopic.php?f=34&t=3402][img]https://dl.dropboxusercontent.com/u/37052080/33564.png[/img][/url]
New Userbar:

code:
Code: Select all [url=http://www.smbxgame.com/forums/viewtopic.php?f=34&t=3402][img]https://s32.postimg.org/ccs7tgt39/logo_small.png[/img][/url]

(Demo 2.0 Full download)
Sorry. No patches are available for this demo due to the fact that it's really hard to keep track of every change I make.
Last edited by Sambo on Wed Apr 05, 2017 2:41 pm, edited 4 times in total.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Jan 12, 2017 1:07 am
Looking great overall! 2 things though:
1) those are some LOONG paths on the world map. I don't know why you're sacrificing fast travel between levels in favour of a bloated map. Are there plenty of shortcuts to make up for it?
2) the sand bgos in the last screen look solid. I would've probably mistaken the upper left corner as a dead end if I played the level blind.
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Thu Jan 12, 2017 1:03 pm
Yeah, I agree with the worldmap paths, and I also think that 6 levels per world is too few for an episode. I would recommend doing 10 levels per episode as that's a pretty good amount. Also, I have some questions about the hud. First, the dragon coin markers (That marks what dragon coins you've found in the level) are way too small and aren't pretty to look at, I would recommend enlarging them. Second, why have the orbs you've collected display in the levels. That doesn't serve much of a purpose, and would be better suited on the worldmap hud. Same for the dragon coin counter, that should be on the worldmap too. Third, why does the coins stack up so much? It would be understandable if there was some sort of shop, but if not, it seems kinda pointless having them stack up so high. Finally, what's the dot under the star counter in the Yoshi screen doing there? Also, I agree with Enjl that the sand level's bgo's are kinda confusing.
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loop
- Ninji

- Posts: 984
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- Flair: i may be dumb but im not stupid!
- Pronouns: he/him/they
Postby loop » Thu Jan 12, 2017 5:27 pm
Yessss, it's back!!! 
I always wondered what happened when the forum got archived.
Tbh, I am not very fond of the tileset in the last screenshot though. It lacks detail.
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Sat Jan 14, 2017 6:59 pm
Enjl wrote:Looking great overall! 2 things though:
1) those are some LOONG paths on the world map. I don't know why you're sacrificing fast travel between levels in favour of a bloated map. Are there plenty of shortcuts to make up for it?
2) the sand bgos in the last screen look solid. I would've probably mistaken the upper left corner as a dead end if I played the level blind.
1) There are Star Warps in each world, so you can travel quickly between them. The paths are a bit long, but I'll probably have to redo the world map anyway because it has more level tiles than levels I'm making.
2) The colors are similar, and I'll probably darken them a bit later, but I'm nowhere near working on my desert world again right now, as its not in the next planned demo.
Snessy the duck wrote:Yeah, I agree with the worldmap paths, and I also think that 6 levels per world is too few for an episode. I would recommend doing 10 levels per episode as that's a pretty good amount. Also, I have some questions about the hud. First, the dragon coin markers (That marks what dragon coins you've found in the level) are way too small and aren't pretty to look at, I would recommend enlarging them. Second, why have the orbs you've collected display in the levels. That doesn't serve much of a purpose, and would be better suited on the worldmap hud. Same for the dragon coin counter, that should be on the worldmap too. Third, why does the coins stack up so much? It would be understandable if there was some sort of shop, but if not, it seems kinda pointless having them stack up so high. Finally, what's the dot under the star counter in the Yoshi screen doing there? Also, I agree with Enjl that the sand level's bgo's are kinda confusing.
The reason why there are so few levels per world is that progress on this project is extremely slow, and I might not be interested in making it forever. I'm planning on changing the HUD some, and was going to remove the orb thing, actually. The Dragon Coin indicator things are a bit small, but I didn't want to make the HUD massive. The thing under the star counter that appears in one of the screens is an indicator for a star in the level. It is lit if the star has been collected. I'm going to make a custom pause menu, and I'll probably move the orbs, the Dragon Coin counter, and the Star counter in there. This would give me more room to make the collection indicators bigger. As for the huge number in the coin counter, this episode does have a shop system, and that is why I removed the cap at 100.
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Kixubug
- Volcano Lotus

- Posts: 515
- Joined: Sun Sep 04, 2016 12:17 am
Postby Kixubug » Mon Jan 16, 2017 2:37 pm
You must have a least 10 screenshot if your making 10 worlds. according to joey.
The rules say you can have a LEAST 10 screenshots at a time.
Last edited by JupiHornet on Mon Jan 16, 2017 4:38 pm, edited 1 time in total.
Reason: merged double post
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ElectriKong
- Bowser

- Posts: 4652
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Contact:
Postby ElectriKong » Mon Jan 16, 2017 2:45 pm
The101MarioGuy wrote:The rules say you can have a LEAST 10 screenshots at a time.
The101MarioGuy wrote:You must have a least 10 screenshot if your making 10 worlds. according to joey.
And he has way more than 10.
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Wed Jan 18, 2017 8:34 pm
The101MarioGuy wrote:You must have a least 10 screenshot if your making 10 worlds. according to joey.
The rules say you can have a LEAST 10 screenshots at a time.
There are 3 possible explanations for why there aren't enough screenshots:
1) You may suffer from partial blindness.
2) You forgot how to count.
3) You never learned how to count in the first place.
Seriously, though, there are at least 20. Is your browser possibly having issues loading them?
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MacDuckBeat
- Fuzzy

- Posts: 1055
- Joined: Fri Oct 07, 2016 8:09 am
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Contact:
Postby MacDuckBeat » Thu Jan 19, 2017 12:20 am
I think he probably stole my quote, it's not my problem. :/
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Thu Jan 19, 2017 4:57 am
The101MarioGuy wrote:You must have a least 10 screenshot if your making 10 worlds. according to joey.
The rules say you can have a LEAST 10 screenshots at a time.
There is 24 screenshots of levels (all of which are bigger then 600x800), and five world map screenshots (who are also larger then 800x600).
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Enderfan
- Tweeter

- Posts: 146
- Joined: Mon Nov 21, 2016 4:51 am
- Flair: ★The Master of Dimensions★
Postby Enderfan » Mon Jan 23, 2017 4:19 am
On the screen of the level with the yellow tileset, I See a weird cutoff. Is it in game visible?
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loop
- Ninji

- Posts: 984
- Joined: Sun Apr 17, 2016 5:56 pm
- Flair: i may be dumb but im not stupid!
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Postby loop » Mon Jan 23, 2017 6:23 am
LemmyKoopa123 wrote:On the screen of the level with the yellow tileset, I See a weird cutoff. Is it in game visible?
That is just the way he tiles the screenshots. No, it won't be visible.
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Enderfan
- Tweeter

- Posts: 146
- Joined: Mon Nov 21, 2016 4:51 am
- Flair: ★The Master of Dimensions★
Postby Enderfan » Tue Jan 24, 2017 2:58 am
Jayce 777 wrote:LemmyKoopa123 wrote:On the screen of the level with the yellow tileset, I See a weird cutoff. Is it in game visible?
That is just the way he tiles the screenshots. No, it won't be visible.
Okay, then its Great!
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Tue Jan 24, 2017 6:49 pm
Jayce 777 wrote:LemmyKoopa123 wrote:On the screen of the level with the yellow tileset, I See a weird cutoff. Is it in game visible?
That is just the way he tiles the screenshots. No, it won't be visible.
I think she (or he) means this one:
It is not Platformer Game Engine, it is just merging two images together and not aligning it properly. (Platformer Game Engine would never cut off tiles, only the background which is tiled.) I played that level and it does not look like that in game.
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Kixubug
- Volcano Lotus

- Posts: 515
- Joined: Sun Sep 04, 2016 12:17 am
Postby Kixubug » Tue Jan 24, 2017 7:06 pm
How many worlds are in the game? and when is it going to be finished?
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Enderfan
- Tweeter

- Posts: 146
- Joined: Mon Nov 21, 2016 4:51 am
- Flair: ★The Master of Dimensions★
Postby Enderfan » Wed Jan 25, 2017 3:50 am
MECHDRAGON777 wrote:Jayce 777 wrote:LemmyKoopa123 wrote:On the screen of the level with the yellow tileset, I See a weird cutoff. Is it in game visible?
That is just the way he tiles the screenshots. No, it won't be visible.
I think she (or he) means this one:
It is not Platformer Game Engine, it is just merging two images together and not aligning it properly. (Platformer Game Engine would never cut off tiles, only the background which is tiled.) I played that level and it does not look like that in game.
Yes i Meant that one, btw I'm a he
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Wed Feb 08, 2017 1:18 pm
The101MarioGuy wrote:How many worlds are in the game? and when is it going to be finished?
There are 10 worlds, and I have absolutely no idea when it will be finished. Like I said, progress is slow because I don't get much free time, and I have other interests.
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KILROCK
- Monty Mole

- Posts: 101
- Joined: Sat Dec 28, 2013 9:48 pm
Postby KILROCK » Sun Feb 12, 2017 2:31 pm
What you're doing here is spectacular. This project needs more attention. I really like how you're using Lua to the benefit of the level's design itself.
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AirSeus
- Blue Yoshi Egg

- Posts: 1121
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Postby AirSeus » Sun Feb 12, 2017 4:23 pm
The download link isn't working for me for some reason, other than that, the screenshots look brilliant!
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Mon Feb 13, 2017 6:03 pm
KILROCK wrote:What you're doing here is spectacular. This project needs more attention. I really like how you're using Lua to the benefit of the level's design itself.
Thanks. I work on it when I can.
IzIcy wrote:The download link isn't working for me for some reason, other than that, the screenshots look brilliant!
I just fixed it. For some reason, the file got deleted from Dropbox, but, luckily, I keep a local backup for every demo I release.
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