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Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 1:12 pm
by Chad
Hey guys, remember Super Mario Star Expedition?! Of COURSE not, that is the most obscure thing ever, so underground that only I know about it and am therefore better than you for it somehow.

Well, I have some fantastic news for you! I am taking this totally unknown game that you're totally excited about despite having no idea of, and making an expansion of sorts for it! See, now that LunaDLL exists, I've decided to basically make a New Super Luigi U-esque version of it. It will feature the same hubs, but differently-designed levels using similar graphics and gimmicks. Each level will be much shorter, much harder, and have a 100-second timer to boot.

Unlike NSLU though, I am changing the bosses a bit. They'll still be Koopalings and such for the first 7 worlds, but I'm experimenting with different arenas to give them and whatnot to make the fights feel different while also being reminiscent of SMSE design, as I'm doing with the levels in general. You will also only be able to play as Luigi and Toad, as Luigi is based on NSLU's focus on him, and Toad is a faster character which suits the faster-paced levels nicely.

Please make sure you have SMBX 1.3.0.1 and LunaDLL in order to play this properly. Download and install 1.3.0.1 first, then get LunaDLL afterwards and extract it into the SMBX's root folder and replace when prompted. You will need them both to play, as the demo's set to kill you if you're not using it (to prevent cheating, of course) and LunaDLL only works with 1.3.0.1.

Now that I've concluded my seemingly-endless babbling, have a few screens and a totally-legit not-at-all-an-April-Fool's-joke demo download of World 1! Heh heh... heh.
Spoiler: show
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Download the demo now!

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 1:18 pm
by Emral
Luigi is on an expedition for drugs?
Neat concept, I wonder why nobody came up with this when they heard about LunaDLL being a thing. The screens look legit, too. Close enough to the obscure Super Mario Star Expedition, but also looking hard enough to fit in this project. I especially like the Tetris Tile Tower, I assume that's what it's called, as I've never heard of Super Mario Star Expedition.

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 1:20 pm
by Chad
It's a working title at the moment, as I want to keep things relatively consistent with its rumored predecessor in some ways. Thank you for showing interest!

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 1:32 pm
by zlaker
A new project huh? Well it looks like this game has a new concept. Nice thinking Chad!

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 1:47 pm
by BabyWeegee
Hahaha, very funny Chad. For real though, when are you making a new project?

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 2:44 pm
by Darkonius Mavakar
BabyWeegee wrote:Hahaha, very funny Chad. For real though, when are you making a new project?
*faceplam*

Good luck with that, having a timer in my project would be cool though, but i dunno how LunaDLL works

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 3:39 pm
by silent_
You evil, evil copier. I was currently making an episode similar to New Super Luigi U, with the whole timed concept and all of that though with Layers and Events (damn right it's possible), with twenty levels and -
I just started it yesterday, too, you diabolical physic. I shall pout in the corner.

I can't make a constructive comment simply because there is nothing wrong with the screens.

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 3:42 pm
by Chad
Eh, a timer is a pretty staple Mario feature and a really commonly desired thing in SMBX, so it's only natural that people would start doing this sort of thing eventually.
BabyWeegee wrote:Hahaha, very funny Chad. For real though, when are you making a new project?
Whatever do you mean? This is totally real legit genuine trueness right here.

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 4:01 pm
by moemoe02
Why not hide 8-Bit Luigi's like in the Wii U game since your making a game that has a base to New Super Luigi U?

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 10:27 pm
by cramps-man
So like I can't tell if this is really an april fools joke or if it's real. I die when trying to enter the world 1 hub, but I can see you've actually changed the levels. Not sure what's goin on.

EDIT: wups, i did it wrong! seems to work now.

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 10:36 pm
by Navi
Looks like you have another?
Good luck?

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 10:40 pm
by Chad
cramps-man wrote:So like I can't tell if this is really an april fools joke or if it's real. I die when trying to enter the world 1 hub, but I can see you've actually changed the levels. Not sure what's goin on.

EDIT: wups, i did it wrong! seems to work now.
Yeah, I put invisible lava in front of the doors as sort of an anti-cheating mechanism. I wanted to try and force people to play this with LunaDLL applied, and I have a script set to remove the lava if it is. Playing without it removes the time limit, which defeats much of the purpose. I did link it in the first post, as well as warn about it in the Main Hub.

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 11:24 pm
by FanofSMBX
I have an idea - make this episode have the worlds mixed together. Like world 1 is a desolate grassland, world 2 is a frozen desert, world 3 is a frozen swamp with vines stuck in ice, etc. and have "Ultimate Utopia" be a clashy bad level design.
Might I suggest giving World 2 Boom Boom 5 hits, and Roy half health?

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 11:36 pm
by Chad
Those are good ideas, but this is really just intended to be a hard-mode remix of the original game for the most part rather than an all-new project. It's a bit more relaxing to make something where I don't have to focus as hard on the entire structure as a whole. I've definitely thought about world-mixing if I ever do something all-new down the road, though.

Boss health is definitely a consideration for this project, though. Once I've nailed down how to add that properly, I'll do it. Although 5-hit Boom-Boom seems like more than he deserves, and a half-health Koopaling feels underwhelming when they're already seen as weaklings. I'd swap those numbers personally, but thanks for your suggestions anyways.

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 11:40 pm
by FanofSMBX
I'm talking about Roy over Bowser. He takes like a million fireballs right now. If you want to powerup a Koopaling, I suggest Ludwig.

Re: Super Luigi Speed Expedition

Posted: Tue Apr 01, 2014 11:44 pm
by Chad
Oh, okay. I misunderstood you as talking about World 2 in both instances. Yeah, I might reduce Roy's health considerably, depending on what I decide to do for him and his arena. Ludwig's also unknown, as again I don't have any concrete boss plans at the moment.

Re: Super Luigi Speed Expedition

Posted: Wed Apr 02, 2014 2:11 pm
by icez
Interesting, sounds like a good idea, I always liked speed running through mario 3 so this might be something I like

Re: Super Luigi Speed Expedition

Posted: Thu Apr 03, 2014 7:55 am
by Marlley
cool xD

Re: Super Luigi Speed Expedition

Posted: Thu Apr 03, 2014 11:48 am
by ElTipsta
Oh wow, this looks really promising! The level design looks promising and I love what you have done to the music (I looked at the mp3 files) I'm looking forward to playing it! :)

Re: Super Luigi Speed Expedition

Posted: Thu Apr 03, 2014 1:51 pm
by Turak500
Why is the star on the star coin in the second Screenshot green? :?: