Share your work-in-progress SMBX episode or browse and support others'.
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princeyoshi
- Goomba

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- Joined: Wed Aug 09, 2017 2:33 pm
Postby princeyoshi » Mon Aug 14, 2017 7:40 pm
This project has currently been in the works for a few years. The original goal of the project was to make SMB3 feel fresh again. This was to be done by upgrading its looks (aestheticly not graphicly), adding new content, giving some dialogue, and making some adjustments to make the game more like present day Mario games. However, SMBX2.0 came out and I was determined to show how much the new engine could improve an older game. It is my hope to inspire others to use SMBX2.0 to create true works of art; be they Remakes or Original games.
Before I forget, this is an 8 World game (Or 9, maybe even 10, depending on your viewpoint.) It is not a Carbon Copy of the original.
Current progress: Partway through World 5.
Now that the brief summary is out of the way, we can to what you came to this thread for:
The old SMB3 featured the first world maps such as desert land seen here.
You can probably notice a few differences, most noteworthy being the fact there are life houses and levels with secret exits. Alongside these improvments, now all maps have been interconnected like in SMW and NSMB Wii U. Here you can see parts of World 2, 3, and 5.
Various changes and improvements have been made to levels as well. In this next picture you can see how in the sub-areas the outside terrain can be seen as well.
Major changes to some levels have been done, such as block puzzles. this can be seen in the picture below.
The next picture is from a Toad House that gives lives. All Toadhouses will have different outsides, so as not to be boring carbon copies of eachother anymore. Also, Toads will each have their own dialogue when you speak to them.
Many levels will have Toads that give various dialogue which may be, plot-related, helpful to the current level, or just for comic relief. This picture shows some (obvious) plot related text.
Bosses contain more variation their fights, as well as containing introductory speaches and words upon defeat.
Going back to level design; many of the level endings will match up with the next level or area of the world map. the following pictures are from World 4.
A major difference from the original SMB3 is the Spade Zones. Instead of those annoying slot-machines, they now give friendly advice for some of the games many secrets...completely optional, of course.
This game also has new features; which I don't want to spoil TOO much...for example, Peach's castle will be in the game; loosely based on the SM64DS version. 
Demo: https://www.sendspace.com/file/igj465
If anyone has a better no sign-up upload site than sendspace, feel free to post about it.
Notes to self:
Fix world-map cut-offs by adding Custom GFX.
Possibly add an intro-level.
Make those locks on the world map functional.
Create warp pipe levels.
Add Kuribo Goomba to 1-2 with next engine update.
Add boo-blocks to 2-Fortress with next engine update.
Change 2-Fortress to a Ghost House...maybe.
Figure out how to remove that roto-disc effect from Jelectros in 3-5.
Stop that error message from happening with World 3 secret exit. (it makes an error message, yet everything works fine?)
Figure out why Kamikazi Koopa in 5-2 only bumps blocks on its left.
Frequently Asked Questions:
Q: Why does the path stop at START or warp pipe?
A: Its due to the way the current SMBX engine works, just press 'A' to enter a short area (And 'A' again if its that silly World 3 warp pipe). But it works out well because I can add dialouge and transitions to the start spaces.
Q: Roto-disc image...?
A: Currently trying to fix that...
Q: My game crashes at a certain secret exit! HELP!
A: It just seems like it crashing, if you deal with the window that pops up and then wait a brief moment, the game should function as normal.
Q: I can't get to [insert object/area here], why is that?
A: Try using a different character, they all have different abilities, be sure to take advantage of them.
Q: Why doesn't this game work very well with Snake and Megan?
A: Because of Megan's hatred for Water, and Snake's poor jump height, they just don't work as well as the other characters. If I ever find a way to counteract these, or the next engine fixes these, there will be more support for their use in this game.
Q: Graphics problem...?
A: Its almost only noticable on the world map. in order to find it in the levels you have to really strain yours eyes...something you probably wouldn't be doing on a normal playthrough. As for the world map, that will be fixed eventually.
Q: I want to change my characters look, is there a costume change block somewhere?
A: Yes. It is located in one of the advice spades.
Q: It takes a while to travel the world map, is there a faster way?
A: Yes. By finding the Star Road. (...which will function better in the future)
Q: Why does the music stop on world map?
A: It happens when you use a warp pipe for some reason. This should be fixed when warp pipe levels are added.
EDIT: Demo is now uploaded (Yay!)
Last edited by princeyoshi on Thu Aug 17, 2017 10:04 am, edited 7 times in total.
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ADMAndrew
- Monty Mole

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Postby ADMAndrew » Mon Aug 14, 2017 7:53 pm
sounds good. good luck 
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TDK
- Phanto

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Postby TDK » Tue Aug 15, 2017 9:44 am
At first I thought this was going to be yet another carbon copy remake, given how many are there.
But it seems you're going to make this one more than just a dull copy and actual making something worth playing, so good job on that.
You said you're going to use 2.0, so will this episode recreate some of the feature of SMB3 such as world map events and the hud?
From the screenshots, it seems that you're only using vanilla graphics. Remember that CGFX is an option.
(I would recommend that you don't use the default yellow switch block, find a recolour or an alternative please.)
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Westretroman
- Eerie

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Postby Westretroman » Tue Aug 15, 2017 10:23 am
I'm looking forward to this, I'm with you on that "carbon copy" thing, too many similar episodes...hopefully this one breaks the mold.
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MarioKirby101
- Tweeter

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Postby MarioKirby101 » Tue Aug 15, 2017 1:12 pm
Well, it's good that it won't be a 1:1 remake of SMB3, but I would highly recommend you find some Custom Graphics because as things stand it's not all that great from a graphical standpoint.
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AToMIC
- Monty Mole

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Postby AToMIC » Tue Aug 15, 2017 1:36 pm
A remake of Super Mario Brothers 3 would very cool like mentioned in the previous post. SMB3 was and still is one of my favorite Mario games! However your screenshots have quite a few issues, but they can all be fixed very easily! The second world map screenshot that shows the merge between a desert and grassland, would look 10 times better if custom graphics were used in the merging area. The way they look now well, looks kinda bad I'm sorry to say. If you wouldn't want to use custom graphics for that, then I suggest having the two areas on separate islands, and then connect them via bridge or warp pipe.
Speaking of custom graphics, I've noticed that aren't... really any at all. But that's not a problem at all. You can still have a very nice project without custom graphics present. It's just graphical clash will be harder to avoid. If you don't know what clash is, it's having elements from one Mario game blended in with another. (An example could be a SMB3 Koopa in a SMW styled level) Like I said, Clash can be avoided easily using custom graphics, or "recolors" If it's a SMB3 remake you're trying to peruse, then I suggest the use of SMB3 recolored graphics. Don't go into a state of panic however, because clash isn't a major deal if it isn't excessive.
The bottom line is, this episode could be very fun and while the idea of a SMB3 remake isn't exactly 100% original, it still could be a very fun experience. Just keep up the good work and try your hardest!
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MarioboyFan602
- Monty Mole

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Postby MarioboyFan602 » Tue Aug 15, 2017 5:05 pm
i'm sort of trying to learn how to make custom textures, and i'm getting good at it, maybe if i was allowed, i could try and fix that clash for him if he wants
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ElectriKong
- Bowser

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Postby ElectriKong » Tue Aug 15, 2017 7:52 pm
Sarge wrote:If you don't know what clash is, it's having elements from one Mario game blended in with another. (An example could be a SMB3 Koopa in a SMW styled level)
Not quite right.
Clash is when 2 or more objects look bad together. This normally happens when style mixing, but clash and style mixing are 2 different things. Style mixing is not clash if it looks good (this is almost always true when mixing SMB2 and SMB3 for example) although the example you did provide (as well as most other SMB3 and SMW style mixing) would be universally accepted as clash.
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AToMIC
- Monty Mole

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Postby AToMIC » Wed Aug 16, 2017 10:20 am
Electriking wrote:Sarge wrote:If you don't know what clash is, it's having elements from one Mario game blended in with another. (An example could be a SMB3 Koopa in a SMW styled level)
Not quite right.
Clash is when 2 or more objects look bad together. This normally happens when style mixing, but clash and style mixing are 2 different things. Style mixing is not clash if it looks good (this is almost always true when mixing SMB2 and SMB3 for example) although the example you did provide (as well as most other SMB3 and SMW style mixing) would be universally accepted as clash.
That's what I meant. Clash is if it looks bad like you said. I just refer to it as "Good" or "Bad" clash.
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Black Mamba
- Boss Bass

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Postby Black Mamba » Wed Aug 16, 2017 12:45 pm
Lots of clash and cutoff, it's very noticable on the world map.
Since you're making a SMB3 styled episode, id recommend that you use the plethora of custom graphics created in the SMB3 style. I'm sure you'll find most of them if not all of them useful.
GLFH famalam
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princeyoshi
- Goomba

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Postby princeyoshi » Wed Aug 16, 2017 3:31 pm
Thank you everyone for the postive feedback! I was originally going to only change to GFX for each Koopaling, but I shall try to add some other Custom GFX to fix cut-off and once the graphics database gets fixed; It has currently been vandalized at the time of this post.
Also I finished the tweeking and testing I wanted to do before I release the demo. Now I just need to figure out the uploading process. If anyone has a better 'no sign-up' location than sendspace; feel free just throw it out there.
The demo should (hopefully) be up today.
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ElectriKong
- Bowser

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Postby ElectriKong » Thu Aug 17, 2017 5:51 am
You can get SMB3 Expanded.
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PixelPest
- Link

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Postby PixelPest » Thu Aug 17, 2017 6:49 am
Just wondering, would you be able to post what the error you're getting is?
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princeyoshi
- Goomba

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- Joined: Wed Aug 09, 2017 2:33 pm
Postby princeyoshi » Thu Aug 17, 2017 9:56 am
PixelPest wrote:Just wondering, would you be able to post what the error you're getting is?
Having trouble finding the debug log's location to copy and paste so I'll just explain it.
After picking up a key as Samus (done in morphball form, not sure if that makes a difference...) touching a Keyhole (level exit, not a door) causes the error to occur.
The beginning of the error reads data\LuaScriptsLib\Tweaks/keyhole.lua:143: attempt to index local 'nearbyObj' (a nil value) if that helps.
As a side note: Samus also doesn't open locked Zelda 2 doors when she has the key. Samus also can't climb wire fences properly. These don't cause errors though.
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ElectriKong
- Bowser

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Postby ElectriKong » Thu Aug 17, 2017 11:11 am
princeyoshi wrote:PixelPest wrote:Just wondering, would you be able to post what the error you're getting is?
Having trouble finding the debug log's location to copy and paste so I'll just explain it.
After picking up a key as Samus (done in morphball form, not sure if that makes a difference...) touching a Keyhole (level exit, not a door) causes the error to occur.
The beginning of the error reads data\LuaScriptsLib\Tweaks/keyhole.lua:143: attempt to index local 'nearbyObj' (a nil value) if that helps.
As a side note: Samus also doesn't open locked Zelda 2 doors when she has the key. Samus also can't climb wire fences properly. These don't cause errors though.
Don't use 2.0 characters until the full version releases.
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Westretroman
- Eerie

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Postby Westretroman » Thu Aug 17, 2017 10:02 pm
The demo was great! The only problems I see was that the level with the propellers and the key felt short due to no autoscroll and the secret exit felt a little un-rewarding (easy to find and get.) So I hoped these changes would be fixed in the final version and finally a minor complaint is the random clown car that appears at end level, felt unneeded and was just thrown in to finish the level, you can change if you want to but it's just minor, good luck!
EDIT: In the level with the propellers, the platforms aren't moving like they do in the original, which makes it feel unnatural to me, since I was used to them moving and now it feels silent to "me", without the platforms moving.
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MarioboyFan602
- Monty Mole

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Postby MarioboyFan602 » Fri Aug 18, 2017 7:18 am
Prince, i found out how you get rid of that Roto-Disk Effect on the jelly fish characters, theres a Roto-Disk NPC, AND a Roto-Disk Effect, you need to make the Roto-Disk Effect Invisible to get rid of that wierd effect
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