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Backwards Level Concept

Posted: Sun Apr 27, 2014 1:09 pm
by MacheTheFerret
Basically I've been developing the concept of a level where it performs as if you were playing the game in reverse, except Mario is in forward motion. The level is also SMW themed, with a backwards SMW Overworld music track playing.
Here's how each NPC and Special Block would work:
-Kuribons (Galoombas, Goombobs, or simply SMW Goombas as they are commonly called) would lie upside-down, kicking their legs without moving left or right until Mario jumps on it. When Mario jumps on it, it springs into an SMW goomba walking backwards. Jumping on the backwards goomba will cause Mario to bounce, as if he bounced off the enemy, and the goomba doesn't die. If Mario touches the goomba from the sides, he gets a mushroom.
-Koopa shells bounce back and fourth or stand still in an area until Mario jumps on them. If Mario jumps on a moving shell, it becomes still, like usual. If Mario jumps on a still shell however, it becomes a backwards-walking koopa troopa. The same touching mechanics that the goomba has apply to the koopa as well.
-Regular mushrooms damage the player.
-Hitting a used block will turn it into a backward-moving question mark block (mainly just for decoration)
-Coins are invisible unless touched, in which they turn into coin background objects.
-You can find rotating flipping blocks throughout the level. Hitting one from below turns it solid permanently.
-The checkpoint starts out invisible at the gate until it's touched, to which it becomes visible.
-Squished Rexes become regular Rexes when jumped on. "Regular" Rexes can be bounced off of and give a mushroom when touched.
-Banzai Bills fly in reverse and can be bounced off of. They also give mushrooms when touched.
-Mario starts behind the goal gate, and when Mario passes it, the goal tape appears.
-1-Up mushrooms kill the player instantly
-At the end (or in reality, the beginning) of the level is a Question Mark Orb. Touching it causes Ludwig Von Koopa to appear, wherein you must battle him after he finishes his short dialogue about how HE was the one who made time go in reverse. He occasionally flashes in a green tint, which is a reference to Braid, where green-glowing objects were not affected by time reversing. Defeating Ludwig causes a pipe to rise out of the ground. Mario must then enter the pipe to exit the level.

Also, there is a secret exit. To get it, Mario must first find the keyhole. Doing so causes the key to spawn out of it. Mario must then take the key to a pedestal, where an invisible keyhole awaits.

What do you guys think of the idea?

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 1:11 pm
by FanofSMBX
...how would you do any of this in SMBX?

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 1:45 pm
by MECHDRAGON777
FanofSMBX wrote:...how would you do any of this in SMBX?
Every bit of this is possible with Invisible Axes and events! The only hing not possible with this is the Enemy physics! Poison Mushrooms could work! Great Idea, I will try it, just without your enemy physics!

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 1:48 pm
by glitch4
PaperPlayerX wrote:Also, there is a secret exit. To get it, Mario must first find the keyhole. Doing so causes the key to spawn out of it. Mario must then take the key to a pedestal, where an invisible keyhole awaits.
keyhole activates the no-grab key? O.o I don't even know what AM i talking about.

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 1:49 pm
by Chad
This is a neat idea, I say go for it. The enemies giving you Mushrooms could work, but only if the enemies are Mushrooms themselves. That means you'd have to choose between that and being able to bounce off them.

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 7:43 pm
by MacheTheFerret
Hmm...you know Chad, I think they enemies should be able to hurt you from the sides, now that I think about it. Also, forgot to mention, Beach Koopas turn into regular troopas when stomped on.
MECHDRAGON777 wrote: Every bit of this is possible with Invisible Axes and events! The only hing not possible with this is the Enemy physics! Poison Mushrooms could work! Great Idea, I will try it, just without your enemy physics!
Actually, I think certain NPC codes would allow for bouncing mechanics, and they're backwardsness would just be done with the sprites put in reverse order.

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 7:44 pm
by FanofSMBX
You can use speed=-1 to make a npc move another direction.

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 8:25 pm
by MacheTheFerret
FanofSMBX wrote:You can use speed=-1 to make a npc move another direction.
However this would be unnecessary because of what I said above, all you'd have to do to put them in reverse is reverse their sprites. Also, since you know the above, do you know what code or codes would allow for bouncy enemies?

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 8:41 pm
by FanofSMBX
There's not really a code like that I'm afraid. Some enemies that you ride on orcan't default jump on, if you make it so you don't get hurt or ride on them, you bounce off of them. For example, SMB3 Bowser, Mother Brain, Rippers (the flying beetles), Thwomps, and I think Mega Mole. On the spiky enemies you use jumphurt=0, and on the rideable enemies you use playerblocktop=0.

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 11:38 pm
by Chad
Oh, your post about Beach Koopas turning regular reminds me of something that I wanted to point out in my previous post. The reverse-Rex thing could be a problem because when you step on a squished one, you'll probably end up inside the upper hitbox of the normal one and take unfair damage. You might want to consider working around that, like maybe giving the normal Rex a 32 pixel tall hitbox.

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 11:39 pm
by FanofSMBX
^ doesn't that defeat the point of the Rex being bigger?
Also I got an idea: an explosion over let's say a nohurt brown donut block, and it turns into a bob omb (over Shyguy so it does when stomped).

Re: Backwards Level Concept

Posted: Sun Apr 27, 2014 11:49 pm
by Chad
Maybe, but it's also not good for a Rex to immediately hurt you as you jump on it. Maybe attach-to-layer between two enemies could occur and a slight delay could be present between the small one dying and the big one appearing.

Re: Backwards Level Concept

Posted: Mon Apr 28, 2014 12:01 am
by MECHDRAGON777
Chad wrote:Maybe, but it's also not good for a Rex to immediately hurt you as you jump on it. Maybe attach-to-layer between two enemies could occur and a slight delay could be present between the small one dying and the big one appearing.
That would work, but like I said, Enemy physics may be the only isue: YOu could make a mushroom jumphurt=1 maybe?

Re: Backwards Level Concept

Posted: Mon Apr 28, 2014 9:55 am
by FutureNyanCat
Actually, Mushrooms doing reverse effects to you can be actually made with a custom graphic that is a regular Mushroom replacing the Poison Mushroom.

Re: Backwards Level Concept

Posted: Mon Apr 28, 2014 8:15 pm
by MacheTheFerret
Chad wrote:Maybe, but it's also not good for a Rex to immediately hurt you as you jump on it. Maybe attach-to-layer between two enemies could occur and a slight delay could be present between the small one dying and the big one appearing.
I think some form of delay would help, but it would have to be a second or two long.
FutureNyanCat2014 wrote:Actually, Mushrooms doing reverse effects to you can be actually made with a custom graphic that is a regular Mushroom replacing the Poison Mushroom.
Yes, of course. The mushrooms being opposite sprites is probably the easiest thing to do with this concept.
FanofSMBX wrote:There's not really a code like that I'm afraid. Some enemies that you ride on or can't default jump on, if you make it so you don't get hurt or ride on them, you bounce off of them. For example, SMB3 Bowser, Mother Brain, Rippers (the flying beetles), Thwomps, and I think Mega Mole. On the spiky enemies you use jumphurt=0, and on the rideable enemies you use playerblocktop=0.
Good to know, thank you.

Now guys, who out there would be willing to try to make these backwards graphics? I might make a few, like the backwards SMW goomba, koopa, bullet bill, etc, but the more complex ones (if there are any that are really complex) I might need someone to create. Thanks guys for discussing this topic by the way, it really helps.

Re: Backwards Level Concept

Posted: Wed Apr 30, 2014 2:46 pm
by roadsarepoison
I've been considering making a backwards type level, which means that I have to flip all of the sprites for mario on the sprite sheet. So you will press left and Mario will move left but he'll be facing right. A problem is that if you shoot a fireball it will still go left so it will look like it is coming out of his butt. I don't think there's any way to change this in smbx except maybe by using Luna DLL. So you can either not have fire flowers, or you can change the fire flower sprite to like spicy curry or something so it's more appropriate for Mario to be crapping fire.

Re: Backwards Level Concept

Posted: Wed Apr 30, 2014 2:57 pm
by FanofSMBX
Is it possible to "speed=-1" so the fireballs go backwards?

Re: Backwards Level Concept

Posted: Wed Apr 30, 2014 6:03 pm
by roadsarepoison
Oh that might work.