Super Mario Bros. X-Treme

Share your work-in-progress SMBX episode or browse and support others'.
Throw Kirby
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Super Mario Bros. X-Treme

Postby Throw Kirby » Fri Mar 08, 2019 7:04 pm

Hi, Throw Kirby here, with a sneak peek at my W.I.P SMBX Episeode, Super Mario Bros. X-Treme!\

I plan to add a Hub Area, and 12 Worlds, 3 of them being Bonus Worlds!

Here's the Support Banner!
Image

Here's a pic of the Shop Area! Fortunately, the cashier resents his job, so everything is "free!" Just don't let his boss find out!
Image

Wish me luck! :D

goombaguy
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Re: Super Mario Bros. X-Treme

Postby goombaguy » Fri Mar 08, 2019 10:02 pm

Do you have any other screenshots to share? It would be nice to at least one actual level too.
Otherwise it seems you're pretty excited to do this project! You have quite a bit to learn such as custom graphics, npc configs, etc to get the full potential of smbx, but for now good luck and I can't wait to see more! :D

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Re: Super Mario Bros. X-Treme

Postby Cedur » Sat Mar 09, 2019 6:07 am

Also is this for 1.4 / 38A? (looking at the propeller toad)

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Re: Super Mario Bros. X-Treme

Postby Eri7 » Sat Mar 09, 2019 7:06 am

Cedur wrote:
Sat Mar 09, 2019 6:07 am
Also is this for 1.4 / 38A? (looking at the propeller toad)
Yes it is because there is also penguin peach.

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Re: Super Mario Bros. X-Treme

Postby MegaDood » Thu Mar 14, 2019 2:00 am

Yeah good luck with your project. Just remember not to set yourself too many levels to do, as it can lead to burnout and lack of creativity. But other than that, good luck with it.

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Re: Super Mario Bros. X-Treme

Postby PdizzleParker » Fri Mar 15, 2019 2:45 pm

Are there any more completed levels that we could get a screenshot of?

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Re: Super Mario Bros. X-Treme

Postby Throw Kirby » Sun Jun 16, 2019 1:12 am

I feel much more at home with the legacy editor, and I will try and upload a good recording or picture of World 1-1, "Goomba Plains." It contains a lot of enemies reskinned to look like Goombas, and I'm proud of it.

Here's the first part!
Image

Goombas from Left to Right:
-Red Goomba
-Big Goomba
-Mega Hammer Goomba (Sledge Bro)
-Galoomba
-Hammer Goomba (Hammer Bro)
-Purple/Green Goomballs (Red/Green Koopas, respectively)

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Re: Super Mario Bros. X-Treme

Postby MegaDood » Thu Jul 04, 2019 2:25 am

I like the look of the hammer goombas. It's a pretty basic level overall, but I think the addition of those types of goombas could make it interesting.

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Re: Super Mario Bros. X-Treme

Postby Throw Kirby » Thu Jul 04, 2019 11:34 am

MegaDood wrote:
Thu Jul 04, 2019 2:25 am
I like the look of the hammer goombas. It's a pretty basic level overall, but I think the addition of those types of goombas could make it interesting.
Thank you! I decided to base the look off of Hammer Mario!

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Re: Super Mario Bros. X-Treme

Postby Throw Kirby » Mon Jul 08, 2019 8:55 pm

Well crap. The data for Goomba Plains got corrupted and is now using Terra-Firma Tower's data. Hoo boy.

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Re: Super Mario Bros. X-Treme

Postby Westretroman » Mon Jul 08, 2019 10:20 pm

Throw Kirby wrote:
Mon Jul 08, 2019 8:55 pm
Well crap. The data for Goomba Plains got corrupted and is now using Terra-Firma Tower's data. Hoo boy.
Did you update to 1.4.5? Someone said to backup your levels before you do so.

I would also like to share my two-cents on Goomba Plains and SMB:Xtreme, I think including every type of enemy that is essentially a goomba reskin was not a good idea, it was creative but I think basing Goomba Plains around the fact that it has a plentiful amount of Goombas would've fit the theme better.
A tip I got from SMWCentral's mainsite is to use a limited selection of enemies per level to better fit that level's gimmick or idea, to be honest, like I stated earlier, you went rather overboard with the Goombas instead of selecting two or three of them, the goomballs are a creative idea, if scripting was ever re-added, you could make a level where they roll off hills and try to attack the player, a slowed down rainbow shell or green spiny egg would probably be a good substitute without scripting.

Going back on topic, I think Goomba Plains should just be a level where there are a bunch of goombas to stomp while having them alongside regular enemies, instead of reskins that share the same purpose, but you do you. I also feel that the shop area should be more revamped and compact instead of being unnecessarily big and a hassle to walk through. Custom graphics would spruce it up to make it look nicer, maybe some nice shopping music and stuff, also you could limit what items each shop gives in each world instead of giving nearly every item in 1.4.

Another thing is that 12 Worlds is a big undertaking, try shrinking the number to something you could do instead of going through a stress grind and making half-baked levels like 'The Great Empire by Superbird'. I would also like it if this episode used some of 1.4's features to it's full potential.
That is all and I wish you good luck!

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Re: Super Mario Bros. X-Treme

Postby sammerbro » Mon Jul 08, 2019 10:27 pm

Throw Kirby wrote:
Mon Jul 08, 2019 8:55 pm
Well crap. The data for Goomba Plains got corrupted and is now using Terra-Firma Tower's data. Hoo boy.
Did you switch to 1.4.5? You should've created a backup copy before doing that if that's the case.

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Re: Super Mario Bros. X-Treme

Postby Cedur » Tue Jul 09, 2019 2:43 pm

Westretroman wrote:Another thing is that 12 Worlds is a big undertaking, try shrinking the number to something you could do instead of going through a stress grind and making half-baked levels like 'The Great Empire by Superbird'. I would also like it if this episode used some of 1.4's features to it's full potential.
That is all and I wish you good luck!

12 worlds is still a reasonable ambition, please don't discourage it.

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Re: Super Mario Bros. X-Treme

Postby Emral » Tue Jul 09, 2019 7:41 pm

Cedur wrote:
Tue Jul 09, 2019 2:43 pm
Westretroman wrote:Another thing is that 12 Worlds is a big undertaking, try shrinking the number to something you could do instead of going through a stress grind and making half-baked levels like 'The Great Empire by Superbird'. I would also like it if this episode used some of 1.4's features to it's full potential.
That is all and I wish you good luck!

12 worlds is still a reasonable ambition, please don't discourage it.
Reasonable for 2 years of development maybe. Then again, my friends and I have been working on my project for over 2 years now and it is projected to end up with only 40 levels at max.... 10 worlds going by SMB1 metrics... and it'll probably take another year.

Assuming an optimistic one level per week at a steady pace, ignoring reworks, world map, complications, boss fights, you'll need just about 48 weeks for 12 worlds by SMB1 metrics. That's a big commitment and... that's ignoring real life and burnout.

I don't encourage thinking in worlds, because you probably don't know how many ideas you have. You probable just know some vague aesthetic choices and which boss you want at the end of each world. You need to know what each level should be in order to confidently claim something about a project's length. And even then, when designing them you never know when an idea doesn't work out or when you get tired of making levels for a specific aesthetic or theme.

Make the important levels first, then add further levels around those to flesh out the world. It'll be complete once you run out of ideas for levels and decide to wrap it up. And at that point you can finalize how long each world ends up and in what order the levels make most sense.

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Re: Super Mario Bros. X-Treme

Postby Throw Kirby » Thu Jul 11, 2019 7:33 pm

Enjl wrote:
Tue Jul 09, 2019 7:41 pm
Cedur wrote:
Tue Jul 09, 2019 2:43 pm
Westretroman wrote:Another thing is that 12 Worlds is a big undertaking, try shrinking the number to something you could do instead of going through a stress grind and making half-baked levels like 'The Great Empire by Superbird'. I would also like it if this episode used some of 1.4's features to it's full potential.
That is all and I wish you good luck!

12 worlds is still a reasonable ambition, please don't discourage it.
Reasonable for 2 years of development maybe. Then again, my friends and I have been working on my project for over 2 years now and it is projected to end up with only 40 levels at max.... 10 worlds going by SMB1 metrics... and it'll probably take another year.

Assuming an optimistic one level per week at a steady pace, ignoring reworks, world map, complications, boss fights, you'll need just about 48 weeks for 12 worlds by SMB1 metrics. That's a big commitment and... that's ignoring real life and burnout.

I don't encourage thinking in worlds, because you probably don't know how many ideas you have. You probable just know some vague aesthetic choices and which boss you want at the end of each world. You need to know what each level should be in order to confidently claim something about a project's length. And even then, when designing them you never know when an idea doesn't work out or when you get tired of making levels for a specific aesthetic or theme.

Make the important levels first, then add further levels around those to flesh out the world. It'll be complete once you run out of ideas for levels and decide to wrap it up. And at that point you can finalize how long each world ends up and in what order the levels make most sense.
Ok, thanks for the suggestions! I will take those into consideration.

Added in 4 hours 15 minutes 16 seconds:
sammerbro wrote:
Mon Jul 08, 2019 10:27 pm
Throw Kirby wrote:
Mon Jul 08, 2019 8:55 pm
Well crap. The data for Goomba Plains got corrupted and is now using Terra-Firma Tower's data. Hoo boy.
Did you switch to 1.4.5? You should've created a backup copy before doing that if that's the case.
No, I didn't even switch!

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Re: Super Mario Bros. X-Treme

Postby Throw Kirby » Wed Jan 01, 2020 3:34 pm

Hey, I'm back. I just COMPLETELY forgot about this project, so I'm just going to say forget it and switch to 2.0. Here we go!

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Re: Super Mario Bros. X-Treme

Postby Cedur » Wed Jan 01, 2020 3:50 pm

So you'll port this project to X2 or you'll do something different? How many levels have you completed on this?

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Re: Super Mario Bros. X-Treme

Postby Throw Kirby » Wed Jan 01, 2020 10:57 pm

Cedur wrote:
Wed Jan 01, 2020 3:50 pm
So you'll port this project to X2 or you'll do something different? How many levels have you completed on this?
I'm porting this project.

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Re: Super Mario Bros. X-Treme

Postby Bomb Kicker DX » Thu Jan 02, 2020 5:43 pm

is this project for the legacy SMBX, SMBX 2.0 or SMBX 38A?

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Re: Super Mario Bros. X-Treme

Postby ElectriKong » Thu Jan 02, 2020 6:46 pm

Bomb Kicker DX wrote:
Thu Jan 02, 2020 5:43 pm
is this project for the legacy SMBX, SMBX 2.0 or SMBX 38A?
Hey, I'm back. I just COMPLETELY forgot about this project, so I'm just going to say forget it and switch to 2.0. Here we go!


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