Super Mario Bros. Beyond [WIP] DEMO Version Available

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GalaxyComet
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Super Mario Bros. Beyond [WIP] DEMO Version Available

Postby GalaxyComet » Tue Aug 04, 2020 5:13 am

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Hello guys, GalaxyComet here bringing you a SMBX episode I'm currently working on called "Super Mario Bros. Beyond." To those who don't know who I am, I am the creator of "Super Mario Advent" and its sequel "The Great Vengeance." SMB Beyond is a story of its own, compared to the previous titles I've worked on, and is a passion project that focuses on going above and beyond the run of the mil while staying true to the Mario universe.

This episode will contain a world map that has 11 hub worlds which has several action stages for the player to traverse through to gain power stars in order to progress with the game. This is an interesting concept that I have never done before in making an episode for SMBX, so any feedback to the structure of this episode, let alone the entire episode itself, will be appreciated.

Worlds
World 1: Goomba Road -COMPLETE-
World 2: Grassfield Voyage -COMPLETE-
World 3: Winter Ghostland -COMPLETE-
World 4: Tropical Bay -COMPLETE-
World 5: Quicksand Desert -COMPLETE-
World 6: Cloudy Skyfield -COMPLETE-
World 7: Cobra Jungle -COMPLETE-
World 8: Burning-Flare Cave -COMPLETE-
World 9: Dark Hideout -COMPLETE-
World 10: Tower of Trials -60% Complete-
World 11: Grandstar Constellation -Development Not Started-

Goomba Road

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Spoiler: show

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Grassfield Voyage

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Spoiler: show

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Winter Ghostland

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Spoiler: show

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Tropical Bay

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Spoiler: show

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Quicksand Desert

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Spoiler: show
Spoiler: show

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Cloudy Skyfield

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Spoiler: show

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Cobra Jungle

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Spoiler: show

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Burning-Flare Cave

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Spoiler: show

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Dark Hideout

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Spoiler: show

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Tower of Trials

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Spoiler: show

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Story
Spoiler: show
After many failures, Bowser decided to make a dark clone of Mario, along with some help from Kamek and Kammy. Kammy decided to make the clone adaptable so that it will improve over time via battle. However, adaptability can make the clone become stronger and smarter than its master and rebel against them. Unbeknownst to Bowser, Kammy wanted that to happen due to HER frustration with Bowser’s failures. Eventually, the dark clone was named “Zario” by Kamek and the name stayed because no one could come up with a better name other than “Dark Mario”. When Zario became strong enough, he killed Bowser, Kamek and Kammy, and used his newly discovered dark powers to take control of the Koopalings and the rest of Bowser’s Minions. Now with Zario being the new ringleader, the Koopalings were ordered to invade Toad Town, kidnap the princess, and take her to Quicksand Desert to be executed. Given the task, the Koopalings decided to kill all the civilians in Toad Town as well.
Meanwhile, Toad decided to go pay the Mario Brothers a visit at their home. The three of them decided to go get Peach so all four of them can go kart-racing. When they got to Toad Town, they found it in ruins with many people killed. Toad managed to find only a few who were still alive, and they told the gang about how Toad Town was destroyed and how a lot of civilians died, including Toad’s family and close friends. Given the news, The Mario Bros. decided to go on yet another adventure to save Princess while Toad decided to team up with them to get revenge on the Koopalings and Zario.

Demo Version Available
Last edited by GalaxyComet on Fri Oct 13, 2023 6:01 pm, edited 8 times in total.

Emral
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Re: Super Mario Bros. Beyond [WIP]

Postby Emral » Tue Aug 04, 2020 5:38 am

Having some cautious optimism because while this looks nice, I'm afraid the massive, mostly empty levels (lots of walking) and dominant use of walker npcs and piranha plants on mostly generic terrain (rarely interesting/varied moment-to-moment gameplay) may negatively impact the gameplay experience. The latter specifically may play a big role in preventing each level from forming their own identity, when every level becomes rarely more than a trek to the right with slightly different aesthetic choices. Definitely a project where I hope to be proven wrong from what I infer from the screenshots. Best of luck!

Teemster2
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Re: Super Mario Bros. Beyond [WIP]

Postby Teemster2 » Tue Aug 04, 2020 5:09 pm

I don't understand why so many people can't think of level ideas outside of Rompy left to right levels? We have so many levels where you go left to right dodging npc's with eye pleasing backgrounds. If this is what you wanted you did a decent job but why not change it up?

The levels look good and you put alot of effort into this I just think you need new ideas. If you need ideas just ask. The community is here to help.

GalaxyComet
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Re: Super Mario Bros. Beyond [WIP]

Postby GalaxyComet » Tue Aug 04, 2020 7:21 pm

Teemster2 wrote:
Tue Aug 04, 2020 5:09 pm
I don't understand why so many people can't think of level ideas outside of Rompy left to right levels? We have so many levels where you go left to right dodging npc's with eye pleasing backgrounds. If this is what you wanted you did a decent job but why not change it up?

The levels look good and you put alot of effort into this I just think you need new ideas. If you need ideas just ask. The community is here to help.
I am getting closer to completing this project so I do need some new ideas. Since I'm at the Tower of Trials, there's no set theme for the world so the levels can have any aesthetic of my choosing. However, new level design ideas are a must. One thing I do need to do is learn how to use LuaDLL.

Any level ideas will be highly appreciated.

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Re: Super Mario Bros. Beyond [WIP]

Postby Cedur » Wed Aug 05, 2020 12:16 pm

If you already mention your first episode Super Mario Advent, did you already notice my comments on it? It also has loads of potential for improvement.

GalaxyComet
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Re: Super Mario Bros. Beyond [WIP]

Postby GalaxyComet » Wed Aug 05, 2020 1:21 pm

Cedur wrote:
Wed Aug 05, 2020 12:16 pm
If you already mention your first episode Super Mario Advent, did you already notice my comments on it? It also has loads of potential for improvement.
I saw your comments about Super Mario Advent, and I appreciate you posting them. That episode though was created over 10 years ago so I can understand the issues that episode has.

Teemster2
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Re: Super Mario Bros. Beyond [WIP]

Postby Teemster2 » Wed Aug 05, 2020 3:27 pm

GalaxyComet wrote:
Tue Aug 04, 2020 7:21 pm
Teemster2 wrote:
Tue Aug 04, 2020 5:09 pm
I don't understand why so many people can't think of level ideas outside of Rompy left to right levels? We have so many levels where you go left to right dodging npc's with eye pleasing backgrounds. If this is what you wanted you did a decent job but why not change it up?

The levels look good and you put alot of effort into this I just think you need new ideas. If you need ideas just ask. The community is here to help.
I am getting closer to completing this project so I do need some new ideas. Since I'm at the Tower of Trials, there's no set theme for the world so the levels can have any aesthetic of my choosing. However, new level design ideas are a must. One thing I do need to do is learn how to use LuaDLL.

Any level ideas will be highly appreciated.
When I have more time I will get back to you on that. I apologize if I came off as rude. That was not my intention but I realize now my post could have been better written.

GalaxyComet
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Re: Super Mario Bros. Beyond [WIP]

Postby GalaxyComet » Wed Aug 05, 2020 4:40 pm

Teemster2 wrote:
Wed Aug 05, 2020 3:27 pm
GalaxyComet wrote:
Tue Aug 04, 2020 7:21 pm
Teemster2 wrote:
Tue Aug 04, 2020 5:09 pm
I don't understand why so many people can't think of level ideas outside of Rompy left to right levels? We have so many levels where you go left to right dodging npc's with eye pleasing backgrounds. If this is what you wanted you did a decent job but why not change it up?

The levels look good and you put alot of effort into this I just think you need new ideas. If you need ideas just ask. The community is here to help.
I am getting closer to completing this project so I do need some new ideas. Since I'm at the Tower of Trials, there's no set theme for the world so the levels can have any aesthetic of my choosing. However, new level design ideas are a must. One thing I do need to do is learn how to use LuaDLL.

Any level ideas will be highly appreciated.
When I have more time I will get back to you on that. I apologize if I came off as rude. That was not my intention but I realize now my post could have been better written.
I understand. No offense taken. But do be sure to click the download link and try out the game so far to see what the game is like. And of course, any feedback would be appreciated. Just don't be rude about it.

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Re: Super Mario Bros. Beyond [WIP]

Postby DarkFluo74 » Thu Aug 06, 2020 2:20 am

Woaw just discovered that and it looks great ! It's also close to release, so the hype meter is going throught the roof ! Really nice project, I'll check it out when ir comes out, you have my word !

Teemster2
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Re: Super Mario Bros. Beyond [WIP]

Postby Teemster2 » Thu Aug 06, 2020 5:40 pm

So I am by far no expert here but since I brought up the issue I wanted to give you some examples of how you could make your level design a bit better. Your levels actually look good but they all look the same.

These are just some ideas so it's up to you if you want to use them for future levels or projects. Maybe you have levels already like this and if so just ignore this.

Vertical levels. Instead of just running left or right try using levels that go up or down. Changes like this can make a level interesting, fun and challenging.

Levels that keep you moving foward. I read an article that I just can't seem to find now but it discussed SMW levels that kept you constantly moving foward. Some levels you were being chased by npc's and other levels you had slippery ice or some danger that pushed you foward and sometimes it was to dangerous to go back due to a enemy or jump etc. These can add a sense of danger to your levels and keep the player in intense mode as the difficulty is increased.

Adding more moving objects and things that interact with the player. Rompy levels can be fun but not every Rompy level needs to be just dodging npc's. Try adding stuff in that changes it up or makes it more difficult. This article explains this alot better. https://gamedevelopment.tutsplus.com/ar ... -cms-25177

Make keys harder to find. Over 90% of key levels it seems like the key is very close to the key hole or its just a short run away. Try finding new ways to make a key harder to find or maybe take it down a pipe or in a door so the player has to take it through multiple parts of a stage.

The best area for ideas is YouTube. Check out SMM levels. I saw a guy made a Rompy level but he used nothing but pipes and pirahna's. The pipes was the ground and the ceiling making it interesting. Little things like this add new flare so your level is not always going to feel the same.

I want my project to not feel like the same thing everyone else is doing. I can't do the advanced stuff besides events and layers which is a must but I can still find ways to make my levels feel different, be less Rompy and more challenging. Of course I will still have some Rompy levels but the idea is to balance it out and even the Rompy levels can still be a fun challenge if done right. Something that helps me for ideas is thinking about places I have visited on road trips or rides from amusement parks. Just use your imagination and think outside the box.

I hope that helps you out some. Again your levels do look good. These are just ideas.

GalaxyComet
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Re: Super Mario Bros. Beyond [WIP]

Postby GalaxyComet » Thu Aug 06, 2020 10:30 pm

Teemster2 wrote:
Thu Aug 06, 2020 5:40 pm
So I am by far no expert here but since I brought up the issue I wanted to give you some examples of how you could make your level design a bit better. Your levels actually look good but they all look the same.

These are just some ideas so it's up to you if you want to use them for future levels or projects. Maybe you have levels already like this and if so just ignore this.

Vertical levels. Instead of just running left or right try using levels that go up or down. Changes like this can make a level interesting, fun and challenging.

Levels that keep you moving foward. I read an article that I just can't seem to find now but it discussed SMW levels that kept you constantly moving foward. Some levels you were being chased by npc's and other levels you had slippery ice or some danger that pushed you foward and sometimes it was to dangerous to go back due to a enemy or jump etc. These can add a sense of danger to your levels and keep the player in intense mode as the difficulty is increased.

Adding more moving objects and things that interact with the player. Rompy levels can be fun but not every Rompy level needs to be just dodging npc's. Try adding stuff in that changes it up or makes it more difficult. This article explains this alot better. https://gamedevelopment.tutsplus.com/ar ... -cms-25177

Make keys harder to find. Over 90% of key levels it seems like the key is very close to the key hole or its just a short run away. Try finding new ways to make a key harder to find or maybe take it down a pipe or in a door so the player has to take it through multiple parts of a stage.

The best area for ideas is YouTube. Check out SMM levels. I saw a guy made a Rompy level but he used nothing but pipes and pirahna's. The pipes was the ground and the ceiling making it interesting. Little things like this add new flare so your level is not always going to feel the same.

I want my project to not feel like the same thing everyone else is doing. I can't do the advanced stuff besides events and layers which is a must but I can still find ways to make my levels feel different, be less Rompy and more challenging. Of course I will still have some Rompy levels but the idea is to balance it out and even the Rompy levels can still be a fun challenge if done right. Something that helps me for ideas is thinking about places I have visited on road trips or rides from amusement parks. Just use your imagination and think outside the box.

I hope that helps you out some. Again your levels do look good. These are just ideas.
Now this is the kind of feedback I am looking for. Thank you for giving such detailed advice. Now there are some things I do wish to respond to.

There are some vertical levels in SMB Beyond, and vertical sections within certain levels, but to add more variety to the table there will be more of such later down the road.

While World 3 - Winter Ghostland definitely has levels with slippery terrain here and there, there are also some auto-scroll levels in the whole game that enforces the urgency to keep moving forward. So as far the intensity of the challenge itself, I'm not sure if the auto-scollers count, but hey it's something.

Key levels will definitely be included in the Tower of Trials, and I do have some ideas to make them interesting and challenging. What you did recommend is similar to what I had in mind.

I strictly looked at a few SMBX videos here and there to pick up some ideas, but it would be ideal to look at SMM levels as well. Especially since SMBX 2.0 has added some features that are in SMM.

So overall, thank you for the advice.

Emral
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Re: Super Mario Bros. Beyond [WIP]

Postby Emral » Sat Aug 08, 2020 2:49 am

I always recommend looking to other games and franchises. Celeste, Shovel Knight and DKCTF are pretty obvious picks, but no reason not to also look at SMW hacks like for example...
https://youtu.be/c8xqyEQRYhA?t=22914 YUMP2
https://youtu.be/RsYeBpX3Tf8?t=3784 JUMP1/2

Or other fangames...
https://youtu.be/8hcEyJpmZYw?t=474 MAGMML Episode Zero

...or other gaming franchises entirely. A lot of my inspiration these days comes from Crosscode, for instance:
https://youtu.be/xKr5DzXY70U?t=1445

Really the first step to making good levels is finding things that are good, which can be difficult if you only look at things people who didn't do that made.

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Re: Super Mario Bros. Beyond [WIP]

Postby Teemster2 » Sat Dec 25, 2021 4:42 am

Glad I could help. Your welcome.

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Re: Super Mario Bros. Beyond [WIP] DEMO Version Available

Postby GalaxyComet » Fri Oct 13, 2023 6:10 pm

World 10 will be a unique take on the design formula, where this world will consists of 30 special stages and three challenge stages that are intended to be a 2D adaptations of Super Mario 64 levels. Because of the story is set up, the last two worlds will have the player primarily play as Princess Peach. So far I've made all the special stages for Tower of Trials, and now I am currently working on the challenge stages.


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