[PATCH] Inferno's Level Castle

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Sleepy Dee
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[PATCH] Inferno's Level Castle

Postby Sleepy Dee » Mon Nov 22, 2021 10:49 am

THIS IS A MINISODE
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(Credit: BMatsantos for the SMW styled logo font)

Salutations everyone, I'm back with a quick minisode for you all. This is basically just a quick collection of released or unreleased standalone levels I made turned into a dumb silly project. I enjoyed whipping this up and I gotta say, it's a bit difficult somewhat too aha. Anyway, I hope you folks enjoy this one!

PSAS: Refer to CREDITS.txt for credits and this episode only works with the most recent patch to SMBX2 Beta 4!

Uh oh, the really dumb plot!
After building a castle containing all of my standalone levels, I decided it'd be cool to rest easy. But sadly, the very powerful force known as Donkey Goomba is threatening to destroy my castle! So I summoned Mario to collect the star power from my levels to confront the donkey in his domain to put a stop to his really dumb motivated plan!

Screenshots
Spoiler: show
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Download
https://drive.google.com/file/d/1X7D48a ... sp=sharing
V 1.3 (removed tangling twisters)
Last edited by Sleepy Dee on Tue Feb 22, 2022 9:04 am, edited 2 times in total.

116taj
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Re: Inferno's Level Castle [MINISODE]

Postby 116taj » Tue Nov 23, 2021 7:57 pm

This was enjoyable, but I did have some criticism if you wanted some:
(note that this is coming from someone who generally only plays pre-SMBX2 episodes)

General: Why is the HUD disabled? I have no idea how many lives or coins I have or if I have an item in reserve
I dislike the "M"/"goomba" blocks everywhere as they don't fit with the rest of the level
All the levels look great

Hub: The mushroom generator is a little hard to see at first, you may want to move it such that there is no waterfall blocking it

Ant Trooper March: Why do the ants come out of nowhere? A pipe or something along the lines of that would be nice
There is a severe lack of coins or anything really, it feels empty other than the ant areas
If you miss the cannon pipe shot the first time, you are doomed to die when you get shot the other way

Frosty Reception:
Spinjumping the blocks that freeze destroy them
one of the areas where a snowball freezes the blocks glitches out if you freeze at the same time, making them disappear
this level is very long, and nothing really changes past the first half or so
there is no reason to not hold the snowball, making the concept basically pointless

Casino Night Terror:
Other than the general problems, this level was fine

Dolphin Cove:
this level was pretty fun but it got somewhat repetitive, adding some areas relatively unrelated to the gimmick may help

Mount Bumper:
i enjoyed this level a lot as well, a variety of bumpers means the level doesn't feel that repetitive

Crossbones:
this level is based around 2 enemies: bats, and dry bones (some fly, some throw)
its too long for the concept, and i honestly thought the level was looping itself and i had to find a secret due to the setting

Poppingstar Peak:
concept from celeste, nice
the bubble doesn't respawn if you take it off screen
i like how you expanded the concept with the ricochet bubbles
there are some frustrating parts where you can't see what's coming and are almost guaranteed death


Tangling Twisters:
good level, although my game started to lag towards the end. not sure if its due to the level though

Boss:
it was fun, weird ending though
reminded me most of the first redigit fight in ToBX

My favourite level would have to be either dolphin cove or mount bumper, if poppingstar peak allowed more time to react it probably would be first

Sleepy Dee
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Re: [UPDATE] Inferno's Level Castle

Postby Sleepy Dee » Mon Dec 06, 2021 9:20 am

Hey folks, forgot to bump this. I managed to push out a new update real quick.
The changes pretty much added were: new assets to Mount Bumper, hopeful fix to the Tangling Twisters lag issue, fixed up the HUD to where the item box is now visible (reason why 1-up count isn't here is because the episode uses rooms.lua, so its pointless.), and added collectable cherries to all the levels! Can you get them all?
If you find any issues, please let me know and I'll be sure to get a fix out as quick as I can. Thanks!

lan vuhoang
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Re: [UPDATE] Inferno's Level Castle

Postby lan vuhoang » Thu Dec 09, 2021 9:02 pm

In the middle of Tangling Twisters, one of the platforming challenges became completly redundant, because there is a mushroom bubble in the middle of it, and collecting a powerup give you enough invisibility frames to just skip past it. Also, in some levels, when you void out, the game actually takes a while to respawn due to tall screen borders, which is kinda pace-breaking.

Sleepy Dee
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Re: [PATCH] Inferno's Level Castle

Postby Sleepy Dee » Tue Feb 22, 2022 9:06 am

Just dropped a patch really quick (yet I had it in my files for a month now but got lazy to upload it)! Basically it just removes Tangling Twisters from the episode itself dropping the level count by 1, and touched up the cherries and some HUD elements for fun. Ciao!
Please report any bugs you encounter and I'll be sure to jump on them when I can.


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