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Cato's Level Thread - Cloudfloat Citadel

Posted: Wed Mar 23, 2022 12:33 pm
by cato
This serves as the main thread about my recent/future levels.

Background Information:
Spoiler: show
My project "Cato's Episode" has been abandoned due to long-term procrastination and exceeding expectations of quality Vanilla-like levels. I seem to lose interest in making levels specifically for the episode, now that I got more interest in just watching YT, playing Touhou and hanging out on Reddit/Discord.This playlist mostly showcase what was in the episode before getting nuked because I mistakenly deleted all the graphics of the levels. Not that it matters, since a lot of stuff is outdated. No more of my voice, no more bosses in every single level, no more mundane level design and no more cringy plotline involving the SMBX community like the ToB (at one point I took all the towers and made them into run & gun levels).
Previous levels?
Spoiler: show
I might post my previous Contest submissions (not that they are of high quality) later in this thread, accompanied by reviews if possible. Besides, those levels, together with publicly-released levels (Twisted Treetrunk and Outcasted Ore-mine) and much of my project's level will undergo drastic changes if I have the time to continue. They will most likely adapt to the newly experimented style and standard demonstrated in this level, which includes a centred Lua gimmick, 2 checkpoints (3 sections, an additional checkpoint if there is a boss) and 3 Star Coins. It will take a long time to remake one level, not to mention a bunch of ideas and themes that I planned initially in my old episode.

With that said, here is my first level made with a newer format of design.

Samurai Stronghold
Spoiler: show
Image
This is version 1.0. It has a bad level design, terrible boss, stupid plot and worse of all, made in 1.3.1. I completely remade the level from scratch for version 2.0, which lacks a boss fight, Lua touch-ups and an overall shorter level. Version 3.0 is the most recent one. I spent the entirety of February and March making this level and the boss.

The level works well with the theme and the gimmick, while the boss is no longer completely Vanilla, have a HPbar and actually has distinct movesets. The Lua part is the most challenging since I can't implement crazy things, but I still able to find solutions to make things work, such as the greenscreen (thanks ATWE), makeshift HPbar, dialogue skipping and most of the boss's attacks. There are still limitations, such as using events instead of routine, green Shyguy effects, player sprite mismatch with the conveyors, Hammer Bros' static direction not functioning properly and Star Coins glitch preventing from setting an ID for Star Coins with the pop-up items.

Download link here. Latest SMBX version (Beta 4) and Mario only. Credits (graphics, scripts, music) in the text file.
I also made a level back in January that fits to the new style.
Spoiler: show
However, it is too identical (perhaps the sole motivation making the level) to Darkonius Mavakar's Bramblebridge ruins with same tilesets, different level design, recoloured background, same game mechanics, different setups and different atmosphere. For the time being, I will not retrain from publicizing the level.
For the time being, Samruai Stronghold is only level available. Let me know if there are any problems.

Re: Cato's Level Thread - Cloudfloat Citadel

Posted: Thu Mar 02, 2023 12:24 pm
by cato
Screenshot (more like a thumbnail)
Image

A new level that I made from November to March. An inspiration between MrDoubleA's "The Forest is on fire again" with the Cloudbuddies and Darkonius's "Bulletflow Bastion" with the Woollet Bills (but mostly that top contest entry). Similar structures, exact backgrounds, and familiar setups. I did suggest way too many potential setups Darkonius could do for his entry, which I ended up doing. Aside from combining the two gimmicks, I also added some twists and tech for both to work well. The level takes place on the citadel well above the clouds, and the players have to use their buddies to boost up, jump across gaps and avoid the bills. A certain, more formidable challenger awaits.

On a personal note:
Spoiler: show
The actual level took me the whole of November, then some fixing at the end of February. Setups are decently diverse, but I can't say if the length/difficulty is alright. Using Camzone makes it better to see ahead, so there won't be visibility issues. I do concern about section 4 because it seems like I can't really balance out between the normal cloud and the spring cloud. Obviously, the normal cloud is better for survivability, everyone's going to take that for the most difficult section. Multiple paths seem too complex for a long level to implement, so in the end I opted for Star Coin 4, which requires either a spring cloud or very fast reactions. Other than that, perhaps I might need to tone the section down a bit.

Directly after November, I try making a boss. I planned to put Hyp (from Touhou FDF) into it (with very good theming to the level, plus the exact stage and boss theme used), though no such sprites exist unless someone makes a whole one, so I settled for a Boom Boom. Having little experience and slacking off, it took me 3 months to hardcode a standard boss based on a template script. Currently has 6 attacks, which is alright for a short 9-HP boss. No intro cutscenes or fancy attacks like from M&L's Delightful Adventure either, I just want to see what can be achieved before hardcoding older bosses like King K Rool or something.

There are certainly a lot of places in the Lua script that aren't optimized, so those who are very good at coding can look into it. The boss lacks better visual/audio effects (boss has limited sprites so I can't do much with extra frames), balancing issues (simple/complex attacks, probability of each one), and optimized code for movement (considering I borrowed the use of "transition.lua", which is a function outside of the state function templates). Despite that, it turned out nice compared to my expectations.

This level uses a lot of scripts, such as Camzones, warp transition, mini hud, physics patch, and all other NPC AIs scripts. No lag so far. I might consider adding Bouncypits if falling off and dying is too brutal for some segments. Other than that, I did beat the whole level in one go without taking damage, so take that as a grain of salt.

Details
  • Played on: Beta 4 Hotfix
  • Characters: Mario (Automatic)
  • Length: 4 sections + 1 boss
  • Difficulty: Medium to Hard
  • Star Coins: 4 (on each section)
  • Exit: 1 star
Download here
Credits on credit.txt

Videogameplay
Spoiler: show
Let me know if you enjoy the level.

Re: Cato's Level Thread - Cloudfloat Citadel

Posted: Tue Mar 07, 2023 8:37 am
by KBM-Quine
cato wrote:
Thu Mar 02, 2023 12:24 pm
This level uses a lot of scripts, such as Camzones, warp transition, mini hud, physics patch, and all other NPC AIs scripts. No lag so far. I might consider adding Bouncypits if falling off and dying is too brutal for some segments. Other than that, I did beat the whole level in one go without taking damage, so take that as a grain of salt.
bouncypits hasn't been formally released, so I'd appreciate it not get spread around currently as the joint creator. (Rixi made it, i debugged/edited it a bit).

Re: Cato's Level Thread - Cloudfloat Citadel

Posted: Tue Mar 07, 2023 9:08 am
by Waddle
Note that this marks the third time you have taken content without requesting permission first- do not do this again.

Re: Cato's Level Thread - Cloudfloat Citadel

Posted: Tue Mar 07, 2023 9:22 am
by deice
Waddle wrote:
Tue Mar 07, 2023 9:08 am
Note that this marks the third time you have taken content without requesting permission first- do not do this again.
the level doesn't actually come with bouncypits at all though, the post said "consider adding" and the level creator hasn't indicated that they intend to use it despite quine's request not to, so isn't saying this a bit hasty? (unless it's referring to something else, but the context doesn't exactly suggest that)

Re: Cato's Level Thread - Cloudfloat Citadel

Posted: Tue Mar 07, 2023 9:47 am
by Waddle
deice wrote:
Tue Mar 07, 2023 9:22 am
Waddle wrote:
Tue Mar 07, 2023 9:08 am
Note that this marks the third time you have taken content without requesting permission first- do not do this again.
the level doesn't actually come with bouncypits at all though, the post said "consider adding" and the level creator hasn't indicated that they intend to use it despite quine's request not to, so isn't saying this a bit hasty? (unless it's referring to something else, but the context doesn't exactly suggest that)
Ah, apologies. Thanks for the clarification. That keeps it at two strikes then.