Holidays are upon us. But to everyone's surprise, the Grinch Mushroom stole all the presents!
There is just one thing we can do...
Give our own gifts to the community we love!
This is an event of asset creation. Your goal is to re-make something from Super Mario Bros. Wonder in SMBX2.
There is no traditional rating rubric, but in lieu of it I brought with me today the almighty PROGRESS STAR.
Current star tier: 4
Incremental Medal Tier unlocked: 3
HERE'S WHAT YOU DO.
1. Create something from Super Mario Bros. Wonder. It can be a returning enemy, a new enemy, an obstacle, a gameplay mechanic, a tileset or background you like, WHATEVER YOU WANT! If you're collaborating or using the spriters resource as reference, make sure to credit everyone properly.
2. Release it on the forums. Then reply in this thread with a link to it.
3. The effort you poured into your creation will fuel the ALMIGHTY PROGRESS STAR, relative to how splendid the creation is. There is no limit on the number of items you can submit.
4. If the progress star hits 100%, it spits out wonderful, incremental medals which you can mark your participation with.
5. The next time it'll take more effort to get the star to 100%. Let's try to get the highest tier of medal we can!
The deadline is when January 16th, 2024 has come and gone around the world.
The start line is right now. Let's gooooooooooooooooooo!
Your contest-winning level already used a couple of them, such as perspective walking, level tilting with changed slope physics, and movable electric spark/lasers. That makes it three before the game even began [inserts Obama giving award to himself meme].
If you have a forum thread, please link that instead of the direct drive download! It makes things easier to track in case of updates (be it during or for people checking this page after the event). If your content is part of a pack, simply specify which aspect of it is the one you want to highlight. Thank you!
To clarify: For the time being, only finished and released stuff qualifies.
If you have a forum thread, please link that instead of the direct drive download! It makes things easier to track in case of updates (be it during or for people checking this page after the event). If your content is part of a pack, simply specify which aspect of it is the one you want to highlight. Thank you!
To clarify: For the time being, only finished and released stuff qualifies.
Gotcha, will do. Thanks for the heads up.
Added in 5 minutes 48 seconds:
Made another NPC, this one is finished, for this collaboration thing.
Wubba from one of the fungi mines levels.
Haven't done the goo just the npc but if someone makes the goo Ill update this to make it compatible
Sprites by D3-03
Made an NPC using MrDoubleA's Spike AI, Fire Spike. These enemies first appeared in Wavy Ride Through The Magma Tube level.
They throw fireballs each 3 seconds. Fireballs thrown will be dispersed in about 2.5 seconds and have light in them (when thrown). The fireballs don't show light when they're held due to Spike AI currently. It'll soon be in my Average NPC Pack.
Sprites by Mariopro008
Here's the Melon Piranha Plant enemy, first appearing in Countdown to Drop Down. Sprites are by myself and SuperAlexMaker, and the sound effect comes from MrDoubleA's YI Yoshi.
Speaking of MrDoubleA's Yoshi, it also has some compatibility with it; eating the plant will act like eating a melon. Note that this does not apply to the mount Yoshi because laziness.
I created a pair of enemies from Super Mario Bros. Wonder, the Jump Toge and Fire Spike, along with a VERY simple level to showcase them (seriously, level only took like 10 minutes to make). You can use the enemies however you want, just make sure to credit me for the Jump Toge (The Fire Spike is just a recolor, I couldn't care less about credit for that). Note that in order for the Jump Toge to work, you'll need to have it land in lava somewhere. I just used invisible lava tile, but somebody else could probably come up with something more creative. I also made a very simple cloud graphic to show where the Jump Toge is going to land, which I also don't really care about credit for. They’re both just resprites, since I have no real skill with Luna.Lua, so I didn’t really program anything in.
I created a pair of enemies from Super Mario Bros. Wonder, the Jump Toge and Fire Spike, along with a VERY simple level to showcase them (seriously, level only took like 10 minutes to make). You can use the enemies however you want, just make sure to credit me for the Jump Toge (The Fire Spike is just a recolor, I couldn't care less about credit for that). Note that in order for the Jump Toge to work, you'll need to have it land in lava somewhere. I just used invisible lava tile, but somebody else could probably come up with something more creative. I also made a very simple cloud graphic to show where the Jump Toge is going to land, which I also don't really care about credit for. They’re both just resprites, since I have no real skill with Luna.Lua, so I didn’t really program anything in.
Turned your jump toge into a custom npc, meaning you can use it alongside podoboos.
It works essentially the same, with a few differences, and it can't be killed by most means https://drive.google.com/file/d/15VASrd ... sp=sharing
As for the spike, I think someone else it working on it so I didn't do that one
This post contains 3 wonder submissions and 1 non-wonder submission.
1. Bubble Powerup
Uses a custom powerup script packed with the download.
Has functions to whitelist/blacklist npcs from getting affected by the bubble.
2. Drill Powerup
Uses the same custom powerup script
Has functions o add/remove diggable and passable blocks.
Uses a newer version of ground pound (included with the download) for the drill pound.
3. Jewel Blocks
Takes 3 hits to get destroyed. Releases npcs based on its extra settings when it gets destroyed.
Has functions to draw and destroy the block, and one to register custom draw functions for npcs.
4. Bean holes/Drill spot
Releases npcs based on its extra settings when a player touches it while digging.
Can be set to use savedata to permanently collect them. Has functions to collect/reset it.
Both the powerups are compatible with ground pound and anotherwalljump.
Marioman2007 - customPowerups.lua and both the powerups, drill player sprites
Enjl - code from anotherpowerup.lua, glDraw arguments for the jewel blocks, code help
Ohmato - crate npc's settings code
Shikaternia - Bubble and its pop effect sprites
RedBallBomb - Bubble flower sprite
Deltomx3 - Base sprites for the drill powerup, Jewel block sprites
Master of Disaster - Light sprites (currently unused)
Hey! Guys, to contribute to this great festivity I made 9 Super Mario Bros. Wonder Backgrounds.
-Pipe Rock Plateau
-Fluff-Puff Peaks and Sky
-Petal Isles
-Jewel Block Cave
-Shinning Falls
-Sunbaked Desert
-Fungi Mines and ruins
Hey! Guys, to contribute to this great festivity I made 9 Super Mario Bros. Wonder Backgrounds.
-Pipe Rock Plateau
-Fluff-Puff Peaks and Sky
-Petal Isles
-Jewel Block Cave
-Shinning Falls
-Sunbaked Desert
-Fungi Mines and ruins
Here's the Melon Piranha Plant enemy, first appearing in Countdown to Drop Down. Sprites are by myself and SuperAlexMaker, and the sound effect comes from MrDoubleA's YI Yoshi.
Speaking of MrDoubleA's Yoshi, it also has some compatibility with it; eating the plant will act like eating a melon. Note that this does not apply to the mount Yoshi because laziness.
Wowie Zowie! Those backgrounds really blew the cap off that progress star's snarky bar and unlocked the Tier 1 medal.
Here's how it works: When the event ends, the current tier of incremental medal gets signed for all participants. As the tiers increase, they'll get more and more fancy.
Loving all the content so far! Let's keep it up, ho-ho-ho.