Bowser's Dark Plan Episode v4.0 Demo 4.1.2 Released! [Semi-Active]

Share your work-in-progress SMBX episode or browse and support others'.
dragonfan96
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Bowser's Dark Plan Episode v4.0 Demo 4.1.2 Released! [Semi-Active]

Postby dragonfan96 » Tue Aug 05, 2014 4:55 am

Image
Image made by Squishy Rex


Here's the backstory of the episode:
In the days of countless battles with the plumbers, An exhausted defeated Koopa King, tired of the same scenario each time, decides to give an era of temporal peace across the Mushroom Kingdom. However, a rumor, of a archaic device said to rejuvenate those exhausted from battle, left behind as a relic from an ancient civilization lost to time. Upon hearing this sent a small group of minions to scour the unmarked lands in search of this device and bring it what they find. They did not disappoint, in just a few weeks they found the dilapidated machine, intact but damaged. Several Magikoopas of Koopa King's order is to restore and figure out how this device will operate. A month later and becomes refurbished and discover its secrets! An Energy source is needed to power the machine. A power of both pure and nobility. It donned onto him, He could come out of this peace and steal peach again, but this time, to be used as a battery. However the use of this machine comes at a cost, When life is given, Decay follows. Noone was one the wiser on what else was going on in remote areas of the Mushroom Kingdom. As regions have mysterious started to wither and become sickly. Metastasizing an an alarming rate even! Word spreads about Peach's sudden disappearance and task Mario & Luigi to search and rescue Peach. Can you bring back peach safely in time? Or will the destruction of all life in the Mushroom Kingdom perish? Time is running out... better get moving!


Changelog
Spoiler: show
Demo 1.0
Spoiler: show
- Initial revival of the episode vastly improving the entire episode's plot, difficulty and various bugs that plagued the previous iterations
- Total of 22 possible stars to collect with about 20 are obtainable the other 2 are restricted or difficult to access until further development is made. Star 21 requires Blue switch Palace (demo 3) and Star 22 requires Purple Yoshi (at least late demo 4 or Demo 5)
Demo 1.0.1 (Hotfix)
Spoiler: show
- patched a bug where you could not enter the pipe in Star World 1's Secret exit, softlocking the player
Demo 1.1
Spoiler: show
- Fixed parallax backgrounds
- Meadows Ghost house level is completely brand new!
- Fixed minor issues with tree BGOs being 4x4 pixels
- Fixed beach Koopa that was stuck in Mushburg height's Red Coin hunt
- Fixed Peach's Red coin slide's semi-solid cloud being to high for Mario to jump
- Fixed Goal exit path in the world map after beating the Ghost house level
Demo 1.1 (Hotfix 1)
Spoiler: show
-Fixed Kamek's Trap and made it a little easier to navigate through
Demo 1.1 (Hotfix 2)
Spoiler: show
- Fixed an oversight in Challenge Tower Door 3's Ending level giving the player a surplus of lives from erroneously giving an increasing score on killing all NPCs when collecting the star
- Adjusted some platforming in Star World 1 making it slightly easier to reach the upper areas to explore
- Adjusted some of the tight corridors in Star World 2.. Those moles deserve a break too sometimes!
- Irradiated Caverns 1 & Star World 2 now have a more appropriate colored tileset with help from Prism!
- Fixed an inconsistency with text for coin & Star coin counters having a blue outline to match the rest of the text being used in the HUD
- Fixed inconsistency with Star Road's Warp name being incorrectly labeled as "Irradiated Depths" instead of "Irradiated Caverns"
Demo 1.2
Spoiler: show
- Added a Launcher cosmetic for the Project (looking for feedback)
-Fixed some minor graphic bug with Peach's Castle Doors
- Made Peach's Portrait actually require Yellow switch
- Spruced up Meadow Fields Secret 1 ; Adding a Yoshi(Green) as well as more berries and adjusted some enemy placement within the level
- Spruced up Star world 2 made the 50 coin reachable after hitting the Anti-Nitro switch
- Added a 2nd Nitro switch if you replay the level after collecting the star at the start of the level for replayability and easier for collecting either exit afterwards
- Irradiated Caverns 1 ( and the rest of World 2) + Star World 2 now have a green cave tileset variant to give it a more radioactive/toxic atmopshere with help from Prism aka gbradley231
- Fixed a Minor graphical bug with spawning yoshi (Egg effect was still a default texture but everything else was SMB3 colored)
- Removed all save files to start a fresh file (with help from Codehaus Discord)
- Patched a bug with Challenge Level #4 "Burning for Time" to correctly display its parallax along with extending the level a small amount and giving an extra 50 seconds as a reprieve on timing the spinjump gimmick
-Fixed a visual bug with with he Mutant vine NPC in the Minigame "Floatin' down the Mushroom canyon as well as making the optional areas a bit more easier navigate
- Updated Water Currents.lua (7.0) and fixed up the Water Currents used in the Pipeworks room of Peach's Castle & Star World 2
- Added a checkpoint in Mushburg Height's Obstacle course so you arent stuck re-doing the stage if you lose a life elsewhere again
Demo 2.0
Spoiler: show
Launcher
- Upated Launcher and fixed a broken logo it was trying to call but couldn't
- Added Launcher music
- Increased the size of the Launcher's Image

Global Changes
Playerphysicspatch.lua has been added for better and tighter controls!
Anti-zip.lua has been added to prevent certain puzzles being cheesed.
Littledialogues.lua has been added to enhances the story telling of the episode! (please let me know if you occur any bugs with message boxes)
kindhurtblocks also has been added so that certain puzzles will become easier such as the Y.S.P & Star World 2 Level.

-The remainder of World 2 is new open
-Whirling Isles 1 is also accessible to showcase World 3
-Star Road 3 is accessible
-Challenge Tower now has 6 levels, Nightly Snowball Park(Made by 3lectronic) & Chemical Factory!

World 1 Changes
-Core's Red Ring Lua has been added to give a more NSMB atmosphere and challenge in bonus areas throughout the episode!
-Meadow Fields 1,Secret 1,4 & Secret 2 now have a Red coin ring and receive a bonus powerup, or 1-up
-Meadow Fields 1 is now 10% longer
-Adjusted some platforming in Peach's Castle and fixed a bug with doors appearing as a BGO Window

Lucky's Casino & Arcade:
- Tweaked the background of the main lobby to make the room stand out more

- Cash among the clouds minigame renamed to "Lucky's Coin Slots"
- Fixed an issue with the Secret Red coin star not appearing due to an erroneous collision hitbox having a shared layer to the red coins from adjusting it for the chairs and tables (to make them appear walkable)

Yellow Switch Palace (Y.S.P)
- Removed the secret star from switch palace (and future switch palaces) due to missing the star means you couldn't achieve 100% it instead replaces a new prize that you'll find instead.

- Adjusted some platforms in Y.S.P and added an additional leaf at the start incase the player does not have a leaf

Challenge Tower
- Challenge tower now will have 15 levels instead of 10 to account for the switch palace stars and will have their respective color switch as a short puzzle level.

- Overhauled the layout of the tower and changed up how the switch barriers will prohibit the player from advancing too far into the Tower.


World 2 Changes

Irradiated Caverns 1:
-Fixed an event bug where killing either bully triggers the event when it should be both not just either or.
-Adjusted the spacing to the second star coin to make it more easier to navigate.
Demo 2.1
Spoiler: show
World 1
- Fixed a bug where the section extends past the level in Meadow Fields 2
- Fixed a bug where the tileset caused cut-off on a pool of lava in Meadow Fortress

World 2
- Fixed a critical bug disallowing to continue after completing Irradiated Caverns 2
- Added a recolored tileset for Fortress and World 2 Castle.

World 3
- Added a smoother ice tileset.

Star World
- Added a smoother ice tileset.
Special thanks to Prism aka gbradley for making the recolored tilesets, an ice tileset changes as well as all the work they've done helping me throughout the progress towards Development finding bugs and all graphical assistance.
Demo 2.2
Spoiler: show
Global
- Fixed an issue with HUD being inconsistant
- Fixed an Issue where the star counter was mis-aligned with the coin counter


Prologue
- Fixed a minor bug with littledialogues giving an error for an incorrect textplus tag on a sign in the 2F of the castle

- Fixed a bug in Peach Secret Red Coin where Luigi could get stuck on one of the clear pipes due to the collision of a 1x2 slope interfering...

World 1

- Fixed a bug in Meadow Fields 1 where the exit's cliff was cut-off from adjusting the section
- Removed the Floating Tree issue in Mushburg Heights
- Fixed a bug where you could spin-jump, yoshi jump on the eyecandy fish in Meadow Fields 3 -- they have been set to friendly
- Fixed a bug where you can go out of bounds as luigi in Mushburg heights red coin secret
- Fixed a bug where you would be moved along with the layers in Meadow Fortress
-Fixed a bug where you could clip out of bounds in W1 Castle in Kamek's Trap

World 2

- Fixed an Issue where a jump was rather difficult in Irradiated Caverns 1
- Fixed a visual bug in Irradiate Caverns 2 with a floating rock BGO

- Fixed an minor BGO bug with a Ghost house lamp not being assigned to the ferry's layer on moving

- Made the currents in the Ghost House easier to navigate and widened the gap by 16x16 on each side.. (Tip: Holding sprint/run key will help you navigate easier than normal swimming)
- Added a Irradiated Ghost House tileset courtesy to gbradley aka Prism
- Fixed a Critical bug with Irradiated Fortress completion would prevent the player from continuing -- (Exit type was on the right instead of down from adjusting and moving world 2 around..)
Demo 2.2.1
Spoiler: show

World 2
- Fixed a bug with a Cutscene in World 2's castle
- Fixed a graphical issue with a hint arrow leading to Star Coin #3 in W2 Castle
Demo 3.0
Spoiler: show
Global
Prism & Marioman2007 has joined the BDP Development team!

- A few new global lua has been added with the addition to Demo 3

- ALL music files used have been converted to OGG files to reduce file size!

- HUD has been updated and has a more clean and organized appearance

- Removed extra unnecessary files to reduce file size


Prologue
- Added a new secret in Peach's Castle containing a star
- Mushroom Way has been changed to be a tutorial level for newer players to SMBX2

-Fixed a bug where a cloud background parallax where part of the parallax would get cut-off and move diagonally downwards leaving the section of the level erroneously.

World 2
- Fixed an event in Irradiated Caverns 2 from already been toggled
-Fixed an starting position of the player's start point in World 2's castle.
- Fixed a parallax issue in Irradiated Caverns 4
- Added a Sign in Irradiated Caverns 4 as feedback to adding the geyser/spouts Lua. (and for a later level idea)
- Ensured all levels continue the along the path

World 3

- All of World 3 has been opened!

- Blue switch Palace is now available in World 3

- A few new mid-game mechanics have been introduced within world 3 with new puzzles to explore and conquer!

- A new town level in world 3 "WinterSnow Village" has been added. Explore a dynamic town level that will be a different experience to view. (Its also an experimental idea I wish to try out as well and wish to have feedback on how you like its design!)

- Ruins level has been introduced as a bonus level that will contain a special & unique prize if you found these unique places (more will be discovered soon keep your eyes peeled when Demo 4 is released!)

World 4

- Mushroom Woods 1 is open to tease World 4

- Star world 4 is also open to tease the more difficult side of what world 4 will offer.


Challenge Tower

Not one, not two or even three... but FOUR brand new levels have been introduced on top of a revamp in the Challenge tower!

Sands of time: This was an old level of mine(a former contest level) that has a brand new gimmick and puzzle! Think you got enough time left after this challenge?

Inferno Escape: Better hurry you picked the wrong time to enter a caldera chamber to grab this star!

Icicle Fortress: A level created by Prism with inspiration from How Bowser stole chrismas from the Star Prism episode saga!

Think you can beat this challenging level parkouring across this dangerous ice?

Corkscrew Raceway : A level created by MegaDood: Zip your way though this fast-paced, happy-go-feel level! Make those jumps count and reach the end to grab another star in this poptastical parkour level!
Demo 3.1
Spoiler: show

World 1

- Fixed some cut-off in the bonus area of Meadow Fields 1

World 2

- Fixed the ghost house parallax from cutting off half-way through the level
- Fixed the area with the third star coin area in Irradiated Lake from trapping the player

- Fixed Star Coin Prize events from not working*

World 3

- Fixed some ? block placements in the Ghost House level
- Fixed a softlock issue with the portals in the void level

Lucky's Casino & Arcade

A teaser for a new mini-game is unveiled and optimized a bit of lua eventwork with "Gimmie a Beat" mini-game. (The Demo will say 42, but this star will be impossible until Demo 4 as there is no way the player can obtain the star even through cheating it is not possible.)

Note: While testing a bug for Whirling Isles 4 & Whirling Secret 2.. Star Coin Prize event doesnt seem to work yet works when testing it on my end and unsure why that is.. for now they seem to work but feed back is appreciated if there is any issues.
Demo 3.1.1
Spoiler: show
Challenge Tower

- Fixed an error in regards to Corkscrew Raceway missing a lua as a dependency to load
- Fixed an incorrect music directory causing no music to load in Corkscrew Raceway


Added Notes: I am looking for feedback on whether or not Meadow Fortress's Exit causes a crash still, please do let me know.
Demo 4.0
Spoiler: show
Global
-MegaDood has joined the BDP Dev Team

- Optimized and made a number of QoL changes in dialogues and events.
- Introduced a new mechanic being wall jumping!
- Tutorial level has vastly improved
- Episode has a new introduction level!
- TravL.lua has been added for worldmap improvements
- Some graphical changes and updates to vanilla NPCs to give a more polished look and theme for the episode!
- Introduced a taste of some of the new obstacles for World 5

World 1
- Changed the layout of World 1's castle, improving the cutscene events and changing star coin layout!
- Kamek's attacks have changed, the Magic projectile now summons different npcs at random, and is progressive(W1 has 6-7 different NPCs and world 3
introduces 2 new NPCs etc.)

World 2
- Fixed some inconsistencies with World 2's Castle
- Fixed a bug where onDeath after respawning at a checkpoint the On/Off puzzle would not give a challenge
- Fixed a minor graphical error with a floating asset in Irradiated Caverns 2

Known issue: Boss for World 2 is lack-luster and will be changed as soon as possible(Demo 4.1+)

World 3
- Fixed a number of issues in regards to WinterSnow village.
- Fixed a bug in Ship level with auto scrolling and introducing a new enemy type too early(chase AI paratroopas)
- Fixed a bug where the path to Frosty Ruins was broken.
- Fixed a bug in World 3 Castle with Kamek's Cutscene
- Fixed a bug in World 3's Castle with clips (patched with antizip.lua)
- Fixed a bug in World 3's Castle On/Off Puzzle
- Kamek's attacks have changed, the Magic projectile now summons different npcs at random.
(thank you MechDragon for the help)

World 4
- All of World 4 is now accessible
- Green switch is now available somewhere in World 4
- A new Ruins level is now available somewhere in world 4
- A new Town Level is introduced, Yoshi Lake!

Known Issue: For now, the boss for this fight is lack-luster and needs improvement. Im awaiting a graphic that i can introduce that'll better assist at for this boss and World 2's Boss fight more effectively in a bugfix update or when it is finished perhaps sometime in Demo 5!)
World 5
- Shattered Skies 1 is open to showcase World 5!

Star World (Bonus world)
- Star World 5 is now accessible from Star World!
(only 3 more levels remain for this world)
Challenge Tower

We got two new levels for the challenge tower to try out!
- A new secret area is accessible in prep for Demo 5

The Bounce house: made by Prism
In this festive level, bounce and dodge spinies and reach the end!

Tick-Tock Hurry Up! : made by Dragonfan96
You only get 100 seconds in this fast-paced wall-jumping obstacle course. Can you reach the exit in time?
Demo 4.1
Spoiler: show

Prologue
- Massive revamp of Mario's Home

Challenge Tower
-Fixed an issue with music not loading in Nightly Snowball Park

Lucky's Fungitown Casino & Arcade
- Changed Koopa minigame to Lucky's Mystery Slots (with ever 60 combinations possible)
- Revamped Space Blasters Mini-game
- Reduced possible lag with reducing the number of sections used, and added PowerStarsEX.lua to allow multiple
stars in one section making it easier to streamline "town" levels

World 1
- Fixed an issue with an Event not showing a layer for the 3rd Starcoin in Meadow Fields 2

World 2
- Fixed Softlock issue in W2 Castle
- New Bowser Boss
- Fixed a minor issue being unable to carry the key in Irradiated Caverns 4

World 3
- Fixed cannons from despawning while auto-scrolling in Fjording the Frozen Seas
- Re-Balanced Challenge Room in Fjording the Frozen Seas
- Remove vanilla Boom-Boom due to continuity with using the custom Boom-Boom from
MDA's NPC pack in Fjording the Frozen Seas

World 4
-Removed Message Block at the end of W4 Castle
- Added a Cutscene to before 2nd Bowser Fight in W4 Castle
- 2nd Bowser Fight in W4 Castle

Star World
- Star World 2 Fixed a Minor graphical issue near keyhole exit
- Star World 5 Mystery slots have been removed as per experimental testing
Demo 4.1.1
Spoiler: show
Global
- Fixed a file issue where there was multiple world map files within Demo 4.1

Prologue
- Fixed a bug where the ladder npcs would be unstable and despawn while present in the main section of Mario's Home
Demo 4.1.2
Spoiler: show
World 1
- Fixed a minor issue in Meadow Fields 2 secret area being Luigi unfriendly
- Fixed an issue with the background in Mushburg Heights
- Adjusted some cheep-cheep placements in Meadow Fields 3
- Fixed a bug with World 1's castle not giving the player the star coin prize

World 2
- Fixed a crash error in Irradiated Caverns 1 involving Torpedo Teds (temporary fix, expect a big change to this level come Demo 5)
Known bugs:
SMB3 & SMW Spinies are stompable even with Hurtstomp enabled due to ExtendedKoopas.lua -- this is being looked into by MDA
TravL.lua has a bug involving the cheat "illparkwhereiwant" (the ability to walk anywhere cheat) will make you walk indefinitely and softlock you.
Breakdown of Project Development + Total Level count(not finalized but is a good estimate)
Spoiler: show
The first level of each new world with the exception of World 6 and Star World, will be a teaser of what the next level will hold.)
Each new release of a Demo will add an entire world + 1 level of the next world + 1 additional Star World level
I'll be looking for feedback as I update the demos with any bug fixes or changes that would need to be addressed (and patched asap)
Demo 1.0 ~ 1.9 - Will contain all of World 1, an optional Casino Level, 2 Star World levels, and 1 level from World 2
Demo 2.0 ~ 2.9 Will contain all of World 2, 1 Star World level, and 1 level from World 3
Demo 3.0 ~ 3.9 Will contain all of World 3 1 Star World level, and 1 level from World 4
Demo 4.0 ~ 3.9 Will contain all of World 4, 1 Star World level, and 1 level from World 5
Demo 5.0 ~ 3.9 Will contain all of World 5, 1 Star World level, and 1 level from World 6
Demo 6.0 ~ 6.4.9 World 6 is being split between 2 halves, the first will include the first part of world 6 leading up to W6 Castle. The next Star World level is unlocked

Demo 6.5 ~ 6.5.9 World 6 is being split into 2 halves and this is the 2nd half which includes the gauntlet run leading up the the final boss's level.. The final star world level is unlocked

Episode Beta will be released showcasing everything (includes Post-Game content)

W1 Mushroom Valley 11/11 levels completed
W2- Irradiated Caverns 11/12 levels completed
W3- Whirling Isles 12/15 levels completed
W4- Mushroom Woods 15/16 levels completed
W5- Shattered Skies 2/11 levels completed
W6- Molten Caldera 0/?? levels completed
World ⭐ -- 8 levels -- 6/?? completed
Challenge Tower : 15/20 levels completed


Screenshots
Spoiler: show
Here's a sneak-peak at World 1 of Demo 1.0!
World 1: show
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Here's a sneak-peak at World 2 of Demo 2.0!
World 2: show
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Here's a sneak-peak at World 3 of Demo 3.0!
World 3: show
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Here's a sneak-peak at World 4 of Demo 4.0!
World 4: show
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Download Bowser's Dark Plan V4's Demos Here!
Spoiler: show
Demo 1 Warp Zone
Spoiler: show
Download link for V4 Demo 1.0: Click here for Demo 1.0
Download link for Demo v4 1.0.1:Click here for Demo 1.0.1
Download link for v4 Demo 1.1: Click here for Demo 1.1
Download link for v4 Demo 1.1.1: Click here for Demo 1.1.1 (Hotfix 1)
Download link for v4 Demo 1.1.2:Click here for Demo 1.1.2(Hotfix 2)
Download link for v4 Demo 1.2:Click here for Demo 1.2
Demo 2 Warp Zone
Spoiler: show
Download link for 2.0 Click here for Demo 2.0!
Download link for 2.1 Click here for Demo 2.1
Download link for 2.2 Click here for Demo 2.2!
Download link for 2.2.1 Click Here for Demo 2.2.1!
Demo 3 Warp Zone
Spoiler: show
Download link for 3.0: Click here for Demo 3.0!
Download link for 3.1: Click here for Demo Release 3.1!
Download link for 3.1.1: Click here for Demo Release 3.1.1!
Demo 4 Warp Zone
Spoiler: show
Download Link for 4.0: Click here for Demo Release 4.0!
Download Link for Demo 4.1 Click here for Demo Release 4.1!
Download Link for Demo 4.1.1 Click here for Demo Release 4.1.1
NEW! Download link for Demo 4.1.2 Click here for Demo 4.1.2!



Feedback and any bugs you encounter is greatly appreciated as I'll be releasing more demos and patches as they come out with an update to the changelog over time!


Want some exclusive Behind the scenes or want to keep up-to-date? I made a discord for everyone to come join and hang out in
Discord Invite (click here)

Credits goes to:
Spoiler: show
There'll be a readme to view credits, it'd be to many characters to post here!


Download Link: Version 1 & Version 2 Require at least Legacy to run (SMBX 1.3.0.1) Version 4 Demo 1 will require SMBX2 Beta 4 patch 4 Hotfix 1 or higher!
Fair Warning: These versions will run poorly with no optimization(use GIF Files over PNG with a lot of things being depreciated or may cause crashes when loading) and unfair difficulty balance issues! You will also experience countless bugs while playing!
Last edited by dragonfan96 on Sun Dec 17, 2023 10:15 am, edited 43 times in total.

goombaguy
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Re: Bowser's Dark Plan Demo

Postby goombaguy » Thu Aug 07, 2014 7:17 am

This is a great project. There is a bit of style mixing, but that doesn't matter. And please change the smb1 background to a smb3 background. That would work great with the tileset.

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Re: Bowser's Dark Plan Demo

Postby RudeGuy » Thu Aug 07, 2014 9:48 am

Nice, but I'd like if you fix these things:
Third screenshot: I think you should change the bushes to some SMB3 ones, but the SMW ones are good.
Fourth screenshot: There is a cutoff between the blocks and the lava.
Fifth screenshot: I think the cave BGOs should be green instead of black.
Sixth screenshot: It's really bland. Put a background, some NPCs and some BGOs.
Eighth screenshot: Try to recolor those pink SMB2 clouds into some blue ones.

The other screenshots looks nice.

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Re: Bowser's Dark Plan Demo

Postby Black Mamba » Thu Aug 07, 2014 5:30 pm

Christian07 wrote: Eighth screenshot: Try to recolor those pink SMB2 clouds into some blue ones.
That and the stem of the mushroom is off-center and is driving me nuts.

dragonfan96
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Re: Bowser's Dark Plan Demo

Postby dragonfan96 » Fri Aug 08, 2014 2:41 am

Christian07 wrote: Fifth screenshot: I think the cave BGOs should be green instead of black.
Sixth screenshot: It's really bland. Put a background, some NPCs and some BGOs.
The other screenshots looks nice.
I for some reason can't find Green BGO of those...I'll and i can't delete them or it'll look boring and plain
The black screenshot is part of the plot having a "void of emptiness" with nothing living( like Sammer Kingdom in Super Paper Mario(Inspiration))

Thanks for yours and everyone else's feedback this really helps me out!

FanofSMBX
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Re: Bowser's Dark Plan Demo

Postby FanofSMBX » Sat Aug 09, 2014 12:53 pm

The green cave BGOs are in Valtteri's GFX Pack

dragonfan96
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Re: Bowser's Dark Plan Demo

Postby dragonfan96 » Sat Aug 09, 2014 7:38 pm

FanofSMBX wrote:The green cave BGOs are in Valtteri's GFX Pack
Thanks :) That might give World 2 a more "Toxic" atmosphere!

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Re: Bowser's Dark Plan Demo

Postby bossedit8 » Fri Aug 22, 2014 7:00 pm

Hey, this Project looks very interesting so far. I really like the design of it. I do see some cutoffs on a few screenshots though but since this is your very first project I can't really much complain on that. I am really looking to the full version. I can even record the full version after I am done at least a few of my other playthroughs.

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Re: Bowser's Dark Plan Demo

Postby dragonfan96 » Sat Aug 23, 2014 3:10 am

bossedit8 wrote:Hey, this Project looks very interesting so far. I really like the design of it. I do see some cutoffs on a few screenshots though but since this is your very first project I can't really much complain on that. I am really looking to the full version. I can even record the full version after I am done at least a few of my other playthroughs.
I'd be honored if this was recorded when its done! Trust me its gonna be a great episode!

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Re: Bowser's Dark Plan Demo

Postby bossedit8 » Sat Aug 23, 2014 3:20 am

dragonfan96 wrote:I'd be honored if this was recorded when its done! Trust me its gonna be a great episode!
I surely gonna play & record this Game once it is done and if the first Video is already uploaded, I am gonna post a Video including the real Link on this Topic. And I hope this SMBX Episode isn't extremely long because if that is the case then I have to deal with like a lot of SMBX Episodes that aren't even completly done playthroughed.

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Re: Bowser's Dark Plan Demo

Postby dragonfan96 » Thu Sep 25, 2014 12:32 am

bossedit8 wrote:
dragonfan96 wrote:I'd be honored if this was recorded when its done! Trust me its gonna be a great episode!
I surely gonna play & record this Game once it is done and if the first Video is already uploaded, I am gonna post a Video including the real Link on this Topic. And I hope this SMBX Episode isn't extremely long because if that is the case then I have to deal with like a lot of SMBX Episodes that aren't even completly done playthroughed.
Its 6 worlds and the later levels do get harder and more puzzle-like. Most levels are optional(sidequests)but they usually contain stars which will be need for the Final boss(about 30/??*)

*- haven't counted them all but know that theres about 60 SMW/SMB3 stars i'm current counting them and ironing out some kinks from when I started to now.

Lots of custom musics that are both nostalgic and fun to listen too with some of the most elaborate level design yet!( In my own opinion, but i can't "judge" that though)

I hope You and everyone else has as much enjoyment as i did when playing/reviewing the episode!

Give it about maybe a week to two weeks and it be finished (hopefully)

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Re: Bowser's Dark Plan Episode

Postby dragonfan96 » Thu Sep 25, 2014 12:33 am

anyone want to review my episode just let me know...

(didn't mean to bump this though...)

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Re: Bowser's Dark Plan Episode

Postby Imaynotbehere4long » Fri Sep 26, 2014 2:24 am

Although I'm not yet finished with the episode, there are some things that I feel need to be addressed immediately, so I decided to go ahead and review all that I have played through so far.

For starters, there are at least three custom music tracks that you forgot to put in the episode's folder:

Kirby Boss Battle.mp3
smrpg-marrymore.mp3
sm64-hauntedhouse.mp3

AND NOW, MY REVIEW OF THE ACCESSIBLE PARTS OF BOWSER'S DARK PLAN:

So, when you start the episode, you're greeted with your run-of-the-mill introduction with Mario at his house and a bunch of Toad NPCs there to tell you that the princess has been kidnapped.
Spoiler: show
There's also this invisible wall right here, which I find odd. Maybe you could have the wall made of visible blocks to make it more intuitive.
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After that, you go through a town-like level where you can interact with various NPCs and get free power-ups:
Spoiler: show
So, what does "didi" mean? I don't think I've heard that word before.
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Speaking of words I've never heard before, what is "sopping"? I'm sure that it couldn't just be a mistyped version of "shopping," because that would just be silly!
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Yeah, pretty much all of the text is fraught with grammatical errors. I recommend that you go through and double check each line of dialogue, making sure that the "i"s are capitalized when used as pronouns, that contractions have apostrophes instead of semicolons, that each sentence has proper punctuation, that each word is spelled correctly, etc.
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I will say, I really liked your puns, though. ("Casual T." took me a few seconds to get, but that one especially made me laugh.)
The "SHOP" sign made out of coins was also pretty clever.
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However, you should make the coins friendly; otherwise, the player can collect them. Also, the generators for the power-ups are facing the wrong way.
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All of them.
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And so, leaving the town behind, you make it to the first level:
Spoiler: show
Technically, that game made its debut on the Famicom, not the NES. Also, I'm not a big fan of cloned levels; they just seem unoriginal to me(that's why I didn't play the SMB3 remake). Honestly, I think the episode would be better off without this level.
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Unless you had chosen to have the star appear here after hitting this block, rather than simply placing it at the end of the level (you could have had a normal exit at the end). That would have been really clever!
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Oh, no! The flag graphic isn't 8-bit! The consistency of your clone level is ruined! (I'm just kidding; this isn't that big of a deal)
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One more thing: why are the spade stages called "Leaf Levels"? I'm sure that if the graphic were meant to represent a leaf, it would have more color and detail.
Also, why is the water checkered? It looked awkward in LFftMK, and it still looks awkward here.
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On to Peach's Castle: So when you first make it there and enter the doors, you're greeted with this:
Spoiler: show
So long, random yellow Koopa that's on-screen for half-a-second; you will be remembered for your act of randomness.
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Put a space in between the comma and "Special's," otherwise, SMBX thinks that they're one word, and will move both of them to the next line. Also, you misspelled "souvenirs."
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I did try to cut down on my pointing out dialogue errors, but man, some of them stand out from the rest; on top of forgetting the "e" in "interact" and giving "and" an extra "d," you wrote "momentos." Are those, like, mementos that will vanish from existence after a moment? You also wrote "except" instead of "accept," which is just wrong (except in circumstances where you're stating if one instance, although similar in appearance, is actually drastically different than another instance).
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Ignoring the lowercase first-letter-in-the-sentence, I'm actually not sure if this is a typo or not because the items actually can be stolen.
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Yeah, I made it! (why is there a cloud here instead of a non-jump-through-able block? I'm just curious.)
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Like I wrote earlier, I tried to cut down on my dialogue complaints, but this doesn't really make any sense:
(also, I'm not a fan of the stacked SMB3 stage-play blocks.)
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I thought that it was kinda neat that there were sub-plots going on with some of the NPCs, but I was a bit disappointed that you couldn't resolve the subplots. I got the flower, but the NPC still says the same thing instead of being on a layer and being switched out with a Toad that would thank me for getting the flower (or be upset that I took it for myself). Also, the !s go outside the boundary of the text box, which doesn't look professional.
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Hey, a Toad that remembered Luigi's name! Also, the phrase you're looking for is "once and for all."
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Personally, I would have thought it would be clever if a sprite-swap that looked like the playable Toad (the one with the orange head) said this line. Oh well. (also, you should put a period between "help" and "stupid," otherwise, it looks like he wants to help the stupid game.)
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Hey, that star wasn't fake! The sign lied!
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Again, I'm just expressing my disappointment that the Toads don't react to Mario's actions. I'm not even going to point out the dialogue errors.
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All right, on to the actual first level:
Spoiler: show
So, your Goombas have their NPC graphics sprite-swapped, but not their effect graphics...
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So, when the line-rider appeared on screen, it began to move away, and by the time I got up here, I couldn't get on it and had to wait for it to come back down. Set the line rider to "off" so that it doesn't move until the player jumps on it.
Image
On to Cosmic Zone:
Spoiler: show
As you can see, the graphic for the Terrace is incorrect; instead of the black being R=0, G=0, B=0 and the white being R=255, G=255, B=255, the black is R=4, G=2, B=4 and the white is R=252, G=254, B=252. If you're not sure how to change the numerical value of the colors, just use the base black and white in MS Paint, as well as the fill tool, and that should fix the graphics.
Image
However, it wasn't until I saw this graphic when I realized that you're actually quite new to SMBX. As you may already be aware, saving a graphic as a GIF will cause it to become grainy. The only exception to this graininess is if the image is only pure black and/or pure white (the 0/255 color combinations I mentioned earlier). To fix this, save the graphic as a PNG or BMP, undo the grainy graphics, then put the graphic through an image converter and turn it into a GIF that way (I recommend http://www.coolutils.com/online/image-converter/ ). If you do that, your custom graphics won't be grainy anymore.
Image
All right, next level!
Spoiler: show
So, there's some cutoff with some of your background images, like this one. An easy fix for this would be to uncheck "Auto-align" and place the graphics a couple of pixels down (except for this one; you would also need to move it one unit left).
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Also, I recommend that you move this cave-slope down by one unit; otherwise, it's tricky to get out from under those invisible blocks after activating them.
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Finally, there's a springboard in your level. However, 1) it's not needed for the section it's in, 2) the player can't take it past this pipe (Allow NPC is set to "no")...
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...which means that the spring can't be brought to the only part it can be useful (collecting the coins up there).
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Okay, moving on:
Spoiler: show
First of all, you shouldn't put warps half-a-unit above the ground; otherwise, it looks like Mario is getting his head sliced off by the top of the pipe.
Image
Also, you shouldn't put blocks this close to the ground, otherwise the Mario-in-blocks-physics take effect and Mario begins to slide around quickly, and it can be annoying if I push right too soon and end up falling off of the clouds and dying.
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One more thing: the invisible block here is too high; Mario's jump height decreases when in water, and now I'm stuck. Remove the water or lower the invisible block (and add another one).
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THE FOLLOWING LEVELS ARE IN NEED OF IMMEDIATE ATTENION

And now, on to the second spade stage "Leaf Level."
Spoiler: show
Oh man, you said "remake" twice; that means it's a remake of a remake! So, all of the "Leaf Levels" are just excuses to recreate other levels? That's disappointing. Also, "Kirby'a."
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This block is misplaced:
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Also, the Peeps' effect sprites are incorrect:
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as are the Mushrooms' effect sprites. Plus, that tree graphic with the door is wrong.
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Speaking of the mushroom-things, I thought it was an odd choice to set playerblock=1 because then they can't harm the player.
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For this NPC, you have framestyle=0, when it should be framestyle=1. Without framestyle=1, it will only show the NPC walking left, even when it's walking right.
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Plus, its effect sprite is incorrect as well.
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Also, it appears that you wanted the railings to be in the background, but you used foreground images for the railing:
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Did you steal the Kirby graphics from New Super Mario Galaxy X? I ask because your Mouser sprite-swap has the same graphical error as the one from that episode.
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Speaking of graphical errors, these bricks appear in front of the pillars.
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Also, why is the section boundary extended this far if there's nothing over here? The Toad at the beginning did say "find that star," implying that the star was hidden somewhere. You could have put a small cloud-block formation here along with the star, and put a normal exit at the end of the level. In fact, if you're going to make these clone levels, you should try to put some sort of new spin on them, like what my two suggestions would do.
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Finally, your boss won't work correctly; the generators for the grab-able NPCs are too close to the Mother Brain sprite-swap to spawn, meaning there's no way to win. I had to cheat to get past here.
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And, once again, the effect sprite is incorrect.
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All right, on to Mushburg Heights!
Spoiler: show
So, I spoke to this NPC, but nothing happened. It turns out that you forgot to set "Talk" to trigger the proper event.
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Nope, still not working.
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Anyway, it was nice of you to let the player scope out the area so if he/she went down a path that didn't have an optimal power-up, he/she could just backtrack.
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It was also nice of you to let the player go through this multiple times to get any other power-ups he/she may want (this is my sarcastic way of telling you that this mini-game is also broken).
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Hmmm...nope, still not working.
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All right, on to the next level that I believe needs immediate attention:
Spoiler: show
So, I was just climbing vines, minding my own business, when suddenly
Image
Yeah, you didn't put any vines there for the player to grab. The vine-producing NPCs don't produce the vines quickly enough for the player to grab onto them. Sure, you put the warp above them, but that wasn't enough. I recommend putting actual vine NPCs below the vine-producing NPCs so that the player has something to grab when getting to that section.

Oh well. Let me try that level again!

...I hate this level.

Okay, so when I finally beat the level, nothing happened. I checked the level in the World Editor, and I saw this:
Image
...okay, just a friendly reminder:

Left
<----
is that way.

Right
---->
is that way.

You need the exit set for Left, not Right.

So, yeah, I had to change that myself and beat the level again just to proceed.
Okay, on to the next level:
Spoiler: show
First of all, the Ghost House door graphic doesn't really look good in front of the SMB1 Castle graphic. Second, the key is never referred to in the Toad's statement, so "it" is an indefinite article (replace "it" with "the key." Also, "prove to be brave" sounds awkward).
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Also, although the mini-game here works, I don't know what the signs say until after I read them, but by then, it's too late. You didn't put the safeguards mentioned in Mushburg Heights here!
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Whatever. I can just use Yoshi to break this part of level.
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Also, these things look harmful, but sometimes they aren't, and it can be confusing for when they are harmful.
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By the way, you accidentally locked all of your doors, which makes this level impossible to beat. Once again, I had to cheat to progress.
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These NPCs are arranged in such a way that I cannot avoid getting hit.
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Also, this line-rider part became really easy once I realized I could just stand here and do nothing.
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*whew!* On to the last level that I believe needs immediate attention:
Spoiler: show
I don't understand what this sign is trying to say. It's not like there's a time limit on this level or anything.
Image
Also, what's the point of this other spring if there's nothing it can be used for?
Image
So, I could beat the level normally just fine, but when I went to get the secret exit, it turns out that not only is the boss friendly, meaning we can't harm each other, but there's also no way for me to attack the boss even if it was kill-able.
Image
Anyway, I had to go in and edit the level myself (again) so that I could beat it. When I did, nothing happened. I looked at the level in the Map Editor and I saw this:
Image
Just so you know: "4 - Secret Exit" only applies to key-keyhole exits. The exit you were looking for is "2 - SMB3 Boss Exit" because the ? sphere is sprite-swapping the SMB3 ? sphere.

So, I had to edit that, all so I could finally get this to work properly, and then
Image
The path isn't even connected...
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF--no, I'm better than this!
Closing comments:
Spoiler: show
So, all of the Yoshis here are friendly, except this one...was that intentional?
Image
Wait, I don't have enough stars? You know...I think now would be a good time to bring up the issues I've been having with this episode...
Image
IN TEMPORARY CONCLUSION:
Always, always, always, ALWAYS, test your levels to make sure that they work the way you want them to, even if you don't think that the change you made would be very significant. SMBX isn't the most trustworthy level creator, after all; it still has plenty of bugs that haven't been (and most likely never will be)worked out.

In fact, I want you to test your entire episode, and if you come across something that doesn't work the way you want it to, fix it right then. After you have finished testing your entire episode, upload a patch, then get back to me. If you come across an error and aren't sure how to fix it, ask me and I'll try to help you.



Game-breaking errors aside, this episode was...okay. Nothing special.

P.S. One of the Toads in the gift shop said that something was expensive, but you already established in Toad Town (or whatever it's called) that money grows on trees!

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Re: Bowser's Dark Plan Episode

Postby dragonfan96 » Fri Sep 26, 2014 3:22 am

@Imaynotbehere4long: To start off, the music you've listed i accidently took out while going back and forth on making levels and whatnot

To all the levels: the grammar/english im sure the misspelled kirby'a is supposed to be an "s" my finger slipped when typing
didi is suppose to be "did" i type too fast(and i need to slow down)
sopping is supposed to be shopping
Furthermore, spell check isn't in SMBX and(secretly i'm somewhat oblivious to the facepalmed mistakes i made)

Next: the souvenir shop was supposed to be "fake" items when actually u can pick them up after turning off the "security boxes"
(fun fact: i mispelled souvenir in a spelling bee(7th grade....ahhh the memories)

Leaf levels= a Nostalgic flashback to a nintendo game at the end of each leaf level is a star
leaf level b: yes it uses Super mario galaxy X's GFX and i did credit them in the read me-also im pretty sure it extends only too where it ends,
the toad is referring to the star you get at the end of every leaf level. The tree BGO i tried to make it work in paint(MS) but i didn't work out(guess W4 will be ugly)

Cosmic Zone:Anything grainy i made(from Scratch like the W2 portrait in MS paint and thanks for the converter too that REALLY help in the future)

Grassy Fields 1: there's an invisible vine to a bonus area where you'd collect coins(and a 1-up)

Moving on to the immediate attention levels(i'll plan to remake the level(s))
the toad not working is from the missing mp3 music or a event trigger error i must've never found when testing

Your suppose to be tiny only in the mini-game maze and can only go one way with invisible coin blocks blocking you if u jump

The vine glitch: honestly when testing i never had that happen, i'll most likely remake world 1/ prolouge(they weren't as good as the later levels it was more-or-less my "noob skills" showing compared to say world 4

Meadow fortress: there should've been toads...(again plan on fixing that)
(grammar/english errors : although im from the USA i suck at english grammar stuff seriously its was a weakness for me and im english go figure)
amps should have jumphurt=1 in a txt. file
Locked doors= warp fail i didn't undo the locked door=true/false tab
also i though i had the problem fixed for the GH path(it was the same for the W1 castle too but that one i DID(I) fix
the elevator part wasn't supposed to be just twiddle your thumbs moment

W1 ghost house: time limit= approx. 3 min. then boos will pour in
the boss im gunna end up scraping he was now use when i was looking for a boss in the GFX packs(no offensive to whom created him)

Yoshi's territory all of them should be friendly i not sure why that one isn't...

Overall: i'm gonna fix this immediate ones as it'll ruin everyone else's fun,i don't want this to be a "trash can" project
Remake will take about 2 days(give or take)
til then the download will still be up to its done then i'll revise BDP

Thanks again for reviewing thus far on those uh "small" kinks in the episode. World 1 was like my *derp noob mode*

Also i have the pathway perfectly connecting to the Cosmic zone(W1) warp
Last edited by bossedit8 on Fri Sep 26, 2014 4:05 am, edited 1 time in total.
Reason: Removed Quote

Imaynotbehere4long
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Re: Bowser's Dark Plan Episode

Postby Imaynotbehere4long » Fri Sep 26, 2014 1:14 pm

dragonfan96 wrote:Leaf levels= a Nostalgic flashback to a nintendo game at the end of each leaf level is a star
I still think you could to more with this concept instead of using it as an excuse to copy other levels because it just seems like you're trying to pad out your episode.
dragonfan96 wrote:The tree BGO i tried to make it work in paint(MS) but i didn't work out(guess W4 will be ugly)
Here's what you can do:
--Copy the door graphic from the GBA (brighter) sprite, and paste it in the same location on the SNES (darker) sprite.
--Save this image as a PNG with the same name as the GBA sprite, put it in an image converter, replace the GBA sprite with this one, and it should fix the problem.
dragonfan96 wrote:Grassy Fields 1: there's an invisible vine to a bonus area where you'd collect coins(and a 1-up)
dragonfan96 wrote:Your suppose to be tiny only in the mini-game maze and can only go one way with invisible coin blocks blocking you if u jump
You say this as though they are there, but I opened the levels in the level editor and never found them.
dragonfan96 wrote:W1 ghost house: time limit= approx. 3 min. then boos will pour in
*plays level again*
Oh, heh...so they will.

One more thing: for Mayor T. and the MC in Mushburg Heights, you have their event triggered on "talk" play the "message" sound effect, when in reality, this is unnecessary because message boxes will play that sound effect by themselves, and having an extra sound effect play afterward sounds weird.

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Re: Bowser's Dark Plan Episode

Postby dragonfan96 » Fri Sep 26, 2014 6:07 pm

@imaynotbehereforlong

Like i said W1(and prologue) is going to be remade, give me some time and i'll repost a download and PM you again

Also i'm quite sad that grassy fields 3 was a video expressing its flaw, then again originally i wanted this to be hard episode, but i dumbed down MOST of the episode

the Message sound effect...i didn't know that actually

About the Leaf Levels i have either 2 options

1)Delete ALL leaf levels

2)make a different gimmick that is similar too this (<----which can't come up with anything on that one)


So far i fixed most of what was urgently needed of attention
and made a cool idea in peach's castle too---you'll like it

Mushburg Heights is still under construction as i need to totally remake it as when going over the level again i don't like it very much...

Also i plan on adding a few new minigames in the level Fungitown Casino( to balance the possible loss of the leaf levels)

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Re: Bowser's Dark Plan Episode

Postby Imaynotbehere4long » Sat Sep 27, 2014 3:51 pm

dragonfan96 wrote:About the Leaf Levels i have either 2 options

1)Delete ALL leaf levels

2)make a different gimmick that is similar too this (<----which can't come up with anything on that one)
OOH, I have an idea: instead of the leaf levels containing stars themselves, they can be hint rooms as to where other stars are located. Hear me out:

Let's say, in Grassy Fields 1, you only use background-10 once. In front of the background image, you could also put a door-warp leading to a room with the star. Chances are, nobody is going to figure out that there is a door there by themselves. That's where the spade stages come in: instead of it being its own level, it's merely a room with an NPC that hints as to where the star is. It could say something like "In Grassy Fields 1, everyone looks up to the hill with two faces." It doesn't flat out say that there's a door there, but it hints toward it.
dragonfan96 wrote:Also i plan on adding a few new minigames in the level Fungitown Casino( to balance the possible loss of the leaf levels)
If you do plan on scrapping the spade stages altogether, you'll have to remember to reflect this in the amount of stars needed to progress in the episode (lower the star count needed for certain doors or add more stars in other levels. Remember: one section can't have more than one star, or else only the first one counts).

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Re: Bowser's Dark Plan Episode

Postby dragonfan96 » Sat Sep 27, 2014 5:34 pm

@imaynotbehereforlong

Though the Leaf(it looked like a leaf than it does a spade...) Levels were meant to be a nostalgic flashback of Mario's old past

That's why there's 8-bit Mario remake,an old Kirby game,sonic,Minecraft, SMS ,SMP (in order, of all leaf levels, and what theme they were)

It was to reflect on what We as Players grew up with "back in the old days"

With that said. Leaf Level A&B is going to change entirely AND use that Star hint as well
Last edited by bossedit8 on Thu Oct 30, 2014 5:55 pm, edited 1 time in total.
Reason: Removed Signature

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Re: Bowser's Dark Plan Episode

Postby dragonfan96 » Mon Sep 29, 2014 11:53 am

Unfortunately, I am unable to work on anything pertaining to SMBX because my Laptop's Battery died(for good) and its Charger got burnt/Singed.
(Which has ALL SMBX stuff and my grand-parents computer gives me "Run-time error 11 Divided by 0"

I'm still going to be on regularly(to see if i have any Red mushrooms,grey P-switches/ice flowers using a Public Library Computer(unable to download or upload anything)

It may be about a week or even longer before i can remake W1 of the Episode

BTW: Media Fire allows me to see how many times a file has been downloaded, over 100 people download the Episode! To be honest, that amazes me how many people
wanted to play this! Thanks everyone :D

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Re: Bowser's Dark Plan Episode

Postby marioman63 » Thu Oct 30, 2014 5:22 pm

this episode is probably abandoned, but i found a bug in the cloud world in the void level. at the part where you have to spin jump the saw blade and avoid the bullet bill cannons, there either needs to be something solid to stand on after the first floating cannon, or the saw blade needs to go all the way accross. according to the graphics, it seems like the saw blade should go all the way accross, but it stops about halfway and goes back. I also can no longer enter the cosmic zone after i took it to the cloud world (so basically, i am stuck in world 5 at the moment). just something to keep in mind if you plan on continuing this episode. i think it has some potential, and really like a lot of the ideas in it.


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