Re: Lowser's Conquest - Frostbitten Fortress
Posted: Thu Mar 10, 2016 7:50 pm
love the names that you give your bosses xD
Forums for SMBX
https://www.smbxgame.com/forums/
I would of liked to be notified this got an update, but this looks astonishing either way.Sednaiur wrote:Spoiler: show
Wow the screens reminds me to Tree area in SML2(?)! The CGFX is great and the design is good. Great job! Can't wait to play the full version.....Sednaiur wrote:Spoiler: show
Why making custom exes when you can just throw modified hardcoded GFX into the episode folder with Lua..?witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
I am happy about your interest. About the demo, I rather like to release the full version of this game somewhere this year, rather than setting up another demo.as303298 wrote:So dumb question Seddy, how much longer till we get another great demo to play? I am itching to play this again.
xD that was quite funny: "The graphics in this level are like world peace"! Well, if graphics could bring something like that, I do rather not imagine what Bishoujo would bring us then, so overly tasty they look. :-PCatastrophe wrote:Dammit the graphics in this level are like world peace! The hills remind me of a candy.. The clouds have been renewed? (grabs the graphics and runs away lol)
I'm literally making a project that has inspiration from yours.. Even the graphics I made are inspired by you! As what wraith said, we are all waiting for the next demo. Since the levelshots you posted were fantastic. One day in the future, if this happens, we should like do a collab! Sednaiur, NEVER GIVE UP, NO ONE WILL STOP YOU, FIGHTING!!
Close, but still wrong. :-PTinkerbell wrote:Wait... in the last new screen.. is that the fly npc from Super mario land 3 - wario land?
Thank you. :-) For some reason, SML2-levels are so much fun to do for me, that I do them in one day everytime, excluding doing their graphics. In this case the graphics took two days, because I needed to do many things from scratch, as the original graphics had a somewhat bad alignment, so I could not use them as a base.PROX wrote:this looks very well done as far as level design. Definitely an interesting take on things.
Thank you a lot. You got it right (but I guess it was already too obvious anyways ^^), as the level is inspired by the first level from the tree zone in Super Marioland 2.Camacho wrote:Wow the screens reminds me to Tree area in SML2(?)! The CGFX is great and the design is good. Great job! Can't wait to play the full version.....
Don't worry, as there are only two levels before the sky tower. The route to it felt kind of too barren and boring, so I wanted to add them in.MECHDRAGON777 wrote:Nice level. Sky tower is going to be a pain to do first. Which world should I expect the Nuclear Factory going in? (Like my CC12 level).
Edit: "No Lua Required"
Will you Lua for checkpoints, and dragon coin savings, and a custom HUD?
I guess he is talking about the "Checkpoint edition" I like to make. But that dosn't need .lua anyways. The custom-EXE is mostly done, but I need to add some more custom-sounds and music, to go along the more fresh design of the graphics.witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
I need to look deeper into that first. I am not just making a custom EXE (which I already started to do way before .lua was implemented) but also I replaced most of the defult graphics, sounds, and musics of SMBX, to reduce the overall-size of the project's folder. When my project is almost done, I will see what is more ueful in terms of filesize.h2643 wrote:Why making custom exes when you can just throw modified hardcoded GFX into the episode folder with Lua..?witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
Okay, I am the only one to make a nuclear level, so I can not wait to see your take on it. You hate check-points because you do not keep Dragon Coins. You can make an event on the death of each one (Each one being different) which triggers a code in lua to add it to the Global Inventory. GEt all five in one level, the star event also occurs, so you would not need "No More Objects in layer" whic is what I did in my CC12 level. On the forums, I already have the "Nuclear <Insert Monarch Gender here>" title because of my CC12 level. (I am male, yet use the title "Nuclear Queen" since I am using a female character as an avatar and Skype username. Either way, Good luck. So yes, lua helps checkpoints out. Your default folder replacing graphics takes up less space to load, but the downside to that is you can not change between Lowser's Conquest to another episode. Also, you would need to make the Luigi, Peach, and Link HD playables as well since you are making a full custom HD .exe. You might as well do it since you said you would make a Peach/Toad episode after this. I wish you good luck regardless and Would love to see the Nuclear levels be the aces of this project, but what gimmick can you possibly do that is not lua based?Sednaiur wrote:Don't worry, as there are only two levels before the sky tower. The route to it felt kind of too barren and boring, so I wanted to add them in.MECHDRAGON777 wrote:Nice level. Sky tower is going to be a pain to do first. Which world should I expect the Nuclear Factory going in? (Like my CC12 level).
Edit: "No Lua Required"
Will you Lua for checkpoints, and dragon coin savings, and a custom HUD?
The nuclear-levels (there are two of them behind each other) are located in the upcomming world 8, where they are at the end. I try my best to get the title "Nuclear King" with it. ;-D
I probably will use .lua for my project, but only when all the levels have been finished, and only for some minor stuff.
I will never need .lua for checkpoints, but for a more or less custom-HUD it will be used, for parallaxing, and for performance-improvements.
And of course for the .ogg music and .png-support.
But maybe I also make shops, to give the coins more use....at least I already got some ideas.I guess he is talking about the "Checkpoint edition" I like to make. But that dosn't need .lua anyways. The custom-EXE is mostly done, but I need to add some more custom-sounds and music, to go along the more fresh design of the graphics.witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.I need to look deeper into that first. I am not just making a custom EXE (which I already started to do way before .lua was implemented) but also I replaced most of the defult graphics, sounds, and musics of SMBX, to reduce the overall-size of the project's folder. When my project is almost done, I will see what is more ueful in terms of filesize.h2643 wrote:Why making custom exes when you can just throw modified hardcoded GFX into the episode folder with Lua..?witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
Yes, that is something I have read in the past about .lua, and I like to use it in the checkpoint-edition. I really cannot say anything about .lua until I am almost done with my project, but I will look deeper into it, you can be sure about that. :-)MECHDRAGON777 wrote: Okay, I am the only one to make a nuclear level, so I can not wait to see your take on it. You hate check-points because you do not keep Dragon Coins. You can make an event on the death of each one (Each one being different) which triggers a code in lua to add it to the Global Inventory. GEt all five in one level, the star event also occurs, so you would not need "No More Objects in layer" whic is what I did in my CC12 level. On the forums, I already have the "Nuclear <Insert Monarch Gender here>" title because of my CC12 level. (I am male, yet use the title "Nuclear Queen" since I am using a female character as an avatar and Skype username. Either way, Good luck. So yes, lua helps checkpoints out. Your default folder replacing graphics takes up less space to load, but the downside to that is you can not change between Lowser's Conquest to another episode. Also, you would need to make the Luigi, Peach, and Link HD playables as well since you are making a full custom HD .exe. You might as well do it since you said you would make a Peach/Toad episode after this. I wish you good luck regardless and Would love to see the Nuclear levels be the aces of this project, but what gimmick can you possibly do that is not lua based?
Well, to be honest, we really could work something out here, but I need some time. I will send you a PM about it on a later day this week (around friday), okay?as303298 wrote:Well you know a LP takes months to finish Seddy. Surely we can work something out?
I need something new to record, since a majority of what I have right now don't really interest me at all right now.
That's a lot of downsides you're listing here! There's so much stuff this (or any, for that matter) episode could gain from having checkpoints, lunalua, the three other characters and a more appealing difficulty curve and style.
The only downsides I can count, is the "Designed for one player"-part (I don't know anything about two-player mode and how it handles certain events, like "resize section-boundaries") and the "No checkpoints in levels"-part, which, if you have read this or any of the previous pages of this thread, only goes for the first finished version of this project, as I plan to make checkpoints availiable.Enjl wrote:That's a lot of downsides you're listing here! There's so much stuff this (or any, for that matter) episode could gain from having checkpoints, lunalua, the three other characters and a more appealing difficulty curve and style.
Also I'm sorry to break it to you this but this episode is anything but SMB3 styled. It's just this blurry style which doesn't look good with anything 16-bit.
I was asking mostly of the gimmicks for the nuclear levels.Sednaiur wrote:Yes, that is something I have read in the past about .lua, and I like to use it in the checkpoint-edition. I really cannot say anything about .lua until I am almost done with my project, but I will look deeper into it, you can be sure about that.MECHDRAGON777 wrote: Okay, I am the only one to make a nuclear level, so I can not wait to see your take on it. You hate check-points because you do not keep Dragon Coins. You can make an event on the death of each one (Each one being different) which triggers a code in lua to add it to the Global Inventory. GEt all five in one level, the star event also occurs, so you would not need "No More Objects in layer" whic is what I did in my CC12 level. On the forums, I already have the "Nuclear <Insert Monarch Gender here>" title because of my CC12 level. (I am male, yet use the title "Nuclear Queen" since I am using a female character as an avatar and Skype username. Either way, Good luck. So yes, lua helps checkpoints out. Your default folder replacing graphics takes up less space to load, but the downside to that is you can not change between Lowser's Conquest to another episode. Also, you would need to make the Luigi, Peach, and Link HD playables as well since you are making a full custom HD .exe. You might as well do it since you said you would make a Peach/Toad episode after this. I wish you good luck regardless and Would love to see the Nuclear levels be the aces of this project, but what gimmick can you possibly do that is not lua based?
Well, to be honest, we really could work something out here, but I need some time. I will send you a PM about it on a later day this week (around friday), okay?as303298 wrote:Well you know a LP takes months to finish Seddy. Surely we can work something out?
I need something new to record, since a majority of what I have right now don't really interest me at all right now.
I cannot do so right now, as this is a bigger topic for me, and I have no time right now.
How did you ever get so good Sednaiur, did you go to an art school in Japan or something?Sednaiur wrote:Spoiler: show