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Re: Lowser's Conquest - Frostbitten Fortress

Posted: Thu Mar 10, 2016 7:50 pm
by PROX
love the names that you give your bosses xD

Re: Lowser's Conquest - Frostbitten Fortress

Posted: Thu Mar 10, 2016 7:56 pm
by MECHDRAGON777
Sednaiur wrote:
Spoiler: show
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I would of liked to be notified this got an update, but this looks astonishing either way.

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Sun Apr 17, 2016 2:15 pm
by Sednaiur
Well, it is a long time since my last visit here.

In all my 5 weeks of absence I worked hard on the GFX and the next finished level, without a single hour breaktime between my other real life-stuff...imagine that.............................just kidding xD
I did work onto the mentioned stuff, but not quite that hard and long.
But while I worked onto two levels (and the graphics for them) I stumbled upon a design-wise problem which grew very strong over the past three years on me. And by that I am talking about a missing order for the way I build in the tilesets into PGE and SMBX. So I needed to do something about that, which I mostly finished now. I sort of builded my own PGE config-pack and PGE-theme to go along that, so I will not have anymore interferences while switching graphics in between levels of my project.

But I also worked onto some of my old graphics that really needed an update, since some of them were already more than 3 years old, like the mushroom-platforms, all of my worldmap-scenery, some NPCs, BGOs etc.

But now to the finished level itself:
Spoiler: show
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It is the other newly planned level which comes now directly before the sky tower. If you want to enter the sky tower and possibly skip a row of levels, you need to bring 2 stars to it first, or the tower's doors will stay closed for you. :-P
Can you guess where I took inspiration from, for this level? I guess it is not really difficult to get that. ^^

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Sun Apr 17, 2016 2:24 pm
by as303298
So dumb question Seddy, how much longer till we get another great demo to play? I am itching to play this again.

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Sun Apr 17, 2016 2:30 pm
by Hani
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!!

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Sun Apr 17, 2016 2:46 pm
by Mable
Wait... in the last new screen.. is that the fly npc from Super mario land 3 - wario land?

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Sun Apr 17, 2016 7:29 pm
by PROX
this looks very well done as far as level design. Definitely an interesting take on things.

Re: Lowser's Conquest - Hedgehopping Plains aka Holy Sednaiur

Posted: Sun Apr 17, 2016 7:35 pm
by Alagirez
Sednaiur wrote:
Spoiler: show
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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.....

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Sun Apr 17, 2016 8:38 pm
by MECHDRAGON777
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?

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 2:14 am
by Witchking666
Hé doenst have checkpoints and is gonna be making a custom exe.

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 9:46 am
by h2643
witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
Why making custom exes when you can just throw modified hardcoded GFX into the episode folder with Lua..?

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 10:20 am
by Sednaiur
as303298 wrote:So dumb question Seddy, how much longer till we get another great demo to play? I am itching to play this again.
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.
This is mostly because of the graphical building grounds that several levels are at the moment, which is due to my recent reorder of graphics in my project. My old project's folder has exact 39999 elements and I like to reduce that number by at least 4000 elements, which is the main-reason for this reorder.
By now there are 95 levels done, so another demo would have 90% more content.
What I can say, is that I am really looking forward to another playthrough of my episode from you, because you already helped me to figure out quite some things I disliked in my levels, with you let's play-videos.

tl;dr: I hope to finish this project in around 5 to 6 months, but I am not too sure about this. Sorry about that.
Catastrophe 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!!
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. :-P
But in any case, thank you very much for these words. Yes, now that you mention the hills like that, you may have right. Chocolate-stick icepop. ^^
I remade the clouds several months ago, when I remade the first level-backgrounds. And now I am redoing some graphics along the way, every now and then.
About your project, I didn't see any project by you, so I assume you didn't create a topic about it yet, right? But it is surely interesting for me that someone takes inspiration from me for a project. ^^
For a collaboration, I do not know, since I already got some rquests for something like this, but I am too busy for it. When this project is done, I like to start to get more into drawing manga, since this is in the end one of my biggest plans for the future, which will take all my time then.
Tinkerbell wrote:Wait... in the last new screen.. is that the fly npc from Super mario land 3 - wario land?
Close, but still wrong. :-P
You are right about such an enemy being in WL1, but this version is from SML2 (the Warioland-enemy looks into different directions, while the SML2-one only looks thoward the screen), even though, I guess they act almost exactly the same in both games, AKA: they're useless enemies in both games.^^
PROX wrote:this looks very well done as far as level design. Definitely an interesting take on things.
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.
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.....
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.
But I guess there is one last SML2-level to come (I know I said that once in the past, but that was a long time ago). Let's see about it. ^^
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?
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.
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.
witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
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.
h2643 wrote:
witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
Why making custom exes when you can just throw modified hardcoded GFX into the episode folder with Lua..?
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.

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 10:35 am
by MECHDRAGON777
Sednaiur wrote:
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?
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.
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.
witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
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.
h2643 wrote:
witchking666 wrote:Hé doenst have checkpoints and is gonna be making a custom exe.
Why making custom exes when you can just throw modified hardcoded GFX into the episode folder with Lua..?
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.
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?

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 10:42 am
by as303298
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.

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 10:58 am
by Sednaiur
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?
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. :-)
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.
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?
I cannot do so right now, as this is a bigger topic for me, and I have no time right now.

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 12:07 pm
by Enjl
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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.

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 3:15 pm
by Sednaiur
Enjl wrote:
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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.
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.
You may just be nice and wait until the project is finished and then play it or watch a playthrough of it, before you already talk about "a more appealing difficulty curve and style", since you do not even know how the episode feels while playing it. You are not one of these people judging a book by it's cover, are you? ^^
Not needing luna.lua is not a downside at all (do you realize that I work onto this project since more than 3 years now? That it still is my first project? That I may have not the time to get into any kind of .lua for now?), but here goes the same: If you read some of my posts (try the ones on this page) you see that I will use it for this project in the future. :-)
But I will update the project-specs table, as it is too old and inaccurate by now. So your possible nitpicking on the table's contents could be a fault on my side. :-P

Having only two playables availiable is not necessarily bad, but I may understand your point here.
But please first think about the fact that I intend this game to be SMB3-styled, which means:
-sliding down slopes must be possible (Toad, Peach, and Link cannot slide)
-grab and hold things of any kind in front of you rather than over your head (Toad and Peach likes to hold items over their heads)
-having no checkpoints (my levels aren't that long anyways)
-no double-jumps (Toad)
-no bomb suits (Peach)
-no boomerangs (Toad)
-no glide (Peach)
-no sword which can break and kill almost everything (Link)
-no shield which guards off most projectiles (Link)
-no fairy-transformation while climbing on ladders (Link)
-no bouncing off of spikes (Link's downward sword stab)
-having only the playables from Super Mario Bros.3

And to your "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."-part.
If you take a look onto the screenshots (the ones on the toppost are enough), you clearly can see, how the levels and their look is heavily influenced by SMB3. you know, things like:
-the kind of sizables
-the way most levels are designed
-the transition pipe-levels
-the majority of the NPCs
-the style of many of the tilesets
-the worldmap and the way it is build

I do nowhere say that the graphics are taken directly from SMB3, or that everything looks like it.

For graphical styles of any kind, I would never ask someone as graphically biased as you, to judge my or some other people's graphical styles, since you always say in a way "this has inconsistent amount of colors and more colors than 16 bit allows; therefore it is not pixel art - it is not even good", like you did in the past screenshot-thread (screenshot-thread number 8). ^^
You seem to be hating almost everything which is either -not made by you or your close friends, or -not sticking to the guidelines of "limited pixel art".

But you are right about my graphics not really fitting good with anything 16-bit, which is a reason I make all of the graphics in this and the same style. :-)

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 3:58 pm
by Enjl
Aah, thanks for the reply. If you allow, I'd go into some detailed feedback in the spoiler below:
Spoiler: show
Sednaiur wrote: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.
Ah, that's my fault. I haven't thoroughly read through this thread. I think even if your levels are short compared to, say, some other levels seen around here on the community (5-8 minutes per playthrough), it's still a nice option for the player to have the luxury of a midpoint. SMW's levels aren't that much longer than SMB3's either ^^. I just think right now that it's a weird decision to not design around them right away, since they might end up feeling "tacked on" and kind of out of place.
Sednaiur wrote:You may just be nice and wait until the project is finished and then play it or watch a playthrough of it, before you already talk about "a more appealing difficulty curve and style", since you do not even know how the episode feels while playing it. You are not one of these people judging a book by it's cover, are you? ^^
mmh you make judging by the cover very appealing with all the artwork and information you put into the first post. Of course I can't judge the gameplay myself yet, but the difficulty curve box just looked like "this project will not greatly increase in difficulty as you progress" to me. Of course I could be completely wrong, since I haven't actually played it :P
Sednaiur wrote:Not needing luna.lua is not a downside at all (do you realize that I work onto this project since more than 3 years now? That it still is my first project? That I may have not the time to get into any kind of .lua for now?), but here goes the same: If you read some of my posts (try the ones on this page) you see that I will use it for this project in the future. :-)
True it can't be really considered a "downside", but you can't deny that there's a lot of cool stuff that can be done with lua. Of course, like with midpoints, scripts can easily feel "tacked on" and out of place when introduced 3/4 into the episode so I respect the decision to not include it. Getting into LunaLua isn't difficult, especially if you have previous knowledge in programming. And even if not, there are a lot of people (such as myself) who are willing to help a newcomer out ^^

The problem I see with big projects and projects a person works on for a long time is that their design is bound to change over the years and is steadily improving. I can imagine you have probably overhauled earlier world levels once already for this episode because they just started to "feel wrong" (that's what I'd have done haha). And, to be honest, the sheer length of this makes it a bit unappealing to me, since I prefer games I can quickly pick up and don't have to spend months on to complete. Games like Super Mario Star Expedition and Mario Classic I have both stopped playing at ~World 4 each because they just got boring since they didn't go out of their way to change up their formula and make things interesting (one could consider the giant world in mario classic something interesting, however I meant a deviation from the standard geometry and design. Maybe an invasion autoscroll or pwnhammer type level).
Sednaiur wrote:But I will update the project-specs table, as it is too old and inaccurate by now. So your possible nitpicking on the table's contents could be a fault on my side. :-P
;3
Sednaiur wrote:Having only two playables availiable is not necessarily bad, but I may understand your point here.
But please first think about the fact that I intend this game to be SMB3-styled, which means:
-sliding down slopes must be possible (Toad, Peach, and Link cannot slide)
-grab and hold things of any kind in front of you rather than over your head (Toad and Peach likes to hold items over their heads)
-having no checkpoints (my levels aren't that long anyways)
-no double-jumps (Toad)
-no bomb suits (Peach)
-no boomerangs (Toad)
-no glide (Peach)
-no sword which can break and kill almost everything (Link)
-no shield which guards off most projectiles (Link)
-no fairy-transformation while climbing on ladders (Link)
-no bouncing off of spikes (Link's downward sword stab)
-having only the playables from Super Mario Bros.3

And to your "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."-part.
If you take a look onto the screenshots (the ones on the toppost are enough), you clearly can see, how the levels and their look is heavily influenced by SMB3. you know, things like:
-the kind of sizables
-the way most levels are designed
-the transition pipe-levels
-the majority of the NPCs
-the style of many of the tilesets
-the worldmap and the way it is build

I do nowhere say that the graphics are taken directly from SMB3, or that everything looks like it.
Aaah I have completely misunderstood "SMB3 Styled", because usually when people talk about style they refer to the shading style on the graphics. Welp. Anyways.. I'm excited to see what you have in store to bring some cool stuff into your levels then, because to be honest that's limiting your options quite a lot. The decision to make a project like this is something I respect, because it's incredibly difficult to pull off right. Excluding all these features the editor provides you with locks away a lot of ways to create levels which deviate from the norm which I mentioned earlier. I personally like moments in a game where you're suddenly thrown into the skin of Link and have to traverse a level familiar in terms of style, yet different in terms of design from the ones before and after.
Good luck with that anyways!
Sednaiur wrote:For graphical styles of any kind, I would never ask someone as graphically biased as you, to judge my or some other people's graphical styles, since you always say in a way "this has inconsistent amount of colors and more colors than 16 bit allows; therefore it is not pixel art - it is not even good", like you did in the past screenshot-thread (screenshot-thread number 8). ^^
You seem to be hating almost everything which is either -not made by you or your close friends, or -not sticking to the guidelines of "limited pixel art".

But you are right about my graphics not really fitting good with anything 16-bit, which is a reason I make all of the graphics in this and the same style. :-)
Right, I've been meaning to give proper feedback on why I think so in a while. While I still wouldn't consider it proper pixel art (not creating crisp shapes by limiting itself to a small palette), I can see how it works and why people like it.
However looking over these screens I feel like your style isn't very consistent in itself. You seem to value realistic shading and colour over the graphics looking harmonic together in a single environment. At least that's the impression I'm getting. Let me pick an example:
Image
What I see here is three different kinds of shading styles - one for the wood and rounded metal objects, one for the wheels and tiles associated with them, and one for the ground. And especially between wheels and wood I find there to be a big difference in style, to the point where it doesn't appeal to me personally.
The wheels, in my opinion, look fantastic. They're crisp, very defined and just look awesome. The ground also works together with them and looks good, but I think the wood looks too blurry to go with the style of the ground and wheels, if you know what I mean? It's hard for me to pinpoint the issue (I have tried to adjust them so it'll look more in line with the other graphics here, but didn't manage to get it right), but I think it's that they're just too soft and round for the rest of the environment.

A similar example would be the gradient on the special blocks and some enemies. It just mixes really weirdly in my opinion.
I think your style can work if it was more harmonic. And don't get me wrong, some of what you show here does work! It's just that then there's the stuff that doesn't (I don't want to pick too many examples).

..and this is where I can segway into reduction of colours and harmonization of palette, because really all it does is make your life easier. Constructing an universal palette like presented here which you can use for all your graphics you want to keep in the style does help a lot in picking out colours that are redundant and could be merged together, and it does provide an overview over what works well together and what doesn't.
That being said, I don't know if you have a palette like this, but if you do, I think there's a bit of colour duplication amongst your different tiles and tilesets. What comes as a result is tilesets working well and being very harmonic when put into a secluded space but they'll not quite work when combined.
You don't show a lot of instances of combination in your screenshots, so I hope you don't do it too much - really, the tank is the best example I could find - but I hope you take this advice nontheless.

Ramble over. Good luck with your stuff. I'd definitely like to see you work on a small, chaotic, unstructured project at some point ;)

Re: Lowser's Conquest - Hedgehopping Plains

Posted: Tue Apr 19, 2016 5:14 pm
by MECHDRAGON777
Sednaiur wrote:
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?
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. :-)
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.
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?
I cannot do so right now, as this is a bigger topic for me, and I have no time right now.
I was asking mostly of the gimmicks for the nuclear levels.

Also, is it possible to get an early copy to LPers such as as303298/Wraith, bossedit8, and myself? Considering the release date of this episode, you will love what I have planned during the recording of this. I will be doing multiple Play through of this episode on camera. (100% and Speed run route) I might even ask bossedit8 to Co-Screen or Co-op this with me (PGE upon release) any who, I wish you lick like. (Typographical Error was to funny).

Re: Lowser's Conquest - Hedgehopping Plains aka Holy Sednaiur

Posted: Tue Apr 19, 2016 6:01 pm
by Superiorstar
Sednaiur wrote:
Spoiler: show
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How did you ever get so good Sednaiur, did you go to an art school in Japan or something?