Page 1 of 2

SuperMariotroid

Posted: Tue Mar 31, 2015 10:00 pm
by SMetoid99
Hey everybody, today I present a project I started working on a few weeks ago, it is Super Mariotroid, A Metroid type non linear project that delves on exploration, secret finding and backtracking through already beaten areas with new powerups.
This is a unique project as it doesnt use a world map, hub or level to level transition but emulates the formula created by Super Metroid, a very rare type of project due to its hardness (I believe it may be the hardest type of project to do 100%?) but I know a few are in the works ATM. 99% of this game takes place underground ALA Metroid.
Anyway on the basics...

Story

After constantly being defeated by Mario the Koopas decide to leave the mushroom kingdom via spaceship and find a fully habitable earth like planet, this planet has no intelligent lifeforms but has highly dangerous native creatures that will kill anyone that bothers them, koopa or Mario. The Koopas spacecraft has been buried underground in which it is used as a central command. This planet presents a vast underground ecosystem from sub-terrain jungles to volcanic wastelands, in which the koopas occupying most of them in the earlier stages most of the Aliens have been eliminated by the Koopas, however in some of the later sections you will encounter various types of them such as the jungles, a highly dangerous area teeming with native life, in which the koopas are struggling to contain. Can you traverse through the many areas and reach the Koopa craft? Alive?
Spoiler: show
Image
Image
Image
Image
Image
Areas

Surface: the landing zone for Marios ship and first area, a relatively easy area that connects the different areas.
Sub section
Lower surface: a desolate, rocky wasteland once completely submerged in water, however climatic changes many years ago completely sucked the place dry although some underwater areas remain. This area was once part of Deniera the underground lakes and has an entrance to Deneria, but you need the leaf to access it obtained from beating wart.

Jungles: The second main area (3rd if you count lower surface) A complete sub terrain jungle that has many different species of plant life and native wild life, koopas also patrol some regions too.
Sub section
Lower levels: A complete humid underground swamp that connects to Warts lair. This place has lethal quicksand and dangerous aquatic and plant life. virtually no Koopa activity patrols.
Warts lair: A koopa outpost ran by Koopa general wart, A heavily industrialized part of the swamps with no Alien creatrues. Heavily guarded by elite Koopa forces at all times. smallest area of the game.

Volcanic Wastleland: The most dangerous area of the game, full of lava and dangerous enemies, The koopas are harvesting the magma as some kind of energy source so heavy koopa presence around here.
Sub section
Bowsers lair: koopa mining plant and Hardest part of the game in which Bowser resides in, games toughest enemies also reside here along wth lethal lava among other traps. The koopas are mining the ore located down here.

Koopa craft: The final area of the game, entrance located in the surface area nut all stars needed to access. Who could the boss possibly be? A force so sinister words cannot describe.

Deneria: Underground lakes (MORE TO COME!)
Sub section
icy drifts: a frozen section of the lake (More to come!)

Abandoned castle: an abandoned castle that was possibly built by a visiting race many years ago or perhaps even the original inhabitants of the planet? Due to it being built above the lakes many years of neglect allowed water to seep into it becoming partially flooded. Only spirits remain here.

Power ups

Fireflower: used to melt ice blocks and kill enemies such as piranha plants. Obtained in lower surface.
leaf an important power up that gives you the ability to fly and swipe things with your tail. Obtained after you beat wart.
hammer suit allows you to throw hammers and duck in to shell to protect some attacks. Can destroy bio-barriers. Obtained in volcanic caverns
Yoshi not exactly a powerup per se but his super jump is used in the surface area to access Deneria. Obtained: don't know yet
ice flowerused to freeze some enimies and used to make platforms otherwise impossible to progress. Obtained in the icy drifts
tanoki suit used to see hidden blocks and can transform into a statue for protection. Obtained in deneria

This game is unique as the common Powerups are the equivalent to the power ups found in Super Metroid. They are located in different areas of the game and are used to access different areas of the game and secret areas in previously beaten areas. Considering the nature of SMBX limitations, I consider it acceptable to use cheats for an item you already have collected previously in the game, so say you are in the jungles and you come across ice blocks needed to progress, if you don't have one you can cheat to obtain it considering you would of collected it earlier to access the jungles in the first place.

Re: SuperMariotroid

Posted: Tue Mar 31, 2015 10:11 pm
by VaatiWindMage
Jeez, All of a sudden there is a TON of metroid styled places. Until I find a script that allows for infinite fire flowers, Im not making one.

Re: SuperMariotroid

Posted: Tue Mar 31, 2015 10:17 pm
by SMetoid99
I actually started making one with the exact same formula in early 2012 but I lost interest. you can probably find a thread with the exact same title in the old SMBX: remastered forum.

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 12:42 pm
by MECHDRAGON777
VaatiWindMage wrote:Jeez, All of a sudden there is a TON of metroid styled places. Until I find a script that allows for infinite fire flowers, Im not making one.
Actually, I also started one, but I am not posting it here (the forums) til I have a lot more done...

This seems to be well planned, and if you need help, I would love to...

The screen shots do not work for me however.

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 2:47 pm
by SMetoid99
MECHDRAGON777 wrote:
VaatiWindMage wrote:Jeez, All of a sudden there is a TON of metroid styled places. Until I find a script that allows for infinite fire flowers, Im not making one.
Actually, I also started one, but I am not posting it here (the forums) til I have a lot more done...

This seems to be well planned, and if you need help, I would love to...

The screen shots do not work for me however.
Pics might work now, is your project Metroid graphics or regular SMB graphics?

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 5:43 pm
by MECHDRAGON777
SMetoid99 wrote:
MECHDRAGON777 wrote:
VaatiWindMage wrote:Jeez, All of a sudden there is a TON of metroid styled places. Until I find a script that allows for infinite fire flowers, Im not making one.
Actually, I also started one, but I am not posting it here (the forums) til I have a lot more done...

This seems to be well planned, and if you need help, I would love to...

The screen shots do not work for me however.
Pics might work now, is your project Metroid graphics or regular SMB graphics?
Mine uses both mario and Metroid but mostly super Metroid!

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 5:53 pm
by SMetoid99
Ahh cool, yeah mine is primarily SMB3 styled graphics. Basically it's gonna be half remake half original like some parts will look nearly identicle to the original game (lower surface, blue rock area) and the long tunnel in crateria with the space pirates (the tunnel with bullet bill blisters In the screenshots. But then there will be areas totally original.

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 7:17 pm
by MECHDRAGON777
SMetoid99 wrote:Ahh cool, yeah mine is primarily SMB3 styled graphics. Basically it's gonna be half remake half original like some parts will look nearly identicle to the original game (lower surface, blue rock area) and the long tunnel in crateria with the space pirates (the tunnel with bullet bill blisters In the screenshots. But then there will be areas totally original.
Well, this is pure Mario styled then? Metroid physics?

It looks mostly nice as well! I would love to video Beta test this or even make some parts if need be! I you use link, Peach, or Toad, I can give an HP/energy script!

My metroid project is 93% Zebes, and 7%Mushroom Kingdom!

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 7:40 pm
by SMetoid99
Ye actually I would love for someone to beta test this, I'll let you know when ok?
I'll probably only make use of mario for now but maybe in the future i could have different characters, the character blocks would come in very handy as obstacles only accessible when playing as the character in question.
If I'm still working on this when PGE comes out fully I'll probably take it to that considering its support for Rpg metroid like projects.
I'll make a video when I have the surface area and the lower surface all fininished.

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 8:38 pm
by MECHDRAGON777
SMetoid99 wrote:Ye actually I would love for someone to beta test this, I'll let you know when ok?
I'll probably only make use of mario for now but maybe in the future i could have different characters, the character blocks would come in very handy as obstacles only accessible when playing as the character in question.
If I'm still working on this when PGE comes out fully I'll probably take it to that considering its support for Rpg metroid like projects.
I'll make a video when I have the surface area and the lower surface all fininished.
I can make a gameplay video if you like!

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 9:31 pm
by SMetoid99
That be sweet man, my first beta should be out in a little while, as soon as the surface and lower part are finished and all loose ends regrading that area are tied up, it will be out!

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 10:01 pm
by Macmeister
This looks awesome! I'm excited to see how you design the world. Any possibility of allowing any other beta testers?

Re: SuperMariotroid

Posted: Wed Apr 01, 2015 10:40 pm
by MECHDRAGON777
SMetoid99 wrote:That be sweet man, my first beta should be out in a little while, as soon as the surface and lower part are finished and all loose ends regrading that area are tied up, it will be out!
Any time for what looks like I would enjoy^_^
Macmeister wrote:This looks awesome! I'm excited to see how you design the world. Any possibility of allowing any other beta testers?
I hope I can add to the greatness you see^_^

Re: SuperMariotroid

Posted: Thu Apr 02, 2015 8:11 pm
by SMetoid99
A few new screenshots!
Spoiler: show
ImageThe famous bridge, built over a huge dried up water trench and leads to a very small part of the upper surface area that leads to Deneria, the underground lake system. The the bridge is out at the very end and requires the leaf to access. heavy koopa activity in this area.
ImageEven though this is the surface area, the beginning of the game, the ice flower to the left will only be obtainable in the later stages in the game.
I know im only showing off two areas, but if you wanna combine the upper and lower Surface area into one large "level" it is pretty big. I havant started the other areas yet.

@Macmeister Maybe in the future when a good portion is done since this is such a "spiraled out" game with lots of hidden areas I will need all the help i can get!

Re: SuperMariotroid

Posted: Fri Apr 03, 2015 12:16 am
by MECHDRAGON777
SMetoid99 wrote:A few new screenshots!
Spoiler: show
ImageThe famous bridge, built over a huge dried up water trench and leads to a very small part of the upper surface area that leads to Deneria, the underground lake system. The the bridge is out at the very end and requires the leaf to access. heavy koopa activity in this area.
ImageEven though this is the surface area, the beginning of the game, the ice flower to the left will only be obtainable in the later stages in the game.
I know im only showing off two areas, but if you wanna combine the upper and lower Surface area into one large "level" it is pretty big. I havant started the other areas yet.

@Macmeister Maybe in the future when a good portion is done since this is such a "spiraled out" game with lots of hidden areas I will need all the help i can get!
Is there a chance I would be able to help as well?

Re: SuperMariotroid

Posted: Fri Apr 03, 2015 6:20 pm
by SMetoid99
Yeah when I have demo one out you can beta test it.
if you want you can make a vid and I will put it on the first post.

Re: SuperMariotroid

Posted: Fri Apr 03, 2015 9:38 pm
by MECHDRAGON777
SMetoid99 wrote:Yeah when I have demo one out you can beta test it.
if you want you can make a vid and I will put it on the first post.
Deal, what size should he video be though?

Re: SuperMariotroid

Posted: Sat Apr 04, 2015 4:14 pm
by SMetoid99
Full size vid I guess. Oh and btw, when I send you the beta your gonna need to put it in your worlds folder and play it in game as the main area covers two levels ok?

Re: SuperMariotroid

Posted: Sat Apr 04, 2015 5:47 pm
by MECHDRAGON777
SMetoid99 wrote:Full size vid I guess. Oh and btw, when I send you the beta your gonna need to put it in your worlds folder and play it in game as the main area covers two levels ok?
when you beta test, that is ehat you normally do unless told otherwise! Anyway, thank you for the information...

Re: SuperMariotroid

Posted: Mon Apr 06, 2015 4:18 am
by glitch4
This looks very great and interesting. Good job! ^_^