Super Mario T.F.O.D(Canceled plz lock)

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icez
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Super Mario T.F.O.D(Canceled plz lock)

Postby icez » Sat Jan 04, 2014 2:16 pm

Image

I like this logo better its more of a throw back to the classic Mario Games.

this the Project Formaly known as Super Quest but now is known as Super Mario and the Forces of Darkness or Super Mario T.F.O.D Forshort

Story
Spoiler: show
One day Mario was heading over to peachs castle to have some cake but when he got there he encounters Bowser kidnapping peach yet again so he starts to chase him but is unable to catch him. Toadsworth tells Mario that something has invaded the star temple and has gained the power of the mystic stars and used the power to start plunging the worlds into chaos he thinks its not only bowser behind this but a power much more sinister then Bowser doing this and that the fate of the world depends on reacquiring the powers of the stars


Features
Spoiler: show
1.8 Main game worlds +2 Post game worlds+1 Hidden World and 6 secret worlds with over 150 levels to complete
2.Over 200 Stars to collect to unlocked various things as items and Yoshi's and even secret levels
3.Mid world mini bosses just like in super Mario brothers 3 for each world
4.A underworld sewer system hiding over 20 stars and housing a super secret level

5.loads of custom graphics and different gimmicks
6.For the most part custom audio for every point of the game
7.The complete game will come with its own version of smbx because I will be implementing custom music for this project


Gameplay
Spoiler: show
1.Classic level design the huge open ended levels wont be as prominent in this project but there will be a couple here and there
2.Level length will increase on worldly bases for example world 1 will start out short then every world will increase the level by 50% this will add to the difficulty as the worlds will be come more long and difficult
3.Stars will play a very important role in advancing in the game so let me give you a run down of how the star system works
1.Each level will have 3 moon coins in it expect Castles they will have the moon coins plus a star from the boss,collect the 3 moon coins in each level and be rewarded with a star
2. I will be including a Percentage system for the unlocking requirements for the castles secret castles item houses Yoshi hoes and secret levels it will go as follows
1.Regular Castles will require 30% of Stars up to the point of that level this doses not include secret levels or secret castles or hidden worlds in the game just the main levels up to the point of the Castle
2.Secert Castles will require 40% of the stars up to the point where you unlock the castle this will include secret levels plus the main levels but not the hidden worlds or the hidden levels in the secret world
3.item house will require 50% of the Stars up to the point of wheres its unlocked this will include secret levels not counting secret levels in the Secert World or hidden worlds
4.Secert World Levels which are different then Hidden World levels in the sense as the hidden worlds are unlocked via Secert exits on the main map as which secret world levels are accessed via Star Warps require 60% of stars including main world secret levels and hidden worlds level up to the The point where you find the Star Warp the Secert Levels can be unlocked via the Tradisonal way via just beating the level but the next level will require 60% of the Stars from the level leading up to the Star Warp
5.Yoshi Houses will Require 70% of the Stars and the Same Rule apply as with the secret levels and the unlocking Requirements
6.Hidden world castles will require 40% of the Stars up to the point of where they are unlocked but does not require secret levels just main levels and hidden world levels
I am using this somewhat complex system to give flexibility and to the game and to give more replayablity to the game also none of these requirements include the stars found in the underground sewer system so if you find these stars it kind of breaks the system a little but wont completely run it it will just make accessing some of these features a little easier


Aright I think I Explained enough about the Project so here some Progress Stats and Screen Shot So Enjoy

Demo
Features
Spoiler: show
Features
Over 30 Stars To Collect
Over 20 levels Across 2 Main Worlds and a Hidden World
3 Custom Boss Battles
2 Koopaling Battles
3 Boom Battles
2 Birdo Battles
6 Challenages
2 Town/Villages with npc that will give hints
Timers for each Level Powered By Lunadll
A Heavily Modified Version of SMBX Which includes Replaced music and the addition of Lunadll
All this Combined equal to over 2 hours of gameplay So I hope every one enjoys


Download


Tentative Release Dates
Spoiler: show
Demo 3 Worlds 3+B+4:July 20th 2014
Demo 4:Worlds 5+C+6:November 1st 2014
Demo 5:Worlds 7+D+E+8:Febuary 15th 2015
Final Game:June 20th 2015


World Map Screens
Spoiler: show
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World Names& Progress
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World 1 St:Haven % Done 100
World 2 Dry Dry Desert % Done 100
World 3 Tropical Isle % Done 80
World 4 Rocky Valley % Done 0
World 5 Blizzard Valley % Done 0
World 6 Illusion Forest % Done 0
World 7 Cloudy Sky Hights % Done 0
World 8 Bowsers Fire land % Done 15
World A Mushroom Valley % Done 100
World B Rocky Jungle % Done 15
World C Toxic Swamp % Done 0
World D industrial Sector % Done 0
World E Haunted Hell % Done 0
World F Haven Backlands % Done 0
World G The Moon % Done 0
World 9 Star Valley % Done 0
World S Lost Worlds % Done 20
World ? Evil Amusement Park % Done 0
World BR Bowsers Ultimate Stronghold % Done 0
World AP The Apocalypse% Done 0


Prologue Screens
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World 1 Screens
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World A Screens
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World 2 Screens
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World 3 Screens
Spoiler: show
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World B Screens
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World 8 Screen
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World S Screens
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Last edited by icez on Tue Sep 02, 2014 12:03 am, edited 47 times in total.

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Re: Super Mario And the Forces of Darkness(WIP Screen)

Postby icez » Sat Jan 04, 2014 2:18 pm

New level Screen everything is not complete yet I still to Recolor the npcs and some blocks but here is a WIP Screen of World A Level 2 Colorful Caverns the idea was inspired when I was using reghrhre Nsmb u Cave Tile Set and I thought this would look kind of cool if every thing followed the Same Color Scheme as the Cave Blocks plus I kind of had rainbow Road on the mind at the time I Decided this but anyways heres the Screen enjoy
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Re: Super Mario T.F.O.D(Colorful Caverns Screen)

Postby icez » Sat Jan 04, 2014 8:05 pm

Colorful Caverns is complete and here is the Finished Screen its defiantly a very different looking level indeed
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Re: Super Mario T.F.O.D(Colorful Caverns Screen)

Postby FallingSnow » Sat Jan 04, 2014 11:28 pm

I don't like the pink water in the Colorful Cavers screenshot. It's kind of blinding due to the semi-transparency.
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Re: Super Mario T.F.O.D(Berry Lush Forest)

Postby icez » Sun Jan 05, 2014 8:31 pm

heres a screen for the third level in world A titled Berry Lush Forest A Typical Forest Level but with lots of berrys heres the Screen enjoy
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Re: Super Mario T.F.O.D(Mushroom Hights)

Postby icez » Mon Jan 06, 2014 1:59 pm

here a screen from the 4th level in world A titled Mushroom hights enjoy
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Re: Super Mario T.F.O.D(Hooktail Castle)

Postby icez » Tue Jan 07, 2014 4:41 pm

here the a screen for the castle in world A titled Hooktails Castle Enjoy
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Re: Super Mario T.F.O.D(Dry Dry Desert)

Postby icez » Wed Jan 15, 2014 3:50 am

here the first screen from world 2 the level is called dry dry desert enjoy
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Re: Super Mario T.F.O.D(Dry Dry Desert)

Postby icez » Sun Jan 19, 2014 4:40 pm

Level 2-2 Titled Quick Sand Plains Enjoy
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Re: Super Mario T.F.O.D(Mushroom Desert+Logo)

Postby icez » Thu Jan 23, 2014 2:42 pm

level 2-3 titled mushroom kingdom enjoy also I have made a logo its located in the main topic its not great but I plan on making a better one in the future so enjoy
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Re: Super Mario T.F.O.D(Mushroom Desert+Logo)

Postby icez » Sat Jan 25, 2014 11:46 pm

here a couple screen from what is probably the longest level at this point right and hosts a neat little gimmick involving blowing up walls this is 2-4 rumble ruins enjoy
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Re: Super Mario T.F.O.D(Rumble Ruins)

Postby FutureNyanCat2014 » Sun Jan 26, 2014 12:59 am

Also, you should rename 2-3: Mushroom Kingdom to "2-3: Shroomy Dunes" to prevent confusion.
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Re: Super Mario T.F.O.D(Rumble Ruins)

Postby Darkonius Mavakar » Sun Jan 26, 2014 6:14 am

Lelels look nicely designed, but i should judge from the demo instead, i'll try it!
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Re: Super Mario T.F.O.D(Rumble Ruins)

Postby icez » Sun Jan 26, 2014 10:25 am

FutureNyanCat2014 wrote:Also, you should rename 2-3: Mushroom Kingdom to "2-3: Shroomy Dunes" to prevent confusion.


That was just a typo but thanks for pointing it out

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Re: Super Mario T.F.O.D(Rumble Ruins)

Postby icez » Sun Jan 26, 2014 10:44 am

Darkonius Mavakar wrote:Lelels look nicely designed, but i should judge from the demo instead, i'll try it!

kool thanks cant wait to hear your impresions on the demo also their a couple little bugs in the demo that I fixed the other day such one toad not having any speech and the lack of a zero speed npc code for the mushroom in the two castles I did'nt deem it necessary to reupload the whole demo again to reflect thosse so just be careful of the mushrooms in the castle the changes will be present in the next though along with the name change

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Re: Super Mario T.F.O.D(Rumble Ruins)

Postby FanofSMBX » Sun Jan 26, 2014 1:17 pm

In second world 1 screenshot SMB2 tree needs to be recolored to SMB3. Thanks!
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Re: Super Mario T.F.O.D(Desert Drain Line)

Postby icez » Fri Jan 31, 2014 4:21 pm

level 2-5 tilted desert drain line took me a little white to get all the background pipes to connect correctly so enjoy
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Re: Super Mario T.F.O.D(Desert Drain Line)

Postby zlakergirl357 » Sat Feb 01, 2014 7:03 pm

Looks promising and good. Nice use if the gfx. Good luck on this.
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Re: Super Mario T.F.O.D(Desert Drain Line)

Postby icez » Sat Feb 01, 2014 10:49 pm

zlakerboy357 wrote:Looks promising and good. Nice use if the gfx. Good luck on this.

thanks but you deserve some credit to it was your project that kind of inspired me to make this I liked the simple level design you were doing and decided that the simple level design would be easier to work with then the open end style I was doing before hand

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Re: Super Mario T.F.O.D(Desert Oasis+Update)

Postby icez » Mon Feb 03, 2014 8:14 pm

heres a screen of 2-6: desert Oasis kind of generic I know but I like tileset and I know I could make a decent desert water level with it so enjoy and also read the update in the spoiler for some updates on the next demo release date and other details concerning the project when it is finished so enjoy

Screen
Spoiler: show
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Update
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Update:
1.Demo 2 Release Date schedule:Between March 1st-15th or Earlier
2.The Complete Version of this games Star Requirements Will Based Around Percentages For Example
.Regular Castles will Require 30% of the Stars up to that point not including secret Levels So For example world 1's Castle Would Require 30% of World 1's Stars not including the secret levels in world 1 and world 2's castle would require 30% of the Stars from both World 1 and world 2 Regular levels
.secret Castles Will Require 40% of Stars From Regular And secret Levels not including hidden mini worlds up to the Point the Game
.Item Houses Will Require 50% of Stars from Regular and secret levels not including Hidden mini Worlds up to that Point in the Game
.Lost World Levels will Require 70% of Stars from Regular and secret levels including Hidden Mini Worlds up to that point in the game for example if you can unlock the first lost world before the hidden mini world you would only count the preceding amount of stars for that worlds and worlds before it but also if you can unlock the mini world before the lost world level you would count the mini worlds stars towards the percentage
.Yoshi Houses Require 80% of the Stars from regular and secret Levels including Mini Worlds Same principal applys as above when it comes to the sequrence in which the mini world is unlocked in relation towards the percentage of stars required for the unlock
3.the final version of the game will contain mini battle as seen in SMB3 and Super Mario 3d World


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