The Twilight Star

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Kyo
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Re: The Twilight Star

Postby Kyo » Wed May 14, 2014 6:42 pm

This isn't level doesn't take place in deep sea, but if I had illuminated plants and enemies graphics, I'd think about it.

E: Ooops, I accidentally included the same screenshot to the world 2 spoiler and removed 2-5's screenshot. Will make sure to fix it now.

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Re: The Twilight Star

Postby FanofSMBX » Wed May 14, 2014 6:57 pm

When will the new demo be out?

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Kyo
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Re: The Twilight Star

Postby Kyo » Wed May 14, 2014 7:02 pm

I'm trying my best to bring it out before summer vacation starts, so in early July.

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Re: The Twilight Star

Postby Kyo » Wed Jul 23, 2014 10:21 am

It's not early July anymore, too bad! I had to work on my contest level and then slacked off for like, five days or so, which means I couldn't work on this for like, two weeks. But it's not dead! I've been working quite hard on this, and finally finished the special level of world 2 that was a pain to design. I've made a lot of other changes, and finished designing 14 bonus levels, which took really long actually. But anyway, here have a screenshot. It's been time:
Spoiler: show
Sorry, couldn't resist. I guess I'm like, the biggest DK fan in the community. And yes, those barrels work, but they hide once used. I'd consider this level as the best one I ever made, along with Dramatic Deterrence, my SMBX: R Contest entry. Image

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Re: The Twilight Star

Postby Natsu » Wed Jul 23, 2014 10:27 am

Let me guess, you used the pipe cannon glitch to make the barrel actually blast Mario right?

I can't help myself to hear the Bramble Blast music whenever I look to that screenshot. I'm not BIG fan of DK, but I certainly love the game, overall DKC3. By the way, why not show the other 14 levels as well? Or half of them? Anyway, what's that plant thingy on the top-right corner of the screenshot?
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Re: The Twilight Star

Postby Kyo » Wed Jul 23, 2014 10:33 am

No, otherwise you need to press down to do it and it would heavily limit my possibilities. For instance, moving barrels wouldn't be possible with this glitch, and sideway barrels wouldn't work either. This works similarly to the exploding gimmick in Dramatic Deterrence. This is how it works:

The barrel is a friendly SMB2 mushroom block with foreground=1 (The top part is bgo, so not the entire barrel is fgo. It really looks like you are realistically jumping into it) and nogravity=1, and there is an axe in it with nogravity=1 as well. Once you take the axe, invisible blocks will appear (in this case below you) and throw you up.

I used Stickerbush Symphony in this, so you'll probably enjoy it. The plant thing is a bgo, which I deleted later because I didn't like it, so this is kinda outdated.

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Re: The Twilight Star

Postby goombaguy » Wed Jul 23, 2014 11:02 am

This is an awesome project. I can't wait to play it.
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Re: The Twilight Star

Postby GameClip477 » Wed Jul 30, 2014 4:59 pm

Wow, I can really see the connection to Super Mario Star Expedition. For your World 2 last screenshot, I find the background to be strange of using blue. I think that you should use a darker green or a mixture of brown and green to make it look like it your really inside vines :/. Other than that, I'm really look forward of playing it.

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Re: The Twilight Star

Postby Kyo » Wed Jul 30, 2014 5:07 pm

Are you talking about the sky behind the brambles? It's actually supposed to have some sky feeling to it. I might try it out recoloring, but I won't be able to make it look like you are realistically inside the brambles without adding some handmade detail unfortunately. I'm not capable to do that. Thanks for your comment, though!

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Re: The Twilight Star

Postby Darkonius Mavakar » Fri Aug 29, 2014 7:15 am

Wow how come i didn't notice this before?
this looks pretty good!
i'm digging the bramble level :3
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Re: The Twilight Star

Postby Kyo » Fri Aug 29, 2014 4:51 pm

Thanks! I'm glad you like it!

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Re: The Twilight Star

Postby Natsu » Fri Aug 29, 2014 7:52 pm

How is this project going by the way? Any new levels?
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Re: The Twilight Star

Postby Kyo » Fri Aug 29, 2014 8:06 pm

I did use the tileset of the main hub in a wrong way, the insides of it, so I had to partially redesign it. I did sprite some tilesets and other graphics for this, but that's it. Not much. I'm currently trying to finish the five remaining mini-games (designing one mini-game usually takes three hours up to five hours), and then I'm going to design the boss. Idk how long those things will take, but I don't expect to get it finished in less than a week.

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Re: The Twilight Star

Postby Sambo » Wed Sep 03, 2014 10:42 pm

The screenshots for this episode look impressive, without any clash or cut offs, and the custom graphics look well-done. Looking forward to playing this. :)

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Re: The Twilight Star

Postby Kyo » Sat Sep 20, 2014 12:53 pm

I have decided to post some videos this time. I feel like, screenshot don't really show the nature of this episode, so here are three videos; one about a level, and two about mini-games. Please note the mini-games will only be available in the LunaDLL-version.
Spoiler: show

This is the first level. Some might remember this from the first demo, but it was heavily modified. You can't even recognize it anymore. I also chose this level because I thought it represents the nature of the episode extremely well.


There are six types of mini-games. Time Rush, which is the one presented in the video above, is one of those types. This is the easiest Time Rush challenge.


Another type of mini-game is Avoid Coins. If you collect a coin, you die instantly.
Oh, and thanks to Emral for uploading those.

And that's it. I hope you stay tuned for more. I'm really working hard on this and any kind of support will really help me out. I have to stay motivated. So comments are highly appreciated, and I mean both, compliments AND criticism.

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Re: The Twilight Star

Postby zlaker » Sat Sep 20, 2014 1:09 pm

Those challenges looks pretty neat. My favoriite is probably the last one you showed off. Excellent job on the challenges.
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Re: The Twilight Star

Postby Darkonius Mavakar » Sat Sep 20, 2014 1:11 pm

i saw Emral's videos, the levels look very nice, especially the challenges and the levels aren't tediously long, good work!
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Re: The Twilight Star

Postby Kyo » Sat Sep 20, 2014 1:39 pm

Thanks a lot, guys! I'm glad you like it!
zlakerboy357 wrote:My favoriite is probably the last one you showed off.
That one is probably one of my favorites, too. But from all challenges so far, this one is probably the most fun to play. Idk if it's just me. I'll do a harder version of it, too. You'll see that in Demo 6 or so, lol.
Darkonius Mavakar wrote:i saw Emral's videos, the levels look very nice, especially the challenges and the levels aren't tediously long, good work!
I really pay attention not to make those too long. There really won't be any challenge taking a minute unless you purposely try to procrastinate. And the levels won't be longer than like, five minutes as well. I think that's important because I don't want the player to replay so much if they die. It also makes the designing more convenient for me.

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Re: The Twilight Star

Postby SuperMario7 » Sat Sep 20, 2014 3:01 pm

The new videos look great! I like how you're incorporating minigames into your project. They sound really fun.
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Re: The Twilight Star

Postby Kyo » Sat Sep 20, 2014 4:42 pm

Thanks! Glad to see you like it!


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