Super Mario: Heroes on the Star Quest - Cancelled

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What this game has lack of?

Level Design
5
6%
Gameplay
7
9%
Atmosphere
11
14%
Replay Value
15
19%
Good NPC Placement
39
51%
 
Total votes: 77
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zlaker
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Re: SM: Heroes on the Star Quest - Double Cherry News!

Postby zlaker » Sun Mar 23, 2014 12:38 pm

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For once I've decided to merge different screenshot together, but I won't explain anything becasue I'm too lazy and I'm busy on this level.
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Re: SM: Heroes on the Star Quest - Double Cherry News!

Postby Navi » Mon Mar 24, 2014 1:57 am

I'll kill the news!!!! HAHAHAHA
Jk
Nice to see on your project and... keep it up.
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zlaker
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Re: SM: Heroes on the Star Quest - Double Cherry News!

Postby zlaker » Mon Mar 24, 2014 1:41 pm

Snow Luigi Revamped wrote:I'll kill the news!!!! HAHAHAHA
Jk
Nice to see on your project and... keep it up.
You murdered the Double Cherry! WHAT DO YOU HAVE TO SAY TO YOUR DEFENSE!Just kidding. The Double Cherry was canclled (Did I spell right? Too lazy check my grammar..)becuase it was hard to control with tons of slopes in the level.
Spoiler: show
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SCREENSHOT OF TODAY!!! This level is a Beat Block level with, you know...Beat Blocks duh. Just gonna point out the Beat Blocks does NOT follow the beat of the level. So yeah. Nothing much to explain...
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Murphmario
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Re: SM: Heroes on the Star Quest - Double Cherry News!

Postby Murphmario » Mon Mar 24, 2014 3:10 pm

I have a thing to fix the beeps in the music:
Now taking graphics requests:
https://docs.google.com/forms/d/1urWpFq ... #responses

My graphics pack:
http://www.supermariobrosx.org/forums/v ... t=1960/url

Really tempted to just make a general graphics thread for all of my graphics instead of just making individual threads for each of them.

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zlaker
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Re: SM: Heroes on the Star Quest - Double Cherry News!

Postby zlaker » Mon Mar 24, 2014 4:32 pm

I did try that, but with events and layers it doesn't work out.
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Murphmario
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Re: SM: Heroes on the Star Quest - Double Cherry News!

Postby Murphmario » Mon Mar 24, 2014 4:40 pm

coin sound, second, coin sound, second, sound of an object hitting Link's shield, time it takes for beep blocks to switch again. Like how Chad did it.
Now taking graphics requests:
https://docs.google.com/forms/d/1urWpFq ... #responses

My graphics pack:
http://www.supermariobrosx.org/forums/v ... t=1960/url

Really tempted to just make a general graphics thread for all of my graphics instead of just making individual threads for each of them.

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zlaker
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Re: SM: Heroes on the Star Quest - Double Cherry News!

Postby zlaker » Thu Mar 27, 2014 6:23 am

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Screenshot of today. Anyway here is another level of mine. This take place in the mountains and contains Blowing Piranha Plants, Hidden Green Switch and fake walls. And this level has the Blue Baby Yoshi.
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Re: SM: Heroes on the Star Quest - Double Cherry News!

Postby Star » Thu Mar 27, 2014 6:50 am

The moment i grab the blue baby yoshi.
I'll be like.
''Whats the matter yoshi? Feeling BLUE?''

It would be cool if you made the blocks under the waterfall the same like the platform under it.
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby zlaker » Fri Mar 28, 2014 5:12 pm

So yeah I don't need any level designers for the game now. I've decided to do this project by myself and it will take a long time to complete it. So for all who submitted a level thanks, but I don't need any help now. But I'll maybe make the level designer spots available if I need help. But for now I'll so this myself.
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby zlaker » Sun Mar 30, 2014 10:21 am

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Screenshot of today! This is a castle level I'm working on. It's the last level in World 1 and as you can see Bony Beetles, Dry Bones and Tourches will play a role in the level. It also has lava, Bob-Ombs, Grinders and other castle enemies you would execpt in a castle.
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby zlaker » Mon Mar 31, 2014 1:07 pm

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NEW SCREENSHOT!!! This level is the last forest level before the castle level in a certain world! But this level is a bit different than the other levels in the game. Instead of going one path you can choose any path of the level and they are all leading to the checkpoint. It's a fully SMW styled level and there's of course a boss in the end of the level.
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Kingbowser112
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby Kingbowser112 » Mon Mar 31, 2014 4:37 pm

Wow! First of all, two screens in a day, congratulations!

Well, the first screens sounds a recolour to SMB3 style of the first castle of "Apocalypse of Foreze" (in my opinion), after this I see the Darknonius Mavakar's Drybones, and his coins. After this, it's very interesting your castle, because I like the level in SMW RECOLOUR TO SMB3 STYLE! Only a thing: how work the skull plataforms? Behave, they stand on a "lava mountain", but how they can move? Under them, there's the wall where there's the bony beetle. And another thing: I don't see the grinder that might stand on the wire, so where are his ? Ok, sorry is advance if I'm too annoying.

We pass to the second screen: ok, the level just sound a big level, also is many balanced with the NPCs, the background-desing is good done, and the NPCs placement is good put. Also I love the as you've put the sizables blocks, so I can say "A GOOD LEVEL". After this, it remember me the first level of "Super Mario: First Class", I don't know the why, anyway good levels! Continue so!
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zlaker
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby zlaker » Mon Mar 31, 2014 9:04 pm

1. Does it look like from AoF. Hmmm. Didn't now. It looks something else to me. And yes on the wire there's a moving rocket engine from NSMB2 6-Final Castle. The level will have the same music from that level including the Leaf Beat. And those Skull Rafts doesn't move.

2. That's weird because this level developed BEFORE I turned into a beta tester for that game. Hmmm. But yeah thanks anyway.

I'll say that I don't recommend playing this in 2 player mode. It's not build for it. And you will not able to take other Yoshis or shoes inside a Ghost House, fortress and etc.
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icez
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby icez » Tue Apr 01, 2014 2:01 am

layer Attachement for the rocket Engine? I was always wondering how to pull that off but nice screens I like dark feel of the castle screen.

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zlaker
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby zlaker » Tue Apr 01, 2014 10:27 am

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Screenshot of today! I'm super busy now so I've to go now. But with LunaDLL I was possible to do this! Bye.
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby Danny » Tue Apr 01, 2014 10:43 am

zlakerboy357 wrote:
Spoiler: show
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Screenshot of today! I'm super busy now so I've to go now. But with LunaDLL I was possible to do this! Bye.
You shouldn't lie, because that's not nice. Please give credit to the original creator, for god's sake. We all know you got the screenshot from SMBX 2.0, which can be found here: http://www.supermariobrosx.org/forums/v ... =69&t=1879
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zlaker
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby zlaker » Tue Apr 01, 2014 10:45 am

I haven't even downloaded SMBX 2.0.
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Danny
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby Danny » Tue Apr 01, 2014 10:47 am

zlakerboy357 wrote:I haven't even downloaded SMBX 2.0.
You should really stop lying to us, because it's really disrespectful. Besides, that's impossible to do in LunaDLL.
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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby glitch4 » Tue Apr 01, 2014 12:59 pm

Syndrilevosse wrote:
zlakerboy357 wrote:I haven't even downloaded SMBX 2.0.
You should really stop lying to us, because it's really disrespectful. Besides, that's impossible to do in LunaDLL.
You really forgot what day is.

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Re: SM: Heroes on the Star Quest - Level Designers Not Neede

Postby Danny » Tue Apr 01, 2014 1:01 pm

LitDude wrote:You really forgot what day is.
No, you must have forgotten what day it is.
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