- Episode is partial replication from Rockin' Kats + some gameplay elements from Megamario series.
- Toad is the only playable character here.
- Episode is entirely Nes Styled (SMB2/SMB3).
- No rideable objects.
- Minimum of talking & maximum of action, so no any tutorials here.
- Player starts in the hub and chooses between 4 worlds, rescues Princess and gets her Heart for it
After he finished all the worlds, he will get acsess to Bowser's Castle.
- Every world has lots of shooting NPCs. Prepare to rumble!
- Every world (except final) includes challenge with riding or flying on platforms or airships.
- Every world (except final) has midboss & boss. Midbosses are easy pre-programmed dummies, bosses are more strong. Most of bosses have personal war mashines, which you have to destroy.
- All bosses (and almost all midbosses) have refights in Bowser's Castle (persons may vary).
- Once player finished a world and got a Heart, current world gets marked as completed and player gets acsess to item room (Luigi's Mansion). Item room has 4 chests with definite item. Every Heart unlocks one of them.
- Player can't save his progress until he beats the current world. You can start from any of them, but I recommend to start from first one - this world is easiest ad can be played as intro stage.
[!] This episode is not intended to coop playing. Moreover, starting from 220.127.116.11 there is only single 1p mode actually available in this episode. I don't care if you would get something wrong in coop mode playing.
LunaLua is not required, but strongly recommended. LunaLua (0.7.2 or higher) provides advanced hud & 8-bit atmosphere along with suitable sound effects, Lunadll enchances gameplay a bit. Also you can't play post-game without LunaLua.
[!] Episode is working for SMBX versions till Beta 3! In Beta 4 it's working incorrect because of bugs with layer attachment.
Valtteri - Nes Sound Pack + Rinkas & Koopalings
Captain Obvious + Two52 + Red Yoshi + Joe1 - 8-bit graphics pack
nin8halos - Original Subcon Hearts
bossedit8 - Original sprites of glass & Bowser Jr. (and another)
Emral - Original Para-Spike + some codes including Boom-Boom
Hoeloe - rng API + encrypt.dll
Last edited by litchh on Mon Feb 24, 2020 6:25 am, edited 9 times in total.
Patch 1.02 (Updated to Patch 1.03)
There was incorrect reset while starting new game. So I fixed it. Also added nin8halos in outro + some minor changes. Patch includes previous one. The full archive is replaced.
Last edited by litchh on Sat Feb 20, 2016 9:16 am, edited 1 time in total.
Also, please use NSF musics instead of MP3s for 8bit musics from real games (except mixing of 8bit and other instruments or you generated that with FL Studio or similar thing, but highly recommended to save 8bit mixes as tracker musics like IT, MOD, XT, etc.)
For example, most of your musics are from "Rockin' Kats", and you just can use alone NSF file which you can take here: http://www.zophar.net/music/nsf/rockin- ... es%5D.html
One file contains multiple tracks, so, in the "custom music" field type "mymusic.nsf|4" (where "|4" - number of track from 0 to n [total tracks in the file]). Alone NSF is 30 Kilobytes (versus 13 MB)
You even can look for other chiptunes on http://www.zophar.net/ site (Supported NSF(NES music), SPC (SNES), GBS (GameBoy), HES (PC Engine), KSS, etc.)
NSF will work in LunaLUA-SMBX / SMBX 2.0 / PGE / SMBX-38A (All of them are using SDL Mixer X library)
EDIT: No need to copy-paste musics into sub-folders (you just adding more and heavy useless weight), just type path "../mymusic.ogg" to use music file from parent folder, that will work EVERYWHERE: Vanilla-SMBX, LunaLUA-SMBX, PGE, SMBX-38A
So, resulted archive now has 2.2 MB (With better quality of sound!) instead of 22 MB of useless weight.
Let my version is available for LunaLUA-SMBX / SMBX 2.0 / PGE and old with Vanilla-SMBX compatibility. (Anyway, even while you have usage of Autocode/LunaLUA-scripts, it makes different gameplay in Vanilla/LunaLUA versions)
PGE Project, my Media and supported projects: show
Yeah, I've been inactive for a while. Just stopped coming here for whatever reason. Sorry about that. Still, I'll be lurking around more often, especially as I now have a craving to make SMBX levels again.
Blasphemy! How dare you both! My respect for y'all just went down a major amount.
Also, Valterri, while AM2R's soundtrack is not perfect, how can you say that it's organic, atmospheric tracks should have sounded more like your electronic beep-boops? M2/AM2R takes place on a world dominated by nature, so why in the heck do you use so many artificial-sounding instruments for your tracks?
Your episode is nice, and I used it to test PGE Engine to feel imperfections better.
Results which I found in PGE Engine while I played this episode:
- Moving layers must move only static elements (blocks, non-movable NPCs like plants, traps, disks, brains, floating coins etc.), but dynamic elements (goombas, koopas, mushrooms, etc.) are must work as-is with no effect from moving layer iteration.
- Switchable platforms and saws are not implemented yet, therefore there are will always fall down without riding on rails like wooden platform which is already implemented by me.
- "OnDead" event slot is not working on "deactivation", which results inappearable boss in 5-6.lvl (without edit of level I stucked on pre-boss area). Case is: when Peach NPC falls down into the pit, it just deactivating with triggering nothing. Axes are triggers "OnDead" only on taking/destroying that NPC (therefore on level 5-7.lvl axes are never makes night on "deactivation" even there are destroying because spawned by generator).
Other things are because PGE Engine currently lacks NPC grabbing ability and spinjump skill (not implemented in lua-script of the player), I should transform my character state (power-up) into the hammer to be able kill most of bosses.
- Pipes are can be catched only in cases when character's motion is same as pipe direction and same direction button. Therefore in Bowser.lvl player will die in any ways even he must enter into one of "pipes" to get next level. (so, to let me enter next level, I should move all pipes up and change their direction into down, then press down button myself [because control events aren't implemented by me yet])
So, your episode just gave me a two things:
- Better environment for debugging of PGE Engine, and next versions are will be more closed to accurate support of SMBX Engine features support
Then I tried to watch playthough of Rocking Kats game and found that you just made a remake of that game, but in Mario Universe, and that looks cool
PGE Project, my Media and supported projects: show