Lowser's Conquest (Get the beta now!)

This forum is for episodes that are a work in progress.
User avatar
Sednaiur
Volcano Lotus
Volcano Lotus
Posts: 523
Joined: Fri Dec 20, 2013 2:16 pm
Current Project: Lowser's Conquest
Location: A place called "Animeverse"

Lowser's Conquest (Get the beta now!)

Postby Sednaiur » Sat Aug 27, 2016 9:56 am

Image

Image


Welcome to my little SMBX-project that is all about Bishoujo (these way too cute girls from the world of anime), lot's of custom graphics and elements (though, they are not there to cover up a lack of fun gameplay), classical level-design (at least in terms of the structure of the levels), and a plot that is not the usual "Capture the princess back" or "Reclaim all the power stars or Bowser will destroy the world". With this project I simply try to give out a refreshing experience for SMBX, in terms of gameplay aswell as graphical look and story. :-)

What Lowser's Conquest will have for you:

-Rather classical level-design that focuses on more Mario-like gameplay. The style of the levels are mostly SMB3-styled, but other styles are featured too. ^^
-Quite some different themed levels too. Fight against self-aware flying chainsaws, protect the planet against invaders from outer space, or travel trough the galaxy as Takosuke the octopus. xD
-Lots of hidden content, like hidden levels, hidden worlds, little easter eggs, hidden bosses, or referrences. The levels themselves also like to have hidden areas.
-A very big worldmap to explore, which holds more than 130 levels - Toad Houses, Warp Pipes or anything like that not counted.
-A plot with lots of humor, that does not take itself all too serious sometimes. ;-D
-Talkative NPCs that you can -but not need- to talk to. Many little stories or hints are told.
-Many ways to let you play the game. If you are a casual player, speed runner, or a 100% collector, this episode has many different paths to let you choose from.
-Custom-designed elements -be it a redesign of something from an old Super Mario-game or something fully custom, all made by me.



The story
One day, the Mario Bros are celebrating their freshly started holidays at their house, as all of a sudden a pipe mail containing an SOS is incoming.
The message was send by Yūki, one of the inhabitants of a group of islands just called the "Eastsun Islands", who already knows the legendary plumber bros from many stories.
Who is Yūki? This little cute girl (even though, she is 24 years and not really this little in that regard :-P):
Spoiler: show
Image

These islands are known for being a very popular vacation spot for all kinds of bishoujo, aswell as for their natural resources that can be used for many different things.
And so it comes that a strange yet evil tortoise named "Lowser" who seems to be the infamous twin of Bowser, conquers the Eastsun Islands to use their resources to build up a new army.
Lowser sets foot on the islands, right after he lost most of his troops to a single pirate ship in a not so fierce battle on the sea.
He, together with his highest minions "Coward The Bomber" and "Loozer The Pickpocket" are now wanted all over the group of paradise islands.
The Mario Bros themselves are surprised about getting a pipe mail from a faraway place like this, and so they decide to have their vacation on the eastsun islands, where the sun shines and the fun awaits. Will they be able to kick Lowser's butt hard enough to send him flying to the stars? You may decide once this project is in it's finished state, either at the end of this year or at the beginning of the next year. :-)

Download for the customized SMBX.exe (needed to play the beta):
SMBX 1.3.0.S (.exe only! The beta will come very soon)



Download for the "Lowser's Conquest"-beta:
Get it now! ^^



A little FAQ about the beta: show
Q: How long is the beta?
A: It has more content than most finished episodes so far. ^^ It should take you many hours to finish it, and that is when you know where everyting is. Also, you can play the beta in many ways, be it the casual way, the speedrunners way, or the completionists way. I have put much effort in this project so far, to make it as enjoyable as I can. Expect to have around 20 hours of gameplay at least. :-P

Q: How many levels does it have?
A: It has 103 levels! As always, toadhouses, warppipes, hinthouses, etc are not counted.

Q: How many secrets does it have?
A: Most of the levels are hidden secrets themselves, but all the levels also contain hidden areas and extras. Even one of the transition warppipes contains a secret exit. And there are some levels hidden in levels too. ^^

Q: How many worlds can be entered?
A: There are 11 worlds in total featured in this beta! But 3 of them are not fully designed yet, so you will obviously need to wait until the project is finished.

Q: Should I even bother to play the beta?
A: It depends on how much you like to replay stuff. If you like my level-design or the general structure of the episode, or if you like to see how the episode will be, then you got your good reasons to play it. ^^ But if you rather like to play the game when it is done and everything is availiable, without getting spoilered by the beta, then you best stay away from it. Surprises are best experienced fresh and unwritten. ;-)

Q: Why didn't you use SMBX2 to build your project?
A: This project -being still my first project- is already in the making since the beginning of 2013 and I first like to build everything (levels, structure, other) before I start to implement LUA-elements into it. I know that LUA is the answer to most problems and bugs of SMBX. Also, my project uses paths, tiles, sceneries, blocks, BGOs, etc that are not accsessible in normal SMBX, nor are utilizable in SMBX2 without much trouble for me. But I promise to you that this project will be fully SMBX2 compatible, once it is finished. :-)

Q: Why do you not want me to use any of the graphics from your project?
A: I am very happy if you are interested in the graphics and I promise to you that I will release them all in a graphicspack, once my project is done 100%. I don't like them being used before that, because I make these graphics for my episode and I want my episode to be the first to use the graphics. Also, I may update or change some or many graphics over the time, and I don't like to have older and buggier graphics floating around, spreat by other projects or episodes. In the end, everything should be free of bugs and mishaps, right? ^^

Q: How long will it take until the project is finished?
A: I highly assume that it will be finished in the upcomming year. But I cannot tell you exactly, when! I am sorry for this. But if you are patient, you will eventually get the full episode. ^^


Note: I will release all the graphics right after this project is finished, but please refrain from using any GFX from this project or it's demos/betas until then, as I do not like them to be used, before my project turns into a full episode. Thank you.

The general progress of the project:
World 1: 100% (refining: ▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮ 100%)
World 2: 100% (refining: ▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮ 100%)
World 3: 100% (refining: ▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮ 100%)
World 4: 100% (refining: ▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮ 100%)
World 5: 100% (refining: ▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮ 100%)
World 6: 100% (refining: ▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮ 100%)
World 7: 100% (refining: ▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮▮ 100%)
World 8 and above: You know more on this subject than I do ;-P

Here is a playthrough of the demo v2.0 by "as303298" aka "Wraith Adamnknight": (thank you very much ^^)
Spoiler: show

And here is a playthrough of the demo version 2.1 by "MECHDRAGON777" with several co-commentators involved: (thanks a lot ^^)
Spoiler: show


All new screenshots of the refined levels and the refined worldmap:
Spoiler: show
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image


A selection of different enemies that the Mario Bros will encounter:
Spoiler: show
Image
Image
Image
Image
Image


If you like, you can support my project by putting this little code into your signature (The link is updated - thanks to Jayce 777 for reminding me ^^):

Code: Select all

[url=http://www.supermariobrosx.org/forums/viewtopic.php?f=90&t=16513][img]http://s10.postimg.org/9dpghzcfd/support_banner.png[/img][/url]

Thanks to all kind supporters of my project :-)

Lowser's conquest
Last edited by Sednaiur on Tue Aug 22, 2017 7:26 pm, edited 35 times in total.
Image

愛している、ビアンカ!

Want to use new blocks, tiles, BGOS etc. in SMBX? Learn more here:
http://www.supermariobrosx.org/forums/viewtopic.php?f=69&t=15527&p=223703#p223111



User avatar
WerewolfGD
Wart
Wart
Posts: 3218
Joined: Tue Dec 02, 2014 2:28 am
Current Project: UwU
Location: Wolf Cave | Indonesia
Chat Username: Camacho
Contact:

Re: Lowser's Conquest (refreshed topic)

Postby WerewolfGD » Sat Aug 27, 2016 9:58 am

Whaaaa it almost finished, the design looks cool and the graphics look AMAZING becauae the HD-ish! Keep it up ;)
Also first
I'll be back someday.
Contact me on discord WerewolfGD#7347 if you want to talk with me.
Previously known as Camacho/Harvey36Dice/andialifbatara.
Me on GDForum

Awooo!

User avatar
Hani
Volcano Lotus
Volcano Lotus
Posts: 531
Joined: Mon Apr 13, 2015 6:34 pm
Current Project: ?
Location: Location.

Re: Lowser's Conquest (refreshed topic)

Postby Hani » Sat Aug 27, 2016 5:29 pm

Oh so you actually made the hills wooden. I did too!
I like the remade graphics and new stuff you added. I hope this gets finished soon.
I'm waiting.

User avatar
MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 5164
Joined: Fri Dec 20, 2013 6:40 pm
Current Project: http://www.supermariobrosx.org/forums/v ... 9&start=10
Location: Antarctica
Chat Username: 鬼人 正邪
Contact:

Re: Lowser's Conquest (refreshed topic)

Postby MECHDRAGON777 » Sat Aug 27, 2016 7:07 pm

This is looking even nicer. I regret not being able to quickly reference the world themes, or the original full scale world map, but still. Maybe I should record it all in one video for a "Longplay"? Also, I am surprised a two year old Sendspace link is still functional with their 30-day deletion regulation! So World seven is ice?
List of People that can pronounce "Vilzriquathtor Seian" (Role Play): show

Fusion best time

Spoiler: show
Image
Image
Image

Image
Image
List of Animés I have watched.
Image
Spoiler: show
ImageImageImage
My episode is Image done!
Image

CC12: 30π% done
My hardest level beaten!
Spoiler: show

Support
Spoiler: show
Image
Image
Image
Image
Image
Image

Contests I am in right now
Spoiler: show
•MaGL III
•Structure Contest
•Haunted Contest

User avatar
Snessy the duck
Larry Koopa
Larry Koopa
Posts: 2271
Joined: Sat Sep 20, 2014 6:04 am
Current Project: idk lol
Location: Denmark

Re: Lowser's Conquest (refreshed topic)

Postby Snessy the duck » Sun Aug 28, 2016 5:25 am

I've gotta say, this has the potential to become My Favourite SMBX Episode of all time! Seriously, I played the demo, and I instantly fell in love with it! I freaking adore the artstyle, the gameplay captures the Mario feel prefectly while still being super unique, and the music is perfectly fitting for every bit of the entire demo, aswell as being picked from games with awesome soundtracks, like Super Mario Galaxy!

I wish you the greatest of the greatest luck on this Awesome Episode! Keep up the awesome work!
I'm da' coolest duck around!

Image
Check out my Super Duper Awesome Pipeline of levels if ya' like!


My real name is Anton, in case you'd like to know for some reason.

ImageImageImage

Salazzle is my waifu

User avatar
Wohlstand
Birdo
Birdo
Posts: 1570
Joined: Tue Feb 11, 2014 4:44 pm
Current Project: Platformer Game Engine project
Location: Moscow, Russia
Contact:

Re: Lowser's Conquest (refreshed topic)

Postby Wohlstand » Wed Aug 31, 2016 5:31 pm

Another video on one of your levels!

PGE Engine: Twillight Fortress
A test of the updated physical engine in the PGE Engine.


Original link: https://www.youtube.com/watch?v=WqVw3Uz0eDM
"PGE Project, my Media and supported projects": show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!
LunaLua
LunaLUA - is a LUA scripting add-on for a LunaDLL

My Media:
My MIDI-music
Pure HQ Music Pack for SMBX
Pure HQ Sound Pack for SMBX
SMBX OPL Sound pack (Created with Yamaha OPL chip and MIDI files)
SMBX38A is here
SMBX-38A download, help and support HERE (SMBX-38A (a.k.a. 1.4.x) - is Chinese unofficial continuation of SMBX)

I'm support:
Image
Image
Image


Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

User avatar
Sednaiur
Volcano Lotus
Volcano Lotus
Posts: 523
Joined: Fri Dec 20, 2013 2:16 pm
Current Project: Lowser's Conquest
Location: A place called "Animeverse"

Re: Lowser's Conquest (some more levels refined)

Postby Sednaiur » Wed Aug 31, 2016 5:36 pm

I just finished the refining of another 3 levels:
Image
Some of the levels lost almost half their block count, which was more than 6000 blocks for one level. xD
There were still unused graphics inside some folders, that were from early 2013. :-P
I already see the performance go up more too. Level 3-7 (the level with the sandstorm) has a lot less lag now, due to the removed second layer of FGOs in all the overworld-sections.
I also changed the night-time of level 3-6 to a bright day-time, since world 3 mostly features night levels.
And these orange-brownish sandy blocks on the lower-left screen is a new block, that you can only remove by grabbing it from the topside. Obviously it replaces the SMB2 sand-NPC but it is all solid, so one cannot simply pass it, exept for NPCs themselves, as the sandblock-NPC does not seem accept the "npcblock=1"-flag.

If everything goes well, then I will finish refining world 3 this week.
Camacho wrote:Whaaaa it almost finished, the design looks cool and the graphics look AMAZING becauae the HD-ish! Keep it up ;)

Thank you :-D

But I really wouldn't say "almost finished", since I still refine my old levels. And after that, I still need to do around 30 more levels. But once the refining is out of the way, it really should go faster again.
Catastrophe wrote:Oh so you actually made the hills wooden. I did too!
I like the remade graphics and new stuff you added. I hope this gets finished soon.

I already made some wooden hills around two years ago, but they are mostly only featured in one level, which is level 1-3. First they had a gruesome blue recolor, but I disliked it so much that I just made them normal colored. Never thrust blue when it comes to wood. :-P
For the release itself, I assume that I can release my "Visual beta" in around a month...hopefully.
MECHDRAGON777 wrote:This is looking even nicer. I regret not being able to quickly reference the world themes, or the original full scale world map, but still. Maybe I should record it all in one video for a "Longplay"? Also, I am surprised a two year old Sendspace link is still functional with their 30-day deletion regulation! So World seven is ice?

Thanks :-)

When I hand you the visual beta, I would not recomment a single video, but around 30 minutes long videos, if you are fine with that. I also guess this would make it easier for you, maybe?
This way you do not need to spend hours to compile the videos.
I was also really surprised that the download-link still works when I checked for it. Maybe a new record for a demo? xD

Also, yes - world 7 is the ice world. The next world will be rock- and mechanical-themed, kind of like in DKC1 world 5. :-)
Snessy the duck wrote:I've gotta say, this has the potential to become My Favourite SMBX Episode of all time! Seriously, I played the demo, and I instantly fell in love with it! I freaking adore the artstyle, the gameplay captures the Mario feel prefectly while still being super unique, and the music is perfectly fitting for every bit of the entire demo, aswell as being picked from games with awesome soundtracks, like Super Mario Galaxy!

I wish you the greatest of the greatest luck on this Awesome Episode! Keep up the awesome work!

Thank you very much for your encouraging words ^_^

The demo is way outdated by now, so I am all the more happy when people like it that much. I may not be the most skilled designer, but I try to have a very decent quality in all my levels (and how many bugs and mistakes I already removed since the demo, I just can imagine the true number). It is still a lot to do, but I am also already really looking forward to the release of my episode.

It is great to see people actually liking what I have done, so I always do my best for that goal.


But yes, I am also a very little bit nervous about the outcome. ^^

Wohlstand wrote:Another video on one of your levels!

PGE Engine: Twillight Fortress
A test of the updated physical engine in the PGE Engine.

You just did the ninja on me. xD
For now it is too late for me, but I will watch your video tomorrow. I now need to search for my bed. ^^

Thank you very much for the video aswell :-)
Image

愛している、ビアンカ!

Want to use new blocks, tiles, BGOS etc. in SMBX? Learn more here:
http://www.supermariobrosx.org/forums/viewtopic.php?f=69&t=15527&p=223703#p223111



User avatar
Wohlstand
Birdo
Birdo
Posts: 1570
Joined: Tue Feb 11, 2014 4:44 pm
Current Project: Platformer Game Engine project
Location: Moscow, Russia
Contact:

Re: Lowser's Conquest (some more levels refined)

Postby Wohlstand » Wed Aug 31, 2016 5:49 pm

Sednaiur wrote:You just did the ninja on me. xD
For now it is too late for me, but I will watch your video tomorrow. I now need to search for my bed. ^^

Thank you very much for the video aswell :-)

Good Night ;-)
Also, tell me is music I selected good? (I replaced musics to other to avoid Content-ID treats. That annoying)
"PGE Project, my Media and supported projects": show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!
LunaLua
LunaLUA - is a LUA scripting add-on for a LunaDLL

My Media:
My MIDI-music
Pure HQ Music Pack for SMBX
Pure HQ Sound Pack for SMBX
SMBX OPL Sound pack (Created with Yamaha OPL chip and MIDI files)
SMBX38A is here
SMBX-38A download, help and support HERE (SMBX-38A (a.k.a. 1.4.x) - is Chinese unofficial continuation of SMBX)

I'm support:
Image
Image
Image


Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

User avatar
MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 5164
Joined: Fri Dec 20, 2013 6:40 pm
Current Project: http://www.supermariobrosx.org/forums/v ... 9&start=10
Location: Antarctica
Chat Username: 鬼人 正邪
Contact:

Re: Lowser's Conquest (some more levels refined)

Postby MECHDRAGON777 » Wed Aug 31, 2016 7:09 pm

Sednaiur wrote:I just finished the refining of another 3 levels:
Image
Some of the levels lost almost half their block count, which was more than 6000 blocks for one level. xD
There were still unused graphics inside some folders, that were from early 2013. :-P
I already see the performance go up more too. Level 3-7 (the level with the sandstorm) has a lot less lag now, due to the removed second layer of FGOs in all the overworld-sections.
I also changed the night-time of level 3-6 to a bright day-time, since world 3 mostly features night levels.
And these orange-brownish sandy blocks on the lower-left screen is a new block, that you can only remove by grabbing it from the topside. Obviously it replaces the SMB2 sand-NPC but it is all solid, so one cannot simply pass it, exept for NPCs themselves, as the sandblock-NPC does not seem accept the "npcblock=1"-flag.

If everything goes well, then I will finish refining world 3 this week.


*except?

I do like the idea you are going their^_^ Also, do you remember your ice NPCs (the crystals)? Have you found an NPC to replace them with since 2.0 uses the 8 dummy NPCs?

Sednaiur wrote:
Catastrophe wrote:Oh so you actually made the hills wooden. I did too!
I like the remade graphics and new stuff you added. I hope this gets finished soon.

I already made some wooden hills around two years ago, but they are mostly only featured in one level, which is level 1-3. First they had a gruesome blue recolor, but I disliked it so much that I just made them normal colored. Never thrust blue when it comes to wood. :-P
For the release itself, I assume that I can release my "Visual beta" in around a month...hopefully.


Wait, Visual Beta for everyone comes out in a month (Which is ironic since my birthday is in the beginning of October) or just for as303298/Wraith Adamknight and myself?

Sednaiur wrote:
MECHDRAGON777 wrote:This is looking even nicer. I regret not being able to quickly reference the world themes, or the original full scale world map, but still. Maybe I should record it all in one video for a "Longplay"? Also, I am surprised a two year old Sendspace link is still functional with their 30-day deletion regulation! So World seven is ice?

Thanks :-)

When I hand you the visual beta, I would not recomment a single video, but around 30 minutes long videos, if you are fine with that. I also guess this would make it easier for you, maybe?
This way you do not need to spend hours to compile the videos.
I was also really surprised that the download-link still works when I checked for it. Maybe a new record for a demo? xD

Also, yes - world 7 is the ice world. The next world will be rock- and mechanical-themed, kind of like in DKC1 world 5. :-)


I will split this up further.

Sednaiur wrote:
MECHDRAGON777 wrote:This is looking even nicer. I regret not being able to quickly reference the world themes, or the original full scale world map, but still. Maybe I should record it all in one video for a "Longplay"? Also, I am surprised a two year old Sendspace link is still functional with their 30-day deletion regulation! So World seven is ice?

Thanks :-)


Any time^_^

Sednaiur wrote:When I hand you the visual beta, I would not recomment a single video, but around 30 minutes long videos, if you are fine with that. I also guess this would make it easier for you, maybe?
This way you do not need to spend hours to compile the videos.


*recommend?

What do you mean by "Compile the Videos" My seven hour videos and even the old 12 hour video I had took maybe less than an hour to upload. I can do ~30 minutes each, but that is actually harder on me since I have no way to cut it off intentionally at 30 minutes. I guess I can do both. The Seperated Videos, then a Long play afterward.

Sednaiur wrote:Also, yes - world 7 is the ice world. The next world will be rock- and mechanical-themed, kind of like in DKC1 world 5. :-)


I love ice worlds and I love late game ice worlds even more. If world 8/9 is Mechanical themed, would that mean the factory I am looking forward to so much for the past year and a half will be in late world 8? I can wait not see your rendition of that level! Also, Do you have planned a Space Tower like you did a Sky Tower in World 1? I remember you talking about both would be in world 8 or later.
List of People that can pronounce "Vilzriquathtor Seian" (Role Play): show

Fusion best time

Spoiler: show
Image
Image
Image

Image
Image
List of Animés I have watched.
Image
Spoiler: show
ImageImageImage
My episode is Image done!
Image

CC12: 30π% done
My hardest level beaten!
Spoiler: show

Support
Spoiler: show
Image
Image
Image
Image
Image
Image

Contests I am in right now
Spoiler: show
•MaGL III
•Structure Contest
•Haunted Contest

User avatar
Sednaiur
Volcano Lotus
Volcano Lotus
Posts: 523
Joined: Fri Dec 20, 2013 2:16 pm
Current Project: Lowser's Conquest
Location: A place called "Animeverse"

Re: Lowser's Conquest (some more levels refined)

Postby Sednaiur » Thu Sep 01, 2016 3:49 pm

Wohlstand wrote:Good Night ;-)
Also, tell me is music I selected good? (I replaced musics to other to avoid Content-ID treats. That annoying)

Thanks xD
I think I can see some more differences since your last video. Your engine is more and more getting closer to SMBX and I am already very excited about it. ^^
The kill effect of the plants (and assumingy every other NPC with a poof-effect as death effect) looks strange but interesting. It is like burning remains that fall off the screen and has a little sense of reality to me. I assume you are slowly coding the death effects in now.

What I really like, is how you make the player enter the warps for the pipes at the exact spot where they touch it, instead of shifting the player to the center of it. It looks way closer to the original Mario-games to me. :-)
Maybe you could make that the same way for exiting a warp like this? I guess it would look strange when you enter the warp at the spot where you touch it, but then you exit the warp on the other side, you are centered again.
An additional idea would be to have somekind of waypoint that you can place from warp to warp (in the fashion of placing blocks, for example), and that tells the camera to move along it, like the camera does in SMB3. This would be interesting but also useful, when the player enters the warp and sees exactly where it goes, instead of being confused if he still is in the same section, or if he got to a different section.This would be really nice to have, but of course this is just a suggestion, that may even be too early by now.

About the music, I think it fits great for the exterior. I like i way more than the music I use for the exterior of the level. Maybe you can give me a link to the music? ^^
And the level itself will get a rebuild within the next days, as I really do not like it the way it is now. Too messy with the layers-menagement and not enough elaboration on the theme itself. :-P

Again, thank you very much for showing off some more of your engine. Interestingly enough, it can already handle most things like SMBX, even though, some of the AI-scripts are still missing, like the shooting or the flying of the NPCs(the turtles in your previous video).


I am looking forward to be able to use your cool engine in the future. I already have lots of ideas for it. :-)
MECHDRAGON777 wrote:I do like the idea you are going their^_^ Also, do you remember your ice NPCs (the crystals)? Have you found an NPC to replace them with since 2.0 uses the 8 dummy NPCs?
I guess I could use the SMB2-diggable sand-NPC easily, for example. But I assume when I start to use SMBX 2.0, I can simply recode some of the NPCs back to my likings. After all, this is what SMBX 2.0 is improving upon, if I am interpreting that right. :-)
MECHDRAGON777 wrote:
Sednaiur wrote:For the release itself, I assume that I can release my "Visual beta" in around a month...hopefully.

Wait, Visual Beta for everyone comes out in a month (Which is ironic since my birthday is in the beginning of October) or just for as303298/Wraith Adamknight and myself?
I meant, to be able to give it to you and As303298, sorry about the confusion. If I would just release it to the public, it would be no "Visual beta" anymore. :-P
MECHDRAGON777 wrote:
Sednaiur wrote:When I hand you the visual beta, I would not recomment a single video, but around 30 minutes long videos, if you are fine with that. I also guess this would make it easier for you, maybe?
This way you do not need to spend hours to compile the videos.

*recommend?

What do you mean by "Compile the Videos" My seven hour videos and even the old 12 hour video I had took maybe less than an hour to upload. I can do ~30 minutes each, but that is actually harder on me since I have no way to cut it off intentionally at 30 minutes. I guess I can do both. The Seperated Videos, then a Long play afterward.

Thanks for the corrections, even though, I just hit the wrong key on this word and forgot the letter on the other one :-P
Do as you please. I am not in the position to give you any restriction or orders, nor do I want to. ^^
I will watch what I get.
MECHDRAGON777 wrote:I love ice worlds and I love late game ice worlds even more. If world 8/9 is Mechanical themed, would that mean the factory I am looking forward to so much for the past year and a half will be in late world 8? I can wait not see your rendition of that level! Also, Do you have planned a Space Tower like you did a Sky Tower in World 1? I remember you talking about both would be in world 8 or later.
I hope that you will like my interpretation of an ice world then.^^
By the factory, do you mean the nuclear power plant? If so, then yes, it is located at the end of world 8, and it actually is split into two levels aswell. It will be glowing neon green, it will have rusty spots here and there, and if you are not careful, you will drown in radioactive liquid, while escaping the boiler you have previously blown up. Should be at least a bit of fun to play. ^^

And about the sky tower, there is already a space tower in world 6, so you have two towers. But this time, both will include a checkpoint too. ;-)
Image

愛している、ビアンカ!

Want to use new blocks, tiles, BGOS etc. in SMBX? Learn more here:
http://www.supermariobrosx.org/forums/viewtopic.php?f=69&t=15527&p=223703#p223111



User avatar
Wohlstand
Birdo
Birdo
Posts: 1570
Joined: Tue Feb 11, 2014 4:44 pm
Current Project: Platformer Game Engine project
Location: Moscow, Russia
Contact:

Re: Lowser's Conquest (three more levels refined)

Postby Wohlstand » Thu Sep 01, 2016 5:20 pm

Sednaiur wrote:The kill effect of the plants (and assumingy every other NPC with a poof-effect as death effect) looks strange but interesting. It is like burning remains that fall off the screen and has a little sense of reality to me. I assume you are slowly coding the death effects in now.

I worked on effects system in common, and now possible produce various effects of any complexity, but handling death effects by conditions wasn't done yet. That a last part needed to fix to finally has same effects as in legacy engine.

Sednaiur wrote:What I really like, is how you make the player enter the warps for the pipes at the exact spot where they touch it, instead of shifting the player to the center of it. It looks way closer to the original Mario-games to me. :-)

Yea, and I desired to make this, and I did! ;) I never liked shifting character to center of pipe on enter, and that looks bit ugly.

Sednaiur wrote:Maybe you could make that the same way for exiting a warp like this? I guess it would look strange when you enter the warp at the spot where you touch it, but then you exit the warp on the other side, you are centered again.
An additional idea would be to have somekind of waypoint that you can place from warp to warp (in the fashion of placing blocks, for example), and that tells the camera to move along it, like the camera does in SMB3. This would be interesting but also useful, when the player enters the warp and sees exactly where it goes, instead of being confused if he still is in the same section, or if he got to a different section.This would be really nice to have, but of course this is just a suggestion, that may even be too early by now.

Centering on exit is not so dumb like on entrance, but in original SMB3 is same. One different: when player exiting from pipe down, player takes full falling speed while in SMBX it starts falling from pipe at zero speed.
Smooth moving camera between warp points also planned (as common mechanism of smooth camera moving which I also plan have with the events. But I think to have persistent time instead of persistent speed to align camera to target, because that will look smoother, and will don't annoy if camera motion target ends on VERY far position (sometimes I had this crap in SMBX Engine when wrongly applied section boundaries resizing)). Anyway in PGE Engine is different when player going inside same section or between different sections: camera will instantly move or camera will smoothly transit through darkness.

Sednaiur wrote:About the music, I think it fits great for the exterior. I like i way more than the music I use for the exterior of the level. Maybe you can give me a link to the music? ^^

Take it ;-) http://wohlsoft.ru/docs/Music/MIDI/doom ... RUNNI2.mid
To listen same as on video, use PGE MusPlay, and: use ADLMIDI MIDI Device, disable tremolo and vibrato, then toggle bank #62 (Duke Nukem 3D), but you also can play with parameters and banks to listen differences. ADLMIDI supported on PGE itself and on LunaLUA-SMBX. So, to use same bank in game, you must append to end of music path the arguments:

Code: Select all

D_RUNNI2.mid|b62;v0;t0;

b - bank, v - vibrato, t - tremolo. Suggested to keep tremolo with banks 58 and 59, other banks are used in their games without those flags.
EDIT: Accidentally found that this music gotten from Blood game by 3D Realms (Level E3M6). Anyway, that game itself is OVER-filled with violence and blood (it's name of game!)

Also, musics used in previous video:
http://wohlsoft.ru/docs/Music/MIDI/Age% ... 0Wally.mid - as in-castle theme
http://wohlsoft.ru/docs/Music/MIDI/fokstrot___.mid - as bonus room (wasn't actually played because I doesn't visited bonus room in the video)
http://wohlsoft.ru/docs/Music/MIDI/Jazz ... 0Nazis.mid - used in boss room, that music from Wolfenstein 3D game, originally in IMF format (SDL Mixer X also can play that format)
If you want, I have collection of MIDI's here:
http://wohlsoft.ru/docs/Music/MIDI/
And much bigger collection here, include MIDI's made by myself:
https://yadi.sk/d/dy8O_1-ktcs9P

Sednaiur wrote:And the level itself will get a rebuild within the next days, as I really do not like it the way it is now. Too messy with the layers-menagement and not enough elaboration on the theme itself. :-P

I saw :P (especially when I debugged engine to fix wired bug with initial section detection, I placed player point into different sections and tested level, and I saw some layers clashes, especially if to don't hit some blocks in necessary time, but I hope that confuse will be resolved)

Sednaiur wrote:Again, thank you very much for showing off some more of your engine. Interestingly enough, it can already handle most things like SMBX, even though, some of the AI-scripts are still missing, like the shooting or the flying of the NPCs(the turtles in your previous video).

There is many works still, and because I had full-week job, I had less time to code, especially in free time on job, at every evening or every day-offs (except I very tired (distance between home and job place takes ~1.5 hour of transition) and sleeping a lot, like a bear). But anyway I did huge re-organizing and I almost ready to release update and add two new config packs: your SMBXpanded and SMBX38A (which binds stuff from the SMBX 1.4.x to let people easier deal with Chinese levels in the PGE). Recently I finished support of split-mode of item configs that allows me easier update them every time I changing standard 292 NPC's to don't touch all next (which are now DIFFERENT in various config packs since months ago)

Sednaiur wrote:I am looking forward to be able to use your cool engine in the future. I already have lots of ideas for it. :-)

Thanks again :D
Your graphics excellent!
Last edited by Wohlstand on Fri Sep 02, 2016 5:31 pm, edited 1 time in total.
"PGE Project, my Media and supported projects": show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!
LunaLua
LunaLUA - is a LUA scripting add-on for a LunaDLL

My Media:
My MIDI-music
Pure HQ Music Pack for SMBX
Pure HQ Sound Pack for SMBX
SMBX OPL Sound pack (Created with Yamaha OPL chip and MIDI files)
SMBX38A is here
SMBX-38A download, help and support HERE (SMBX-38A (a.k.a. 1.4.x) - is Chinese unofficial continuation of SMBX)

I'm support:
Image
Image
Image


Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

User avatar
MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 5164
Joined: Fri Dec 20, 2013 6:40 pm
Current Project: http://www.supermariobrosx.org/forums/v ... 9&start=10
Location: Antarctica
Chat Username: 鬼人 正邪
Contact:

Re: Lowser's Conquest (some more levels refined)

Postby MECHDRAGON777 » Thu Sep 01, 2016 8:54 pm

Sednaiur wrote:
MECHDRAGON777 wrote:I do like the idea you are going their^_^ Also, do you remember your ice NPCs (the crystals)? Have you found an NPC to replace them with since 2.0 uses the 8 dummy NPCs?
I guess I could use the SMB2-diggable sand-NPC easily, for example. But I assume when I start to use SMBX 2.0, I can simply recode some of the NPCs back to my likings. After all, this is what SMBX 2.0 is improving upon, if I am interpreting that right. :-)
MECHDRAGON777 wrote:
Sednaiur wrote:For the release itself, I assume that I can release my "Visual beta" in around a month...hopefully.

Wait, Visual Beta for everyone comes out in a month (Which is ironic since my birthday is in the beginning of October) or just for as303298/Wraith Adamknight and myself?
I meant, to be able to give it to you and As303298, sorry about the confusion. If I would just release it to the public, it would be no "Visual beta" anymore. :-P
MECHDRAGON777 wrote:
Sednaiur wrote:When I hand you the visual beta, I would not recomment a single video, but around 30 minutes long videos, if you are fine with that. I also guess this would make it easier for you, maybe?
This way you do not need to spend hours to compile the videos.

*recommend?

What do you mean by "Compile the Videos" My seven hour videos and even the old 12 hour video I had took maybe less than an hour to upload. I can do ~30 minutes each, but that is actually harder on me since I have no way to cut it off intentionally at 30 minutes. I guess I can do both. The Seperated Videos, then a Long play afterward.

Thanks for the corrections, even though, I just hit the wrong key on this word and forgot the letter on the other one :-P
Do as you please. I am not in the position to give you any restriction or orders, nor do I want to. ^^
I will watch what I get.
MECHDRAGON777 wrote:I love ice worlds and I love late game ice worlds even more. If world 8/9 is Mechanical themed, would that mean the factory I am looking forward to so much for the past year and a half will be in late world 8? I can wait not see your rendition of that level! Also, Do you have planned a Space Tower like you did a Sky Tower in World 1? I remember you talking about both would be in world 8 or later.
I hope that you will like my interpretation of an ice world then.^^
By the factory, do you mean the nuclear power plant? If so, then yes, it is located at the end of world 8, and it actually is split into two levels aswell. It will be glowing neon green, it will have rusty spots here and there, and if you are not careful, you will drown in radioactive liquid, while escaping the boiler you have previously blown up. Should be at least a bit of fun to play. ^^

And about the sky tower, there is already a space tower in world 6, so you have two towers. But this time, both will include a checkpoint too. ;-)

I was thinking your Space Tower was latter? Either way, I have been waiting for your nuclear Power plant! (I wish you can check my CC12 level as well.) I do plan on doing a 12 hour video and a lot of 30 minute videos as well.

Edit:
Spoiler: show
Image
Last edited by MECHDRAGON777 on Fri Sep 02, 2016 1:10 am, edited 1 time in total.
List of People that can pronounce "Vilzriquathtor Seian" (Role Play): show

Fusion best time

Spoiler: show
Image
Image
Image

Image
Image
List of Animés I have watched.
Image
Spoiler: show
ImageImageImage
My episode is Image done!
Image

CC12: 30π% done
My hardest level beaten!
Spoiler: show

Support
Spoiler: show
Image
Image
Image
Image
Image
Image

Contests I am in right now
Spoiler: show
•MaGL III
•Structure Contest
•Haunted Contest

User avatar
PROX
Birdo
Birdo
Posts: 1413
Joined: Sun Jul 06, 2014 8:50 pm
Current Project: Mushroom Kingdom Apocalypse
Contact:

Re: Lowser's Conquest (three more levels refined)

Postby PROX » Fri Sep 02, 2016 1:10 am

so you decided to ditch the old thread for this one eh? No wonder I haven't seen an update in a while lol
Also LOL I see those water droplets xD. I did the same thing in my 1-2 level
I believe and I accept Jesus Christ as my Lord and Savior. If you do, put this in your signature.

If it makes sense then it must make dollars

Youtube Channel: ProxyHax O.O

My Project (No logo yet): https://www.supermariobrosx.org/forums/viewtopic.php?f=90&t=18321&start=20

My graphics pack:
Image

User avatar
MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 5164
Joined: Fri Dec 20, 2013 6:40 pm
Current Project: http://www.supermariobrosx.org/forums/v ... 9&start=10
Location: Antarctica
Chat Username: 鬼人 正邪
Contact:

Re: Lowser's Conquest (three more levels refined)

Postby MECHDRAGON777 » Fri Sep 02, 2016 1:55 am

PROX wrote:so you decided to ditch the old thread for this one eh? No wonder I haven't seen an update in a while lol
Also LOL I see those water droplets xD. I did the same thing in my 1-2 level

I am not sure if that is a joke or not. (Considering we have had to make new Project Threads since the new rules) ...I just wonder who did the water dropplets first, You or Sednauir?
List of People that can pronounce "Vilzriquathtor Seian" (Role Play): show

Fusion best time

Spoiler: show
Image
Image
Image

Image
Image
List of Animés I have watched.
Image
Spoiler: show
ImageImageImage
My episode is Image done!
Image

CC12: 30π% done
My hardest level beaten!
Spoiler: show

Support
Spoiler: show
Image
Image
Image
Image
Image
Image

Contests I am in right now
Spoiler: show
•MaGL III
•Structure Contest
•Haunted Contest

User avatar
Witchking666
Yellow Yoshi Egg
Yellow Yoshi Egg
Posts: 1715
Joined: Mon Dec 15, 2014 10:47 am
Current Project: Mario & Luigi: Quest of Fear
Location: Hell

Re: Lowser's Conquest (some more levels refined)

Postby Witchking666 » Fri Sep 02, 2016 2:02 am

Sednaiur wrote:I already see the performance go up more too. Level 3-7 (the level with the sandstorm) has a lot less lag now, due to the removed second layer of FGOs in all the overworld-sections.


You could, theoretically, also use particles.lua for the sandstorm effect. Making it less laggy instead of just flatout removing it.
I'm tired of this back-slapping "Isn't humanity neat?" bullshit. We're a virus with shoes, okay? That's all we are.
Bill Hicks.


Check out my stuff:
Spoiler: show
Image.
Image

User avatar
MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 5164
Joined: Fri Dec 20, 2013 6:40 pm
Current Project: http://www.supermariobrosx.org/forums/v ... 9&start=10
Location: Antarctica
Chat Username: 鬼人 正邪
Contact:

Re: Lowser's Conquest (some more levels refined)

Postby MECHDRAGON777 » Fri Sep 02, 2016 3:13 am

witchking666 wrote:
Sednaiur wrote:I already see the performance go up more too. Level 3-7 (the level with the sandstorm) has a lot less lag now, due to the removed second layer of FGOs in all the overworld-sections.


You could, theoretically, also use particles.lua for the sandstorm effect. Making it less laggy instead of just flatout removing it.


According to that message, he only removed the second layer of FGOs, which means only the second, not first. However, it would reduce lag even more if he did it with Particles, but I think it would look different if he did that!
List of People that can pronounce "Vilzriquathtor Seian" (Role Play): show

Fusion best time

Spoiler: show
Image
Image
Image

Image
Image
List of Animés I have watched.
Image
Spoiler: show
ImageImageImage
My episode is Image done!
Image

CC12: 30π% done
My hardest level beaten!
Spoiler: show

Support
Spoiler: show
Image
Image
Image
Image
Image
Image

Contests I am in right now
Spoiler: show
•MaGL III
•Structure Contest
•Haunted Contest

User avatar
PROX
Birdo
Birdo
Posts: 1413
Joined: Sun Jul 06, 2014 8:50 pm
Current Project: Mushroom Kingdom Apocalypse
Contact:

Re: Lowser's Conquest (three more levels refined)

Postby PROX » Fri Sep 02, 2016 5:15 am

MECHDRAGON777 wrote:
PROX wrote:so you decided to ditch the old thread for this one eh? No wonder I haven't seen an update in a while lol
Also LOL I see those water droplets xD. I did the same thing in my 1-2 level

I am not sure if that is a joke or not. (Considering we have had to make new Project Threads since the new rules) ...I just wonder who did the water dropplets first, You or Sednauir?


I see nothing in the rules stating that we have to make a new project thread.... in any case, I did it first, but it's ok. It's not that big of a deal. Darkonius did it before both of us though.
Last edited by PROX on Fri Sep 02, 2016 5:21 am, edited 1 time in total.
I believe and I accept Jesus Christ as my Lord and Savior. If you do, put this in your signature.

If it makes sense then it must make dollars

Youtube Channel: ProxyHax O.O

My Project (No logo yet): https://www.supermariobrosx.org/forums/viewtopic.php?f=90&t=18321&start=20

My graphics pack:
Image

User avatar
bossedit8
Toad
Toad
Posts: 6753
Joined: Fri Dec 20, 2013 12:35 pm
Current Project: Airship Attack 2
Location: Germany (Deutschland)
Chat Username: <3 bossedit8 <3
Contact:

Re: Lowser's Conquest (three more levels refined)

Postby bossedit8 » Fri Sep 02, 2016 5:19 am

Well then, still looking forward to this SMBX Episode. Let's hope it goes to completion so I can play the heck out of this SMBX Episode. A lot of it looks truly amazing.

User avatar
MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 5164
Joined: Fri Dec 20, 2013 6:40 pm
Current Project: http://www.supermariobrosx.org/forums/v ... 9&start=10
Location: Antarctica
Chat Username: 鬼人 正邪
Contact:

Re: Lowser's Conquest (three more levels refined)

Postby MECHDRAGON777 » Fri Sep 02, 2016 7:49 am

PROX wrote:
MECHDRAGON777 wrote:
PROX wrote:so you decided to ditch the old thread for this one eh? No wonder I haven't seen an update in a while lol
Also LOL I see those water droplets xD. I did the same thing in my 1-2 level

I am not sure if that is a joke or not. (Considering we have had to make new Project Threads since the new rules) ...I just wonder who did the water dropplets first, You or Sednauir?


I see nothing in the rules stating that we have to make a new project thread.... in any case, I did it first, but it's ok. It's not that big of a deal. Darkonius did it before both of us though.

Why do you think every thread got moved to the archives and their is a new rules thread I. The projects forum, on top of that, a few global announcements on the matter.
List of People that can pronounce "Vilzriquathtor Seian" (Role Play): show

Fusion best time

Spoiler: show
Image
Image
Image

Image
Image
List of Animés I have watched.
Image
Spoiler: show
ImageImageImage
My episode is Image done!
Image

CC12: 30π% done
My hardest level beaten!
Spoiler: show

Support
Spoiler: show
Image
Image
Image
Image
Image
Image

Contests I am in right now
Spoiler: show
•MaGL III
•Structure Contest
•Haunted Contest

User avatar
Jayce 777
Eerie
Eerie
Posts: 921
Joined: Sun Apr 17, 2016 5:56 pm
Current Project: Being dead
Location: Dead
Chat Username: Sorrow

Re: Lowser's Conquest (World 3 refined)

Postby Jayce 777 » Sun Sep 18, 2016 7:03 pm

I noticed the support bar redirects us to the archived thread, so I whipped up a new code. Updated support code:

Code: Select all

[url=http://www.supermariobrosx.org/forums/viewtopic.php?f=90&t=16513][img]http://s10.postimg.org/9dpghzcfd/support_banner.png[/img][/url]
Snessy the Duck wrote:There is no god.
rockythechao wrote:who put kood in charge of lifeguard duty
rockythechao wrote:he killed animals with his ice cream
Cedur wrote:gg Pseudo you nuked the poll xd
The0x539 wrote:TO THE EXPANDEDdEFINoh wait that's us
Enjl wrote:congratufuckinglations now you disrupted the conversation
FNC2002 wrote:You failed, Redigit.
Waddle Derp wrote:oops I swallowed the key
THG1 wrote:Nebby, get in the fucking bag now.
NightKawata wrote:that's like ringing the phone to the sixth circle of hell trying to order a pizza.
PixelPest wrote:Not if you got a good role. And by good I mean bad
PixelPest wrote:It committed suicide
Couldn't handle Megan
Enjl wrote:please don't touch the ethernet's thongs


Return to “Projects”

Who is online

Users browsing this forum: No registered users and 6 guests