Super Mario Nova Zero - 38A/1.4.4 ( COLLAB )

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Are you hyped for the release of this project this Summer?

Yes
6
75%
Maybe
0
No votes
No
2
25%
 
Total votes: 8
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Re: Super Mario Nova COLLAB UPDATE?!

Postby WhatDoYouThinks » Mon Apr 30, 2018 12:06 pm

How did you make the shops?
I honestly don't know what to put here yet!

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Re: Super Mario Nova COLLAB UPDATE?!

Postby Eri7 » Mon Apr 30, 2018 2:47 pm

WhatDoYouThinks wrote:How did you make the shops?
No , the shops were made by Catskart.
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Re: Super Mario Nova COLLAB UPDATE?!

Postby WellyGames14 » Fri May 04, 2018 12:03 pm

Now I want to play! This new world map, this new mechanics, It's really AWESOME!!!

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Re: Super Mario Nova COLLAB UPDATE?!

Postby Eri7 » Mon May 14, 2018 5:26 pm

Hi guys, i'm here with a new update on my project so you guys know that this project gets frequently updated!
Without further to do , let's start!

So since Super Mario Nova became a Collab project , i was thinking that people will think that all of the credit about the development of this project will go to me because people won't be informed on how much has a certain person contributed to this project so far , so i had an idea to create a list where there are the names of the people that have contributed to this project and it will show what have they contributed so far.
Spoiler: show

The list:
Names/Contribution
Greendan/He made 2 levels for Super Mario Nova and has helped me with beta testing, scripts , graphics and ideas.
Flagpole1up/She made one level for Super Mario Nova and has helped me with graphics and ideas.
TedNeeTed/He made one level for Super Mario Nova and has helped me with logos.
8luestorm/He made two levels for Super Mario Nova and has helped me with beta testing, scripts and ideas.
NightlyThomas456/He made one level for Super Mario Nova and has helped me with beta testing, graphics and ideas.
FlatKiwi/He has helped me with beta testing and ideas.
Ariinui/He has helped me with beta testing, scripts and ideas.
Taycamgame/He made one level for Super Mario Nova and has helped me with beta testing and ideas.
Ludwig_von Koopa 2004/He has made one level for Super Mario Nova.
Fake Virus/He has made one level for Super Mario Nova and has helped me with beta testing and ideas.
RsuperTheGreat/She has made one level for Super Mario Nova and has helped me with graphics.
CaptainAmerica(Legend-Tony)/He has helped me with graphics and ideas.
Yoshi021/He has helped me with scripts and ideas.
Olympus/He made two levels for Super Mario Nova and has helped me with graphics and ideas.
RetroKrasher/He has helped me with scripts and graphics.
Rockythechao/He has helped me with graphics and ideas.
TheNewGuy/He has helped me with beta testing and ideas.
MBXFanBoi2013/He made one level for Super Mario Nova.
Vito/He has helped me with ideas.
Aubergine Man/He made two levels for Super Mario Nova.
KoopsAkimoto/He made one level for Super Mario Nova.
Catskart/He has helped me with scripts and ideas.
HugoDMD/He has helped me with scripts and ideas.
Mario Kirby/He has helped me with scripts and ideas.
Lx xzit/He has helped me with scripts.
Monad/He has helped me with scripts.
Mr™★SecuPupps©/He has helped me with beta testing and ideas.
Mushroom King/He has helped me with scripts and ideas.
R.O.A./He has helped me with scripts.

Now Q&A.
Spoiler: show
Why is this project being made in smbx 38A and not smbx 2.0?
This project is being developed in smbx 38A because:
1.I feel more comfortable using smbx 38A because of my gained knowledge on this engine compared to my knowledge on smbx 2.0.
2.There are some 38A's features that 2.0 doesn't have yet.
3.I can't convert this project to 2.0 yet and i don't want to redo everything from the ground up including learning luna lua so i can get on the same level as i know how to use teascript.
4.The smbx 2.0 community is not for me , it's not because they are bad , it's because i am bad and staying with the 38A community i feel like i am no longer bad.
Why is this project so big? (250 planned levels)
1.I have a lot of ideas that i want to recreate in a level and i need a lot of levels in order to do that , that's why i made SMN such a big project , yes there are a lot of cons when making a big project but i try to focus on the pros of it , because this project is so big , i decided to make it a collab one so people can contribute levels to it , this will make me both excited to continue on developing SMN and more free with how the project will go because the development of it goes faster and i get either more ideas along the way or i can use other people's ideas to make this project better.
2.At the time of creating this project i didn't know that small project could shine , but thanks to Enjl i now know that small projects can be way better than big ones but i still want this project to stay big.
When am i going to finish Super Mario Nova?
1.I don't know yet , i am only 1/4 done with this project after 16 months of development and there is still a loooot more to be done in order for this project to be finished, my expectations are after 2-3 years.
When is the second demo going to be finished and how big would it be?
1.The second demo will be probably be finished before this year but im not sure when , probably very late around November i think.And the second demo will contain at least 100-110 levels , yeah a second demo that is bigger than most average episodes :D.
Why do you want to make the best smbx episode(Related to SMN)?
That's a good question that nobody has asked me before , the reason i want to make this project , the best smbx episode is:
1.I have played plenty of smbx episodes and they have never broke my expectations or made me go WOAH in terms of gameplay and story , it was all poorly executed, just not fun for me so i want to create something that could break the expectations of a veteran smbx player and possibly everyone and make it the most fun , interesting and amazing smbx episode ever, yes i am working on it , i work on this project almost everyday around up to 4-8 hours and sometimes even more! I really want to achieve this goal even if it sounds crazy for you.
Why don't you accept criticism from most people?
1.I do accept criticism but often people don't see when and from who do i accept it , if i don't accept criticism its either because: I don't believe that your opinion will make my stuff better and I think that is too hard for me to do(or i'm lazy/tired)
Why should i contribute to your project?
1.You can contribute to make the development of this project faster, be in the credits of this episode and if you contribute a level , the icon of the level will show that the level was made by you and if you contribute a lot to this project there is a chance that if you have an OC or good ideas , they could be included in this project!
2.Supporting me will really mean a lot for me , even the smallest support can make the biggest difference!

OK Guys , its now time for the good stuff!

14/05/2018 UPDATE!

So here is a gif of a lava pyramid that is being made by Taycamgame!

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Now here are gifs of a ice desert level made by 8luestorm , this level involves 2 pathways , one for Mario/Luigi and one for Toad/Peach.

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And this is a gif of my tanks/artilery level.

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+ Screenshot of the Artilery

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And a gif of my quicksand level designed around the blue shell power up.

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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Taycamgame » Tue May 15, 2018 3:33 am

Amazing update! I see the tanks level now has a moving background, and the player can somehow get to the tank in the background! This is awesome, let's keep it going!
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Eri7 » Tue May 15, 2018 10:18 am

Taycamgame wrote:
Tue May 15, 2018 3:33 am
Amazing update! I see the tanks level now has a moving background, and the player can somehow get to the tank in the background! This is awesome, let's keep it going!
Thanks , taycamgame , i am also excited for your level.
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby arcade999 » Tue May 15, 2018 11:02 am

wow, that looks really amazing in my opinion, and it's far better than what it used to be

good job and good luck with that ^^
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Eri7 » Wed May 16, 2018 3:04 pm

arcade999 wrote:
Tue May 15, 2018 11:02 am
wow, that looks really amazing in my opinion, and it's far better than what it used to be

good job and good luck with that ^^
Thanks arcade999 , it really means a lot to me when i get a positive feedback :D
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Core » Wed May 16, 2018 3:12 pm

Damn, thats amazing! One of the best projects i've seen for sure! Keep it up! I still remember how you started you project, and its incredible to see what goals you achived! :)

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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby TheNewGuy » Fri May 18, 2018 9:00 am

I think I'm gonna enjoy the artillery level.
The only thing I don't like is that fast auto scroll players get punished when the artillery starts shooting while slow auto scroll players are safe under tanks.
another question: Why didn't you showcase the desert level? just asking.
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Eri7 » Fri May 18, 2018 9:57 am

TheNewGuy wrote:
Fri May 18, 2018 9:00 am
I think I'm gonna enjoy the artillery level.
The only thing I don't like is that fast auto scroll players get punished when the artillery starts shooting while slow auto scroll players are safe under tanks.
another question: Why didn't you showcase the desert level? just asking.
Which desert level?
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby TheNewGuy » Fri May 18, 2018 10:18 am

Eri7 wrote:
Fri May 18, 2018 9:57 am
TheNewGuy wrote:
Fri May 18, 2018 9:00 am
I think I'm gonna enjoy the artillery level.
The only thing I don't like is that fast auto scroll players get punished when the artillery starts shooting while slow auto scroll players are safe under tanks.
another question: Why didn't you showcase the desert level? just asking.
Which desert level?
The one I tested. With barrels
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Eri7 » Fri May 18, 2018 5:09 pm

TheNewGuy wrote:
Fri May 18, 2018 10:18 am
Eri7 wrote:
Fri May 18, 2018 9:57 am
TheNewGuy wrote:
Fri May 18, 2018 9:00 am
I think I'm gonna enjoy the artillery level.
The only thing I don't like is that fast auto scroll players get punished when the artillery starts shooting while slow auto scroll players are safe under tanks.
another question: Why didn't you showcase the desert level? just asking.
Which desert level?
The one I tested. With barrels
Oh , its because im not sure if i should show screenshots of it yet , maybe i will include screenshots of it the next update.
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Westretroman » Fri May 18, 2018 5:30 pm

This is turning out to be great! I'm hoping to review this as soon as it comes out. I have to say that this may truly be the best 38A episode made.

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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby WildWEEGEE » Fri May 18, 2018 5:37 pm

Westretroman wrote:
Fri May 18, 2018 5:30 pm
This is turning out to be great! I'm hoping to review this as soon as it comes out. I have to say that this may truly be the best 38A episode made.
It may also be the first featured one too! Honesty eri7 you are great with keeping your word, it has always been your goal to prove 38A is just as great as 2.0 and many follow you with that. It could maybe bring peace between 1.4 and smbx2 communitys as well.
I have absolutely no idea what my current project is... My interests always seem to shift
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Eri7 » Sat May 19, 2018 9:28 am

Westretroman wrote:
Fri May 18, 2018 5:30 pm
This is turning out to be great! I'm hoping to review this as soon as it comes out. I have to say that this may truly be the best 38A episode made.
Thanks but this won't come out soon , i'm expecting at least 2 more years IF i am consistent everyday on working on this project and if other people help me with the development as well but the second demo is expected to come out before this year ends so that's something i guess , i will very happy if you at least review the second demo as it would have around 100-110 levels and with the neat quests i am gonna add the second demo might have the length of around 200 levels even tho it would have around 100-110 levels.
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby PopYoshi » Sat May 19, 2018 10:23 am

I'm considering get 38A just for play this
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Enjl » Sat May 19, 2018 10:42 am

I'm having doubts that a platformer can stay engaging over the course of 200 levels. Do you really have a spreadsheet with 200 detailed ideas that have to make it into the story somehow or are you trying to hit large numbers for the sake of it? Most AAA platformers I know start to get boring after 6 hours of playtime, and they make the smart move of not overstaying their welcome but instead using the time they ask players to put into them to deliver a complete, varied and fun package.
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Eri7 » Sat May 19, 2018 11:37 am

Enjl wrote:
Sat May 19, 2018 10:42 am
I'm having doubts that a platformer can stay engaging over the course of 200 levels. Do you really have a spreadsheet with 200 detailed ideas that have to make it into the story somehow or are you trying to hit large numbers for the sake of it? Most AAA platformers I know start to get boring after 6 hours of playtime, and they make the smart move of not overstaying their welcome but instead using the time they ask players to put into them to deliver a complete, varied and fun package.
So there are so many levels because:
1. There are 5 villains in this project , the main villains are Bowser and Nova and the rest are Darkstein + 2 Villains that i won't spoil yet.
Every Villain has levels dedicated to his story , example :
Bowser will have around 125 levels dedicated to his story , this means that half of the project is about you stopping Bowser.
The rest of the levels will be either about the other villains or just levels you could find on the world map.
2.No , i am not trying to hit large numbers just for the sake of it , i have aloooot of ideas and my current 70 levels count proves that i do and these are just before world 4 , i am always trying to make levels unique or stand out from the rest of the levels so it doesn't feel repetitive , there are so many possiblities with 38A that i want to explore them all with this project and prove just how amazing 38A actually is.
3.These platformers might get boring because they are not exciting or feel repetitive , like you expect what is going to happen and is just gets boring because you already know what would happen even if you didn't play the rest of the game, i don't want this to be the same case for my project , i want a lot of unexpected stuff to happen in this project that the player wouldn't expect from playing a SMBX episode.
4.The player doesn't have to play all of the 250 levels, see the ending most players want is to defeat Bowser , after that they will probably quit or continue if they are attached to the story or just want to explore the world of Super Mario Nova, of course it would be bad if i dont engage the player in the story of Super Mario Nova because they wouldn't want to continue on playing it, that's why i want to do something different that nobody has ever done before regarding smbx projects.
5.About the spreadsheet , no i don't have one but i have a vision on how most of the stuff would play out , if i didn't have any ideas to work with , i wouldnt make this project so big because i don't want people to play through boring , uninteresting and repetitive levels just for the sake of completing the project , NO , i want people to have fun , to feel like they want to continue on and on with playing it and also for my project to be able to be interesting for everyone.
6.I admit , this is very ambitious and a lot of the expectations that most people have about this project is that it will either get cancelled because i would not be able to complete it because of its size as a smbx project or that the levels will end up boring because i would run out of ideas on making interesting levels because of the whole 250 levels count but i don't want to give up , i have so many ideas and with the support i currently have while developing this project i truly feel like this is possible so i will not give up and i will continue on working on this project until i can break people's expectation about this project and ME as a developer of smbx project.
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Re: Super Mario Nova COLLAB / UPDATE 14/05/2018

Postby Enjl » Sat May 19, 2018 12:21 pm

Eri7 wrote:
Sat May 19, 2018 11:37 am
Enjl wrote:
Sat May 19, 2018 10:42 am
I'm having doubts that a platformer can stay engaging over the course of 200 levels. Do you really have a spreadsheet with 200 detailed ideas that have to make it into the story somehow or are you trying to hit large numbers for the sake of it? Most AAA platformers I know start to get boring after 6 hours of playtime, and they make the smart move of not overstaying their welcome but instead using the time they ask players to put into them to deliver a complete, varied and fun package.
So there are so many levels because:
1. There are 5 villains in this project , the main villains are Bowser and Nova and the rest are Darkstein + 2 Villains that i won't spoil yet.
Every Villain has levels dedicated to his story , example :
Bowser will have around 125 levels dedicated to his story , this means that half of the project is about you stopping Bowser.
The rest of the levels will be either about the other villains or just levels you could find on the world map.
2.No , i am not trying to hit large numbers just for the sake of it , i have aloooot of ideas and my current 70 levels count proves that i do and these are just before world 4 , i am always trying to make levels unique or stand out from the rest of the levels so it doesn't feel repetitive , there are so many possiblities with 38A that i want to explore them all with this project and prove just how amazing 38A actually is.
3.These platformers might get boring because they are not exciting or feel repetitive , like you expect what is going to happen and is just gets boring because you already know what would happen even if you didn't play the rest of the game, i don't want this to be the same case for my project , i want a lot of unexpected stuff to happen in this project that the player wouldn't expect from playing a SMBX episode.
4.The player doesn't have to play all of the 250 levels, see the ending most players want is to defeat Bowser , after that they will probably quit or continue if they are attached to the story or just want to explore the world of Super Mario Nova, of course it would be bad if i dont engage the player in the story of Super Mario Nova because they wouldn't want to continue on playing it, that's why i want to do something different that nobody has ever done before regarding smbx projects.
5.About the spreadsheet , no i don't have one but i have a vision on how most of the stuff would play out , if i didn't have any ideas to work with , i wouldnt make this project so big because i don't want people to play through boring , uninteresting and repetitive levels just for the sake of completing the project , NO , i want people to have fun , to feel like they want to continue on and on with playing it and also for my project to be able to be interesting for everyone.
6.I admit , this is very ambitious and a lot of the expectations that most people have about this project is that it will either get cancelled because i would not be able to complete it because of its size as a smbx project or that the levels will end up boring because i would run out of ideas on making interesting levels because of the whole 250 levels count but i don't want to give up , i have so many ideas and with the support i currently have while developing this project i truly feel like this is possible so i will not give up and i will continue on working on this project until i can break people's expectation about this project and ME as a developer of smbx project.
1. I see.. is there a reason for this to be one project rather than 5 then? A game's about a journey to stop a villain, so if the story of bowser exists isolated from the others or serves as a setup, other related villains could be fleshed out in a sequel.
2. Quality has Quantity beat by a longshot when it comes to design. I'm not saying I doubt that specifically you can make a 200 level project where people don't get bored, but rather that I don't think anyone can. I would personally rather see a handful of concepts done extremely well than seeing every concept in the world executed at a decent level of quality.
3. This point makes no sense to me. Sounds like the project will end up being a big disconnected mess of ideas that all had to fit in somewhere, in an attempt to keep players attached. Surprising the player is cool, but doing it 100 times in a row gets exhausting. As for the case of general platformers, I think the issue is less with them getting boring and repetitive, and moreso with the platformers having spent enough time on the journey. I respect games like New Super Mario Bros and Kirby: Planet Robobot, two games I really like, for ending when they did. Because while both of them could have spent more time going into their mechanics and it would've certainly made for great levels, the games realised that their plot cannot warrant more playtime from the player. Always try to cut out padding from your game. Don't sacrifice the journey for more content.
4. If your expectation is that players will quit after they played half the levels in the episode, why are you designing the other half? A sequel sounds like the better idea to me.
5. I recommend getting a spreadsheet. It's helpful to have your ideas concretely detailed in front of you, in case you forget a few in a year down the road. You'll also be able to more accurately build levels on top of other levels and plan the routes the player can follow if you have an overview over your gimmicks and worlds from beginning to end.
6. I'm more concerned about the redesign curse than cancellation. You know... when someone improves at something, they look back at their old work and see its flaws. If you view the World 1-4 levels of this project in 2 years, you'll probably feel like reworking them, adding more months to development time. Otherwise the difference in quality between beginning and end will be pretty big and people have to get through the old, weak stuff to get to the new, good stuff. This is why I always recommend shorter projects. The turnaround is quicker, there's less room for padding and the quality is more consistent.
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