Introducing Super Mario Bros. 5: Super Mario Retro. A total conversion of SMBX2 and pseudo-sequel to Super Mario World.
Tag along with Mario and his friends through 110+ levels of 8-bit action! One day, a mysterious portal opened up outside Tanooki village. Upon entering, you'll be taken back to the year 1989. You, the hero, go on an adventure to stop the evil Bowser, close the portals and save the world...maybe.
What to expect
110+ levels, not counting bonus areas. Most levels will be 8-bit, but there will also be some 16-bit areas.
New objects, items, enemies and gimmicks for action-packed fun
New level themes that aren't in any previous Mario game (For example, the game has a Lucid Dream and Retro Cyberpunk world)
A unique story that gets out of your way and lets you be the hero.
Difficulty: The game will start off easy and get more difficult as you progress. The final levels will be very difficult, but never kaizo.
Download Links
Note: Both of these demos are ancient and not good reflections of what the final game will be like.
The level design looks really solid, but I think a lot of people might discredit you because of the massive clash with graphics (especially in the intro level). But otherwise, it looks great.
I've thought of doing level sampler episodes for this.
Aka, I'll take a few levels that I like and make an SMBX episode out of them. That way people can play some more levels before this episode is released, without that many spoilers.
I've thought of doing level sampler episodes for this.
Aka, I'll take a few levels that I like and make an SMBX episode out of them. That way people can play some more levels before this episode is released, without that many spoilers.
Just make a level collection thread and put a level in there every now and then? would make more sense than posting a handful of minisodes in the Episodes subforum
Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshis are tools to be used and discarded.
ShadowStarX (06/14/18) wrote:
South Korea is easy deal
I wonder why nobody's made a Lucid Dream world in a sidescrolling game yet.
Well, I'm gonna make one for Super Mario Retro. The gimmick is that anything can change at any time, impossible things can happen and the world overall looks abstract and neat (hopefully).
Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshis are tools to be used and discarded.
ShadowStarX (06/14/18) wrote:
South Korea is easy deal
It's pretty creative for an idea, it actually reminds me of Vinesauce's corruption streams, and how when he did his SMBX level contests, people would send intentional corruption inspired levels to replicate those.
My Project:
I don't really have a signature but here's what I support:
The oldest prototype for Super Mario Retro, back when it was called "Return to Retroville".
I'll post a download link in a bit and I'll post more screenshots about the progress of Super Mario Retro. I've done a lot behind the scenes, including beefing up the levels in beta 2 and working on a lot of levels in future worlds. Stay tuned!
Greetings humans. I apologize for being absent for so long. I may have not been giving updates, but I have been working on Super Mario Retro and a lot of progress has been made.
For now, here's a crudely put together website for the game, complete with 90s Geocities aesthetic.
I got 2 complaints about this SMBX episode from looking at the screenshots:
Complaint #1: The colors in the screenshot of the world map hurts mah eyes! Should've used a medium hue color from the (NES) color palette that's friendlier to the eyes imo.
Complaint #2: The 8-bit "Yoshi's Island" Yoshi looks too SMB1 like. Maybe you should've took notes from resources from either, the Yoshi design from Hummer Team's SMW demake, or the Yoshi design from SMB3 Mix.
Other than those 2 complaints, I'm really feeling like supporting this!
Hue is the part of a color that most closely corresponds to wavelength, so something like "red", "blue", "yellow" or "magenta". Going off red being hue 0 and 360, a "medium hue color" would be cyan at hue 180. Did you mean lightness (brightness/value), or saturation (color intensity, greyness)?
Ideas are useless if you can't make them real.
All my assets from packs and episodes are free to use for non-Novaverse levels and projects, as long as proper credit is given.
Hue is the part of a color that most closely corresponds to wavelength, so something like "red", "blue", "yellow" or "magenta". Going off red being hue 0 and 360, a "medium hue color" would be cyan at hue 180. Did you mean lightness (brightness/value), or saturation (color intensity, greyness)?
I mean the brightness of the color. Thanks for correcting me
I got 2 complaints about this SMBX episode from looking at the screenshots:
Complaint #1: The colors in the screenshot of the world map hurts mah eyes! Should've used a medium hue color from the (NES) color palette that's friendlier to the eyes imo.
Complaint #2: The 8-bit "Yoshi's Island" Yoshi looks too SMB1 like. Maybe you should've took notes from resources from either, the Yoshi design from Hummer Team's SMW demake, or the Yoshi design from SMB3 Mix.
Other than those 2 complaints, I'm really feeling like supporting this!
Thanks, I'll see what I can do. I agree the world map is way too saturated, I just haven't got around to fixing it yet.
Here are some level previews. Each level in this preview is something I haven't shown yet (except for the screenshots :/)
I'm also gonna update this thread in a bit with more recent info on the game and its progress. Stay tuned!
Super Mario Retro has now been fully ported to SMBX2 and will use it going forward.
You probably know this already but, I can now implement custom objects as well as use 16-bit sounds in 16-bit levels, and 8-bit sounds in 8-bit levels. SMBX2 also uses a better sound driver which in my case fixed a music-looping issue I had with smbx 1.3.0.1, fullscreen is no longer stretched out, and overall SMBX2 allows for better performance and more customization.
If a new beta/release of SMBX2 is released, I'll port it over to that as well. SMBX2 Beta 4 has its problems, but the benefits far outweigh the negatives.
Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshis are tools to be used and discarded.
ShadowStarX (06/14/18) wrote:
South Korea is easy deal