Super Mario Isles

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goSciu
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Super Mario Isles

Postby goSciu » Wed Mar 28, 2018 2:36 pm

WORK IS PAUSED

This project was too big for me and now I'm focused on smaller one. I'll start working again after I finish this smaller one.

Thread can be locked.

Spoiler: show
Hey!

So, I'd like to show you my first SMBX project. Prepare for:
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It's going to be more nonlinear episode, meaning you don't have to do every single mission in the game.
Story (WIP): show
Mario brothers and Peach go on vacation on their flying cruiser. Bowser, seeing opportunity to take over the Mushroom Kingdom, attacks them with his fleet. Mario and Luigi fall on a tiny island and see princess's ship crash far way. Now they need to traverse the isles and, once again, save the kingdom.
Features:
  • Version of SMBX: 1.3.0.1 or newer
  • Type of episode: Collectathon
  • Stars: 120 (whole game); 100 (main story)
  • Custom music: No.
  • Custom GFX: Yes. (but not too many)
  • Custom bosses: Yes. (no LunaLua)
  • Number of levels: whole game - 52 (30 open + 22 linear); main story - 46 (25 open + 21 linear)
Screenshots (World 0 and 1): show
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Progress:
  • World 0 - Crash Isle - 100% (1/1 stars)
  • World 1 - Great Green Island - 76% (13/17 stars)
  • World 2 - Hot Dry Island - 0% (0/23 stars)
  • World 3 - River Lake Island - 0% (0/20 stars)
  • World 4 - Cool Cold Island - 0% (0/17 stars)
  • World 5 - Volcave Island - 0% (0/22 stars)
  • World F - Bowser's Isle - 0% (0/1 mission)
  • World X - Forgotten Isle - 0% (0/20 stars)
Estimated release date: Q4 2018
I'll try to release demo later this month. Uh, heheh... Um, hah... Yeah... About that... How to say it? Um... School. Also bought a new PC, I still need to move my stuff. There's a lot of it. Listen: if I won't give you demo in 1,5 months (counting from announcement, that is up to 13th May), then shame and dishonour on me.

Hope you'll like it!
Last edited by goSciu on Sun Sep 16, 2018 6:51 am, edited 3 times in total.
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Re: Super Mario Isles

Postby Cref57 » Sun Apr 08, 2018 5:40 am

wow
this is the one of the most creative post i been seen
the giant goomba but the coins looks bit strange here
twomps in a grass level? strange but looks great!!
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Re: Super Mario Isles

Postby Cedur » Sun Apr 08, 2018 6:09 am

Guess we have to be sorry for not noticing this, huh? I'm excited how this one turns out!
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iphtechnologies wrote: NEO super mario world x is a really nice game. This Episode is 2,7 GB large at the moment.That`s crazy!
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goSciu
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Re: Super Mario Isles

Postby goSciu » Sun Apr 08, 2018 10:54 am

Cref57 wrote:wow
this is the one of the most creative post i been seen
Well, thanks. I always try to be as detailed as possible, maybe that's why.
Cref57 wrote:the giant goomba
The boss of World 1. I will make each boss using existing NPCs, blocks, etc. and making custom GFX for them.
Cref57 wrote:the coins look bit strange here
Not sure, about which level are you talking about, but my guess is water level. These are blue coins (worth 5 gold ones) and they are inside of walls as they move.
Cref57 wrote:twomps in a grass level?
Yeah, firstly I had different idea for those, but ended with this. Still, who says that Thwomps have to be used only in Castles?
Cedur wrote:Guess we have to be sorry for not noticing this, huh?
Nah, don't be sorry, man. I'm good. Still, there's no much to see until I release demo (which will be late, as I had and have some school stuff to do)
Last edited by goSciu on Mon Apr 09, 2018 3:00 am, edited 1 time in total.
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Re: Super Mario Isles

Postby 8lue Storm » Sun Apr 08, 2018 1:20 pm

Looks great! It reminds me of Super Mario Sunshine. You've got a creative use of the vanilla graphics, but that goomba is just magnific. Good luck on this!
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Re: Super Mario Isles

Postby ADMAndrew » Sun Apr 08, 2018 1:23 pm

From my point of view I see it very promising...

and that's very good :D (well.. for me :v), hopefully the hurdle difficulty going up according to the levels ;) .
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Re: Super Mario Isles

Postby goSciu » Sun Apr 08, 2018 4:31 pm

8lue Storm wrote:Looks great! It reminds me of Super Mario Sunshine.
Thanks! About SMS, yeah, it can remind it basing on first levels and logo, but that's all. Nowhere near any beach. Or maybe in World 2 or 3 there will be something? I dunno.
ADMAndrew wrote:hopefully hurdle difficulty going up according to the levels
Um, about difficulty. I'll try to make each world more difficult than the previous one. But looking at my first world, it seems that every world will be a mixture of levels varying in difficulty. I think in this case, it will be similar to SM64 and Odyssey - whichever world you are in, you still can find both ridiculously easy tasks taking few seconds and frustratingly hard ones taking minutes.
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Re: Super Mario Isles

Postby TheNewGuy » Sun Apr 08, 2018 4:33 pm

This looks impressive,judging by the screenshots.
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Re: Super Mario Isles

Postby 8lue Storm » Sun Apr 08, 2018 4:36 pm

goSciu wrote:
8lue Storm wrote:Looks great! It reminds me of Super Mario Sunshine.
Thanks! About SMS, yeah, it can remind it basing on first levels and logo, but that's all. Nowhere near any beach. Or maybe in World 2 or 3 there will be something? I dunno.
ADMAndrew wrote:hopefully hurdle difficulty going up according to the levels
Um, about difficulty. I'll try to make each world more difficult than the previous one. But looking at my first world, it seems that every world will be a mixture of levels varying in difficulty. I think in this case, it will be similar to SM64 and Odyssey - whichever world you are in, you still can find both ridiculously easy tasks taking few seconds and frustratingly hard ones taking minutes.
The story and the logo reminded me of SMS. I have high hopes for this :)
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Check out my project:
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Re: Super Mario Isles

Postby Cref57 » Sun Apr 08, 2018 6:38 pm

i never gonna know who this once long time in unanswered topics
this looks better than other episodes who are more popular...Super luigi 2D world
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Re: Super Mario Isles

Postby goSciu » Mon Apr 09, 2018 2:05 am

8lue Storm wrote:The story and the logo reminded me of SMS.
Ah yeah, story. Vacation. Forgot about it.
Cref57 wrote:i never gonna know who this once long time in unanswered topics
Uh, you mean how long was it unanswered? Just do the maths. Meh, I don't care.
Cref57 wrote:this looks better than other episodes who are more popular...Super luigi 2D world
It's not very nice of you to speak like that about other episodes. I think this episode was cool, even though it had some shortcomings. My episode will probably also have some things people won't like. So do other ones, even made by the best. Let's not jump to conclusions. It's my first episode, so was their.
Next time, don't mention any names or at least make it not really visible. (Forum's boxes' colour is FFE0E0, but as you see it does not allow to make it)
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Re: Super Mario Isles

Postby Eri7 » Tue Apr 10, 2018 2:15 pm

This project looks interesting and the logo is just amazing , wow, good job and good luck with your project.
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Re: Super Mario Isles

Postby PopYoshi » Sat Apr 14, 2018 1:11 pm

Ok, you have my support now
The project has a vanilla sensation that I definitely like (I love vanilla projects, even if your project uses custom GFXs)
But I find kinda strange seeing thwomps in a grassland level
And the firebars in the giant goomba screenshot are kinda unfair because of how much space they occupy in that area
the player will probably die there several times
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Re: Super Mario Isles

Postby goSciu » Sat Apr 14, 2018 4:34 pm

Pop Yoshi Bros wrote:I find kinda strange seeing thwomps in a grassland level
I'm still thinking of editing this level, especially it's kinda hard. On the other hand, when I use other enemies, it is way too easy.
Pop Yoshi Bros wrote:And the firebars in the giant goomba screenshot are kinda unfair because of how much space they occupy in that area
the player will probably die there several times
Earlier, they occupied even more space, so I corrected it. Section still has some spots where player can stand and literally do nothing. I think that Megoomba (that's his name) is bigger threat as player might not have enough time to escape and just get cornered.
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Re: Super Mario Isles

Postby TheDream64 » Sat Sep 15, 2018 7:34 am

RIP this project, died before it was alive

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Re: Super Mario Isles

Postby goSciu » Sun Sep 16, 2018 6:56 am

It's not dead, it's in coma. This project was too big for me and decided to pause working on it. Now I'm working on smaller (?) project. It doesn't mean SMI is about to get forgotten. You'll see it earlier than you expect to.
But for now, this thread can be locked. I'll ask to unlock it when I'm ready.
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