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Mysterious Islandz (A fangame made by sspp03)
TDW
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Member: #68

Now then, let's begin.

What is this game?: Mysterious Islandz is a fangame made in Game Maker 8.0. There are 9 Worlds in total, but they are under construction.

World Themes: (Worlds 6-7 subject to change)
World 1: Grassy Forestial Island (Grass/Forest)
World 2: The Pipeline Dome Island(Grass/Pipeline)
World 3: Desert Ruins Island(Desert laden with temples, quicksand-sunken monuments, ruined structures)
World 4: Icic Island (Cold World)
World 5: Elevated Heights Island(Variety of High Altitudes, most of it has Mushroom Platforms, SMB1 "Tree tiles")
World 6: Obscuria (or Super Mario Bros. Special Island, name pending)(Uses Super Mario Bros Special GFX from NEC)
World 7: Strange Island (based off Strange Mario Bros. series by acmlm, the creator) (Weird, 8-bit)
World 8: Ambient Pennisula Island (Jungle/Beach/Water)
World 9: Barren Core Island (Wasteland/Volcanic/Military)

Difficulty: Hard (not recommended for beginners man. Its recommened to those who played ROM-hacks of SMB and SMW. Official game-wise, those who beat SMB2 and Super Luigi U.)

Story: To be constructed

Screenshots:
World 1 Updates (Rebalaning world difficulty is 80% done. I do not feel like overhauling entire sections.)













Levels with tileset and/or background graphics made by me: (Some of it mixed with ripped and or edited content)





















Media: From top to bottom (newest to oldest)
http://www.youtube.com/watch?v=kZDDd6YwQxg (World 9-3 Preview)
http://www.youtube.com/watch?v=jAfbQe87xy0 (World 1-Castle Preview)

Downloads: http://www.sendspace.com/file/9mufcl (2-2-2014: World 1 rebalanced)
http://www.sendspace.com/file/thsjhn (1.1, fixed a progression issue with 1-2. DL the above link first then replace the exe of that link with this one, given if you have a folder for the game already).

Events In which Mysterious Islandz is featured:
- Featured on NCFC 2012 and NCFC 2013
- Some award given on MFGG, Mysterious Islandz won an award for Best Level Design 2013: http://forums.mfgg.net/viewtopic.php?f=26&t=15725&start=60

What to expect in the next release:
- May redesign more levels or scrap them.
- 3 World Demo
- More original graphics made by me.
- Custom enemies. (Appeared in SMW hacks or be made by me.)
- Panel Cutscenes.

Constructive comments, concerns, and criticisms are appreciated. I am open to listen to what you have to say, but I reserve the right to deny suggestions and concerns if I see fit to.




(OLD POST AND IGNORE!)(http://www.sendspace.com/file/giz09u



Mysterious Islandz is a 9 World fangame made by yours truely, sspp03. I was heavily inspired by two SMW hacks made by xIque: Unknown Islandz and Kaos Islands. Althought its based off those two hacks, I have my own plans for this fangame, such as a Super Mario Bros. Special-like world that uses the NEC GFX and colors. This game uses spcs because I like the custom music seen in SMWCentral and I wanted the filesize to be kept low.


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Edited by: TDW, Feb 9th, 2014 @ 6:03 pm
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







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I like what you did with the music. Some of the songs work better than others, but the SMW-infused SPCs definitely create a cohesive feel that's lacking in most fangames.

On the other hand, Mario's mechanics feel awfully heavy, and all the levels I played were definitely on the hard side. I also spotted some DeeY Engine glitches, like broken flying [?] Blocks. And please fix the Switch Palaces. I've been complaining about those for the past three years...
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TDW
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Bibby
I like what you did with the music. Some of the songs work better than others, but the SMW-infused SPCs definitely create a cohesive feel that's lacking in most fangames.

On the other hand, Mario's mechanics feel awfully heavy, and all the levels I played were definitely on the hard side. I also spotted some DeeY Engine glitches, like broken flying [?] Blocks. And please fix the Switch Palaces. I've been complaining about those for the past three years...


Thank you for the review. For the levels, the hard difficulty will remain, but they WONT be plain Kaizo or unfair parts in the level design as there will be some easier parts. And it wasnt me who modified the Mario physics of DeeY's Engine. Mikeystar was the one who modified it. I will bring it to his attention as well as DeeY's about these glitches.
---
Edited by: TDW, May 1st, 2012 @ 3:55 pm
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TDW
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Why the hell havent I updated this in a long time... Too much stuff going on. Anyways, new video: http://www.youtube.com/watch?v=oPvLtQflilo&feature=youtu.be



A second one will come around midnight.



EDIT: http://www.youtube.com/watch?v=eYtrCW2Omps&feature=youtu.be


---
Edited by: TDW, Jul 7th, 2012 @ 12:52 am
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







TDW
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http://imgur.com/a/HkxJl

Pokeys in a World 3 level. I may distribute this demo via PM to whoever is willing to play the levels I made and to help me address some problems in the game.
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







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I'd be happy to take a look!
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I'll be honest with you - this game is tough. In all the time I've played these demos, I've successfully finished a grand total of one level. I know there are people in this world who are more skilled at playing video games than I am, but I've successfully finished a lot of games on MFGG that were widely considered tough. Even if you're going for a "Lost Levels" feel, I'd suggest toning down the difficulty.

Also, the Note Blocks don't work right, and the the masks for the YI Piranha Plants are way too big. And you still need to fix the "YOUR LOGO HERE" intro and the glitchy Switch Palace.
Course clear! You got a card.
TDW
Posts: 388
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Member: #68
Bibby
I'll be honest with you - this game is tough. In all the time I've played these demos, I've successfully finished a grand total of one level. I know there are people in this world who are more skilled at playing video games than I am, but I've successfully finished a lot of games on MFGG that were widely considered tough. Even if you're going for a "Lost Levels" feel, I'd suggest toning down the difficulty.

Also, the Note Blocks don't work right, and the the masks for the YI Piranha Plants are way too big. And you still need to fix the "YOUR LOGO HERE" intro and the glitchy Switch Palace.


Hehe, told ya you have to work for the success. But yeah, the glitches you reported are gonna be addressed soon. I may, tone down some of the levels.
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







TDW
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http://www.sendspace.com/file/vg1b62



Happy halloween. More glitches fixed and a few levels updated.
If you want to see a movie of Richard Figures (And I sure as hell want to see it.) Back This Project Up! -> https://www.kickstarter.com/projects/Richardfigures/Richard-figures-the-movie







Cam
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sspp0310

http://www.sendspace.com/file/vg1b62



Happy halloween. More glitches fixed and a few levels updated.


The music really is the highlight of this fangame, but the soulcrushing unfairness that is passed off as difficulty really ruins it. The fangame itself is hindered by what seems to be an evergrowing list of glitches, accompanied by questionable level design that is more frustrating than fun. This is no challenge. If you ever plan on listening to criticism and addressing these difficulty issues, entire levels would have to be reconstructed to deal with this. No one will be interested if you continue designing levels at this same rate of difficulty. Just because there's a pipe, doesn't mean you absolutely have to add a Piranha Plant in it.

As far as this current demo goes, as it should be entitled the "Halloween Demo" and not the "Halloween Version", there are a few issues regarding the map screen. When you select new game, you're taken straight to my revision of your map screen that I sent earlier, the one I designed solely for demo and debug purposes. This wouldn't be a problem, if the levels were actually added to this map screen. Right now the only level you can enter is the Red Switch Palace. You can also enter the Toad House, but no item has been set for the treasure chest, and as a result, this ends with a game-breaking bug that forces you to abort the program and start over. This is more or less my fault, as I added that Toad House, but I didn't add the creation code, and I wasn't sure if you were going to jump on that for me or what. Clearing the Red Switch Palace will take you back to the old, less polished map screen, and from there you can enter the various levels. Gunlava Valley (listed in the source as "Lava Valley") remains one of my favorites, although I honestly can't get past the first half of the room, let alone beat it. It has quite a few leaps of faith here and there, and some enemies, like the YI Bill Blasters that fire the golden Bills, can continue to spawn long after they're out of your line of sight and offscreen. Enemy placement is sketchy, and could really use some work, and the amount of podoboos is absolutely ridiculous. At one point there's a rather large body of lava and several podoboos spanning it. Unsure how to cross, I spin-jumped onto the first, but instead of jumping across the others, which would more or less be impossible, given they appear at different random times, I rode the podoboo straight up and onto a bridge placed high ahead. A YI Piranha Plant can be defeated with a blue grab block placed a few ways back, but at the point I landed on the bridge, with the podoboos and Bullet Bills everywhere, it was much more of a gamble to go after the grab block, leaving me to either take the hit from the Piranha Plant or spin-jump over it (the latter being the more difficult option, but more rewarding as you can keep your current power), or go back after the block, which pretty much ensured an imminent death at the hands of a Bullet Bill. If you can make it past the Piranha Plant, there are red Snifits that can pose quite a big problem, for at this point you have no other option than to think fast, because a Wild Ptooie Piranha lies ahead, and his projectiles will head straight towards you if you're within a close distance of him. This is usually the point where I die, trying to dodge the Ptooie's projectiles and finding myself face to face with one a bit too late. I did, however, make it over it once, only to blindly fall for a bit before landing straight into a pool of lava and dying anyways.

Buono...
-/+
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