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Super Mario Bros: Odyssey, forgot to post this here XP
POINES
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Back in the dark ages, a little smbmaster created Super Difficult Mario Bros. It was bad. The end. And that's how this little story begins. Shortly after I made SDMB, I began thinking of another Mario game I could work on. Well, I had more ideas other than Mario. I worked on some other projects (one was Flame the Dragon, which is currently on hiatus while I work on this project), but never started my next Mario fangame.

However, as I worked on FtD, I began a little "side project". Some of my old ideas came back to me, and I found myself thinking up more an newer stuff. Before long, I decided it was time for me to blow the dust off the drawing board I slapped down for my next Mario fangame some 3 years ago. It was nameless until quite recently, but now, as you can see from the topic's title, it has a name, and I aim for it to be one of the more classic-Mario-y fangames (by this I mean it has few to no dark themes, matching visuals, no voices, etc.)

Here's a screeny-doo of the level previews for one of the two playable demos:


And here's the demo itself:
http://www.mediafire.com/?1h9vkyksfzvcn9r 8D

Also, here's some known issues/questions being answered before they're asked :P

Issues:
--When Peach carries enemies, they are aren't positioned very well; I'll be sure to fix this in the future.
--Sometimes, when stomping a jumping koopa, it will disappear and you will teleport 4 pixels to the right and about 6 pixels up without bouncing off of it. I'm currently unsure of the cause.
--Some music may sound a little strange when they loop (you may hear a slight pop or jumping in the audio when they hit the loop point). For some reason, Audacity keeps adding very small amounts of blankness at the beginning of each track after I exported them and it threw the loop points off a little. I'm currently unsure of how to get around this.
--I accidentally left an unfair enemy in the SMB2 demo; it's a Hoopster in the room before the boss fight; he's on a vine that you need to climb up. Sorry about that lol
--Subspace will have a slight graphical glitch if you get the mushroom while small. Don't worry, it's not a big issue. (fixed since the demo was released)
--Some enemies may get stuck in the ground by walking towards it. Gonna try to fix this soon.
--Apparently, you can skip the third cutscene by pressing any key which will cause some disorganization with the levels. (This has been fixed since the demo was released.)


Other stuff
--Once development goes a bit further, I will begin using .oggs to keep the size down.
--I am aware the levels in this demo are pretty straightforward and linear, but trust me when I say that later levels will be longer, bigger (more height than 240 pixels), and a little less linear. The difficulty will also increase, obviously.
--I included 3 cutscenes in this demo; the last one is very short, but the first two can be skipped by pressing enter. Apparently, you can skip the third cutscene by pressing any key which will cause some disorganization with the levels. (This has been fixed since the demo was released.)
--The mushroom and fireflower are the only powerups in this demo, but don't worry, in the full game, there will be plenty more-even in chapter one.
--Press f1 for controls and all that jazz.

Well that's all I can think of at the moment. I hope y'all enjoy the demo ^^
The demo for Super Mario Bros: Odyssey can be found here
https://sandbox.yoyogames.com/games/203828-super-mario-bros---odyssey-demo

And on fusion fangaming and mfgg =P

C:

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Sounds interesting - I'll give it a try later. If you're having difficulty making sounds loop in Audacity, my advice is to zoom in at the beginning and end of each song to make sure there's not too much blank space or a sudden jolt at the end, and to listen to the song with looping on before you export it to Ogg or MP3.
Course clear! You got a card.
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Bibby
If you're having difficulty making sounds loop in Audacity, my advice is to zoom in at the beginning and end of each song to make sure there's not too much blank space or a sudden jolt at the end, and to listen to the song with looping on before you export it to Ogg or MP3.


The problem is, I cut out all the blankness and after I export it, Audacity adds some blankness to the beginning of the song for no reason at all, which messes the looping up.
The demo for Super Mario Bros: Odyssey can be found here
https://sandbox.yoyogames.com/games/203828-super-mario-bros---odyssey-demo

And on fusion fangaming and mfgg =P

C:

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Are you sure you've trimmed the songs perfectly before you save them? To help isolate the problem, listen to them with Audacity's loop play (press the Play button while holding Shift) both before and after saving.

Also, that was a very promising demo, with cohesive graphics and good level design. I liked the variety of playable characters, too. You might want to tone down the difficulty in the SMB2 demo, though. In particular, the falling logs are much faster than they are in the original, and it's hard to pass the log sections unless you use Peach.
Course clear! You got a card.
POINES
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Bibby
Are you sure you've trimmed the songs perfectly before you save them? To help isolate the problem, listen to them with Audacity's loop play (press the Play button while holding Shift) both before and after saving.


Yes and yes I know how to make them loop using shift lol, and that's why the songs loop as accurately as they do now =P

And thanks for the feedback. I've gotten little to none on this demo 8D
The demo for Super Mario Bros: Odyssey can be found here
https://sandbox.yoyogames.com/games/203828-super-mario-bros---odyssey-demo

And on fusion fangaming and mfgg =P

C:

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Hoo boy it's been a while. Hey guys I'm here to bring a little update.

The project's slowed down mainly due to work and school, but I'm definitely still working on it. I have started world 3, which will start out sort of normal but I'm thinking it'll lead into a forest area after level 2 or so. (Still haven't decided how many levels for world 3; world 2 has 4, but the levels are a bit longer)

Here's the fun part: Level design is easy enough, but this game will feature a whole lot of levels so I might need some level designers if anyone is willing. I'll eventually get around to making a little "kit" of sorts. It will have empty objects (so that lurkers can't steal the codework), tiles, bgs, and sprites. I say eventually because I'm sure I'll add some more bgs, sprites, tiles, blah blah here and there.

But for now, that's all I got. And just for kicks, here's level 1 of W3 (VERY LONG IMAGE; no collisions or enemies placed yet; the night time backgrounds don't appear because this image was assembled from GM's room editor, which obviously doesn't let you preview background blend colors)

The demo for Super Mario Bros: Odyssey can be found here
https://sandbox.yoyogames.com/games/203828-super-mario-bros---odyssey-demo

And on fusion fangaming and mfgg =P

C:

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All righty, I've made a level design kit. Included in this are backgrounds, tile-sets, sprites, objects, and a few example levels (which are actual levels in the game cuz I'm too lazy to make more examples loolol).
http://www.mediafire.com/?1mvvyjjbw61nkz5

Guidelines and info for level design and acceptance:

-Download Game Maker (8 or newer). You don't need the full version to build levels.
-Level design must be good (obviously, lol).
-Levels may be designed for any chapter (which can be smb1, 2, 3, sml1, sml2, etc.), but I'll decide where they fit into the game.
-Levels may be themed after just about anything, from green grassy plains to the scorching lands of bowser, or from the tropical beach to parched deserts and ruins. HOWEVER, there is absolutely NO crossing over into other franchises. By this I mean no "Hyrule Field" or "Castle of Illusion" (from Mickey Mouse). This is not Mushroom Kingdom Fusion.
-You may add enemy sprites/objects or tilesets/background into the dev, but PLEASE make sure they're in SMAS style and they're not absurd in size. It'll save me trouble. In fact, if you add anything new, right click and create a new "group" and insert your new resource into that group. And, in the case of adding new enemy sprites, create an enemy object to go with it, and do the same for it (put it in a group)
-don't bother building maps for the overworld. I'll do that.
-Many graphics included in this dev were made/edited by the SMWASE Team. Respect them and don't steal or use their graphics without their permission.
-Some of the sprites are in pieces or parts, or may not have color or all their alternate colors. This is because: I use coding to change their properties, or removed some of the unnecessary resources to make the dev smaller, so don't mess with any of them.
-Regarding the above guideline, I included a comment or two in some objects to help y'all understand how that particular enemy/object will behave in gameplay
-If you submit a level to me and I accept it, your name will be in the credits
-If you want to add a(some) new tile(s) to a single tileset, open it up and turn on the grid, go to "grid settings" and make them 16x16 (and make the grid a different color if you want. I included this info to help you, as the game is set to place stuff on a 16x16 grid). Now, find some(an) empty 16x16 box(es) and place your new tile(s) there.
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-
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More will be added if and when I think of them. Now go nuts C:
The demo for Super Mario Bros: Odyssey can be found here
https://sandbox.yoyogames.com/games/203828-super-mario-bros---odyssey-demo

And on fusion fangaming and mfgg =P

C:

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Hey smbmaster, do you want the DLC feature I got in my Typical Mario Game? Where the game read gml and create objects from a text file?

POINES
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Pyro
Hey smbmaster, do you want the DLC feature I got in my Typical Mario Game? Where the game read gml and create objects from a text file?


Thanks, but I'll be fine w/out it.
The demo for Super Mario Bros: Odyssey can be found here
https://sandbox.yoyogames.com/games/203828-super-mario-bros---odyssey-demo

And on fusion fangaming and mfgg =P

C:

POINES
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Man I keep forgetting to update the topic here :P I have quite a few screenies, but first, the support banner:

The lightning bolt Luigi is holding will play a role later in the game :O

The first two on the top are levels from the demo. Each one after is new. The bottom left screen is a cutscene leading into 2-3.

World 4-2, 1-2, part of 1-6, and most of 4-4 were completely redesigned. Lots and LOTS of bugs have been fixed, and the first chapter is basically done, but I'm just testing it all before moving into chapter two :P
The demo for Super Mario Bros: Odyssey can be found here
https://sandbox.yoyogames.com/games/203828-super-mario-bros---odyssey-demo

And on fusion fangaming and mfgg =P

C:

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