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Showing posts with label SMBX Super Mario Quest Video. Show all posts
Showing posts with label SMBX Super Mario Quest Video. Show all posts

Saturday, December 21, 2013

Yoster Safari

yoster safari
Yoster Safari
Yoster Safari is a level in my project SMBX Super Mario Quest. I intended this level to be a replica of Super Mario World Yoshi Island 2 level, with slight modifications. Perhaps, this is my first clash-free level.

I had been using custom NPCs on this one, take the cherries for example. SMBX doesn't have cherries, but thanks to Valerri's Return to Dinosaur Land episode, I manage to grab some graphics and replicate what he did on his levels. The only problem is that the cherries turn into Megamole once killed, so I had to do an extra hack on the effects. There is yet another problem to this. I notice that some NPCs treat the cherries as another NPC so they actually bump on them despite the npcblock=0 attribute on the cherry NPC. There's one more problem, the cherries seem to hide the other NPCs. So I try analyzing the NPC codes and their behavior, and after some time, I manage to resolve the problems. There are some problems I couldn't resolve with the cherries though. They can get killed by Mario's fireball and by the Koopa shells. There's nothing I can do about it.

chargin chuck
Encounter with the Chargin' Chuck
Now, this level, like SMW's Yoshi Island 2, has the Chargin' Chuck in it. The Chargin' Chuck isn't like the Chargin' Chuck of SMW however, as this one can't be killed by a stomp or a spin attack nor is it vulnerable to fireball. These things can only be affected by Ice and can be killed by shells or hammer. The new Chargin' Chucks will really pose a threat even to the mighty plumber. Sometimes, the best way to deal with it is to run away from it.

And lastly, I also run with another SMBX problem involving the P switch. It turns Yoshi coins into blocks. It's a normal function but can also be problematic. Take for instance, a scenario where you want it to remain a coin. In my case, I put the last Yoshi coin beyond reach, and the only way to reach it is by turning the gold coins into blocks so Mario could use it as a stepping block. However, since the Yoshi coin also turns to a block, you have to wait for the power of the P switch to expire. This renders the purpose of the stepping block useless. But, with a little event trick, that problem was solved.

Anyway, here's the video:

Wednesday, December 18, 2013

Yoster Lake



This is apparently the second level of Yoster Isle, the 2nd world in Super Mario Quest. There are simple puzzles here that could earn you a star. I believe any Super Mario World veteran already knows how to solve it. Also, if you listen to the music, you'll realize that I edited the original SMBX music of the underwater level. The music no longer fades out like it use to be.

Sunday, December 15, 2013

Yoster Plain Demo Video



A video of Yoster Plain, one of the levels of Yoster Isle. I have preserved the SMB (Super Mario Bros.) blocks for this level and introduced the Donut Blocks since I intended this level to be a transition level from SMB to SMW (Super Mario World) theme.

Sunday, December 8, 2013

Mushroom Garden Video



This is a demo video of Mushroom Garden. One of the levels of Mushroom Kingdom. Enough said, just watch the vid and leave me some comments if you guys can. My hands are freezing right now. :P

Monday, December 2, 2013

Kitchen Fixed plus video of a sneak peek of Princess Toadstool's Castle

kitchen
Fixed Princess Toadstool's Castle Kitchen
OK, so I have fixed the problem yesterday and I manage to miniaturize the graphics to fit the needs of the tiny Mushroom people. I also encountered some misbehaving AIs and I have them patched as well. Above is the photo of the fixed kitchen and below is a short video of Princess Toadstool's Castle.



Unfortunately, the video has no sound and kind of low quality, thanks to BSR Screen Recorder Trial Version and Youtube for degrading them. Anyway, at least it gets to show some parts of the level. There is also a bug at the end of the Hallway. That Mushroom grandpa was not meant to move, but he did learn to walk somehow. Yeah, even without moving his legs. Now, that kind of makes him look like a chess piece.

Thursday, November 21, 2013

Super Mario Quest: Princess' Toadstool's Castle featuring the Library



Progress on Princess Toadstool's Castle has been slow lately due to its immensity and complexity. Princess Toadstool's Castle isn't just your average size level, it's huge with lots of rooms to explore. Within the castle itself, you can expect some magical things to happen, and of course, it's not going to be complete without the easter eggs hidden within. It's gonna be a fun pack adventure for Super Mario. Anyway, in this video, I'm going to focus on the Castle Library. It's currently without sound and is empty, but I plan to add something more into the room in the next coming updates. The library's design was originally conceptualized by BloodElf300 and it use to be called Magic Library (see screenshot below).
magic library
Magic Library by BloodElf300
BloodElf300 lost the level when he cancelled his SMBX project, but thanks to Squishy Rex, he was able to find me all the graphics needed for the level. This enabled me to rebuilt BloodElf300's library level using the SMBX Level Editor. I changed a few things around, but the main idea is entirely BloodElf's.

Monday, November 18, 2013

Mushroom Kingdom Demo



Ok, now this one really cost me two days to work on. I kind of trick the SMBX engine to do a SMRPG scenario in it, but nope, I did not hack the engine. Seriously, hacking SMBX would be difficult without an ASM blueprint, which only Redigit has. Until, he releases the source code, that won't be happening anytime soon. Anyway, back to the new Mario game I was developing. I ripped off some of SMRPG's graphics by hacking it (thanks for Giangurgolo for that), and I borrowed Squishy Rex's graphics of the Acorn trees and the bushes to get the Mushroom Kingdom theme I was looking for. The Toadstools and some of the isometric photos came from SMRPG of course. In this scenario, I am building an NPC interaction base on the previous Mario adventure — SMRPG: Legend of the Seven Stars story to be more specific. Anyway, just watch the video to get an idea.

Friday, November 15, 2013

SMBX Super Mario Quest - Mushroom Way



Here's one of the levels of the Super Mario Quest game I'm developing. This video was taken from the Mushroom Kingdom level, Mushroom Way. This level is right after the level where a toadstool summons Mario to the palace. The level is accompanied by the presence of toadstools, who would give Mario some basic tips. It is also the level where you would be introduced into a Super Mario Bros.-type Goomba for the first time.