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Full Version: MKF Dash of Obscurity Minigame
D-TurboKiller
MKF: Dash of Obscurity

2 levels in one minigame!

user posted image user posted image


Download (v1.5; 38 MB): http://www.sendspace.com/file/9pl9zd
After some hard work, I decided to release these two levels in quite a playable state.

Eppicus Mega MMX (very incomplete, more of a sneak peek)
This is a JJ1 based level. Right now it's a mix of the best parts of the JJ1 levels with my own additions. I've finished the layout (only Diamondus yet) and object placements so all the hard stuff is pretty much done by now. I'm intending to add more JJ stuff such as enemies and other goodies.
Besides the level itself, there're color-based diskettes as well as colored crystals; they work just like Rupees, but give you a big point bonus as an incentive.
Also, did I mention this level is huge? There are several alternate paths along the way and quite a few secrets as well. Let's hope you can find them all.
For now I'm trying to tweak this level a bit. It seems for some reason the 2nd part of the level made my FPS go down quite a bit; I was forced to use frameskip for it. Perhaps I might have added too many objects... Also it appears you have a better chance of surviving with a spartan suit than with a megaman suit, so I'll try to balance both.
Since last time I showed it, there have been mostly cosmetical improvements and a few new objects, but nothing major yet.
Also, since I'm doing a redesign of the level (room 1 will be kept intact though, the others are removed), consider this a special edition of it.

Lost in Retro (100% Complete!)
So you played the original Super Mario Bros in all it's 8-bit glory? Well get ready to get a whole new retro feel; not only it's a brand-new design based on the best parts of the game, it uses some of the Lost Levels tileset for a fresh feeling and looks.
Of course it doesn't stop there. If you think it's a piece of cake, think again. The levels are also harder now, with some added hazards to overcome.
For an even more special gameplay, there are hidden powerups scattered throughout the stage, so you don't have to use fireflowers all the time; see if you can find them all!
As an added bonus, there's a secret entrance to a special room in each level! Can you find it?


This is it people, time to play these stages! I appreciate all the feedback I can get, but most of all, enjoy!
Riverroad
Only managed to get through Lost in Retro with Mario, since my computer seemingly can't handle Eppicus Mega MMX sad.gif.

The Lost Levels tileset is a good choice, the level's appearance still looks retro but different enough from the original SMB to feel different, if only slightly. Personally, I found the difficulty to be just right, and I missed pretty much all the secrets. There were a few bugs though:

-The spinies are killed by Mario's regular fireballs, but Mario's charged fireballs only knock them inside their "shells" like with koopas.
-The "Bowser fireballs" in the castle segment appear backwards
-The Bowser fireballs can be killed by Mario's charged fireballs

Also, the underwater section might need a ceiling. Even without Sonic, it's pretty easy to blow through it by jumping across the top of the water.



MONEYMAN
QUOTE (Riverroad @ Nov 15 2009, 02:55 PM)
-The "Bowser fireballs" in the castle segment appear backwards

thats how they were in the original game
D-TurboKiller
QUOTE (Riverroad @ Nov 15 2009, 07:55 PM)
Only managed to get through Lost in Retro with Mario, since my computer seemingly can't handle Eppicus Mega MMX sad.gif.

The Lost Levels tileset is a good choice, the level's appearance still looks retro but different enough from the original SMB to feel different, if only slightly. Personally, I found the difficulty to be just right, and I missed pretty much all the secrets.  There were a few bugs though:

-The spinies are killed by Mario's regular fireballs, but Mario's charged fireballs only knock them inside their "shells" like with koopas.
-The "Bowser fireballs" in the castle segment appear backwards
-The Bowser fireballs can be killed by Mario's charged fireballs

Also, the underwater section might need a ceiling.  Even without Sonic, it's pretty easy to blow through it by jumping across the top of the water.

Thanks for the reply! Here's some answers:
-Yeah, Eppicus Mega MMX is hungry on resources, especially in the second part, which forces me to use frameskip 1. It seems GM doesn't like long rooms. But, I'm also hoping it plays much smoothly if it gets merged onto the source, as it contains quite a lot of important optimizations.
-The spinies bug isn't really a bug, I'm pretty sure it works with the normal ones too; and besides, you can use the shells to kill some more baddies. I made sure it worked right.
-As Money said, that's exactly how they look in the original. The brightest part always points at you. Oh, and they try aiming at you based on your vertical position.
-They can? Huh, didn't notice it before. Probably because it's using a modified bullet bill code, since I didn't have the fireballs from Dry Bowser's Fortress (not in Dev v2 sadly).
-I am considering adding a ceiling to the underwater section, even though Del thought it was one of the few that made Sonic's water jumping ability useful.

There is one problem I can't seem to fix yet, and could use help with it: it seems that with both the one-shot bullets (Overworld part 2) and the bowser flames, some of them drop coins (as in rupee coins) when they appear. I have no idea why.
Oh yeah, I forgot to include the black castle bg in the character selection castle, sorry about that. It doesn't look bad though.
WhiteRoseBrian
Would you like me to make a skins of Jazz Jackrabbit goombas for Eppicus?
D-TurboKiller
Yes Brian, that would be great! Feel free to use your imagination with them.
WhiteRoseBrian
http://mkfusion.ipbfree.com/index.php?show...ndpost&p=126556

Here you go!

As of this edit, I'm about to post an alternate version of the sheet too.
Riverroad
QUOTE (D-TurboKiller @ Nov 15 2009, 12:42 PM)
There is one problem I can't seem to fix yet, and could use help with it: it seems that with both the one-shot bullets (Overworld part 2) and the bowser flames, some of them drop coins (as in rupee coins) when they appear. I have no idea why.

Whenever an object with the parent par_villian is destroyed, it has a chance to drop some kind of currency/lifeup, whether the object is destroyed because the player killed it or as part of the coding. That might be causing the problem, depending on how the projectiles' coding works.
Cornh
The EpiccusMegaMMX level has lots of collision bugs, it's easy to get stuck into the walls, on top of it, the second POW in the three keys section was unrescuable (if the word exist...) so the only way i managed yo get outa there was by carryng the frist key until there, not easy...

Lost in retro was funny to me, the only point i have is that it was too long and provided just a little of variety, i think you cauld use some more things to make it an reestrucured version of the gameplay and not just a port of the SMB style, the desing and tileset was good for me...
Del
Needs more poison mushrooms.
D-TurboKiller
Version 1.2 released!
Download (37 MB): http://www.sendspace.com/file/invm9i
(Updated the previous link too.)

Here are all the changes:

General minigame stuff
-Now in an easy to use installer!
-New icon for the executable instead of the MKF one.
-New, simpler menu screen.
-Castle has a simple black bg now (so as to use no externals).

Lost in Retro
-Added poison mushrooms for Lost in Retro. They should provide an extra layer of difficulty. Some may even get you into trouble due to the way they're placed.
-Added (invisible) ceiling to the underwater section for Lost in Retro. Sonic advantageous or not, it's not exactly my idea of fun to easily dodge all the enemies, especially since the cheep cheeps can't jump. The ceiling is placed so you can never get out of the water, which you'll notice visually.
-Fixed Bowser's flames being hit by Mario's charged fireballs.
-Adjusted cheep-cheeps so they spawn even when you're too close. They don't spawn when you're right below them however.
-Since I felt the first and second castle areas weren't as hard as it should be (as in World 8-4 hard), I added yet another layer of difficulty. Beware, you're gonna get your ass kicked.
-New variety of Podoboos. These blue versions are only seen underwater, and have the same effect as the normal ones.
-Shorter Underworld music.

Eppicus Mega MMX
-Finally fixed the extreme lag in the second room in Eppicus; the level has been seamlessly split, and it runs at a smooth 60 FPS on my computer. Curiously enough, the first room is now the laggiest (it's unchanged), but still smooth.
-Fixed unreachable POW by exchanging the 2nd one with the 3rd. Also slightly positioned all the POWs better.
-Some collision bugs have been fixed, namely the (now) 3rd room cave section so that the powerups are much more easily reachable without breaking the collision.
-Added WhiteRoseBrian's new JJ goomba skin to the level. You can check it out in the goomba skins topic.
-Slightly tweaked the first room's "mini-boss" area. Now with Podoboos instead of flames, also no donut platforms, making it less frustrating.
-Balanced Mega Man suit and Halo suit placements in Eppicus. I could use your feedback on this when I release it next.

Unfixed:
-One-shot bullet bills and bowser flames STILL drop rupee coins after appearing; they're not using the par_villain though, but rather obj_deactivation...


As usual, I appreciate all the feedback wink.gif
D-TurboKiller
Version 1.5 released!
Download (38MB): http://www.sendspace.com/file/9pl9zd

All changes apply to Lost in Retro, which is finally complete, and they're way too many to list. Most importantly, better design, a deadly bombship, harder undergound, improved underwater section, improved hammer bros and fishes, working pulleys, harder areas, and Bowser himself!
There's also a sneak peek of Aztec Citadel, but it's not very playable and needs much work; it's only one room.
Spriterkid1997
QUOTE (D-TurboKiller @ Jan 12 2010, 10:16 AM)
Version 1.5 released!

Sorry, but this is too buggy to be released.
Only Mario's sprites appear probably (I used arthur and mario's sprites appeared)
Mario is awfully buggy.
Fix those and THEN I'll try out the game.
D-TurboKiller
Actually, I was too dumb to put the externals, crap. I'll fix that tomorrow.
Just copy the ones you have in your MKF folder to this one and you'll be fine. Just the player externals will do.
D-TurboKiller
Okay, updated the installer, sorry about that. Should do fine now.
All the previous related links have been updated as well, but here it is just in case:
http://www.sendspace.com/file/9pl9zd
Hopefully anyone can play this now with no problems.
enclave_mike
dump question/(?)

will these levels appear in MKF?
Del
QUOTE (enclave_mike @ Jan 19 2010, 10:24 AM)
dump question/(?)

will these levels appear in MKF?

Too early to ask. The level lists will be revised soon, lets say these are "in the waiting list". They're great indeed (well at least Lost in Retro, the other isn't complete yet).

Aztec Citadel, on the other hand, already got its spot in the list, we just need Turbo to do an excellent job with it, and I'm sure he will.
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