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Doki Doki world is in panic! Their Dream Ruby was stolen by some monstrous beast! Mario, Luigi, Toad and Peach - who were there on vacation - offer their help to the king of Doki Doki.

An SMBX game that is a blend of SMW and SMB2. It tends to lean more on the SMW side. It's not quite as hard as we thought it would be!

W1: Grassy Rapids
W2: Lava Underground
W3: Dark Forest
W4: Rocky Tundra
W5: Sky Kingdom
W6: Dessert Desert


This game requires the SMBX engine to play. Please download the engine from here:
DOWNLOAD

-Extract the game from 'superdoki.rar' and place the 'superdoki' folder into SMBX's 'Worlds' folder.
-Start SMBX and select Start Game.
-From SMBX's menu go One/Two Player and select Super Doki Doki World from the scenarios list.

Latest Blog

Various Tidbits!

Alright, so Super Doki Doki World is complete! Thanks to everyone who played the demos and are continuing to offer feedback: it's very appreciated!

Final Version
...but there are still a bunch of little things that haven't been addressed due to Nagademo time constraints, such as graphical fixes, a few cheap shots, a couple of NPCs that should have respawn points so the player doesn't get trapped, etc. But it's mostly minor stuff! We'll take a look at that stuff this week. If you have any suggestions for tweaks to the levels, feel free to offer them: I know nin8halos already mentioned a few things that we'll need to look at. Y'all are basically our testers on this one! (Mainly because it took us up to the night of June 30th to pull it together, haha.)

Guesses?
So I was thinking: does anyone want to take a crack at who designed each level? Some of them were collaborations, but most aren't. That was one of the fun things about Mario vs. the Moon Base: as a tester, I tried to figure out who designed what level. I got a few right, but it was pretty tough.

SMB2 mechanics
I came to really appreciate the SMB2 throwing mechanics during the creation of this game. It adds so much more action to the levels, as long as there aren't any cheap tricks along the way. One of the tricky things was making sure that bombs were throwable by all characters, since Mario/Luigi and Peach/Toad have different "throwing motions". Another big challenge was implementing locks and keys, because they can mess up the pacing of a level and force the checkpoint to be either too early or too late in a level.

Red Coin segments
One thing I noticed is that our later levels didn't feature as many red coin bonuses as the early levels. This was partially intentional (at least in my levels) because I wanted the emphasis to be on the challenge at that point. In hindsight, another red coin segment or two might've worked in Worlds 5 and 6. Perhaps one such segment should be added to the flying shoe area of Climbing Climbing Beanstalks? And maybe another segment during the maze of Twisty Twisty Tomb? Hmm...

Posts

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Decky
I'm a dog pirate
19645
Thanks - you liked our new levels?
When's this gonna be complete? I don't wanna spoil it by playing the unfinished product.
I would target next week...let's say... Wednesday.
Decky
I'm a dog pirate
19645
There are only two levels left to make, so Wednesday is very doable.
I got impatient and played through the demo. No Subcon fairies?
A good game overall :D
I liked the ending after you finally defeat the Wart and
his three minions.

author=Davenport
A good game overall :D
I liked the ending after you finally defeat the Wart and
his three minions.

Spoilers, dude. Spoilers.

You guys forgot to resprite the Blooper death effect, and the Autbomb death effect needs a mask gif.
The boss of World 4 was... kinda disappointing. I was expecting something original.
Decky
I'm a dog pirate
19645
Yeah, there are a few graphical oversights. World 4 boss was a missed opportunity. I still liked how the level itself turned out though.
author=Deckiller
Yeah, there are a few graphical oversights. World 4 boss was a missed opportunity. I still liked how the level itself turned out though.

Yeah the level was good. Most of the levels were. Castle #1 was a bit too tricky though. Those circling spike balls are really hard to dodge underwater.
Decky
I'm a dog pirate
19645
Ah, yeah, that part was pretty sadistic. Thanks for playing!

We'll probably do a final round of edits and fix some of those graphical left-overs, now that the Nagademo deadline isn't looming.

Umm... My SMBX is on crack, I guess and it doesn't like your game. (See pic above)
This happened immediately after selecting the character and save slot, it threw the loading screen for a half a second and then spawned me in that very lower right corner where Mario is now. I waited a couple minutes, but nothing happened.

Trying to Quit to the main menu will result in an error message. "file already open" (All other programs were closed)
Mario is on the lower right corner and spazzing out like no-ones business.
Any help?
Here's my foder setup: (in case that helps)
program files > SMBX > worlds > Super Doki Doki World > (game files)
If you can help that would be fantastic, thanks in advance!

Oh and you can't move from that corner, turning around will warp you a tad to the right so that Mario is only barely visible. And by spazzing out I mean flashing rapidly as if someone put a warp in and out on the same spot resulting in an infinite loop.
Does that happen with any other SMBX games?
No, I even tried a couple of other RMN games, all of them worked fine.

The only other problem I have had with SMBX games is an error that crashes the game for me occasionally, however I deciphered that this is caused by an npc speed value.
(basically any npc speed value can't be in between 0 or 1.(so 0 and 1 is fine but something like 0,3 crashes the game when entering a level with the NPC)

I'll try to redownload soon, but my brother has something in the background that he wants to continue, so I'll do it at another time.
Edit: I shall attempt re-download, now. Oh, and congrats on the promotion Deckiller! (I did not see the important page change :D )
Edit 2:Aha, it was my arch nemesis Error 13: Type mismatch. For some reason, since one of the 0.XX values were on the game folder instead of a level folder, which causes the error,it didn't know how to act so I guess SMBX just spawned me in limbo... it works fine now, and I also deleted, every other 0.XX value from the level folders too.
Off to play SDDW!
In the first level of world 3, it lags so much it's unplayable. All the other levels ran perfectly, even while I was recording with hypercam. I'm going to edit the level so I can pass it, just wanted to mention that.
Let me know what you find! I am curious as to what could be making it lag.
After some fiddling, I discovered it was the custom MP3. Maybe because it's fairly large, almost 5mb. I changed the music on each section and the level runs smooth now.

D'oh >.> I got stuck in this level.

Decky
I'm a dog pirate
19645
The darker path may sometimes be wiser.
I also got stuck there once. Had to restart the level. Wasn't fun.
author=Deckiller
The darker path may sometimes be wiser.


I can't get to the switch from there. That jump should be one tile down.
Decky
I'm a dog pirate
19645
You can backtrack...I think. The dark version adds a vine there. That's Kentona's level; he'd know :D
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