NIN8HALOS'S PROFILE
nin8halos
4375
I'm a college student. I like games. I'm making some with Super Mario Bros X. I also like to watch Let's Plays. Mostly BoboTheVulture and MysteriousJG.
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A collaborative Link game in SMBX
author=Arandomgamemaker
It's possible. You would just surround a treasure box with green switch blocks or something.
Those reset every time you start a level. You can't have a switch in one level that changes something in EVERY level.
A collaborative Link game in SMBX
author=LockeZauthor=kentonaThis is actually not true, I'm pretty sure! You remember those colored blocks in Super Mario World that are just dotted outlines until you hit a giant button somewhere in the world? You can use these to give Link access to different tools based on his progress. Kill a boss and hit a giant green button, making green treasure boxes appear in each level, which all contain boomerangs; boomerangs can't be obtained any other way. If the player only has Link, it's not hard to design puzzles that can't be solved without specific tools (or possibly with any of a few possible tools)
It's not like traditional Zelda games where you can get items permanently to unlock new areas or abilities or whatever. With SMBX there is no real permanence between levels (beyond your own character's powerups, which are lost once you get hit). The only thing that can really mark progress is a WORLD MAP and TRIFORCE PIECES (aka Stars).
You'd need to decide which powerups you want to limit this way, and which other powerups you want to never appear at all. And then probably coordinate an order for the stages that actually give these new tools as rewards to be completed in (it would be okay if some could be done earlier than needed, but not okay if you needed powerups you couldn't possibly have yet).
I don't think any of this applies to SMBX.
RPG Maker XP Security Threat
So I've been trying to download RPG Maker XP from the website, but Norton immediately removes it due to a security threat. Has anyone experienced this before?
Why your name?
Mario's Mansion 3?
HELP WANTED: 8-bit Graphics Designer for Retro RPG
Thanks everyone. I did get it to work, but then I found that the RTP resources weren't included, and I can't find a working download for them. Anyone got a link to something that still works?
SMBX Project: Need Tester, Ideas and Resources for SML2-style Game
author=Link_2112
It took me about 1 minute to find this page xD http://www.mariouniverse.com/maps/gb/sml2
I helped :3
It's a good start. Thank you.
SMBX Project: Need Tester, Ideas and Resources for SML2-style Game
So I really want to make a Super Mario Land 2 style game, with sprites, sounds and music that fit. I'm having a hard time finding sprites, tilesets, background, etc. Oh, and this is going to be in color, unlike the actually SML2. If you can find/make the graphics, I'll worry about color.
If you've got any resources or would like to help out for the duration of the project, lemme know.
If you've got any resources or would like to help out for the duration of the project, lemme know.
What do you call a "Great Mario Level"?
A good level is challenging without being overwhelming.
There should be variety in visuals and obstacles, but there should also be consistency. One solution is to use an obstacle or gimmick a few times with variation.
Secrets are important. They reward the player for being clever or skillful. Make them tricky to find or reach, but not impossible. For example, put invisible blocks in conspicuous rather than arbitrary locations.
Secrets can also include alternate routes and hidden rooms. Those are usually good places to hide secret exits or stars, or helpful powerups. You should usually make it clear that these are not part of the normal path, otherwise they don't seem particularly special. If a player finds a secret area and doesn't realize it's a secret area, you probably did it wrong.
Enemies are not always necessary, but I think most levels should have them. It's better to place a few enemies in the right spots than a ton of enemies everywhere. And don't always put enemies in the worst place for the player to deal with them; save that for the really tough levels.
Lastly, platforming levels should not be too long or confusing. The player should be able to tell which way they need to move, unless the level is a maze; in that case, there should at least be some indication of how to reach the goal, with very few situations requiring trial and error.
There should be variety in visuals and obstacles, but there should also be consistency. One solution is to use an obstacle or gimmick a few times with variation.
Secrets are important. They reward the player for being clever or skillful. Make them tricky to find or reach, but not impossible. For example, put invisible blocks in conspicuous rather than arbitrary locations.
Secrets can also include alternate routes and hidden rooms. Those are usually good places to hide secret exits or stars, or helpful powerups. You should usually make it clear that these are not part of the normal path, otherwise they don't seem particularly special. If a player finds a secret area and doesn't realize it's a secret area, you probably did it wrong.
Enemies are not always necessary, but I think most levels should have them. It's better to place a few enemies in the right spots than a ton of enemies everywhere. And don't always put enemies in the worst place for the player to deal with them; save that for the really tough levels.
Lastly, platforming levels should not be too long or confusing. The player should be able to tell which way they need to move, unless the level is a maze; in that case, there should at least be some indication of how to reach the goal, with very few situations requiring trial and error.