Language…
11 users online: gui, lyndis, NerDose, Oskise, Overcrow03, Soul, Squiggs, TheBourgyman, TheJavabrew, Torchkas, Untitled_Pribor - Guests: 82 - Bots: 206
Users: 55,631 (2,423 active)
Latest user: foehn377

Super Mario bros. Star Quest *New Boss*!

Link Thread Closed
Thanks! :D

Time to unveil the sub-boss for the castle.


Yup, it's a Lakitu. Avoid the spinies and throw veggies at his face repeatedly to win. (There is a background, it's just too high up to see it).

When you kill him you're teleported into the castle's courtyard for a brief section before the main Boss, Mouser.

Since it's a tiny bit generic, i'm thinking of getting rid of the veggies, and making it so the lakitu occasionally throws out a bomb.

Would that improve it or not?
Hmm... I think I like the bomb one better; veggies growing on top of a castle really don't make sense...
Originally posted by uNkNowNeRRoR5642
Hmm... I think I like the bomb one better; veggies growing on top of a castle really don't make sense...

indeed, i thought the same. Well I'll try both, and see which one works better
here it is, what you've all been waiting for! (Not the demo, but the next best thing).

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xsJdecRQWqc&hl=en&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xsJdecRQWqc&hl=en&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

A video of the completed first castle, including sub-boss, following cutscene and the boss.

Enjoy!
Really nice! The graphics and the level design is simply awesome (the animated bomb-storage is amazing). PEOPLE WANTS DEMO.
edit: level 11, good.
Everything's looking great, Doomdragon. Loving the videos. Can't wait to see a demo release!
Originally posted by Big Al
Everything's looking great, Doomdragon. Loving the videos. Can't wait to see a demo release!

Thanks.

There has been change of plan: Previously, after The Dark Wood there was the forest level. remember it? Well now that's been moved to later in the game, in the place of...

A DKC style Minecart level!!!

Yes, really. I've modified the marine pop sprite so it acts more like the minecart. it's still not complete, but watch this space.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/efVt6ZgbKks&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/efVt6ZgbKks&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

The graphics used for the cart there are from DKC2 and don't really resemble a minecart, so I ripped/resized the cart graphics from DKC.

Which are better?



Note I'll probably use both at some point.

*Edit*

I've now ripped/resized some DKC Track GFX.



Comments? :D


um one question? WHY YOU HAVE TO BE SO AWESOME? but you should make that you cant controll the mine cart and just going straight forward and ou can jump. and also nice gfx!
Originally posted by the bad hacker
um one question? WHY YOU HAVE TO BE SO AWESOME? but you should make that you cant controll the mine cart and just going straight forward and ou can jump. and also nice gfx!

Thats what I'm working on. I agree, being able to control it makes it a little sucky.

new BG:


It suits, right? (It's from the same game/level, after all).

(I've just noticed/fixed the heart's palette).

*Edit* Addded comparison to original game. Meh... now the tracks look obviously resized... it was aliased, as well... Oh well, it looks alright
oh dear...please dont remind me of haunted halls...its a scary lvl..annyways you have done well with the bg and so on. keep it like that!
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/HAtRTWr-o80&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/HAtRTWr-o80&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

New video of the cart in action, showing the newly enabled jiump sound effect. :D
Nice work on the Mine Carts, Doomdragon. My only problem it that it looks weird going up and down slopes. Perhaps you should try to make the cart go diagonally on the slopes.
Originally posted by Luigi-San
Nice work on the Mine Carts, Doomdragon. My only problem it that it looks weird going up and down slopes. Perhaps you should try to make the cart go diagonally on the slopes.

Don't worry, thats being covered. Thanks for feedback though
Is it just like DKC, meaning once you start the minecart you can't stop until you finish the level?
Originally posted by Flandre Scarlet
Is it just like DKC, meaning once you start the minecart you can't stop until you finish the level?

Not yet, I'm working on that. (Or rather, Schwaa is, I put it in his request thread). :D
Dammit, the hole site re-uctioinating has eaten my post. Anyway, I just posted this updated Mine-cart video.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/o1UNt4q0UsY&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/o1UNt4q0UsY&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

It shows both minecart graphics: The Normal cart from DKC, and the skull-shaped cart from DKC2.

It now automoves right, but unfortunately you can still mpove left if you press the button.

*Edit* Both mine carts side by side.


Both Backgrounds (Mine Cart madness and target Terror respectively) ripped by edit1754.

Comments?

(I'm going to make the tracks in the second screenshot stand out a little more from the background. It looks better in motion, I must say).
Right, I've moved on from the minecarts for a while. They work to a... satisfactory degree.

Now for my next update, the Halberd from Kirby Super Star! (Or Kirby's Fun pack, to us UK folk).

I've spoken about this before, but now it's considerably more epic. I've managed to insert the halberd music (It never worked using Carol's).

That's not all the awesomeness to report. I've now applied Alcaro's VRAM Rearrangement patch. Incase you don't know what that is, essentially it lets you build FGs and BGs using graphics in the Sprite Slots!!!!11!

So now I've got some more tiles and a background (Which auto-scrolls).



That's all of the FG tileset I've assembled right now, but I'm certainly going to do more. The VRAM patch has opened up hundreds of possibilities...
___

This awesome patch has come at a price. It appears to have buggered my Whispy Woods boss.


To be honest, I'm not that bothered, because it was glitchy and pretty much unbeatable anyway. I'll maybe try and fix it at a later time.

Video of Halberd coming soon.
Wow, I can't wait to beta test this hack! =D
also, can't wait to see a video of that Halberd level, it looks great from the screenshots. ;)
meh
Originally posted by SonicBlue77
Wow, I can't wait to beta test this hack! =D
also, can't wait to see a video of that Halberd level, it looks great from the screenshots. ;)

Thanks. What sorta enemies shoudl there be in the level?
I would say bouncing koopas, bullet bills, pretty much anything from the forest tileset excluding wigglers, flying hammer bro, albatoss, bullet bros, homing bullet bills, separate bullet bill shooters, and a wall scaling cannon. Pretty much anything that looks mechanical or explodes.
Link Thread Closed