The Legend of Darkness is a SMBX-38A episode made by Hel Studio, whose members are mostly from China.
As the titie of this post implies, this post contains a video showing the content of opening plot and the level 1-1 of this SMBX-38A project named The Legend of Darkness. Specially thanks to P-anon for making all-new playable Mario sprites, and DA MARIO GUY for polishing the texts of opening plot!
The Legend of Darkness is a SMBX-38A episode made by Hel Studio, whose members are mostly from China.
This project of this episode was originally launched by me in summer 2015, and this episode has only been finished the former 2 chapters before. Because I was busy after starting high school in summer 2017, and members in the studio also had their own affairs to deal with, the progress of this project was very slow. During this time, Slash-18 updated many stuffs in this episode.
When I began my university career, I finally could spend some time on this project. Because we're dissatisfied with the levels we made years ago, we decided that we will make levels of this episode from scratch. We're remaking levels in Chapter 1 at present.
(Although in the preview video some texts appearing in the episode are written in Chinese, there will be English version of this episode released, so don't worry about the language.)
My God, this project is brilliant! All the details, smooth graphics and new mechanics, something I had never seen in SMBX before.
This project and you certainly have a future!
This is probably the best smbx work I've ever seen, and it was made using 38A
This have piqued my interest in SMBX, I would probably prefer to use 38A.All in all, this is a great work.Working in Progress The Mario's Greatest AdventureWithBrutapode89
LunarMagic language translate to Chinese
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『总往高处看,终被云雾蒙蔽双眼。若想看清世间,唯有放低双眼。』
I like SMBX project but I wish to collaboration at 2028. Next month I wish to experimenting SMBX stuff with custom lua
Thank you very much for supporting it! We will keep up making more new progress!
Looks very good by far! While only the beginning of the game has been displayed here, I'm seeing a mix of elements from a variety of games from SMW to Wonder, and even RPG elements.
My minor concern is, have you decided on the 'core gimmick' to make it stand out among other titles? A standard Nintendo-styled Mario game would draw much competition against many similar titles, especially Wonder itself. (One of my all-time favourite fangames, Super Mario 63, gets the job done with the 3 FLUDD variants that not only added new mechanisms, but also removed both the repetitiveness in Sunshine and negative player feedback from dying, as it's much harder to fall into an abyss with FLUDD.)
I would guess you have this problem thought out already though!
Originally posted by w7n
Looks very good by far! While only the beginning of the game has been displayed here, I'm seeing a mix of elements from a variety of games from SMW to Wonder, and even RPG elements.
My minor concern is, have you decided on the 'core gimmick' to make it stand out among other titles? A standard Nintendo-styled Mario game would draw much competition against many similar titles, especially Wonder itself. (One of my all-time favourite fangames, Super Mario 63, gets the job done with the 3 FLUDD variants that not only added new mechanisms, but also removed both the repetitiveness in Sunshine and negative player feedback from dying, as it's much harder to fall into an abyss with FLUDD.)
I would guess you have this problem thought out already though!
Thank you very much!
As for the 'core gimmick', in my opinion, the jump of Mario itself is the 'core gimmick', if we can make his jump become various and interesting. Take Metroid series as an example: Aside from the main mechanisms of exploring and finding new items, does every title in this series have 'core gimmick' to make it different from other titles? Nope, but new titles tend to put more efforts on level designs and gameplay. Just like Metroid and Super Metroid, you can't say that apart from some improvements on mechanisms and gameplay, there's any all-new 'core gimmick' Super Metroid has but Metroid doesn't. But Super Metroid uses both strong guidance (Not too many sub-forks before obtaining the Power Bomb, and everytime you obtain a new item you must use it properly to find a way out) and low guidance (Much more freedom to explore after obtaining the Power Bomb), and allow players to skip some processes by using some hidden skills. All of these elements in Super Metroid combine together and provide players with different experience from Metroid.
So, instead of intentionally adding 'core gimmick' to make it stand out among other titles, we still prefer to focus on the level design and Mario's jump itself, and combine Mario's jump and levels' designs/mechanisms together. For example, in the level 1-2 of this project, the main mechanism is pulling crates, where Mario needs it to get to higher place; and the level 1-3 introduces two types of Mushroom Platforms, whose mechanisms involve Mario's jump as well. We believe that if we focus on Mario's jump and put more efforts on level designs of this project to bring a good gameplay experience to players, even without 'core gimmick', it will also have its shining points and may stand out among other titles.
This work looks great. I hope it can be finished soon.
Originally posted by SWEET INK
This work looks great. I hope it can be finished soon.
Thanks! Though the progress is slow at present, we will try our best to finish it!
This project is brilliant! All the details, smooth graphics and new mechanics. even though the project is slow, I hope there will be a lot of updates soon. good job
Originally posted by lo fang 123
This project is brilliant! All the details, smooth graphics and new mechanics. even though the project is slow, I hope there will be a lot of updates soon. good job