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[SMBX2 B5] Super Mario Zeal C3 Winter 2023 Demo (1.7.5 "Encounter")

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So yet again I am posting a thread for Super Mario Zeal and C3 kinda caught me by surprise this year. I am kind of in the midst of making a new level, also World 4 of Super Mario Zeal is almost complete, and I have made slow but noticeable progress in world 5 and 6.

But enough talk, have at you!



























-v1.7.5 "Encounter"-
* fix the missing foreground and backgrounds for the Wario's Island to Lake Shroomperior transit cutscene
* added four new levels in World four, 4-13: Prehistoric Pistoleros, 4-Tank: Crossfire Trail, 4-14: Frontier Frenzy, and 4-Castle: Ancient Alien Assault
* added three new level to world five, 5-B: Spook-Spite Swarm, 5-GH2: Haunted Homestead and 5-6: Wraith-Weir Way
* added one new level to world six, 6-B: Wacky Woods
* updated Cranky Kong's star hints with new hints for 5-B, 6-1 and 6-B
* tweaked 6-A: Wah-renzen Soil, and 6-Fort 2: Toy Block Tower to be Wario only levels
* (hopefully) quashed a bug where exiting the third bonus room (the one after the frog timer is triggered)
causes the music to go silent in 6-Fort: Wario's Castle
* Wario has been fully updated to MrNameless's Wario and his Wario rewrite
* removed all star costs on all FUNKY Flights throughout the game
* completely redesigned world 7's map, though it's still a WIP
* added world 8's map. World 8 is Mystic Mountain
* added world 9's map. World 9 is Dreamtartica
* doubled the music volume on 3-5: Turn Block Traverse due to the music being too silent
* added the lost world exit to Port Ship-Breaker
* did some minor touchup around Port-Ship Breaker (still no minigame though)
* fixed a bug where warping to Relic Town (in FUNKY Flights) from Mint Island Village would fail
* for now, quashed a camera bug with World 7's Map.
* finally quashed the double dialogue bug in H1-Fort: Shroomperior Starfort's first Bowser cutscene

-v1.7.2 "Nightmare"-
* fix the missing foreground and backgrounds for the Wario's Island to Lake Shroomperior transit cutscene
* added two cutscenes to 6-Fort: Wario's Castle
* implemented Marioman2007's quickpipe API
* tweaked the player physics to be more SMW-ish.
* updated the intro credits in the prologue (still slightly out of date, though)
* replaced the recoloured boots with actual smw styled boots by SuperSledgeBro
* implemented MrDoubleA's jump buffer API
* implemented MasterofDisaster's JumpinWater and Inertia APIs
* the final part of H1-Fort: Shroomperior Starfort has been tweaked to be slightly less difficult
* three new level has been added to world four, 4-10: For a few Barrels more, 4-11 Kuribo's Boothill, 4-12 Crazy Claw.
* four new levels has been added to world six, 6-A: Wah-renzen Soil, 6-Fort 2: Toy Block Tower,
6-3: Tricky Train Trek and The Blue Switch Palace
* one new level has been added to the Lake Shroomperior hub world: H1-A: Artillery Ascent.
It can be accessed from the secret exit to 5-GH1: Deceitful Dwelling

-v1.7.0 "Dead Beat"-
* updated jukebox.lua
* updated the barrel plane sprites in all towns with a newer and more refined version made by ElectroSpriteMaker
* world 4's town, Relic Town is mostly finished, still needs a custom minigame in it.
* Emral's Coyotetime API and MDA's ExtraBGOProperties API has been implemented
* two new levels in world six have been added, 6-2: Sunset Shindig and 6-Fort: Wario's Castle
* in case I failed to mention it, Wario is now playable, although I should warn you that not
all levels can be cleared as Wario


-v1.6.7 "Stream+"-
* fixed a bug with the black Klobbers is in 5-A: Ghost Rope Gauntlet (Thank you MegaDood for providing the updated effects code needed to fix that)
* reduced the rotodisc's hitbox down to an 8x8 in SMBX pixels (16x16 in real pixels)
* finish reworking and remaking 2-5: Explosive Elevation
* fixed a handful of unfair setups in a few levels
* updated Spencer Everly's extrasounds api as needed

-v1.6.5 "Stream"-
* fixed a minor map issue within World 4
* fixed a visual glitch in 2-1: Jungle Hijinxs
* increased the music volune in H1-2: Condor Crossing and the bonus room in 1-Castle: Seaboard Station
* fixed a very bizarre glitch where 2-A: Lava Tubular was missing one of it's background elements
* further optimized sound file calls by reducing the remaining bit of excess dulplicate sounds
* added some minor aesthetic and layout improvements in 2-Temple: Temple Turmoil
* added some minor aesthetic and layout improvements in the second half of 2-1: Jungle Hijinxs
* added seven new levels, mostly in worlds 4 and 5 and the first level of World 6
* updated all instances of Klobbers with MegaDood's updated Klobbers




..and finally for the convenience of the expo goers, a brief guide on how to install Super Mario Zeal in SMBX since some people have had trouble with it in the past.
1. Download and Install SMBX2 from here: https://codehaus.wohlsoft.ru/downloads.php?
2. Download Super Mario Zeal and directly unzip it in the worlds directory in SMBX2 root directory. It should ideally look like this:

3. Launch SMBX2, what you're looking for is the red mushroom icon in the folder right here:

4. Open the Episode selector, select Super Mario Zeal and you're good to go!



I hope this year's C3 will be a good one and thank you for supporting this project for over four years now.




Fire knows how to cook. Promising as always.






♪ Something in the way... ♪
Some of the aesthetics here are super nice! I really like the hieroglyphs in the "Egyptian" (?) level, and I also love all the skull tiles in the "Hell" (?) level. These go incredibly hard!
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Some of the aesthetics here are super nice! I really like the hieroglyphs in the "Egyptian" (?) level, and I also love all the skull tiles in the "Hell" (?) level. These go incredibly hard!


All that exactly.
I would add, that this wasp hive level also seems more creepy than it has any right to be.
In any case, it's good to see new stuff from you! :)


Is there something I might be missing on the last two screens, though?
They look oddly bland and simplistic compared to all the other screens shown. #ab{<_<}

@FPI: funny you should mention that. All of these are actually linked gif images and would normally be animating. You just have to click on the images to see them in action.




Amazing as always! Keep up the good work!
Now that I stopped to look, the hell-themed level's aesthetic reminds me a bit of MKF's level 'Inner Turmoil'.






♪ Something in the way... ♪
Originally posted by FireSeraphim
@FPI: funny you should mention that. All of these are actually linked gif images and would normally be animating. You just have to click on the images to see them in action.


Ah.. haha #ab{:LOL:}
Didn't noticed that, yeah.
Now that I've seen them in action they sure make more sense. Nicely done!

I wish to thank you for visiting my thread so far. Hopefully I'll have a video of the newest level I'm working on shown here before the expo is over.




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