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The Forgotten Island

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I am officaly announcing my project, The Forgotten Island, to the public!

It features Custom Sprites, Custom Music, a few Custom Blocks, a few graphical changes, and a custom status display that will not hold a spare item (credits will be posted in the readme).

Story: Remember that island in the northwest corner of S.M.W.? The one you never went to? Something was being done out of sight...

Two months after saving Peach, Mario and Luigi are on a vacation island, still relaxing after their epic quest. Mario decides to go to the beach.

He goes over to the water, and is about to lay down when a tape recorder washes up on shore. "What the heck?" Mario says as he picks it up. He presses the play button, expecting it to be broken, and he hears this message:

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He gets Luigi and they rush down the path, and thus your adventure begins!

Current Level List:

Start to Path Split:
Level 1 The Path Ends Here
Level 2 The Goomba Sea
Level 3 Unnamed Plains
Level 4 Vedonium Mines
Will also contain an info house and another place I won't reveal.

Path A: Short/Hard:
Level 5 Freaken's Forest
Level 6 Silver Hill
Level 7 Unnamed*
Level 8 Slanted Plains

Path B: Long/Easy:
Level 9 Research Lab #237
Level 10 Lakitu's Domain
Level 11 Pennan Woods
Level 12 Unnamed*
Level 13 Long Lake
Level 14a Floating Heights
Level 14b Montyville

Rejoining of the Path:
Level 17 Unnamed*
Level 18 Unnamed*

*Name not given to prevent spoilers!

The Title Screen Here!

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The vacation island, which includes an info house, the first level, and something else (the level has two paths)...

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In the first level, you have two paths to choose from: this pipe...

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...or this pipe which is further down.

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Those clear, blueish (or grey depending on the level) b.locks will warp you if you touch them if you have 3 "Koopa Coins" or more.

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One of the pipes goes here, where you can get a Hammer Powerup!

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The other pipe leads you to a Boomerang Powerup!

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After the cave areas and near the Midway. Those green coins are Anticoins and they subtract 1 coin for each you pick up. Also, if you collected 3 Koopa Coins, there's a warp for you!

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Watch out! Contraptions such as these will fire Bullet Bills at you, so be wary (and yes, they will only fire one direction).

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Near that old, mysterious island. It will be nothing like the plain clump of random space it was before!

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I didn't call it the Goomba Sea for nothing! I noticed in a test run that a Goomba's gravity (especally the Paragoombas) is much different underwater, so prepare for a surprise!

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If you can find this area (which is not directly connected to the normal level) you will have a choice: coins or a Koopa Coin and powerup? You can just go back the way you came if you want your wealth.

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Another Custom Block is a block that you can only break if you're invincble!

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At the beginning of the 3rd level, you start seeing Custom Sprites, including this Giant Green Koopa (which is linked to the plot in a way that I won't spoil for you).

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Up or down? This game features many different instantances where the path splits in two.

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Another constant feature of this game are fights, where you have to defeat all sprites on the screen for a pipe to appear and allow you to continue!

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The green clear blocks, similiar to the blueish ones, will warp you if you have 55 coins or more (so start saving!)

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No lava in this cave! Vedonium is another piece of the puzzle, and a pool of death as well!

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Starruns such as these will have you make quick decisions on which path to take (without fatal dead ends, of course).

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Some fights (such as this one) are mandatory, while the fight shown earlier can be avoided depending on which path you take.

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Vedonium is not your average death liquid; it will also flow on a few ceilings!

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Unlike S.M.W., you will get points instead of coins when you kill enemies with the rare Fire Flower's fireball.

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This fork in the road is more important than most: which path you take determines which path through the story you will travel. One is shorter and harder, while the other is longer but easier.

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The OverWorld as you enter your chosen path; you will not be able to scroll ahead to see what's coming up.

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Research Lab #237 starts the long/easy path. however, it starts out in the forest surrounding it.

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You must cross the pit of mulchers with the ballon powerup, but Bullet Bill turrets make it more than an ordinary flight.

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Another big level split that will decide the first half of the level.

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Going back in the forest starts off one choice. You also start with the Boomerang Powerup here.

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Those wierd blocks in the air are Anticoin blocks that used to be normal Anticoins until you hit a blue switch. They act the same, though.

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The other path brings you back underground. You will start this area off with a Hammer Powerup.

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You will denfinetly need those hammers! This is one of the few areas in the game with "Brother" type Koopas that isn't a fight!

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This is where the two paths converge, and it's also where the level's puzzle is!

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If you collect 3 Koopa Coins before finishing the puzzle (it's possible on either route) you will be able
to access a bonus area with the other 2 Koopa Coins!

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This is the passage that leads to the first mini-boss!

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This is the beginning of the first hard/short path level: Freaken's Forest.

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Expect Bullet Bill to be at your heels a few times!

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Giant Spinys and Flying Blocks dominate the first half of the level.

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A simple bonus room with a not-so simple way to get to it.

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The second portion of this level will see Yoshi make a quick appearance.

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This up-or-down choice will drasticly affect your amount of coins...

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...which will determine whether or not you gain access to the final Koopa Coin via these warp blocks.

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The next level in the short/hard path is called Silver Hill, and it starts in a scrolling area.

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If you jump too high, you have to collect a bunch of Anticoins!

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Can you get the lift high enough to reach that ledge?

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On or off, your choice!

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A good chunk of Silver Hill is traversed by a line-guided platform.

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Don't kill the Jumping Plant! You can easily launch high (or too high) off of it.

I will update this as I complete levels (I am much farther than this, but I still have much glitch testing to do). Feel free to give suggestions, because it's pointless to make something if the other users want different. I believe it will be on the site between Febuarary and March of 2009.
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MERLEN IS IN THIS GAME, COOL! :D
1st pic: should say "Help! Koopa's are invading! They appear to be coming from the island east of here. They're trying to... -END OF MESSAGE-
just fix that one problem, i wrote it all out anyway to compare it, everything else is ok, just make sure it matches this.

2nd pic: Check the submap, there's a line that's cutoff in the brown the the bottom left of m a r i o, not very bottom though. ;)

3rd pic: nothing bad

4th and 5th pic: bad clear b l o c k palette

6th pic: nothing wrong

7th pic: bad palettes strike again

8th pic: pipes cutoff

9th through 14th pic: nothing wrong

15th pic: pipe near edge is cutoff due to the ground

16th pic: ow! those b l o c k s are bright...too bright ><

17th through 21st pic: nothing wrong

22nd pic: use layer two to make the house fit in with the land and not be ontop the trees since this isn't the first level, so just use layer 2 to make some trees disappear before getting to the house unless the house got launched up there on purpose. :3

other then these errors, it's ok. ;)
meh
Let me check these new ones and some old ones;)


9th pic: yellow pipes still look cutoff

17th pic: B l o c k s still bright! OW, my eyes! X_X

33rd pic: in the BackGround (BG), the lamps are replaced with half star things, weird, fix that I would. ;)

34th pic: palette looks odd O_o

39th pic: more bad window b l o c k palettes

These are the only errors I can find, looks ok otherwise. :)
meh
I was wrong about one thing, on the first picture, the text, change Koopa's back to Koopas. other then that, this looks like a great vanilla hack to me. :)
meh
The "Vedonium" is just plain ugly. I suggest changing it back to lava if your palette use allows it.

The over-use of anticoins can get anoying, but I like them, so good job on that ;)

Furthermore, I think some of the palettes clash (Such as the ice-colored background against the darkgrey colored foreground, as seen in 6th screenshot), you should fix those as wel.

Further, this looks like something that can get real nice.
Ok, it seems I have some questions to answer.

The Vedonium's palette (while not exactly eye-pleasing) is most likely going to stay. The picture below (no, it's not an actual level) shows the next-best palette for the job:

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All of the other palettes are either blinding, almost invisible, or too similar to mud to be identified as a toxic chemical.

The Anticoins (as well as most of the other c.ustom b.locks) aren't used too often (they freeze the game in certain levels, which is not acceptible). The "clumping" of Anticoins is the closest thing for providing a challenge without resorting to Kaizo or invisible b.locks.

The FG/BG palettes are fixable. One of the main reasons I put this preview up was to see if some questionable palettes would work (so thanks for your input!)

So if the other Vedonium color is better, I'll be happy to replace it. I'll fix the palettes up more after I get input from a beta tester (I'll be sending a part of the game to him after I finish level 11). Just keep posting what you think could be done and I'll try to make it work.
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Originally posted by I8Strudel
All of the other palettes are either blinding, almost invisible, or too similar to mud to be identified as a toxic chemical.

Couldn't you just use a custom palette for it, and make the colours it uses range from dark green to light green, or something like that?
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Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
Couldn't you just use a custom palette for it, and make the colours it uses range from dark green to light green, or something like that?


Great idea! I quickly made a custom palette shown below.

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I feel that this works much better. The beta tester did too, so it's pretty much permanent.
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Update: The beta tester has given me results, and there will be a few OverWorld changes that might take place. Also, progress may be slowed to make minor changes to some of the levels. I'm still aiming for late February/early March for a release. Level 12/18 has been going smoothly anyways. There may be some changes annouced in the future as Betas 2 and 3 (and possibly 4, depending on 3's results) are tested. I will try to have screenshots of levels 9; 10; and 11 on here soon. Keep giving suggestions!
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Ok, the hyperlink for the title screen is there now! If anyone knows if there's a way to actually post the video on the site, could you tell me? Thanks.
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Actually, never mind about the other level's pictures. I am trying to get a second beta ready for my beta tester, so don't expect many new pictures until that's done. Also, I am probably not going to post pictures for many more levels because some of them could spoil the plot.
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