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SMB1 Custom All Star NPCs, World Map and Cutscene (For SMBX 2..0 Beta 5) - Printable Version +- MFGG Forums (https://forums.mfgg.net) +-- Forum: MFGG (https://forums.mfgg.net/forumdisplay.php?fid=4) +--- Forum: Development Showcase (https://forums.mfgg.net/forumdisplay.php?fid=8) +--- Thread: SMB1 Custom All Star NPCs, World Map and Cutscene (For SMBX 2..0 Beta 5) (/showthread.php?tid=3091) |
SMB1 Custom All Star NPCs, World Map and Cutscene (For SMBX 2..0 Beta 5) - KJPopcorn - 03-24-2024 Hello. I am creating a remake of Super Mario Bros called "Super Mario Bros.: Spiced Edition". It will have additional enemies, levels, power-ups and elements from SMB1, SMB2, SMB3 and SMW. Can someone create the following (this is a lot of requests): NPCs: Fire Bro (SMB1 Style) Color: Red Throws fire instead of hammers. Ice Bro (SMB1 Style) Color: Cyan/Light Blue Throws ice instead of hammers. When ice hits the player, it freezes them for 3 seconds. Boomerang Bro (SMB1) Color: Blue/Navy Blue Throws boomerangs instead of hammers. Sledge Bro/Big Hammer Bro (SMB1) Color: Green Throws sledges instead of Hammers/Large version of Hammer Bro Cannon (SMB3) Cannons are used to fire cannons (hence the name) or Bob-ombs. (Not really nessecary considering we already have cannons now) Panser (SMB2) Color: Purple Acts like Green Panser but walks. Koopa Troopas (SMB1 from SMW) Color: Green/Red/Yellow/Blue Acts like SMB1 Koopas but Naked/Beach Koopas jump out when jumped on. Eating one can make Yoshi: 1. Spit fireballs (Red Koopa) 2. Create earthquakkes (Yellow Koopa) 3. Fly (Blue Koopa) 4. Ground pound (Riding Purple Yoshi) 5. Spit turnips (Riding Pink Yoshi) 6. Spit ice cubes (Riding Cyan Yoshi) 7. Everything (Riding Black Yoshi) Koopalings (SMB3) Roy: Produces earthquakes when in his shell. Ludwig: Produces stronger earthquakes when in his shell. Koopa Paratroopas (SMB1 from SMW) Color: Green/Red/Yellow/Blue Acts like SMB1 paratroopas. When hit once, it loses it's wings and acts like a regular koopa. When hit again, a naked/beach koopa comes out. Eating one can make 1. Spit fireballs (Red Koopa) 2. Create earthquakkes (Yellow Koopa) 3. Fly (Blue Koopa) 4. Ground pound (Riding Purple Yoshi) 5. Spit turnips (Riding Pink Yoshi) 6. Spit ice cubes (Riding Cyan Yoshi) 7. Everything (Riding Black Yoshi) Lakitu in a Pipe (SMB1) Throws spinies from pipes Kuribo Shoe (Green/Red/Blue) Micro Goomba/Brick Goomba (SMB1) Para-Goomba (SMB1) It can bounce or have different flying algorithms like the regular Para-Goomba Goombud/Goombrat (SMB1 from NSMBU/SMM2/SMBW) Parachute Goomba (SMB1 from SMW) Parachute Bob-omb (SMB3 from SMW) Galoomba (SMB1 from SMW) Goomba Tower (SMB1 from various games) Big Koopa Troopa (Green/Red/Yellow/Blue) (SMB1) Larger version of Koopas. Naked/Beach koopas do not jump out of the shell. Big Paratroopa (Green/Red/Yellow/Blue) (SMB1) Larger version of SMB1 paratroopas. When hit once, it loses it's wings and acts like a regular Big Koopa. Big Shy Guy (Red/Blue) (SMB2) Spike Top (SMB1) Buzzy Beetle (SMB1) Buzzy Beetle (upside-down) (SMB1) When Mario goes near it it drops and retreats to it's shell. Castle/Grey Spiny (SMB1) Immune to fireballs Castle/Grey Goomba (SMB1) Castle/Grey Para-Goomba (SMB1) Castle/Grey Goombud/Goombrat (SMB1) Castle/Grey Parachute Goomba (SMB1) Castle/Grey Galoomba (SMB1) Castle/Grey Goomba Tower (SMB1) Fishin' Boo (SMB1) Ghost version of Lakitu. Has a blue flame at the end of their fishing lines. Spiny Cheep Cheep (SMB1) Color: Purple Spiky version of cheep cheep Eep Cheep Color: Yellow A version of Cheep Cheep that swims away from Mario. Blue Podoboo (SMB1) Purple Podoboo (SMB1) Missle Bill (SMB3) Homes in on players Power-ups: Frog Suit (SMB1) Penguin Suit (SMB1) Blue Shell (SMB1) Racoon Suit (SMB1) Ice Flower (SMB1) Tanooki Suit (SMB1) Hammer Suit (SMB1) Lava, Water and Poison: Rising water (up and down, custom settings (speed, height)) Frozen water Color: Cyan When player goes in the water, it freezes them for 3 seconds. Rising lava (up and down, custom settings (speed, height)) Blue Lava Blue Lava (up and down, custom settings (speed, height)) Poison Color: Purple Rising Poison (up and down, custom settings (speed, height)) Blocks: Volcano (Overworld) Red version of Overworld tiles Volcano (Underground) Red version of Underground tiles Desert Color: Oraange/Yellow Desert (Sunset) Color: Red/Orange Desert (Night) Color: Red Also, can someone create a world map? World 1: Goomba World Theme: Grassland 6 levels, 1 fortress, 1 airship, 2nd level secret exit to a Yellow Switch Palace and World 2 secret level in water. 1 secret level to World 6 1/2. Castle comes after 3rd level World 2: Egypt World Theme: Desert 6 levels, 1 fortress, 1 pyrimad, 1 airship. 1st level secret exit to Green Switch Palace and World 2 secret level in water. Castle comes after 2nd level World 3: Artic World Theme: Snow 10 levels, 1 ghost house, 2 castles, 1 airship, 6th level has secret level to World 4 and to Red Switch Palace. Ghost House comes after 3rd level. 1st castle comes after 7th level & 2nd level comes after 10th level. World 4: Gigantic Forest World Theme: Forest 2nd Theme: Dark Forest (4th level onward) 6 levels, 2 castles, 1 secret level, (exited from 6th level of World 3), 1 secret ghost house (exited from 2nd level), 1 airship 1st level comes after 3rd level & 2nd castle comes after 6th level. Ghost house secret exit leads to airship. World 5: Seaside World Theme: Beach 8 levels, 2 castles, 4th level secret exit to World 6. 5th level secret exit to Blue Switch Palace, 1 airship. 1st castle is in the water and it comes after the 3rd level. 2nd castle comes after the 6th level. World 6: Mountainside Sky World (Mountain) Theme: Mountain 3 levels, 1 castle, 1 spiral tower leading to World 6 1/2 1st castle comes after 3rd level and spiral tower comes after 1st castle. World 6 1/2: Mountainside Sky World (Sky) Theme: Sky 5 levels, 1 ghost house, 1 airship, 1 secret level from World 1. 3rd level has secret exit to the secret level from world 1. Ghost house comes after 3rd level. World 7: Pipe World Theme: SMB3 Pipes 6 levels, 2 castles, 1 airship. 2nd level has secret exit to 4th level, which has secret exit to world 8. 1st castle comes after 3rd level. 2nd castle comes after 6th level. World 8: Bowser World Theme: Volcano 2 tank levels, 7 levels, 1 castle, 1 final castle 1st castle comes after 3rd level. Final castle comes after 2nd tank level - BONUS WORLDS - World 9: Star World Theme: Space 8 levels. World 10: Mushroom World Theme: Space 7 levels World 11: Flower World Theme: Space 10 levels, 1 boss rematch castle Rematch castle comes after 10th level World 12: Crown World Theme: Space 1 level My game will be about Bowser and the Koopalings stealing the Yoshis (execpt the green one), so can you also create a cutscene about that in Peach's castle? And the bonus worlds shouldn't be available until AFTER Bowser is defeated. When the credits play and if the player opens the episode again, he should go back to Peach's castle in World 1 and it should allow him to go to the bonus worlds. Like I said, this is a lot of requests so please do one at a time. Thanks. RE: SMB1 Custom All Star NPCs, World Map and Cutscene (For SMBX 2..0 Beta 5) - VinnyVideo - 03-24-2024 Welcome to MFGG! There's lots of people here who will be happy to help you as a game developer - helping you figure out which tools to use, answering programming questions, or giving feedback on graphics and sound, for example. But I don't think there's anyone here who's going to make a game for you - especially an extremely long game from a new member. You might want to check out Gate's engine, which has most of the enemies and obstacles you're requesting. In the long run, however, you'll want to learn how to program things yourself. If you've never made a game before, GameMaker is a very good starting point - it's free to use, and it's still the most popular game-making tool on MFGG. I strongly recommend that you tone down your ambitions at this point, especially if you've never made a game before. The official Mario games have a lot fewer levels than that, and those had teams of professionals working on them for years. It's very rare to see a fangame on MFGG with more than 40 regular-length levels or so, and many popular games have fewer than that. Even if you're making relatively simple levels with a premade engine, making a short level can still take several hours. For that reason, I'd encourage new game developers to aim for 10-20 levels in their games and get feedback before they contemplate extending their game. I'm not trying to discourage you - making games can be lots of fun, and it's not rocket science. But you won't make a great game without lots of hard work, dedication, and patience. RE: SMB1 Custom All Star NPCs, World Map and Cutscene (For SMBX 2..0 Beta 5) - KJPopcorn - 03-25-2024 I wouldn't know how to code my NPC. RE: SMB1 Custom All Star NPCs, World Map and Cutscene (For SMBX 2..0 Beta 5) - VinnyVideo - 03-25-2024 No one is born knowing how to code! But it's not too difficult to learn how - it just takes time and patience. It's usually best to start small - start by coding really simple things, then work your way up to more complex things. RE: SMB1 Custom All Star NPCs, World Map and Cutscene (For SMBX 2..0 Beta 5) - Gate - 03-25-2024 I definetly recommend asking for guidance in the SMBX Discord server, I'm sure you will get help there. Closing this thread now |