Uncle Princess
going to be a thing?Episode 2 Discussion Thread
- ztarwuff
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Re: Episode 2 Discussion Thread
So, um, upon watching raocow's latest LP, I was wondering... is
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Re: Episode 2 Discussion Thread
ztarwuff wrote:So, um, upon watching raocow's latest LP, I was wondering... isUncle Princess
going to be a thing?
I'm a dumb, I forgot I've been seeing darkychao post around here lately. Still dunno where Demolition's been though. Disregard that, coulda sworn I've seen him around but he hasn't posted since February.
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There's an official ASMT Discord server! Check it out to follow and/or contribute to A2XT Episode 2's development! thread, invite link
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- ztarwuff
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Re: Episode 2 Discussion Thread
i guess you're right, but my take on this was going to beRockythechao wrote:ztarwuff wrote:So, um, upon watching raocow's latest LP, I was wondering... isUncle Princess
going to be a thing?As it is I'm not sure what the status is as far as the game's story goes, as I understand it Darkychao was permabanned for making that 8chan board + other potential reasons I'm not aware of and I haven't seen or heard anything from Demolition since last year.
I'm a dumb, I forgot I've been seeing darkychao post around here lately. Still dunno where Demolition's been though. Disregard that, coulda sworn I've seen him around but he hasn't posted since February.
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Re: Episode 2 Discussion Thread
Sorry to butt in on a thing that I've literally never had anything to do with but
I believe that Uncle Princess can be translated into a character tastefully if they were to be genderfluid. In practice, this would mean that they'd fluctuate between pronouns and presentation of self. Tricky, but with proper care I think it could be pulled off.
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Re: Episode 2 Discussion Thread
Aww man. Those ideas sound awesome. I wish my life wasn't a constant stream of events right now!
Also is there a canonical dev kit I can download to make a level for this? I haven't been keeping up at all but I do have ideas for levels permitting I find the time and work up the willpower to learn Lua. From what little Lua I've done, I don't really like it, but if it's what this game is using and you're going to be proposing cool design choices like those I might have to get over my petty distaste for it.
Also is there a canonical dev kit I can download to make a level for this? I haven't been keeping up at all but I do have ideas for levels permitting I find the time and work up the willpower to learn Lua. From what little Lua I've done, I don't really like it, but if it's what this game is using and you're going to be proposing cool design choices like those I might have to get over my petty distaste for it.
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<- Go team Yeah Doctor Shemp.!
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It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
- ztarwuff
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Re: Episode 2 Discussion Thread
One thing I have noticed with the devkit I'm using is that when I require players to access certain warps using a number of leeks (e.g. 5 leeks to enter a warp), the game keeps saying you need X stars.
Re: Episode 2 Discussion Thread
Pretty difficult as far as I know. With current technology I don't think there's a way to re-route character sprites, so I don't think you can change what characters look like on the fly. However, functionality to do that may be possible to add.SAJewers wrote: If we do go with the store idea that was thrown about eariler, how easy or hard would it be to have character resprites? For example, buying Pily, and being able to swap out Iris with Pily (and vice versa) within towns.
Also talking about the shop idea, I should probably finish up v2 of the library for it...





Re: Episode 2 Discussion Thread
I might be able to remove the 100 coins limit, if there is any use for it.Hoeloe wrote: Also talking about the shop idea, I should probably finish up v2 of the library for it...
Re: Episode 2 Discussion Thread
The idea was to use raocoins, since they have otherwise no purpose and are already regulated in levels, so there's some semblance of balance there.Kevsoft wrote:I might be able to remove the 100 coins limit, if there is any use for it.Hoeloe wrote: Also talking about the shop idea, I should probably finish up v2 of the library for it...





- SAJewers
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Re: Episode 2 Discussion Thread
What about doing it using file operations? (ie. Selecting Pily as a character has the game copy her sprite files over Iris's)Hoeloe wrote:Pretty difficult as far as I know. With current technology I don't think there's a way to re-route character sprites, so I don't think you can change what characters look like on the fly. However, functionality to do that may be possible to add.SAJewers wrote: If we do go with the store idea that was thrown about eariler, how easy or hard would it be to have character resprites? For example, buying Pily, and being able to swap out Iris with Pily (and vice versa) within towns.
Also talking about the shop idea, I should probably finish up v2 of the library for it...
Re: Episode 2 Discussion Thread
That a way of doing it certainly. I don't know if LunaLua provides access to the file system in that way, though, and if it does, whether SMBX would reload the file reliably.SAJewers wrote: What about doing it using file operations? (ie. Selecting Pily as a character has the game copy her sprite files over Iris's)





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Re: Episode 2 Discussion Thread
Pretty easy actually I'd say, if I get a chance to do a little extra poking around.Hoeloe wrote:Pretty difficult as far as I know. With current technology I don't think there's a way to re-route character sprites, so I don't think you can change what characters look like on the fly. However, functionality to do that may be possible to add.SAJewers wrote: If we do go with the store idea that was thrown about eariler, how easy or hard would it be to have character resprites? For example, buying Pily, and being able to swap out Iris with Pily (and vice versa) within towns.
The hooks that I've implemented for the OpenGL renderer pretty easily allow overriding what sprites get rendered (even when not actually using OpenGL). The question is, how to detect when a particular draw operation is a character sprite one and for which character sprite. This is something that I could figure out easily enough.
Fun fact: SMBX's loading of level-specific character sprites leaks GDI resources, eventually causing the game to crash after you load a level with customers character sprites too many times. (I found out because this has occasionally caused a crash when testing the MaGLX2 relay level for me)
Its on my radar to fix that, and I know that in the process I'd definitely learn the missing pieces of what's required to override character sprites.
Last week I got a little bit of a start on that.
Re: Episode 2 Discussion Thread
Oh sure, I figured this was the case - I was just talking about using the current version of LunaLua. Would be really neat to be able to hot-swap sprites, and not just for the player. Hot-swapping NPCs could allow NPC behaviours to be reused with different graphics, which would be really neat.Rednaxela wrote:Pretty easy actually I'd say, if I get a chance to do a little extra poking around.Hoeloe wrote:Pretty difficult as far as I know. With current technology I don't think there's a way to re-route character sprites, so I don't think you can change what characters look like on the fly. However, functionality to do that may be possible to add.SAJewers wrote: If we do go with the store idea that was thrown about eariler, how easy or hard would it be to have character resprites? For example, buying Pily, and being able to swap out Iris with Pily (and vice versa) within towns.
The hooks that I've implemented for the OpenGL renderer pretty easily allow overriding what sprites get rendered (even when not actually using OpenGL). The question is, how to detect when a particular draw operation is a character sprite one and for which character sprite. This is something that I could figure out easily enough.
Fun fact: SMBX's loading of level-specific character sprites leaks GDI resources, eventually causing the game to crash after you load a level with customers character sprites too many times. (I found out because this has occasionally caused a crash when testing the MaGLX2 relay level for me)
Its on my radar to fix that, and I know that in the process I'd definitely learn the missing pieces of what's required to override character sprites.
Last week I got a little bit of a start on that.





Re: Episode 2 Discussion Thread
Now that I successfully removed the HUD of the Overworld, I wanted to ask if there are any plans to make custom stuff for the overworld or if you guys are using the overworld at all for Episode 2?
- SAJewers
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Re: Episode 2 Discussion Thread
We are using a hybrid overworld (just like Episode 1). As for custom stuff, not that I can think of, unless you want to attempt to recreate SMW's map viewing thingy (where you can press select and pan around the map)
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Re: Episode 2 Discussion Thread
Tracking when the player picks up a super leek to determine when they have beaten the world would be nice so that we don't have to trap the player on the world anymore. However that's something that could be done with level scripting. I imagine there are a lot of cool special effects that could be done though if someone made a way to instantly change large amounts of tiles into other tiles without affecting the camera.
The first thing I would do with infinite power would be to make myself a cave where I could look at my shadow forever.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^
I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
- ztarwuff
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Re: Episode 2 Discussion Thread
Alternatively, do we want to trap the player on a world? The only reason I can see is because of plot, but surely we can use script to prevent those from happening before certain events occur?docopoper wrote:Tracking when the player picks up a super leek to determine when they have beaten the world would be nice so that we don't have to trap the player on the world anymore. However that's something that could be done with level scripting. I imagine there are a lot of cool special effects that could be done though if someone made a way to instantly change large amounts of tiles into other tiles without affecting the camera.
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Re: Episode 2 Discussion Thread
I don't really like how it worked in Episode 1. While it did feel more immersive to be trapped on the world and was cool in concept, it lead to very frustrating experiences when you got stuck on a level. In the same way the life system in Episode 1 didn't work that well, it added a small amount of tension when you were doing decently but was just plain punishing when you were doing badly (which is also the worst time to be punishing). If I remember correctly, Episode 2 will have infinite lives, which is great. But maybe we could come up with some kind of compromise that makes the player feel trapped on the world. It needs to not be punitive since then we are again punishing the player for doing badly.
I propose that it is revealed that in order to power the emergency teleporter Yoshis must be incinerated. There can be a small cutscene of a Charlie throwing a Yoshi into a furnace every time the player returns early and there can be a visual indication of the number of Yoshis burned in the hub. This way players can take pride in having made it through the game without burning any Yoshis or can make it into a joke and burn Yoshis just for the sake of it. Players who are good enough will be given an extra challenge and players who aren't will get a gag to mess with. Not killing Yoshis shouldn't be presented as the right path in any way by the game otherwise players will feel like they aren't getting the "good ending", however there could certainly be a gag involving it at the end. We could even use it to characterise some other members of the party by having different members taking stances on the killing of Yoshis. Kood would presumably be against it and raocow for it.
I propose that it is revealed that in order to power the emergency teleporter Yoshis must be incinerated. There can be a small cutscene of a Charlie throwing a Yoshi into a furnace every time the player returns early and there can be a visual indication of the number of Yoshis burned in the hub. This way players can take pride in having made it through the game without burning any Yoshis or can make it into a joke and burn Yoshis just for the sake of it. Players who are good enough will be given an extra challenge and players who aren't will get a gag to mess with. Not killing Yoshis shouldn't be presented as the right path in any way by the game otherwise players will feel like they aren't getting the "good ending", however there could certainly be a gag involving it at the end. We could even use it to characterise some other members of the party by having different members taking stances on the killing of Yoshis. Kood would presumably be against it and raocow for it.
The first thing I would do with infinite power would be to make myself a cave where I could look at my shadow forever.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^
I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
Re: Episode 2 Discussion Thread
Would it be possible to allow you to quit a world before you beat it, but doing so would re-lock levels for that world and reset your progress?
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Re: Episode 2 Discussion Thread
Only problem with that was the way the hub was set up. Once the player returned from the overworld to the hub, a leek appeared at the exit location for a short time. Those leeks were used to open the way to the next area.ano0maly wrote:Would it be possible to allow you to quit a world before you beat it, but doing so would re-lock levels for that world and reset your progress?
Since they could be only collected when exiting the OW, exiting the OW before completing it in some way was not allowed. By using some other way of remembering the progress of completed levels, it should be fairly easy to just have a warp leading back to hub.
There was also a thing on the Maglx2 hub that allowed moving from episode and level to another. I wonder if it could be used somehow for re-watching the cutscenes for example. It could be interesting to have multiple .wld files too or something, but I'm not sure how that would work. It could allow us to use more graphics on the overworlds.
- SAJewers
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Re: Episode 2 Discussion Thread
That shouldn't be necessary with Lua Variables.Willhart wrote:Only problem with that was the way the hub was set up. Once the player returned from the overworld to the hub, a leek appeared at the exit location for a short time. Those leeks were used to open the way to the next area.ano0maly wrote:Would it be possible to allow you to quit a world before you beat it, but doing so would re-lock levels for that world and reset your progress?
Since they could be only collected when exiting the OW, exiting the OW before completing it in some way was not allowed. By using some other way of remembering the progress of completed levels, it should be fairly easy to just have a warp leading back to hub.
There was also a thing on the Maglx2 hub that allowed moving from episode and level to another. I wonder if it could be used somehow for re-watching the cutscenes for example. It could be interesting to have multiple .wld files too or something, but I'm not sure how that would work. It could allow us to use more graphics on the overworlds.
It was done the way it was in Episode 1 because it was the best way to have worlds unlock. Episode 2 shouldn't need those extra leeks, since we can just use Lua Variables to determine if a Super Leek was collected or not.
Since we won't need that restriction in Episode 2, I suspect we'll allow players to return to the HUB at any point, and maybe allow the cutscenes to be skipped.
EDIT: If I do an update to Episode 1, I'm considering backporting some of this into Episode 1. The question is if I really want to.
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Mikkofier
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Re: Episode 2 Discussion Thread
How's Episode 2 coming along?
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Re: Episode 2 Discussion Thread
Summary:Mikkofier wrote:How's Episode 2 coming along?
-Dr. Shemp hoopla means the project is stalled until new music can be chosen/created for the editor
-A bunch of levels are in progress, submissions have not opened up yet
-No real planning has begun on the game's structure of features
-AKA: This hasn't actually started yet
At least, to the best of my knowledge the above is true. Feel free to correct me.
- SAJewers
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Re: Episode 2 Discussion Thread
All I'm waiting on is for a Super Leek Jingle, which is apparently coming.
Then I need the will update all the music codes in Episode 1, then maybe backport some of the features possibles with Lua I'm thinking of (mainly Start+select level exit)
Then I need the will update all the music codes in Episode 1, then maybe backport some of the features possibles with Lua I'm thinking of (mainly Start+select level exit)






