Superb Demo Sisters
Re: Superb Demo Sisters
DeePay just tends to be a contrarian in general.
Anyway, I say banana snake if you think you can pull it off.
Anyway, I say banana snake if you think you can pull it off.
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: Superb Demo Sisters
Thought I'd draft up some credits for a credit roll which I'll get onto making. Anyone got any corrections to this list or suggestions?
Spoilered for length:
Spoilered for length:
Last edited by Doctor Shemp 9 years ago, edited 3 times in total.
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Re: Superb Demo Sisters
The cast list doesn't include the jumping poor people that are in every castle but the final one.Doctor Shemp wrote:Thought I'd draft up some credits for a credit roll which I'll get onto making. Anyone got any corrections to this list or suggestions?
Spoilered for length:
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Re: Superb Demo Sisters
Could my name be lowercased? I'd prefer it.
Host and Organizer of the Rando Pokemon Tournaments. Completed: I, II, III, IV, V
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Dealer of the Pokermon Discord Tourneys.
I do LPs, check them out if you'd like.
Currently playing:
The 500 char limit is evil. :P
Re: Superb Demo Sisters
Do the level intro screens cover up the HUB? Sorry for being nosy but if they do, I might look into how you guys did it and reverse engineer it for my episode
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Re: Superb Demo Sisters
What do you mean? If you're asking how the stages connect, it's much simpler than you think. Every level has a warp to the NEXT intro at the end, and each intro has a warp to the next level. Thus, we never wind up back at the HUB until the final level is finished.TiKi wrote:Do the level intro screens cover up the HUB? Sorry for being nosy but if they do, I might look into how you guys did it and reverse engineer it for my episode
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Re: Superb Demo Sisters
In regards to Hard Mode, I did a few calculations, and if you increase the speed of all layer movement events by 30%, as I believe the plan is, then you need to reduce the length of the event to 76.92% of its original length to make the layer cover the same distance.
e.g. a layer moving at speed 2 with a 2 second delay between event changes will cover the same ground as a layer moving at speed 2.6 with a 1.5384 second delay between event changes which we would have to round off to 1.5 seconds. It wouldn't be perfect but it would be so near as to be unnoticeable.
I believe the other changes we'd need to make to copy the original are the following:
e.g. a layer moving at speed 2 with a 2 second delay between event changes will cover the same ground as a layer moving at speed 2.6 with a 1.5384 second delay between event changes which we would have to round off to 1.5 seconds. It wouldn't be perfect but it would be so near as to be unnoticeable.
I believe the other changes we'd need to make to copy the original are the following:
- Reduce all moving platforms' width by 30% (15% from each end so that they keep the same centre point)
- Add an NPC txt file with the flag Speed=1.3 to every NPC
- Replace all Furbas with Skulls
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Re: Superb Demo Sisters
Also, extra fire bars in castles.
Are there any additional changes we'd like to make in Hard Mode? I'm thinking about extending some firebars in the castles as an option. Adding additional Banana Snakes to already existing single/paired Snakes could work too, in certain circumstances (it could get super spammy if not careful). Extra Plants from pipes?
Are there any additional changes we'd like to make in Hard Mode? I'm thinking about extending some firebars in the castles as an option. Adding additional Banana Snakes to already existing single/paired Snakes could work too, in certain circumstances (it could get super spammy if not careful). Extra Plants from pipes?
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Re: Superb Demo Sisters
Both could potentially work but the time you'd need to spend working out what would be good placement and what wouldn't, especially for bananasnakes, doesn't seem to be worth it.
Here's the credits level I've been working on. Currently it uses the a2mbxt.exe titlescreen music which I thought would be a good callback as well as sounding fairly triumphant.
Here's the credits level I've been working on. Currently it uses the a2mbxt.exe titlescreen music which I thought would be a good callback as well as sounding fairly triumphant.
- swirlybomb
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Re: Superb Demo Sisters
The credits(/credits level) are nice!
[ispoiler]can i get *extra credit* for doing the vast majority of the testing? :v[/ispoiler]
So the votes ended up being 1 for Lakitu and 2 for Bananasnake... a landslide victory, clearly. Though I was sketching the Bananasnake out and he kinda looks the same as the King (mouth open with tongue out), and I wasn't sure if that's too repetitious or not (also that would make three characters in the pic with the same body type, including the Goopa), so I don't know if anyone else cares about that or if it's fine.
I'm not sure if the platforms' speed needs to be increased for Hard Mode if they're already smaller than the vanilla game. Probably worth noting that increasing enemies' speed may also 'ruin' some particular setpieces, but it's probably not a big deal. Adding more enemies would require yet more testing, of course.
So, about the "plot"... right now the only anything present is the people in castles 1-7 saying, "Thank you (PLAYER CHARACTER), but our stuff is in another location..."
and at the 8th castle, one says, "Thank you [PLAYER CHARACTER], but Calleoca is in another castle..."
before revealing themself to actually be Calleoca, who says, "Haha, just kidding! Hey sis. It was really me who took all your stuff, I just wanted to mess with you. I hid it all in [POSTGAME INTENSIFIES]"
and that's the end.
Do we want to elaborate on this at all? Even just a two-sentence 'story' to explain why the game's happening or something? (also that 8th guy should probably not say Calleoca's name)
OR another possibility would be leaving that 'joke ending' for the normal game, but having a 'real ending' at the end of Hard Mode? For *extra credit* (at the risk of delaying the game longer...), there could be an ending for each character (they don't have to be long or anything, could just be a quick amusing scene). Does anyone else have any thoughts about this?
[ispoiler]can i get *extra credit* for doing the vast majority of the testing? :v[/ispoiler]
So the votes ended up being 1 for Lakitu and 2 for Bananasnake... a landslide victory, clearly. Though I was sketching the Bananasnake out and he kinda looks the same as the King (mouth open with tongue out), and I wasn't sure if that's too repetitious or not (also that would make three characters in the pic with the same body type, including the Goopa), so I don't know if anyone else cares about that or if it's fine.
I'm not sure if the platforms' speed needs to be increased for Hard Mode if they're already smaller than the vanilla game. Probably worth noting that increasing enemies' speed may also 'ruin' some particular setpieces, but it's probably not a big deal. Adding more enemies would require yet more testing, of course.
So, about the "plot"... right now the only anything present is the people in castles 1-7 saying, "Thank you (PLAYER CHARACTER), but our stuff is in another location..."
and at the 8th castle, one says, "Thank you [PLAYER CHARACTER], but Calleoca is in another castle..."
before revealing themself to actually be Calleoca, who says, "Haha, just kidding! Hey sis. It was really me who took all your stuff, I just wanted to mess with you. I hid it all in [POSTGAME INTENSIFIES]"
and that's the end.
Do we want to elaborate on this at all? Even just a two-sentence 'story' to explain why the game's happening or something? (also that 8th guy should probably not say Calleoca's name)
OR another possibility would be leaving that 'joke ending' for the normal game, but having a 'real ending' at the end of Hard Mode? For *extra credit* (at the risk of delaying the game longer...), there could be an ending for each character (they don't have to be long or anything, could just be a quick amusing scene). Does anyone else have any thoughts about this?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Superb Demo Sisters
Hey, I did video testing for the whole game, that's something! As for the story, I think we should go with the old-fashioned method of including a text file (or even full-fledged manual if we were prepared to go to the effort of that) with all the background material in that and out of the game. Actually I could do the text for the manual in the style of SMB's manual if someone could compile it together with some images like your cover art and enemy sprites.
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Re: Superb Demo Sisters
IDoctor Shemp wrote:Hey, I did video testing for the whole game, that's something! As for the story, I think we should go with the old-fashioned method of including a text file (or even full-fledged manual if we were prepared to go to the effort of that) with all the background material in that and out of the game. Actually I could do the text for the manual in the style of SMB's manual if someone could compile it together with some images like your cover art and enemy sprites.
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Re: Superb Demo Sisters
I'm all for a "manual" of sorts. I don't mind helping with it, but probably won't have the necessary time until late July. I just looked at the NES manual for SMB, and I'm in love with the picture showing the journey from 1-1 to 1-4 (showing a cohesive journey). Very cool.
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Re: Superb Demo Sisters
Draft of the manual (without any images).
EDIT: Updated to fix some errors caused by the conversion to .rtf that I missed and because in the original version I forgot about DreCalleoca in the Helpful Things section.
EDIT: Updated to fix some errors caused by the conversion to .rtf that I missed and because in the original version I forgot about DreCalleoca in the Helpful Things section.
Last edited by Doctor Shemp 9 years ago, edited 1 time in total.
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Re: Superb Demo Sisters
I liked it.
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Re: Superb Demo Sisters
Also due to SMBX's engine, enemies don't have varying point values like SMB1 did; aside from Bananasnakes (800) and the Bananasnake King (8000), all enemies will give 100 (and then ascend in value when killed in succession, of course).
I have a flat-colors version of the cover art at the moment, just need to shade everything now; though colors could still be adjusted (as well as sizes and positioning, since everything's on different layers). Ended up doing both the Bananasnake and the Butterfly (and Caterpillar). Any feedback or suggestions/recommendations would be great, if anyone has any.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Re: Superb Demo Sisters
Can't you use the "score" flag to change an enemy's score?
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Re: Superb Demo Sisters
Yep:TiKi wrote:Can't you use the "score" flag to change an enemy's score?
0 give 0 points
1 gives 10 points
2 gives 100 points
3 gives 200 points
4 gives 400 points
5 gives 800 points
6 gives 1000 points
7 gives 2000 points
8 gives 4000 points
9 gives 8000 points
10 gives a 1up
11 gives a 2up
12 gives a 3up
13 gives a 5up (anything higher than 13 will produce a 5up as well.)
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Re: Superb Demo Sisters
oh right
but
probably not something worth dealing with unless everyone wants it?
but
probably not something worth dealing with unless everyone wants it?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Superb Demo Sisters
(will need to right-click > View Image for full res)
Any changes/improvements I could make? I'm not totally satisfied because Demo's position in space seems unclear, but I'm not sure how to make it better.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Re: Superb Demo Sisters
You could move her shadow circle up some?
It looks pretty good regardless, though. Nice work. :)
It looks pretty good regardless, though. Nice work. :)
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: Superb Demo Sisters
ummm
I think this slightly-tweaked version looks a bit better??
Last edited by swirlybomb 9 years ago, edited 1 time in total.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Superb Demo Sisters
Neat!