Woah! Glad to see there is some interest here. Figured this would be dead out of the water.
Septentrion Pleiades wrote:I'm not sure 32 level from 32 people is that feasible of a goal. Having 32 interested is one thing, but having every one come through is a completely different thing. There might be a limit on the number of levels someone can do, but one level shouldn't be that limit.
We might consider having world 0 a parody glitch levels, or a world 9 if it can be consistent with the theme.
If it's successful, the sequel could go to D like SMB2(japanense version).
Yes, it is lofty. An obvious alternative would be to have a much smaller team, say 8 people, and they could be responsible for overseeing each of the worlds. If they wanted to farm out a level to another member, that would be their problem. Also, World 0 is a must.
Doctor Shemp wrote:If we're going for full authenticity, then I presume we're having "No Turn Back" on and the player goes straight from one level to the next with no world map. If that's the case, I can see how World 9 might work (put it at the end) but not how World 0 would start. Maybe separate episodes? Not sure if Warp Zones are doable in SMBX either. This, however, will prove useful:
Kil wrote:If you put this in lunadll.txt for every level, spinjump will just do a normal jump
Code: Select all
#0
PlayerMemSet,0,0x50,0,0,0,w
#END
From the LunaDLL help thread in the A2MBXT subforum.
Yes, we'd be using no turn back. Linking levels together is extremely easy in SMBX. Just put an offscreen pipe exit after a roulette or tape exit, and Mario will warp to the next level.
Oh, and when did that luna code come to be? I could have used that in one of my A2MBXT levels!
Septentrion Pleiades wrote:I don't know anything about how one level to a next gimmicks work. Dying in a hub game brings you back to the hub, but Koopa Reign of Terror was just one level after another.
If by "gimmick" you mean things like events and layers, the answer is to simply trigger events by killing NPCs. The NPCs would be on an unused screen, sitting directly above lava. When the level starts, they die, and the events begin. This is a workaround for not using auto-start (which fails to activate if a player dies once).
I'm not too worried about the technical details on this one. I've worked on a similar setup before (an incomplete copy is hidden away on Knux's forums), so compiling the levels and setting up warps won't be an issue. I'll be sure to produce some tutorials showing what would be required by contributors before this thing gets off the ground. I already have some demo levels ready to go, just need time to record and upload them.
My major concern will be ensuring some standard of consistency across multiple contributors. So we'll have to iron out the guidelines before we get started.