0'Brothers - 8 worlds and 32 levels - Ready !

Mapping related threads and questions go in here!
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Dragonoid
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Post » 08 Jan 2013, 11:48

Pyrosaur wrote:Holy sh*t, this looks really awesome. You obviously put a lot of work into it; even the the trailer was amazing. I demand Maurice to put his as DLC.
I second that request, as the Queensland Government has blocked Mediafire, so I can't download this. :(

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renhoek
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Post » 08 Jan 2013, 13:04

it's already in the dlc for SE.

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Vyper
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Post » 19 Jan 2013, 16:08

Wow. This looks really nice, but my computer sucks and it would take forever to download this. :(

B-Man99
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Post » 09 Apr 2013, 23:34

I really like the music for this. I sent Baf an e-mail about it, but does anyone know if there's any midi files, mixcraft files, sheet music, etc.?
If it isn't an original piece, anyone know how I could get more info about it? Thanks.

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BobTheLawyer
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Post » 10 Apr 2013, 02:32

Go get the mod. Rename the .love to .zip.
Extract it.
The music should be somewhere in there (the music folder)
(only .ogg files)

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TurretBot
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Post » 10 Apr 2013, 05:24

Check his youtube for the ost.

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Baf
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Post » 19 Jun 2013, 17:47

Hi, have a preview :)


Camewel
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Post » 19 Jun 2013, 18:01

Well that looks entirely beautiful.
Are you planning to make a custom Mario to go with it? He looks a little out of place.

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Baf
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Post » 19 Jun 2013, 18:24

Yes, everything (almost, if it's possible) will be SNES like.
Actually, the new Mario is not ready yet.

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idiot9.0
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Post » 19 Jun 2013, 18:29

That is looking outright gorgeous.

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Superjustinbros
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Post » 19 Jun 2013, 20:13

Looking to be a massive improvement. Did you program in the vertical scrolling and animated tiles yourself, or did Maurice loan you a beta form for SE?

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Qcode
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Post » 19 Jun 2013, 20:31

...
Last edited by Qcode on 21 Oct 2021, 18:11, edited 2 times in total.

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Sky
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Post » 19 Jun 2013, 20:52

That looks great! Where do I preorder?

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HansAgain
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Post » 19 Jun 2013, 22:55

Baf wrote:Hi, have a preview :)
-really great bvideo-
Woooooow!
Awesome!
I liked (and like) playing your mappack, and this looks great, i think it will be a great mappack.

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Mari0Maker
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Post » 19 Jun 2013, 23:08

Well, it looks really good so far, keep it up!
Are those the tiles 16-Bit?

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renhoek
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Post » 20 Jun 2013, 09:25

Man I wish I could art as well as you can. :(
But seriously though amazing job with the map so far, just don't recycle that new puzzle in the video and you're golden I was actually worried I made you leave the forum after I delivered my harsh bashing criticism.

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Baf
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Post » 20 Jun 2013, 10:20

renhoek wrote:Just don't recycle that new puzzle in the video and you're golden
Lol, yes this is the goal to not overused the same puzzle like I did before. Now that I'm using full Portal entities and SE stuff, it will be more diverse.
Also, I really change my opinion about difficulty, and the game will propose easier levels, but also some secret areas for players who wanted good challenge, so I guess everyone would enjoy the level design.

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Mariobros2
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Post » 20 Jun 2013, 10:29

I'm amazed again. Can't wait to play! (And hear the AMAZING music!)
Last edited by Mariobros2 on 20 Jun 2013, 10:50, edited 1 time in total.

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Assasin-Kiashi
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Post » 20 Jun 2013, 10:49

*screeches as he floods his room with tears from the sight of beauty*

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Flutter Skye
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Post » 20 Jun 2013, 11:38

This is pure awesomness ! Super 0'Brothers will be the best mappack ever seen :)

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Costinteo
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Post » 20 Jun 2013, 11:52

That... Is so... fabulous!
I've played your mappack before and I must say, you're an extremely good mappack maker.
I don't even know how to express my feelings about that video, it was actually so good I couldn't say anything during the whole time I was watching it. I watched it in awe.

also +1 to Assasin-Kiashi

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Superjustinbros
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Post » 20 Jun 2013, 16:50

Baf wrote: Also, I really change my opinion about difficulty, and the game will propose easier levels, but also some secret areas for players who wanted good challenge, so I guess everyone would enjoy the level design.
So there'll be both "easy/normal" and "hard" routes in most of the levels?

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Baf
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Post » 20 Jun 2013, 17:17

Superjustinbros wrote:So there'll be both "easy/normal" and "hard" routes in most of the levels?
Pretty much the idea. For exemple, you have an easy puzzle in the principal way, but you can find a secret Star Pipe that lead you into a secret area with a more difficult version of the puzzle. This is how "Mutant Mudds" is designed and I think it's a smart concept.

I also would like to propose some kind of a reward for those who complete all secret areas, but actually I'm not sure how for now (and I don't want to mod).

Camewel
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Post » 20 Jun 2013, 17:30

Baf, if you go to Maurice and ask for some cool feature he'll probably add it to the todo.
I mean, it's you. We already have evidence that you seriously know what you're doing. :P

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TurretBot
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Post » 20 Jun 2013, 18:50

Camewel wrote::P
Baf, what have you done!?

On Topic:
I'm not sure if I'm watching the trailer to find out every little new feature in SE or not, but either way you did a good job. Also, the reward should be what happens when you beat Special World in super mario world.
Did anyone else see king boo and donkey kong at the very begining?

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TheJonyMyster
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Post » 20 Jun 2013, 18:52

I saw king boo, but I didn't notice DK.

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Qcode
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Post » 20 Jun 2013, 20:34

...
Last edited by Qcode on 21 Oct 2021, 18:11, edited 2 times in total.

Camewel
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Post » 20 Jun 2013, 20:50

SE doesn't have custom entities.
It has custom enemies.
You saw the video, right? Those custom koopas, goombas? Those were custom enemies.

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Superjustinbros
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Post » 20 Jun 2013, 20:54

Baf wrote:I also would like to propose some kind of a reward for those who complete all secret areas, but actually I'm not sure how for now (and I don't want to mod).
Like Sonic with the Chaos Emeralds or with Donkey Kong Country?
Camewel wrote:You saw the video, right? Those custom koopas, goombas? Those were custom enemies.
Those looked more like custom reskins.

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HansAgain
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Post » 20 Jun 2013, 22:33

Camewel wrote:SE doesn't have custom entities.
It has custom enemies.
You saw the video, right? Those custom koopas, goombas? Those were custom enemies.
I don't know, if you can put an enemy that can't be destroyed, doesn't hurt you and you can use it to pass the level (or other thingies),it's a custom entity.

Camewel
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Post » 20 Jun 2013, 22:59

Hans1998 wrote:
Camewel wrote:SE doesn't have custom entities.
It has custom enemies.
You saw the video, right? Those custom koopas, goombas? Those were custom enemies.
I don't know, if you can put an enemy that can't be destroyed, doesn't hurt you and you can use it to pass the level (or other thingies),it's a custom entity.
There are two tabs in SE, entities and enemies. Entities are made via .lua files. Enemies are made via .json files. Entities can do all kinds of special things, enemies have a preset list of things you can do with them.

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Qcode
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Post » 20 Jun 2013, 23:02

...
Last edited by Qcode on 21 Oct 2021, 18:11, edited 2 times in total.

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TurretBot
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Post » 20 Jun 2013, 23:03

Camewel wrote:
Hans1998 wrote:
Camewel wrote:SE doesn't have custom entities.
It has custom enemies.
You saw the video, right? Those custom koopas, goombas? Those were custom enemies.
I don't know, if you can put an enemy that can't be destroyed, doesn't hurt you and you can use it to pass the level (or other thingies),it's a custom entity.
There are two tabs in SE, entities and enemies. Entities are made via .lua files. Enemies are made via .json files. Entities can do all kinds of special things, enemies have a preset list of things you can do with them.
And we would know this because Maurice says this stuff in his blog all the time.

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Automatik
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Post » 20 Jun 2013, 23:04

Qcode wrote:Oh there's an entity loader now?
No.

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Qcode
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Post » 20 Jun 2013, 23:09

...
Last edited by Qcode on 21 Oct 2021, 18:10, edited 2 times in total.

Camewel
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Post » 20 Jun 2013, 23:18

Turret Opera wrote:And we would know this because Maurice says this stuff in his blog all the time.
No, you'd know this because Maurice always says that there's no custom entitles every single time they're brought up.
Yes I have SE but that I'd still know all this even if I didn't.

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TheJonyMyster
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Post » 20 Jun 2013, 23:29

I eat cheese on a daily basis.
(post deleted)
Last edited by TheJonyMyster on 21 Jun 2013, 01:26, edited 1 time in total.

Camewel
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Post » 21 Jun 2013, 00:35

This took me 10 seconds to find also you're an idiot.
And since this has become another derail the thread attack no-one argue about custom entities any more let's just agree that you're probably wrong and go check the blog and this topic can be about 0'bros again.

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TurretBot
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Post » 21 Jun 2013, 03:38

Camewel wrote:
Turret Opera wrote:And we would know this because Maurice says this stuff in his blog all the time.
No, you'd know this because Maurice always says that there's no custom entitles every single time they're brought up.
Yes I have SE but that I'd still know all this even if I didn't.
I was talking about the separate tabs thing, but okay.

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Assasin-Kiashi
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Post » 21 Jun 2013, 09:56

okay so that's Baf and Camewel who have SE... who else does?

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TurretBot
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Post » 21 Jun 2013, 11:30

you

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Jackostar10000
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Post » 21 Jun 2013, 11:45

I WANTS SE!!!!!!!!
please...?

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Flutter Skye
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Post » 21 Jun 2013, 11:50

Jackostar10000 wrote:I WANTS SE!!!!!!!!
please...?
You get it , when it gets released.
Also are there chances for returning shell puzzles ?

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TurretBot
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Post » 21 Jun 2013, 12:01

FlutterPie wrote:
Jackostar10000 wrote:I WANTS SE!!!!!!!!
please...?
You get it , when it gets released.
Also are there chances for returning shell puzzles ?
There is no doubt he will include at least ONE shell puzzle.

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Assasin-Kiashi
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Post » 21 Jun 2013, 12:12

Turret Opera wrote:you
I wish!

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Baf
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Post » 21 Jun 2013, 12:15

Turret Opera wrote:There is no doubt he will include at least ONE shell puzzle.
Just some very simple ones, because Koopas and Buzzy-Beetles does not stay inside their shells a very long time in SE.
This is why I also have to make an 0'Brothers "Special Edition" to fit with this new feature, because some shell-puzzles won't be possible anymore.

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Automatik
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Post » 21 Jun 2013, 12:34

What if you used custom entities, to make a special version of the koopas that stay in their shell?

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popcan12
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Post » 21 Jun 2013, 13:39

I wonder if there's going to be entity's that can be controlled by cutscenes.

Camewel
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Post » 21 Jun 2013, 13:59

Baf wrote:
Turret Opera wrote:There is no doubt he will include at least ONE shell puzzle.
Just some very simple ones, because Koopas and Buzzy-Beetles does not stay inside their shells a very long time in SE.
This is why I also have to make an 0'Brothers "Special Edition" to fit with this new feature, because some shell-puzzles won't be possible anymore.
I was porting 0'brothers a bit ago (finished now) just to test out how easy it is to port things and one of the things I did when playtesting is made the koopas stay in their shells for a minute so they didn't keep walking away.

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TurretBot
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Post » 22 Jun 2013, 04:56

SJB is going to kill you for that, Camewel

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