A0zora (To be recreated)

Mapping related threads and questions go in here!
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Smear-Gel
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Post » 26 Jun 2013, 14:04

I know many of these were guidelines, but they were often treated as rules, in my opinion at least.

And there's many things here that's less guidelines and more "people's preference"

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Superjustinbros
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Post » 01 Jul 2013, 05:56

Here's the entities mockup I made.
Image
Edit: Forgot to mention this is incomplete; will edit later to add more stuff and fix some already present.
Last edited by Superjustinbros on 02 Jul 2013, 21:50, edited 1 time in total.

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TurretBot
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Post » 01 Jul 2013, 06:45

Some of those are really good ideas.

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TripleXero
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Post » 01 Jul 2013, 08:27

What's the 1UP with the ! on it?

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TurretBot
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Post » 01 Jul 2013, 12:02

Non-Qestion Block 1-Up? (SJB help me.)

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Superjustinbros
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Post » 01 Jul 2013, 16:36

TripleXero wrote:What's the 1UP with the ! on it?
Turret Opera wrote:Non-Qestion Block 1-Up? (SJB help me.)
The kind of 1UPS that require you to collect a certain number of coins on a previous level.The level and coins required can be defined at will.

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TurretBot
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Post » 01 Jul 2013, 16:40

Superjustinbros wrote:collect a certain number of coins
100?

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renhoek
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Post » 01 Jul 2013, 16:49

I believe that's a feature in the japanese smb2 is it not?

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Superjustinbros
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Post » 01 Jul 2013, 17:35

renhoek wrote:I believe that's a feature in the japanese smb2 is it not?
Actually, it's been present since the original SMB1. The hidden 1UP in a X-1 stage will not appear unless you grab most, if not all the coins from the previous X-3 stage.

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Qwerbey
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Post » 04 Jul 2013, 14:03

Whenever I try to enter the minus world this happens:
Image(Yes, new computer)
I'm pretty sure it's because of the warp pipes after it, so just put it in it's own sublevel.

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Superjustinbros
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Post » 04 Jul 2013, 17:54

QwertymanO07 wrote:Whenever I try to enter the minus world this happens:
Image(Yes, new computer)
I'm pretty sure it's because of the warp pipes after it, so just put it in it's own sublevel.
I'm sure it's the way the Infinite Worlds mod re-arranged the configurations that allow entry into the Minus World since the mod made it "M" instead of "4". When I had the first warp pipe go to "4" prior to the Infinite Worlds mod, it worked flawlessly and went to the Minus worlds as planned.

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Superjustinbros
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Post » 17 Jul 2013, 19:40

Here's the second version of the upgraded entity sheet.
Image

Credit to Hugo for the improved gel/cube droppers.

Edit: Discovered I have a duplicate, will get it out in the next update.
Last edited by Superjustinbros on 18 Jul 2013, 06:34, edited 1 time in total.

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4matsy
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Post » 17 Jul 2013, 20:48

Looks like fun stuff. :)

Could use some sideways piranha plants, though, to go with those sideways pipe entrance...warp...entity...thingies...or whatever they're called, that you already have in the list. :p

I can't wait to see how all these new recolors of existing enemies behave, as well. :D

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Superjustinbros
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Post » 17 Jul 2013, 23:23

4matsy wrote:Looks like fun stuff. :)

Could use some sideways piranha plants, though, to go with those sideways pipe entrance...warp...entity...thingies...or whatever they're called, that you already have in the list. :p

I can't wait to see how all these new recolors of existing enemies behave, as well. :D
Ugh, I totally forgot sideways piranha plants. :E

Anyways, the recolors.
Goombas: Reds turn when they reach a ledge, blues are faster, grey fires pellets at the player(s) ala Transformers Mario, helmeted are invincible to everything but the Star, and bump the player(s) instead of damaging them.
Paragoombas: Browns just hop, reds fly in a set pattern alike Paratroopas.
Koopas: Yellows attempt to hunt the player(s), blues attempt to hunt the players down but are scared by ledges, blacks are faster, teals jump out of shells in fixed positions or off ceilings ala Extra Mario Bros.
Paratroopas: Every variety can have one of several fight behaviors via the dropdown menus: Bounce, Wide Bounce, horizontal/vertical flight (with definable width/height) and fly in one spot.
Piranha Plants: Blues come out regardless of player's position, blacks shoot out at a fast speed no matter where the player is ala Syugyou.
Lakitus: Reds throw Green Spinies, Browns throw Spike Tops.
Bowser: Regular and False varieties.
Cheep Cheeps: The blue varieties are the "Bolt Cheep Cheeps" from Extra Mario Bros; they cannot be stomped in "Fish Zones" and have a slight boost in speed.
Hammer Bro. Reds are Fire Bros, Blues are Boomerang Bros, Grays are "Gunner Bros" from Transformers Mario, Light Blue are Snow Bros. Right click options allow Hammer Bros to pace in place in a given area, or chase the player(s).
Fighter Flies: Blues have higher jumps.
Spinies: Greens are scared of ledges.

If there's anything else just let me know.

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Superjustinbros
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Post » 12 Aug 2013, 22:27

If I had the private beta access that Maurice handed to Baf, Jorichi, and Camewel, I'd love to give a fresh head start on the A0zora reboot. I wouldn't be able to do videos (as I don't have a program to capture footage from a Mac's screen) but I could do screens.

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Costinteo
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Post » 12 Aug 2013, 22:54

They have beta access because they're in the beta team, not because Maurice thinks they're better or something like that.

Just saying.

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Qcode
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Post » 12 Aug 2013, 22:58

...
Last edited by Qcode on 21 Oct 2021, 18:36, edited 2 times in total.

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Superjustinbros
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Post » 13 Aug 2013, 00:49

Found it; thanks Qcode.

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TurretBot
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Post » 13 Aug 2013, 00:59

Costinteo wrote:They have beta access because they're in the beta team, not because Maurice thinks they're better or something like that.
Actually this is false with Baf; he gets the beta so he can work on Super 0'Brothers.

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Qcode
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Post » 13 Aug 2013, 01:41

...
Last edited by Qcode on 21 Oct 2021, 18:36, edited 2 times in total.

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Superjustinbros
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Post » 13 Aug 2013, 02:44

Look Qcode, I know you're trying to help, but I've been working on A0zora for months on end and felt like I was forced to scrap moths-worth of work. I wanted all the ideas I came up with to be in A0zora and A0zora only, one monster of a map pack that combined Mario with the idea of a futuristic utopia. This was the mappack I wanted to be known for, in the same way Baf was remembered for 0'Bros and Jorichi will be for Goomba Industries. The long length of the levels was because of the 32 level limit present in vanilla Mari0, and the abundance of empty rooms was because of me not knowing when or if SE would be released. Recreating the different hacks and whatnot was a way to provide people not familiar with emulation (of how few there may be) to an easier alternative and in the case of SMBS, Giana SIsters, ZX Mario, Super Boy II, and soon BROS, it was to make them more playable and improve the enjoyment factor the original games couldn't deploy because of bad controls and/or physics.

If you want me to get started on a reconstruction of A0zora using all new levels but still with the backgrounds and available paths from the original, but shorter and with fewer puzzle elements and more an emphasis on platforming.

For the whole "can't program" stuff, you can take a gander at this.
http://superjustintheblog.blogspot.com/ ... -tips.html

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BobTheLawyer
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Post » 13 Aug 2013, 03:01

In this case, QCode, you are really not thinking through this well.

You act like everyone can just pick up any trick.
That's not life.
We all have God given talents. Some people can handle more than others, but it is rare that there are one trick ponies.

I can do some programming, and I love that.
I can't sprite and I can't create mappacks. I'll admit that.
I've never been artistic, and I'll admit that. I've tried to sprite, but that isn't my thing.
I can't really think of great designs, nor do I have the patients to recreate something.

I'd love to make my own game, but I can't do it alone, I'll admit it.
I have a friend who can sprite and help with the story, another who could make a website.

If I needed to do everything myself,there would be no point in caring about anyone else but myself.

I've never seen you do too much graphics or any mappacks, so I don't see why you expect so much from SJB.

SuperJustinBros can do tons of great stuff.
I love his art. His ability and time to recreate things and rip things is amazing.
What he's done is noteworthy enough.

To me, he'll be the "Guy who ports hacks [and makes cool graphics] that I care about"

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Qcode
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Post » 13 Aug 2013, 04:40

...
Last edited by Qcode on 21 Oct 2021, 18:35, edited 2 times in total.

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BobTheLawyer
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Post » 13 Aug 2013, 13:07

I think your opinion on making him learn to code is unfair

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Automatik
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Post » 13 Aug 2013, 13:28

Why? It's really not hard to learn lua, everyone can do it. Making the mod himself could learn him useful talents.

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TurretBot
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Post » 13 Aug 2013, 13:44

Qcode wrote:
BobTheLawyer wrote:I love his art. His ability and time to recreate things and rip things is amazing.
IMO ripping things isn't a creative skill but whatever.
Well if he actually made something with those rips besides a port of the game he ripped them from, then it would be a creative skill.

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Superjustinbros
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Post » 13 Aug 2013, 14:17

Automatik wrote:Why? It's really not hard to learn lua, everyone can do it. Making the mod himself could learn him useful talents.
I roll differently than most people. Also, I don't need the game modded ATM, as I want everything to still be playable in vanilla Mari0.
Turret Opera wrote:
Qcode wrote:
BobTheLawyer wrote:I love his art. His ability and time to recreate things and rip things is amazing.
IMO ripping things isn't a creative skill but whatever.
Well if he actually made something with those rips besides a port of the game he ripped them from, then it would be a creative skill.
I've actually gone and made demonstration mappacks using the tilesets I ripped. But they're both short and incomplete. If you're really dying to see them I could post a separate topic and host them there.

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TurretBot
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Post » 13 Aug 2013, 14:49

Superjustinbros wrote:But they're both short and incomplete.
Try to make them longer and more complete.

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BobTheLawyer
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Post » 13 Aug 2013, 23:35

Automatik wrote:Why? It's really not hard to learn lua, everyone can do it. Making the mod himself could learn him useful talents.
Just going to say, what is easy for you is not always easy for others.
I love math. Math is easy for me. It just makes sense.
I could ace a class without studying.
Other people think that's crazy.

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Automatik
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Post » 14 Aug 2013, 10:17

But it's still possible. There is no magical border that separate those who know how to program and those who will never be able to.

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Superjustinbros
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Post » 15 Aug 2013, 00:17

BobTheLawyer wrote:
Automatik wrote:Why? It's really not hard to learn lua, everyone can do it. Making the mod himself could learn him useful talents.
Just going to say, what is easy for you is not always easy for others.
I love math. Math is easy for me. It just makes sense.
I could ace a class without studying.
Other people think that's crazy.
I was great at Math back in my school days; it was my strongest subject. The other subjects I had to study the heck out of (but I usually considered myself decent at science).

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Superjustinbros
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Post » 21 Aug 2013, 18:56

Some bonus content:
Image
Above are the sprites I used to create Aozora as he appears in the SJB mod, but with more colors and without the Portal Gun. Along with them are incomplete sprites of Satoru.

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maidenTREE
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Post » 27 Jan 2014, 03:48

Superjustinbros wrote:Some bonus content:
Image
Above are the sprites I used to create Aozora as he appears in the SJB mod, but with more colors and without the Portal Gun. Along with them are incomplete sprites of Satoru.
That Mario on top also comes from Super Mario Land 2: 6 Golden Coins, also, sorry for bumping.

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Doormat
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Post » 27 Jan 2014, 03:58

Turtley3 wrote:That Mario on top also comes from Super Mario Land 2: 6 Golden Coins, also, sorry for bumping.
WOW. THAT WAS SO INTERESTING THAT DESERVED THAT HUGE BUMP.

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idiot9.0
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Post » 27 Jan 2014, 04:13

Even though it was a huge bump I don't remember seeing these sprites before. The middle one looks good but I'm more interested in that bottom one and want to see that finished since it actually looks great.

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Superjustinbros
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Post » 27 Jan 2014, 04:21

If I ever go back to working on the graphics, I'll make sure I complete Satoru before moving onto Portal Gun-less Aozora.

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BobTheLawyer
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Post » 27 Jan 2014, 04:22

Is this going to be remade in SE?

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Superjustinbros
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Post » 27 Jan 2014, 04:51

Once SE itself becomes more stable with level transitions and it's editor improved on, I'll return to A0zora.

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Superjustinbros
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Post » 05 Feb 2014, 22:43

Image
MY BODY IS READ...
Image
SUPERJUSTINBROS used OUTRAGE!

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Automatik
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Post » 05 Feb 2014, 22:49

Did you convert the mappack using the converter?

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Superjustinbros
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Post » 06 Feb 2014, 02:39

Yes. It gives me this error for just about any mappack I try and play/edit.

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maidenTREE
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Post » 06 Feb 2014, 02:54

You have to remove the enemies that turned into random weird entities in the editor, and then replace them with the proper enemies.
Or, you can remake the maps in SE.

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Superjustinbros
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Post » 06 Feb 2014, 05:36

Well until I get the crash error taken care of, I won't be able to fix up anything of A0zora.

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Automatik
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Post » 06 Feb 2014, 14:44

Superjustinbros wrote:Yes. It gives me this error for just about any mappack I try and play/edit.
Even the SMB mappack?

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Smear-Gel
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Post » 06 Feb 2014, 17:38

I had the same problem trying to edit New Thinking with Old Portals in SE.

Just removing the entities and then putting them back should solve the problem.

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Superjustinbros
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Post » 06 Feb 2014, 20:00

The SMB mappack doesn't crash, and neither does the example mappack, MagicPillow's The Device, Hatninja's Super Mario RPG, and Smear Gel's Vertical Test produce any problems.
Wonderful Science, Mario's Worlds, and Mario Action cause crashes whenever they're loaded and the player attempts to start a game or access the editor.

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Smear-Gel
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Post » 06 Feb 2014, 20:45

Superjustinbros wrote:The SMB mappack doesn't crash, and neither does the example mappack, MagicPillow's The Device, Hatninja's Super Mario RPG, and Smear Gel's Vertical Test produce any problems.
That's because they were made in SE. I was wondering the same thing when New Thinking wasnt working. It's the conversion that messes things up I think.

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Superjustinbros
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Post » 06 Feb 2014, 21:14

Smear-Gel wrote:
Superjustinbros wrote:The SMB mappack doesn't crash, and neither does the example mappack, MagicPillow's The Device, Hatninja's Super Mario RPG, and Smear Gel's Vertical Test produce any problems.
That's because they were made in SE. I was wondering the same thing when New Thinking wasnt working. It's the conversion that messes things up I think.
Wasn't Mari0 Acton also made in SE?

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Smear-Gel
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Post » 06 Feb 2014, 21:26

Oh yeah. I dunno then. It worked for me.

But any time a converted level I'm playing/editing crashes it's fixed by me just removing the entities.

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TripleXero
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Post » 06 Feb 2014, 23:15

Basing off of Turtley's post, what does the converter do? My mappacks still work in SE aside from random entities

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