Goomba Industries [SE]

Mapping related threads and questions go in here!
User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 13 Aug 2013, 18:43

Since it's called "Goomba Industries", I understand that they will be the main enemies within the levels, but do you have any plans to use other enemy types, custom or otherwise? Or will you just make Goombas everything to keep with the theme?

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 13 Aug 2013, 18:50

idiot9.0 wrote:Since it's called "Goomba Industries", I understand that they will be the main enemies within the levels, but do you have any plans to use other enemy types, custom or otherwise? Or will you just make Goombas everything to keep with the theme?
You'll mainly see Goomba's, but there will be other enemies as well.

User avatar
TripleXero
Posts: 892
Joined: 08 Aug 2012, 00:23
Contact:

Post » 13 Aug 2013, 23:09

By the looks of the scenery, is it safe to assume Shyguys? Not sure they'd work too well in Mari0 since you can't pick things up, but I don't know

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 13 Aug 2013, 23:22

TripleXero wrote:By the looks of the scenery, is it safe to assume Shyguys? Not sure they'd work too well in Mari0 since you can't pick things up, but I don't know
I thought of shyguys as comical background/scenery characters. The shyguy getting zapped by the defibrillator is actually an indication of a checkpoint in the video (it also needs a slight recolor). I'm not sure if I'll put them in though, I'd have to see how it ends up for the rest of the levels and worlds.
As for Goomba's, you'll see quite a bit of different variations. In the video you only see the Hardhat-, Bulldozer- and Pyro-Goomba's. I have a few more in mind too.
Goomba's are using other mushroom kingdom creatures as tools or help in their industries. So you'll see those appear as well, but they're likely to be hostile though.
My plans on enemies might change as I continue, but this is the main idea for now.

User avatar
Qcode
Posts: 1479
Joined: 05 Feb 2012, 18:00
Contact:

Post » 13 Aug 2013, 23:26

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

User avatar
Costinteo
Posts: 705
Joined: 09 Mar 2013, 17:49

Post » 13 Aug 2013, 23:28

I think he meant the goombas that are on fire. There's one in the video.

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 13 Aug 2013, 23:33

Well, I originally wanted them to shoot fire balls when I was drawing it. With some flailing around with custom enemy traits I had a bouncy panicking goomba and used that. I guess it would be a neat idea to make two different ones. Fireball throwing goomba's sound like a fun enemy to encounter on later levels if you ask me.

User avatar
Costinteo
Posts: 705
Joined: 09 Mar 2013, 17:49

Post » 13 Aug 2013, 23:39

Make it have a steampunk pyro mask. :D

User avatar
TurretBot
Posts: 4413
Joined: 15 Mar 2012, 23:18
Contact:

Post » 13 Aug 2013, 23:59

No way, make it have a Pyrosaur mask. :P

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 17 Sep 2013, 00:20

Hey Jorichi.
Is there any significant growth on this project that we could see?

User avatar
TurretBot
Posts: 4413
Joined: 15 Mar 2012, 23:18
Contact:

Post » 17 Sep 2013, 02:18

Jorichi I had an idea
You should make one of those things where you play it in the editor and it walks you through how to make a mappack and then after you edit all the elvels you can play it and it looks really cool and would make a good mappack.

User avatar
OrbitalBlueprint
Posts: 528
Joined: 08 Sep 2013, 20:11
Contact:

Post » 17 Sep 2013, 10:34

I seriously can't wait to play this, SE will be soooooooooooooo much fun for mapmakers!

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 17 Sep 2013, 12:36

BobTheLawyer wrote:Hey Jorichi.
Is there any significant growth on this project that we could see?
All I've done is create general ideas on what themes the worlds will have and what gimmicks they will have.
Everything is pretty much planned, it just needs to come together.
Regarding visuals and music, the first world is done. I just need to make the levels and the scripted cutscenes.
I only have handful of sprites for world two, the problem is that I don't really have any ideas for this world that would make it feel lively and interesting just like world one. My schedule doesn't help either, but I'm gonna work on it quite a lot for the next few days (if nothing comes up).
I'm open for any ideas anyone might have. Though I won't say whether I'm using them or not (you'll see it yourself when I make another teaser), but the people from who I use their ideas will be credited ofcourse.
Let me just tell you that world 2 is a Mine, and halfway through the portal gun will be found. Regarding the story I don't want to spoil that.

Sorry for not having anything to show. But I will do my best to get another teaser up, as I'm really eager to complete this.
Turret Opera wrote:Jorichi I had an idea
You should make one of those things where you play it in the editor and it walks you through how to make a mappack and then after you edit all the elvels you can play it and it looks really cool and would make a good mappack.
This wouldn't really work out for this mappack, but simply looking at how things are archived and used should be good enough for you to understand how it all works.
However, I was planning to add some folders to the mappack's download to help you understand it better. Perhaps I will even start a thread to help you out once this mappack and SE are close to release (maybe even sooner if Maurice would let me), but I'll have to see how it all goes.
Though, I think it's a pretty original idea you have here. It made me think of a "paint-by-number" kind of thing. Ghehe.
OrbitalBlueprint wrote:I seriously can't wait to play this, SE will be soooooooooooooo much fun for mapmakers!
I can't wait for you to play it either! I wonder what kind of creative mappacks we'll see appear.

User avatar
TurretBot
Posts: 4413
Joined: 15 Mar 2012, 23:18
Contact:

Post » 17 Sep 2013, 13:37

Jorichi wrote:
Turret Opera wrote:Jorichi I had an idea
You should make one of those things where you play it in the editor and it walks you through how to make a mappack and then after you edit all the elvels you can play it and it looks really cool and would make a good mappack.
This wouldn't really work out for this mappack, but simply looking at how things are archived and used should be good enough for you to understand how it all works.
However, I was planning to add some folders to the mappack's download to help you understand it better. Perhaps I will even start a thread to help you out once this mappack and SE are close to release (maybe even sooner if Maurice would let me), but I'll have to see how it all goes.
Though, I think it's a pretty original idea you have here. It made me think of a "paint-by-number" kind of thing. Ghehe.
I meant as a separate project, not for this mappack obviously, that would be silly.
I just asked it in here because it's your thread and it's about SE. But if you do think of a way to implement it into GI (like as a extra level or something) then that would be cool too.

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 17 Sep 2013, 13:41

Turret Opera wrote:I meant as a separate project, not for this mappack obviously, that would be silly.
I just asked it in here because it's your thread and it's about SE. But if you do think of a way to implement it into GI (like as a extra level or something) then that would be cool too.
Hmm, as a seperate project that'd be fun.
I will consider doing this if I have enough time to do it after I finish Goomba Industries.

User avatar
Hatninja
Posts: 480
Joined: 03 Feb 2012, 18:42
Contact:

Post » 18 Sep 2013, 18:53

Can't believe i missed this, amazing!

User avatar
Qcode
Posts: 1479
Joined: 05 Feb 2012, 18:00
Contact:

Post » 18 Sep 2013, 22:21

...
Last edited by Qcode on 21 Oct 2021, 18:42, edited 1 time in total.

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 18 Sep 2013, 22:29

Qcode wrote:Are you thinking of submitting it for DLC?
If things work out and I can get it done in time, then yes, why not?

User avatar
TurretBot
Posts: 4413
Joined: 15 Mar 2012, 23:18
Contact:

Post » 19 Sep 2013, 00:27

Because of the purpose of the map I don't see any reason this shouldn't be packed in with the game.

User avatar
Smear-Gel
Posts: 297
Joined: 23 Oct 2012, 18:49

Post » 20 Sep 2013, 21:10

This looks absolutely beautiful. Everything seems to come together perfectly. This is just showing what I noticed from The Flow of Time, which is that you seem to be one of the best people here when it comes to hitting the perfect ambiance and mood with each level. Amazing work man.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 28 Sep 2013, 04:46

maybe you could use different types of goombas such as hyper goombas, bone goombas, octoombas, choombas, ect.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 28 Sep 2013, 16:29

mariomaster102 wrote:maybe you could use different types of goombas such as hyper goombas, bone goombas, octoombas, choombas, ect.
This. Especially considering how all these RPG enemies would have so much potential in a 2D platformer.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 28 Sep 2013, 20:01

I was thinking they could be background characters
like choombas working in factories
or bone goombas working in the mines

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 01 Oct 2013, 15:54

I haven't shown much of progression in the past few days.
So I guess it's time to show it.

The idea of the mines has been changed (mainly due to lack of inspiration). It's The Slums now. This place is where all employed Goombas live.
Image
Doesn't quite look like a happy place...
(Don't worry, the map isn't confusing due to the fore- and background being so similar, the scrolling quickly discards that illusion).

My plan is to make this a lively place. Lots of stuff going on and the feeling of a really densely packed area.
Your job in this level is to find a specific Goomba who's willing to help you out, but he lives in the very center of this dangerous and busy place.
(This world is still under heavy construction, so there is a lot of incomplete stuff in the image. Like the lack of a background, enemies, hazards and animated tiles. I might change some colors too).

User avatar
TurretBot
Posts: 4413
Joined: 15 Mar 2012, 23:18
Contact:

Post » 01 Oct 2013, 21:46

This might be a random question, but are you going to include any of the friendly goombas from the Paper Mario games?

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 01 Oct 2013, 22:54

I've been thinking about it, yes. Though I'm not sure I will do it.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 02 Oct 2013, 00:05

Say Jorichi, if you're taking recommendations for goomba types (considering how SE has enemy customization) I could suggest the "Helmet Goombas" from the ROM Hack Extra Mario Bros. Feel free to hijack the SMB1-styled sprites here.
http://i913.photobucket.com/albums/ac33 ... 4eee77.png

P.S. I know this sounds like a random question, but who exactly is this "Felix" person?

User avatar
Smear-Gel
Posts: 297
Joined: 23 Oct 2012, 18:49

Post » 02 Oct 2013, 00:13

Jorichi wrote:Image
Felix is a very unpopular guy.

As a suggestion with that background, maybe a factory with smoke billowing out or something? The background itself looks excellent already though.

Wilo
Posts: 944
Joined: 14 Feb 2013, 06:36

Post » 02 Oct 2013, 01:37

Is Felix going to be the name of the ''partner'' goomba, or is he someone else?
I would enjoy seeing a recurring background character, though.
Perhaps you could see him getting the crap beaten out of him or something throughout the levels.

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 16 Feb 2014, 15:58

I think Felix is the guy behind the scenes of goomba industries, the evil face of the industry and he could also be the final boss...
And all his toxic trash he is leaving in the city killed all the people, but the last that were killed wrote the "die felix"-messages.
Reminds me of cybus industries, only that the people werent killed by cybermen and werent turned into cybermen...
And after Felix's "cybermen"(goombas) killed everyone, his goombas took the peoples homes over to "live" there, and maybe the trash is toxic for people, but comletely harmless(/healthy?) for the goombas.
Last edited by Tecminer on 20 Feb 2014, 18:01, edited 2 times in total.

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 16 Feb 2014, 16:05

Jorichi, is this dead?

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 16 Feb 2014, 16:19

Jorichi is still working on it.

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 16 Feb 2014, 16:37

BobTheLawyer wrote:Jorichi, is this dead?
Goomba Industries certainly isn't dead, but it is gonna be delayed by quite a bit.
I will do my best to complete it as soon as possible, but I certainly won't release it unless I'm 100% satisfied with it.

While I do not know when SE meets its official release, I will try to complete it before that.
I will put other projects aside for now to ensure that this will happen.
I'm even considering getting some help with this mappack, though it will be hard to find someone who understands the vision I have for this mappack and can stick to the idea and style of it as well. So it's likely not to happen.
Tecminer wrote:I think Felix is the guy behind the scenes of goomba industries, the evil face of the industry and he could also be the final boss...
And all his toxic trash he is leaving in the city killed all the people, but the last that were killed wrote the "die felix"-messages.
You're right about roughly half of it.

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 16 Feb 2014, 18:17

Nice to hear that i am right about something...

User avatar
0>0
Posts: 204
Joined: 06 Feb 2014, 00:06

Post » 16 Feb 2014, 18:17

how can i download this mappack

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 16 Feb 2014, 18:24

It's still not finish so you can't download it.

User avatar
HowToEatGirafes
Posts: 516
Joined: 05 Feb 2014, 23:18
Contact:

Post » 26 Feb 2014, 18:50

The mappack looks like the best mappack ever created in mari0 and the teaser is amazing ! By the way , is there a software to put some gifs together and to add a music ? (to make a teaser for my upcoming mappack but shhh)

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 26 Feb 2014, 19:36

HowToEatGirafes wrote:is there a software to put some gifs together and to add a music ?
Windows Movie Maker.

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 21 Mar 2014, 03:02

Hey Jorichi,how is the progress of Goomba Industries?

I'm waiting for the release,can't wait to play this wonderful mappack :)

User avatar
MegaKid
Posts: 25
Joined: 07 Feb 2014, 18:28

Post » 21 Mar 2014, 15:06

Smear-Gel wrote: Felix is a very unpopular guy.
How could they hate this guy?
Image

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 21 Mar 2014, 15:31

SauloFX wrote:Hey Jorichi,how is the progress of Goomba Industries?

I'm waiting for the release,can't wait to play this wonderful mappack :)
It could take quite a while, sorry for that. But I'll do my best.
I don't have much time to work on this and the custom enemies I had planned aren't always possible with the features available. I just hope that Alesan99's enemy.lua might enable some of these and that it won't screw up the enemies I already have polished, but that is if Alesan99's moddifications gets added. But before that I'll do my best to work around it and redesign enemies to something possible and more suitable.

But I guess it's been a while since I posted an update. So here is some new stuff:
(The animations are much faster then they will be in the mappack though)
Image
Toadsworth: Ah, Mr.Toadsworth. This dazzling and quirky chap was the one who sent you on this mission and he will help you through it as well. He will sent you on the right path, so be nice.

Image
Professor Franklin: A clever, well-educated Goomba. But before you launch yourself in the air to squash this guy, let me tell you he's on your side! He's a key character and you'll need his help. Though, he's well hidden to avoid getting caught by Dr. Felix.

It doesn't seem like much of an update, but I've done more then just these two guys.

Oh, and I won't be spoiling Dr.Felix yet. As I'm not sure I will go with his current design. And it would spoil quite a bit.
Onwards to enemy redesigns~! *Woosh*

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 21 Mar 2014, 18:30

Oh... DR.Felix?
Hm... now i have some more information for my crazy thoughts of how the story will be

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 21 Mar 2014, 18:50

Jorichi wrote:I just hope that Alesan99's enemy.lua might enable some of these
Feel free to suggest what you want added.
Jorichi wrote:and that it won't screw up the enemies I already have polished
The new enemy.lua does not mess up existing enemies in any way.
In fact, they can be improved. In the video I saw that the goomba on the small bulldozer didn't transform when it got shot.
To fix that all you have to do is make the transform trigger "death".
Jorichi wrote:but that is if Alesan99's moddifications gets added.
Well they're in beta 9 so it's safe to assume they'll be kept.

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 21 Mar 2014, 19:35

Alesan99, i think the bulldozer-goombas are supposed not to be tranformed by fireballs

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 21 Mar 2014, 19:47

alesan99 wrote: Feel free to suggest what you want added.
I haven't exactly followed the enemy.lua development, so I don't really know all the things that have been changed or added.
But there are a few things I'd could certainly use for the enemies I had in mind.
I'll PM them to you, as some of them might be spoiling things.
alesan99 wrote: The new enemy.lua does not mess up existing enemies in any way.
In fact, they can be improved. In the video I saw that the goomba on the small bulldozer didn't transform when it got shot.
To fix that all you have to do is make the transform trigger "death".
Ah, music to my ears that it won't screw anything up!
The goomba on the small bulldozer is made invulnerable to fire on purpose though. It was intended.

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 21 Mar 2014, 20:48

Just like i said

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 22 Mar 2014, 13:30

Meanwhile I go watch Toadsworth play with his own 'starche.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 22 Mar 2014, 20:30

Jorichi wrote: I did some spriting too.
Image
Guess what he's saying...
Is this dr.Felix?

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 22 Mar 2014, 20:56

Nope. I originally made him to be Felix, but I wasn't happy with it so I went for something else.

User avatar
HansAgain
Posts: 1111
Joined: 03 Feb 2012, 18:51
Contact:

Post » 22 Mar 2014, 21:18

Ley me fix that:
Jorichi wrote:Nope. I originally made him to be Felix, but I wasn't happy with it you discovered me so I went for something else.
It's just a joke, and regardless of how will he look like, this mappack will be awesome.

Post Reply