Super Mario 16 - a traditional Mario platformer (UPDATE: Demo 5.0)
Super Mario 16 - a traditional Mario platformer
Description
Super Mario 16 (working title) is a Mari0 mappack I have been working on with the Alesan's entities mod. It takes it's art style from the SNES Mario games. It also features lots custom enemies.
Current state
As of now Super Mario 16 contains 31 finished levels. World 1 is the only finished world.
World descriptions
World 1 - Truffle Isle: An island that is territory of the Mushroom Kingdom with a small forest and a fortress populated by spiders.
World 2 - Pumpkin Passage: A haunted land where a huge castle can be seen in the distance upon entering. Boos, J-sons and other ghoulish enemies live here
World 2 - Falafel Flatlands: a vast desert populated by friendly Sahariguys. the main form of transport is the native Ostro birds and some not-so-friendly shy guys ride these around (the Ostros don't seem to like the shy guys). Also where are the cards coming from?
World 4 - Mountain Soursop A jungle around and on top of a mountain with tribal hammer brothers and a ancient ruin. The temples have rocky inhabitants that reside there. Most are asleep or inanimate but some are awake, and waiting to attack.
World 5 - Mackerel Skies A land situated in the clouds populated by Cloudies.
World 6 - Sherbet Shores A snow/water world, not much has been worked on yet
World 7 - Mushroom Kingdom Mario returns to the Mushroom Kingdom to find that Bowser's troops have took over. Travel trough levels based on areas from past Mario games (from Super Mario Brothers to New Super Mario Bros 2.) as of now
World 8 - The Dark World Bowser's kingdom, so far a volcanic landscape like in previous games.
Please offer your ideas, enemy ideas and offer help for now. I will update you all as much as possible. The demo is ready, with all enemies I've worked on included. The 1st year anniversary demo is here!!! The demos contains 9 new levels and some graphical changes
Download version 5.0 here (most recent version) (new link)
https://drive.google.com/file/d/1FA_1X8 ... sp=sharing
Download Version 4.0 here (legacy edition 2, I guess. Probably will be deleted at some point)
https://drive.google.com/open?id=1lOPxg ... f8EdmFoFca
version 2.0 (legacy version, I don't remember my old Dropbox account so this will probably never be deleted)
https://www.dropbox.com/s/1ns8tej30pjmy0g/SM16.zip?dl=0
Description
Super Mario 16 (working title) is a Mari0 mappack I have been working on with the Alesan's entities mod. It takes it's art style from the SNES Mario games. It also features lots custom enemies.
Current state
As of now Super Mario 16 contains 31 finished levels. World 1 is the only finished world.
World descriptions
World 1 - Truffle Isle: An island that is territory of the Mushroom Kingdom with a small forest and a fortress populated by spiders.
World 2 - Pumpkin Passage: A haunted land where a huge castle can be seen in the distance upon entering. Boos, J-sons and other ghoulish enemies live here
World 2 - Falafel Flatlands: a vast desert populated by friendly Sahariguys. the main form of transport is the native Ostro birds and some not-so-friendly shy guys ride these around (the Ostros don't seem to like the shy guys). Also where are the cards coming from?
World 4 - Mountain Soursop A jungle around and on top of a mountain with tribal hammer brothers and a ancient ruin. The temples have rocky inhabitants that reside there. Most are asleep or inanimate but some are awake, and waiting to attack.
World 5 - Mackerel Skies A land situated in the clouds populated by Cloudies.
World 6 - Sherbet Shores A snow/water world, not much has been worked on yet
World 7 - Mushroom Kingdom Mario returns to the Mushroom Kingdom to find that Bowser's troops have took over. Travel trough levels based on areas from past Mario games (from Super Mario Brothers to New Super Mario Bros 2.) as of now
World 8 - The Dark World Bowser's kingdom, so far a volcanic landscape like in previous games.
Please offer your ideas, enemy ideas and offer help for now. I will update you all as much as possible. The demo is ready, with all enemies I've worked on included. The 1st year anniversary demo is here!!! The demos contains 9 new levels and some graphical changes
Download version 5.0 here (most recent version) (new link)
https://drive.google.com/file/d/1FA_1X8 ... sp=sharing
Download Version 4.0 here (legacy edition 2, I guess. Probably will be deleted at some point)
https://drive.google.com/open?id=1lOPxg ... f8EdmFoFca
version 2.0 (legacy version, I don't remember my old Dropbox account so this will probably never be deleted)
https://www.dropbox.com/s/1ns8tej30pjmy0g/SM16.zip?dl=0
Last edited by Evan.F on 01 Jun 2020, 10:47, edited 17 times in total.
The levels look amazing, keep up the good work
Thank You Alesan, The Super Mario 16 topic doesn't get any commens, though I've started regularly updating it with pictures and gif of the levels and enemies I made for it. It's mice to see someone comment about it.
Edit: I actually thought this was on the AE topic. to see some words of encouragement on SM16's own topic page is a delight to see!
I have seen what you have shown and i am really impressed and can't wait to play, i just haven't been super active on the forums
Pinopi and Stingby can now be downloaded from the enemy repositorium. Here's the link
repositorium.forum.stabyourself.net/vie ... =12&t=4009
repositorium.forum.stabyourself.net/vie ... =12&t=4009
You should probably put some blocks in the middle of the fountain and overlap the water on top of each other so it has some depth.
It looks better, maybe make the water streams a bit thicker
IMPORTANT ANNOUNCEMENT
It's coming, or at least a demo of what I've made so far, here is what's there as of now
1-1 (complete)
1-2 (complete)
1-3 (complete)(will be ready once the next update comes out so it can use flowing water)
1-4 (complete)
1-5 (complete)
2-1 (complete)
2-2 (complete)
3-1 (complete)
3-2 (complete)
4-1 (complete)
I may just release certain levels if I can't finish the 5 work-in-progress levels. tell me which ones are your favourites so far!
here's a preview of the new 1-1
It's coming, or at least a demo of what I've made so far, here is what's there as of now
1-1 (complete)
1-2 (complete)
1-3 (complete)(will be ready once the next update comes out so it can use flowing water)
1-4 (complete)
1-5 (complete)
2-1 (complete)
2-2 (complete)
3-1 (complete)
3-2 (complete)
4-1 (complete)
I may just release certain levels if I can't finish the 5 work-in-progress levels. tell me which ones are your favourites so far!
here's a preview of the new 1-1
Last edited by Evan.F on 06 Aug 2019, 12:51, edited 1 time in total.
THE CURRENT DEMO LEVELS ARE FINNISHED!!!! Wow! 5 levels in 2 days. That was quick. I feel I could give you all one more. comment your ideas on which one you would like next. Here's some examples with the possible level they'd be in the final release.
The last level of world 1 (1-6)
An Angry sun level (3-3)
A mountain stage (4-?)
A thwomp ruins stage (4-2/?)
A toxic cavern (2-3)
A ghost house (2-4)
etc.
If you have any other ideas for worlds 1 through 4 comment them below, if I like it (and other users think its good, then that shall be the extra level. You don't need to state the level, just a world number that you think will fit (for example most ghost themed levels belong in World 2, Mountanous and jungle levels will be staples of world 4, but Mountains can appear as one offs in later worlds, Ice isn't exclusive to world 6 and will appear in world 5 and the 2 climatic worlds (8 and 9), etc.
(Disclamer: worlds 5, 6 and 7 will be started fully after world 4 is finished and world 9 will be done once everything is finished liniarly. You can supply ideas for them, but they won't appear in the demo.)
The last level of world 1 (1-6)
An Angry sun level (3-3)
A mountain stage (4-?)
A thwomp ruins stage (4-2/?)
A toxic cavern (2-3)
A ghost house (2-4)
etc.
If you have any other ideas for worlds 1 through 4 comment them below, if I like it (and other users think its good, then that shall be the extra level. You don't need to state the level, just a world number that you think will fit (for example most ghost themed levels belong in World 2, Mountanous and jungle levels will be staples of world 4, but Mountains can appear as one offs in later worlds, Ice isn't exclusive to world 6 and will appear in world 5 and the 2 climatic worlds (8 and 9), etc.
(Disclamer: worlds 5, 6 and 7 will be started fully after world 4 is finished and world 9 will be done once everything is finished liniarly. You can supply ideas for them, but they won't appear in the demo.)
4-2 is finished as well as many final touches being done to world 1-1 and 3-1!!!! Here's 4-2 underground area with a power-up I've haven't shown yet, as a replacement for the weird mushroom, the jumping lui from Mario Forever.Here's some details about the mappack
1. The soundtrack is the original Mario music rips, the smw custom music rips on youtube, and rips of 2.5 rips from Mario forever's music (those being Interference's ending, Sirens, and Apoplexy. The latter 2 don't loop. if you can help me find a MP3 music editor with the ability to cut parts out. There are also a few tracks that don't fit in due to not sounding 16-bit at all. These are Silent forest 1 (sonic lost world), The last dungeon encore (Wonder Boy and the Dragons Trap) and Piercing the sky (VVVVVV). I may put another thread for these in the Dev Showcase on the MFFG forums. Tell me if the OST seems ok as of now.
2. This uses backgrounds, tiles and sprites ripped by others, particularly Jdaster64's SMA4 background rips, used in every background so far. I've got plans to include the credits INSIDE the mappack when the project is finished as an experiment to have an official looking credits using Excursion Funnels and foreground tiles/background.
3. The levels average around 300 blocks long. the longest being W4-2, being 490 blocks wide and 45 blocks high. All but 2 levels are only 15 blocks tall, these being 1-3 and 4-2. They are also quite linear. The town in 3-2 may come off as boring, as there isn't much to do. If you have any criticism, please tell me.
4. I can't wait to show off the games 11 levels. I will remove certain enemies and musical tracks for the demo copy. Enjoy!!!
1. The soundtrack is the original Mario music rips, the smw custom music rips on youtube, and rips of 2.5 rips from Mario forever's music (those being Interference's ending, Sirens, and Apoplexy. The latter 2 don't loop. if you can help me find a MP3 music editor with the ability to cut parts out. There are also a few tracks that don't fit in due to not sounding 16-bit at all. These are Silent forest 1 (sonic lost world), The last dungeon encore (Wonder Boy and the Dragons Trap) and Piercing the sky (VVVVVV). I may put another thread for these in the Dev Showcase on the MFFG forums. Tell me if the OST seems ok as of now.
2. This uses backgrounds, tiles and sprites ripped by others, particularly Jdaster64's SMA4 background rips, used in every background so far. I've got plans to include the credits INSIDE the mappack when the project is finished as an experiment to have an official looking credits using Excursion Funnels and foreground tiles/background.
3. The levels average around 300 blocks long. the longest being W4-2, being 490 blocks wide and 45 blocks high. All but 2 levels are only 15 blocks tall, these being 1-3 and 4-2. They are also quite linear. The town in 3-2 may come off as boring, as there isn't much to do. If you have any criticism, please tell me.
4. I can't wait to show off the games 11 levels. I will remove certain enemies and musical tracks for the demo copy. Enjoy!!!
Last edited by Evan.F on 10 Aug 2019, 11:17, edited 1 time in total.
man you have been busy, this all looks AMAZING!!! can't wait to play the demo!
You can use custom timers to change the velocities it shoots mist at.
I don't know anything about custom timers... I'll try my best.QwertymanO07 wrote: ↑13 Aug 2019, 01:42You can use custom timers to change the velocities it shoots mist at.
it works now ^-^, i will let you know what i think when i'm done
Thank you. there are some flaws (there are problems in world 1-3 due to it being remade for the next AE update, and 3-2 is boring due to a lack of anything (fighter flies were added afterwards, I might remove some of them and add more dialogue).
This looks amazing so far but i have noticed the pipe that takes you underground in 1-1 has no exit pipe in the main area so it just takes you to the start of the level...
I'm making Batadon
and the image(sprites by me)
the code is this Code: Select all
{
"quadcount": 5,
"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.1,
"speedx": -4,
"nospritesets": true,
"stompanimation": true,
"stompanimationtime": 0.5,
"stompedframe": 3,
"bounces": true,
"bounceforce": 5,
"gravity": 30,
"width": 0.75,
"height": 0.75,
"mask": [ true,
false, false, false, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true],
"gravity": 5,
"category": 21,
"movement": "follow",
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"offsetX": 6,
"offsetY": 6,
"quadcenterX": 8,
"quadcenterY": 6,
"followspace": 1,
"distancetime": 0
}
Just played through this for the first time and it was amazing! I'd be glad to add this as dlc once you update it for v12 and get it to a relatively complete state.
The water in 1-3 is hard to get out of but I'm guessing you could fix that using the independent vertical scroll factor.
There's also sidesteppers and boom boom that need some fixing for v12 but aside from that it works pretty good.
The water in 1-3 is hard to get out of but I'm guessing you could fix that using the independent vertical scroll factor.
There's also sidesteppers and boom boom that need some fixing for v12 but aside from that it works pretty good.
Thank you! I can’t be more happy to hear that you liked the my creation.alesan99 wrote: ↑17 Aug 2019, 15:23Just played through this for the first time and it was amazing! I'd be glad to add this as dlc once you update it for v12 and get it to a relatively complete state.
The water in 1-3 is hard to get out of but I'm guessing you could fix that using the independent vertical scroll factor.
There's also sidesteppers and boom boom that need some fixing for v12 but aside from that it works pretty good.
1-3’s water has already been fixed ( I removed some tiles to get it ready for update 12) and I already have boom booms sprites.