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> Got ideas?, Help contribute to SM:SQ 2
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Miaxis
Posted: Dec 2 2006, 03:54 PM
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hagan bromas
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QUOTE (Jouw @ Dec 2 2006, 01:15 PM)
There aren't egs. The only capability Yoshi suit gives Mario is to eat stuff and spit it out.

ohmy.gif Sorry,I readed the first post wrong,but luckily,in my idea they´re not important.And,will you use it?


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Treeki
Posted: Dec 2 2006, 04:01 PM
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I'm not sure..
Also, I have a big problem in all of this: I need sprites for a lot of the stuff!
Everything from GeneralGuy, to the NIpper King, to Ukiki.


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Frogjester
Posted: Dec 2 2006, 04:27 PM
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2 colours are all I need
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King nipper:
Also theres a Ukiki sheet on the site.

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1-UP
Posted: Dec 3 2006, 04:17 AM
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QUOTE (Jouw @ Dec 2 2006, 01:44 PM)
Good. I'll probably change the second one around a little, and the names for both.

That's super. More ideas:

Bowser's Castle:
"Road to the Lair"
You get the Yoshi suit at the beginning of this level, and you must lick a key and get it to end of the level without touching any enemy or hazard. If you do, you lose the key and hafta start over. This should be the final star before Bowser, if you know what I mean.

Bowser's Castle:
"It's the Final Showdown" (If you allow a secret final star)
(You can only get this star when you have all the other stars.)
You are in top of the castle at beginning. Bowser arrives with his Clown Copter, and stuff happens. You need to beat him by jumping in his head, when he fuels the copter up. When you hit him 20 times, the copter explodes, and Bowser flies into the far horizon. Then some final boss clearing music, secret ending, and then it's done.

So, good or nuts?
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Treeki
Posted: Dec 3 2006, 06:26 AM
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Both ideas are great! They're definitely going in.
There will be a secret final star - the 8th boss of the game.
Here's how the logic works:
Unlike Mario 64, when you go into a course for one star, you cannot grab any other. For example, there will only be Red Coins if the Red Coins star is selected.
You must get the stars in each course in order. You don't have to follow "all stars on course 1, all stars on course 2" and so on, as you can choose from courses 1-7 at the beginning.
When you obtain all stars on a course, the boss for that course is unlocked. Bowser's Castle will be unlocked when all 7 bosses are beaten.
When you obtain the 10 stars from Bowser's Castle, the final boss star is unlocked.


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Frogjester
Posted: Dec 3 2006, 10:13 AM
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QUOTE (Jouw @ Dec 3 2006, 06:26 AM)
Both ideas are great! They're definitely going in.
There will be a secret final star - the 8th boss of the game.
Here's how the logic works:
Unlike Mario 64, when you go into a course for one star, you cannot grab any other. For example, there will only be Red Coins if the Red Coins star is selected.
You must get the stars in each course in order. You don't have to follow "all stars on course 1, all stars on course 2" and so on, as you can choose from courses 1-7 at the beginning.
When you obtain all stars on a course, the boss for that course is unlocked. Bowser's Castle will be unlocked when all 7 bosses are beaten.
When you obtain the 10 stars from Bowser's Castle, the final boss star is unlocked.

Is king nipper decent? That bulging thing is the bad spot.


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Ike Bravo
  Posted: Dec 3 2006, 11:14 AM
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Shyguy Mountain
Star Name : Monkey in the Middle
How to get it : At the top of the mountain, theirs a monkey. Try and grab it (Note :
It's really fast). Once you grab it, You get the star. laugh.gif


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Frogjester
Posted: Dec 3 2006, 02:33 PM
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Any further production, all the ideas make it sound incredibly origanal(sorta biggrin.gif )
Could you post a demo soon if its not to much trouble. Also is the King nipper sprite passable? If need be I'll post links to sprites you want.


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Treeki
Posted: Dec 3 2006, 02:35 PM
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I've had a break for today.
I'll post a demo when the first star is finished. Probably, tomorrow.


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Frogjester
Posted: Dec 3 2006, 02:37 PM
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QUOTE (Jouw @ Dec 3 2006, 02:35 PM)
I've had a break for today.
I'll post a demo when the first star is finished. Probably, tomorrow.

Cool, also is king nipper passable? I'll remake it if you want.


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Treeki
Posted: Dec 3 2006, 03:00 PM
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No. I'll see if I can make my own, though.


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Treeki
Posted: Dec 4 2006, 06:16 AM
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New screenshot!
user posted image
There's still a lot left of the Nipper Field to design. Plus, KtQ needs to be programmed.
This area is where you start. I will improve it. And I'll add enemies, too.
I need opinions on some things...
First, how should health work? Should it be similar to SM64, coins give you one point back and a round power meter is shown when health is below 8? Maybe I should keep the power meter, but add mushrooms that refill your health?
Next, do those green bushes in the blue ground look good or should I remove them?
And finally, is the background OK?


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Ultramario
Posted: Dec 4 2006, 06:36 AM
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Not idea, question: How big levels are going to be? at least.


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Treeki
Posted: Dec 4 2006, 06:54 AM
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Quite big. As there will be 10 stars in a level (not stars like in the original SM:SQ, stars like in SM64, where you go into a level for one star and exit when you collect it) so I will need a big area. Especially for stuff like the Koopa the Quick race. I'm not sure how that will work too well in 2D. Maybe I'll add obstacles you have to get through, to give it a challenge...


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Dann Woolf
Posted: Dec 4 2006, 09:42 AM
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Pipe Works - Dynamo Dynamo Panic!

Different devices throughout the level lack dynamos, rendering them useless.
As Koopa Mario, crawl into your shell and spin like a certain hedgehog to use them!
The devices can be anything, but a few ideas are;
A door - Spin in a device to open it, then get out and run through before it closes.
A cannon - Spin until it's fully loaded, and it'll fire a Bullet Bill that could trip over Bowser!
A room full of moving platforms - Well, they won't move until you've charged up the right machines...
A pipe maze - Spin in a machine to connect certain pipes together, and find out which pipes go where.

Bowser's Castle - Assault on Koopa Kastle! (could be a boss battle)
Board the Sky-Pop once more, and take out Bowser's defenses! Be careful, 'cause old Koopa himself may show up in his Clown Car!


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Frogjester
Posted: Dec 4 2006, 12:38 PM
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Sm64 health and coins refill health= Win


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Treeki
Posted: Dec 4 2006, 12:48 PM
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Some more stuff:
In Mario 64, racing Koopa the Quick was a challenge as the game was in 3D and you had to do so much stuff to get there. But here, there's not much you can do. Holding down Ctrl and Right? Nope. In here, Koopa is faster than you. He goes through a special "No Mario" path, while you go below. As you go along, you'll encounter stuff you can do to slow him down! From banging a block under him to knock him out for a second, or hitting a switch to drop a thwomp on him, if you don't use those you will never win.
I'm designing this area. For normal use, there will be a warp pipe to go past the race area.


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Frogjester
Posted: Dec 4 2006, 12:57 PM
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Use smw sprites for him cos they have arms. Also it would be awesome if when he walked dust trailed behind him. Also maybe you could do that flag you have to climb to win. I've got an idea, what about when your racing him you can press a switch to make blocks appear and he can trip up. Also for last boss could you implement sm64 spin bowser thing? Its quite simple you just need a sensor on his tail and an object of mario spinning him round.


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Treeki
Posted: Dec 4 2006, 01:30 PM
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I'll see if I can add the flag that you can climb.
The spinning bowser- Well, I'm not sure, I don't want this to turn into an SM64 clone, and I'm not sure how well it would work.
And about the switch making blocks appear - I planned that.


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Ike Bravo
  Posted: Dec 4 2006, 03:37 PM
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QUOTE (Jouw @ Dec 4 2006, 01:30 PM)
I'll see if I can add the flag that you can climb.
The spinning bowser- Well, I'm not sure, I don't want this to turn into an SM64 clone, and I'm not sure how well it would work.
And about the switch making blocks appear - I planned that.

It's NOT a SM64 clone? ****! I LOVE SM64 clones. nod.gif


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