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[SMBX] The Second Reality Project X - Official C3 Booth



Ladies and gentlemen, It has been too long since I last posted on this project here. Certainly I will admit there were some delays in regards to the Demo for TSRP-X but the demo is finally here (click this link to download it) and ready to played by anyone and everyone on this very site.

We would appreciate any comments or criticism you may have after playing the demo.

and now for a few screenies for the skeptical:




and to further dis-sway the skeptics, here's the very email proving we have permission to do this:
The proof is in the pudding!




Awesome, I've been waiting for it since you announced it! Good luck on finishing the game.
Thank you h2643! I'm glad to see that you're hyped!




Since I was lucky to get the demo a couple of days early I had some time to play it - I'm still not completely done, though.

When it comes to the difficulty level, this game definetely means business - it gets right tricky from the very first level. All in all, I don't mind, the only level I played I found hard on a more frustrating side was that hidden Ghost level in the first world.
Just a tad bit too many ghosts there for my taste, especially since they move kind of fast - there are several spots where you reach a new part and get immediately ambushed by a Big Boo which seems a bit evilish, especially fir a level in the first world. You might argue now "hey it's an optional level" but imho that doesn't really count in this case since it's a level leading to the Yellow Switch (I suppose? Couldn't find the secret exit there yet thanks to the frustration factor mostly) and since the Yellow Switch makes a lot of things easier I can only say that by the time you're able to beat that Ghost level what do you need the Yellow Switch for? You're obviously a player who wouldn't really need it. - ... unless the yellow switch is located elsewhere. Than forget about that point. Back to the Ghost level I found the overall design a bit unpolished. The ambushing Big Boss, the sprite overload, at least one blind jump, the pipes which just loop you around and what's with that part with the note-blocks which can't get you up to the higher platform? (I got up there with the help of a Boo.) Nothing that can't be fixed of course - other than that I found the levels I've played so far very enjoyable, with the first castle being my favourite I think - the first room is a bit blah because of some of these plant/Thwomp/Dry Bones-combinations which just slow you down, but other than that it was pretty great, also liked the boss fight a lot.

Other points: Is it just me, or are some of these secret exits like very hard to find? A suggestion for "The Clearing" would be to make the location of the keyhole and the key not that far apart? Seems a bit random, even if both objects are hidden well. Other than that I think that's the only secret exit I found so far. :p

The title screen-scene seems very action-orientated. I'd suggest cutting the very long intro of the title screen music and starting with the part where the music finally "takes off" - it would fit more to the fast paced scenario.

Nitpicking aside, you're doing a great job. Keep it up! #ab{:D}
I'm certainly curious about what other people have to say about it as well!

Thank you FPI, I will confess that we really didn't have much time to playtest once I returned from my hiatus and once we decided on C3 as our deadline for the demo so we did we could in balancing it and we will release a post-C3 demo that focuses on refinement and fixing any bugs and balance issues found by C3-goers. I thank you for your honest appraisal and criticism.

Edit: Wind (who is also known as Savordez) just remind me that I needed to list who's on the team so without further ado, our devteam.



Project Leaders
FireSeraphim
Savordez

Level Designers
FireSeraphim
Savordez
Darkonius
Valtteri
M4sterBr0s (Has anyone seen him recently?)

LunaLua Programmers
Savordez
Zipper

Graphical Artist and Rippers
Valtteri
FireSeraphim
Savordez
SilverDeoxys




Before I respond to FPI, I'd just like to tell everyone how excited I am about showing off our little project. I hope we'll get lots of feedback so we can improve our level design. I actually registered just for this, but who knows, maybe I could start posting elsewhere as well.

Originally posted by FPI
Since I was lucky to get the demo a couple of days early I had some time to play it - I'm still not completely done, though.

It's great for me to finally hear your opinion on TSRPX that isn't an email between you and FireSeraphim. Before adressing your criticism, I'd like to point out that the early copy you got is quite outdated. FireSeraphim didn't receive a reply from you so I thought you didn't have the time to play it. Unfortunately, the current C3 demo is not compatible with the saves of the version you got. I apologize for the inconvenience.

Originally posted by FPI
...the only level I played I found hard on a more frustrating side was that hidden Ghost level in the first world.

I totally see what you mean. I feel like the level does need at least a slight revamp. While I feel like the difficulty is somewhat alright, the level's design itself does have faults which we will be adressing.

Originally posted by FPI
...imho that doesn't really count in this case since since it's a level leading to the Yellow Switch (I suppose?)

Actually, it does not. In fact, the yellow switch is required to get to the secret exit. The Yellow Switch is actually located in 1-3 (Shell-Shot Scramble).

Originally posted by FPI
...the pipes which just loop you around and what's with that part with the note-blocks which can't get you up to the higher platform?

We'll definitely be taking care of those pipes in the future. And the note blocks are already fixed in the current version!

Originally posted by FPI
...other than that I found the levels I've played so far very enjoyable, with the first castle being my favourite I think

Very happy about that. For the first section of the castle, I was thinking of having some moving obstacles and having giving the player a better introduction to vines.

Originally posted by FPI
Other points: Is it just me, or are some of these secret exits like very hard to find?

Yes! They are supposed to be tough to find. But if they are too tough, then yeah, we have gone a bit too far. A lot of the secret exits actually just have the key and keyhole in the same screen, though.

Originally posted by FPI
Nitpicking aside, you're doing a great job. Keep it up!

Thank you very much! I hope you don't mind starting over, since the current version does have a lot of improvements.
Avatar 90% made by Enjl, the rest by Nintendo
Originally posted by FireSeraphim
Graphical Artist and Rippers
Valtteri
FireSeraphim
Savordez
SilverDeoxys

Wait, didn't you use my ripped tilesets as well? (I saw at least one and that is the bonus tileset) #ab{>_>}

Anyway I just completed the first world, and even found all the secret exits! (Well, except for the castle...) The game is definitely enjoyable, I like it.

So far I found two oddities:

For some reason Luigi is in front of this column yet he isn't. This applies to all the column platforms. Also there's a small cut-off. #tb{:p}


Here I noticed that Galoombas here for some reason spread blood when they die. Was that done intentionally?!
Still excited for this, although as mentioned in your introduction thread a few months ago, I still thing the patterns in most of the dirt tiles stand out too much. They burn right into my eyes when I look at them for too long. I recommend overhauling them a bit and making them way more moderate.

That aside, I might give this a try.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by h2643
Wait, didn't you use my ripped tilesets as well? (I saw at least one and that is the bonus tileset) #ab{>_>}

I'm sorry! Looks like I forgot to credit you. I've added you into the credits page.

Originally posted by h2643
For some reason Luigi is in front of this column yet he isn't. This applies to all the column platforms. Also there's a small cut-off. #tb{:p}

I completely forgot about this. We'll be fixing it.

Originally posted by h2643
Here I noticed that Galoombas here for some reason spread blood when they die. Was that done intentionally?!

The laser is actually a lava block, and causes the lava splash effect to appear when enemies touch it. Since there is no lava in the level, I think we could just replace the effect with a more fitting one.
Avatar 90% made by Enjl, the rest by Nintendo
Lemme just say that I just beat World 1 and so far, the ideas are apparently interesting so far. (ex: That level with Key gates and also the shell kicker thing). My only gripe I have with this comes from unfortunately the level design and the physics of Luigi (sorry guys but I don't see myself playing as Toad but I imagine he is in the same boat as the others). I unfortunately must say that the level design at places (not every level, just the ones that have more sprites on screen and less leeway in jumping over obstacles as a solution) didn't fully compliment the engine physics of the player characters SMBX has pre-programmed, as the overall stiffness (slower max speed, longer acceleration times) of the characters made certain segments if it was designed for a SMW-esque physics in mind, harder to navigate across. Didn't help that certain segments were rather busy with a sheer number of NPCs on screen.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


Originally posted by RPG Hacker
I still think the patterns in most of the dirt tiles stand out too much. They burn right into my eyes when I look at them for too long.

That's a bummer. I don't do graphics myself, but I guess I could talk about it with the team. Not expecting much to come out of it, though.

Originally posted by StrikeForcer
My only gripe I have with this comes from unfortunately the level design and the physics of Luigi (sorry guys but I don't see myself playing as Toad but I imagine he is in the same boat as the others).

To be honest, I personally don't find anything wrong with the physics... the big amount of enemies can be a problem, though. The thing is, since I've played SMBX in general a lot, some of the challenges are easier for me. There are some parts that I never realised to look at from someone else's perspective. TSRPX is supposed to be pretty challenging, but I was afraid the different physics and certain mechanics of SMBX combined with people more familiar with SMW would result in them having a harder time.
Avatar 90% made by Enjl, the rest by Nintendo


Let's rock the boat with a cluster of screenies from the levels already in the demo.

In order (left to right comic book style):
S-2: Collision Chaos Zone (FireSeraphim)
2-Castle: Eventide Keep (FireSeraphim)
2-Fort: Dungeon of Unquestionable Agony (Savordez and FireSeraphim)
2-E: Shroom Paradise (Darkonius)
2-D: Ruins under Siege (FireSeraphim)

I hope more of you will consider downloading the demo, the more feedback we receive, the more we can improve overall.




Although I haven't fully started playing World 2, I will say your team is doing a good job at keeping the style cohesive to the Redrawn aesthetic in spite of graphics that aren't originally of icegoom nor of FPI. Ripped graphics rarely ever in my honest opinion make a style cohesive unless they are shaded in a way that is similar to everything else featured in a game.

BTW, I do wish this project gets more attention, as its clear that your team is working hard.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


13 hours of C3 remaining eh? I wish to thank the hand-full of C3-goer who decided to visit this thread and the scarce thimble-full who were brave enough to try out the demo for TSRP-X. I especially wish to thank FPI for his appraisal, his criticism and his blessing. We promise to try and make TSPR-X the best new SMBX episode in recent ages, thank you all and have a happy C3 and a good night.