Minion's Misfortune: Koopa Konquest (update! - 01/05/21)

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Re: Minion's Misfortune: Koopa Konquest (update 10/16)

Postby Cedur » Wed Oct 16, 2019 3:16 pm

Are you sure that the coins in the casino level are not too flashy?
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Re: Minion's Misfortune: Koopa Konquest (update 10/16)

Postby Fuyu » Thu Oct 17, 2019 10:01 am

Man, this looks pretty neat. Those ghost blocks remind me of the ghost rope from DKC2. Honestly, looking at your project is inspiring. I'm looking forward to this one.
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Re: Minion's Misfortune: Koopa Konquest (update 11/30)

Postby AirShip » Sat Nov 30, 2019 7:53 pm

Update Time.

A very busy month for me, unfortunately, I didn't have much time left to work on the episode, I was busy playing a few games of my list, creating levels for competitions & collabs, personal life and yada yada.

The next month should not be too different, as the Christmas festivities will begin.

And here, some more gifs, showing the progress of the episode, remembering that some levels still are WIP:
Spoiler: show
I'm not sure if this should work this way...

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Natsu wrote: Man, this looks pretty neat. Those ghost blocks remind me of the ghost rope from DKC2. Honestly, looking at your project is inspiring. I'm looking forward to this one.

They are based on it, I even did the rope version too:
Spoiler: show
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Cedur wrote: Are you sure that the coins in the casino level are not too flashy?

Personally, I do not think.

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Re: Minion's Misfortune: Koopa Konquest (update 11/30)

Postby 8lue Storm » Sun Dec 01, 2019 3:17 pm

Yasss my script is getting used!
my stuff is rather ok
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Re: Minion's Misfortune: Koopa Konquest (update 11/30)

Postby Cedur » Mon Dec 02, 2019 3:48 am

AirShip wrote:
Cedur wrote:Are you sure that the coins in the casino level are not too flashy?
Personally, I do not think.

I might not talk about the coins but about the level as a whole. I think it's a little too flashy in general.
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Re: Minion's Misfortune: Koopa Konquest (update 11/30)

Postby 8lue Storm » Mon Dec 02, 2019 11:22 am

Cedur wrote:
Mon Dec 02, 2019 3:48 am
I might not talk about the coins but about the level as a whole. I think it's a little too flashy in general.
I agree, the level was kinda uncomfortable to play.
my stuff is rather ok
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Re: Minion's Misfortune: Koopa Konquest (update 11/30)

Postby Ed Elric » Wed Apr 01, 2020 7:55 am

This project is very good. Because in addition to the excellent level designer, the project is suitable for smbx 2.0 and uses its resources very well.
Forgive me for my bad english, i'm brazilian

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Re: Minion's Misfortune: Koopa Konquest (update 11/30)

Postby BroccoliRampage » Sat Apr 04, 2020 3:12 pm

Beautiful.

I want to have this game's babies.
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Re: Minion's Misfortune: Koopa Konquest (update 04/06)

Postby AirShip » Mon Apr 06, 2020 2:26 pm

Hello guys, AirShip here with another update post!

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Firstly, we start with some screenshots of some levels that I'm working:
Spoiler: show
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Images and gifs may possibly differ from final version.

Secondly, I did a lot of custom gfxs for the episode and my custom gfx pack, as well fixed the hitbox of the koopa (it was inacuratte) and some lunalua, here some sprites:
Spoiler: show
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Goomba House inspired in Mario Party 2 (Still need some fixes).


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SMB3 Grassland Tileset Alternate Patterns.


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SMB3 Yoshi's Island Castle.


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Kustom Kostumes idea for the koopa.


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Biddybuds.


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DKC Barrels.


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and to end, windmill.

Thirdly, I did a Progress Sheet for the episode, check out:
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and the episode now have a channel on the server of Eclipsed "Eclipsed's Moon Base", check out:
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*I don't really think that the episode deserve a discord server, so, I asked Eclipsed to make a channel about it in his server (a.k.a. Eclipsed's Moon Base).

Eclipsed and Eri7 are new beta-testers too, I guess.

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That's all for today, see you all on another update post.

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Re: Minion's Misfortune: Koopa Konquest (update! 04/06)

Postby Fuyu » Sat Apr 11, 2020 1:54 pm

Amazing work as always Airship! I'm mesmerized by the latest update. I love the clear pipe obstacles on that waterfall level, very creative, and the attention to detail with the burnt fence is something I can admire. However, by far the thing I love the most is the use of cannon barrels. I completely forgot those were a thing, I would've loved to make 'em and use 'em to my heart's content first.

Aesthetically speaking all of this is top notch, but I can't help to wonder about the disorganized way of progression on your episode. You began working on later levels before working on the very first world? I'm curious as to what led you to make that decision.

Keep up the good work! I can't wait to play this once it's done!
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Re: Minion's Misfortune: Koopa Konquest (update! 04/06)

Postby Enjl » Sat Apr 11, 2020 2:36 pm

Natsu wrote:
Sat Apr 11, 2020 1:54 pm
You began working on later levels before working on the very first world? I'm curious as to what led you to make that decision.
I can only speak for myself but I also do that... working on the levels which I want to work on, and then tossing them into a world depending on where they fit thematically and in terms of difficulty. It avoids situations where you're trying to slog to finish a level you don't really wanna work on just to get a world done. And by the time you get to such a potentially troubling level slot, you might have ideas for an even cooler level to put in that place!

And yeah I totally agree, this episode is looking rad as always. The burnt fences are fantastic like you said, and clearpipe chaos is always awesome, too. Now the clearpipe level waddle and i made for my episode will be the canonical copycat haha :D
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Re: Minion's Misfortune: Koopa Konquest (update! 04/06)

Postby AirShip » Tue Apr 14, 2020 4:33 pm

Enjl wrote:
Sat Apr 11, 2020 2:36 pm
Natsu wrote:
Sat Apr 11, 2020 1:54 pm
You began working on later levels before working on the very first world? I'm curious as to what led you to make that decision.
I can only speak for myself but I also do that... working on the levels which I want to work on, and then tossing them into a world depending on where they fit thematically and in terms of difficulty. It avoids situations where you're trying to slog to finish a level you don't really wanna work on just to get a world done. And by the time you get to such a potentially troubling level slot, you might have ideas for an even cooler level to put in that place!

And yeah I totally agree, this episode is looking rad as always. The burnt fences are fantastic like you said, and clearpipe chaos is always awesome, too. Now the clearpipe level waddle and i made for my episode will be the canonical copycat haha :D
Basically what Enjl said, with a little addition of what Miyamoto said in one interview:

"When we're doing an action game, we make the second level first. We begin making level 1 once everything else is completed."

In my opinion, the first level is too important to be worked first, is the level that will define if the episode is worth ou not to be played.

sorry my poor english.
Last edited by AirShip on Tue May 05, 2020 10:54 pm, edited 2 times in total.

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Re: Minion's Misfortune: Koopa Konquest (update! 04/06)

Postby Smibbix » Tue Apr 14, 2020 7:57 pm

This is beautiful. Definitely one of the most impressive SMBX episodes I've seen, as far as graphics go. And the gameplay just looks plain fun.
ah

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Pop Yoshi Bros wrote: These used other people levels withouth their permission? I don't know if it's wrong if the big heads of the forums make it
Enjl wrote:
Sun Jul 15, 2018 8:27 am
The only palette people care about is the SMB3 palette.
smbx GaMERDoG wrote:
Thu Jul 12, 2018 1:30 am
These tomatoes weren't debugged properly!

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Re: Minion's Misfortune: Koopa Konquest (update! 04/06)

Postby Smibbix » Sun Jul 12, 2020 6:28 pm

Is this project still active?
ah

I Support:
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Pop Yoshi Bros wrote: These used other people levels withouth their permission? I don't know if it's wrong if the big heads of the forums make it
Enjl wrote:
Sun Jul 15, 2018 8:27 am
The only palette people care about is the SMB3 palette.
smbx GaMERDoG wrote:
Thu Jul 12, 2018 1:30 am
These tomatoes weren't debugged properly!

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Re: Minion's Misfortune: Koopa Konquest (update! 04/06)

Postby 8lue Storm » Mon Jul 13, 2020 12:33 pm

Smibbix wrote:
Sun Jul 12, 2020 6:28 pm
Is this project still active?
I'd say so. Ship only posts about progress here when they have a decent amount of work done; enough to be showcased. Of course, they still have their own stuff to take care of, but I'm certain they've been working on it.
my stuff is rather ok
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Re: Minion's Misfortune: Koopa Konquest (update! 04/06)

Postby AirShip » Wed Jul 15, 2020 11:40 am

8lue Storm wrote:
Mon Jul 13, 2020 12:33 pm
Smibbix wrote:
Sun Jul 12, 2020 6:28 pm
Is this project still active?
I'd say so. Ship only posts about progress here when they have a decent amount of work done; enough to be showcased. Of course, they still have their own stuff to take care of, but I'm certain they've been working on it.
Exactly this, and beyond that, I was ill with conjunctivitis and covid AND with the creation of my level for the cc1x, decreasing much my productive time on the episode.

but now, I will propably have more time to make the episode in a good pace.

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Re: Minion's Misfortune: Koopa Konquest (update! 04/06)

Postby Smibbix » Sat Jul 25, 2020 9:04 pm

AirShip wrote:
Wed Jul 15, 2020 11:40 am
Exactly this, and beyond that, I was ill with conjunctivitis and covid AND with the creation of my level for the cc1x, decreasing much my productive time on the episode.

but now, I will propably have more time to make the episode in a good pace.
Omg, sorry, that sucks. Well I'm glad you're feeling better!
ah

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Everything I supported got cancelled
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Pop Yoshi Bros wrote: These used other people levels withouth their permission? I don't know if it's wrong if the big heads of the forums make it
Enjl wrote:
Sun Jul 15, 2018 8:27 am
The only palette people care about is the SMB3 palette.
smbx GaMERDoG wrote:
Thu Jul 12, 2018 1:30 am
These tomatoes weren't debugged properly!

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Re: Minion's Misfortune: Koopa Konquest (update! - 09/27/20)

Postby AirShip » Sun Sep 27, 2020 7:28 pm

Spoiler: show

Does the Forbidden Door Lead to This World, or the World Beyond?--

I mean, time to another update! (yeah, the project is not dead!)

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The project has slowed a bit because very factors, like the level that I did for the CCX1, the level I did for the NC2, complications with my illness, job, etc...
BUT! That doesn't mean that the project not have made any progress, no no no, and here the proof, some gifs:
Spoiler: show
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aaand, some probably tileses that I probably will use in some levels, probably:
Spoiler: show
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yes, the tree is ugly as hell, need more fixes.

Unfornately, I don't have much more to say or show, and probably I will show up less spoilers of the episode from now on, if I continue to show spoilers, I will not have nothing more to surprise you guys, the players, when the episode releases.

Thanks for you attetion and have a good day.
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Re: Minion's Misfortune: Koopa Konquest (update! - 12/29/20 - Happy new year!)

Postby AirShip » Tue Dec 29, 2020 7:29 pm

Hola paisanos!

Time to the final update of this year! 2020 was a year of many difficulties to everyone, that is true, but hey, don't exist nothing that cannot get worse, right ?

Enough of this, about the project, I finished some levels, updated some others, the same as always.
I couldn't create a level for the mystery contest, lacked inspiration, unfornately...

Well, that concludes the "diary-log" part of the update, time for the gifs:
Spoiler: show
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Its Koopa dance time!

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HUH?!

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Minion's Misfortune 2:Drybones Dryventures

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That's all for now, and I, AirShip, wish you a happy new year!
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Re: Minion's Misfortune: Koopa Konquest (update! - 12/29/20 - Happy new year!)

Postby Yoshi021 » Tue Dec 29, 2020 8:43 pm

This project looks like a lot of fun!


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