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Here it is - my first ever SMBX episode! The game development started in March this year and took me around two months to finish it.So, what's the story behind this episode? Well, Bowser's troops are attacking the Mushroom Kingdom (surprise, surprise!) and it's up to Mario, Luigi and the Kingdom's inhabitants to fight back. It's an adventurous journey with lots of action including tanks, ships, airships, trains, hills, waterfalls, temples and many more. Note that Toad, Princess Peach and Link are not playable characters because I want the game to capture the true spirit of Super Mario platforming.How many worlds are there? There are 5 worlds with 6 or 7 main levels each + secret mini-levels. Here are the world names.
I'm finding it a good difficulty with lots of surprising level design. The world map is done the way I like the SMBW map to be. The battle of Mushford has a bit of cut off with the ground but stage is good.
Toxic Trouble and Forest Temples stages are really amazing. Aquatic Exploration was really cool too. Will be playing this one to completion for sure.
Finding myself at Star Check 2 having to go back to difficult levels to pass. Found 8.Only thing I don't like is how linear is it, but the stages are all interesting. Stageleft wrote:I'm finding it a good difficulty with lots of surprising level design. The world map is done the way I like the SMBW map to be. The battle of Mushford has a bit of cut off with the ground but stage is good. Toxic Trouble and Forest Temples stages are really amazing. Aquatic Exploration was really cool too.
Will be playing this one to completion for sure. Finding myself at Star Check 2 having to go back to difficult levels to pass. Found 8.Only thing I don't like is how linear is it, but the stages are all interesting.Thanks so much for the feedback, I appreciate that! The Forest temple is one of my personal favourites too.
There are non-linear levels further on in the game but bear in mind that since this was my first project, I was experimenting with a lot of things. Let me know how you get on with the next levels. Mariogeek2 wrote:This episode looks really good, especially for your first. I can't wait to play it. I'm so glad you took your time to make it, as most new users rush episodes.
I think you'll develop into a pretty good level designer in the future. Keep up the good work.Thanks for the good words! I'm a bit OCD when it comes to designing things so I triple-checked every single level and detail before I launched the episode so hopefully you'll like it! Let me know what your impressions are.(Edit by as303298) I compiled a double post down to one.
ShadowFlame wrote:Thanks for the good words! I'm a bit OCD when it comes to designing things so I triple-checked every single level and detail before I launched the episode so hopefully you'll like it! Let me know what your impressions are.Okay, great! You're welcome! It's nice to have someone thanking you for words of encouragement.
And yeah, triple-checking everything is a good habit you want to develop when making episodes and/or levels. And, yeah, I'll be sure to let you know my impressions.By the way, you double posted, which is generally not liked in the forums. Here's your posts merged into one. Code: quote='stageleft'I'm finding it a good difficulty with lots of surprising level design.
The world map is done the way I like the SMBW map to be. The battle of Mushford has a bit of cut off with the ground but stage is good. Toxic Trouble and Forest Temples stages are really amazing. Aquatic Exploration was really cool too. Will be playing this one to completion for sure.
Finding myself at Star Check 2 having to go back to difficult levels to pass. Found 8.Only thing I don't like is how linear is it, but the stages are all interesting./quoteThanks so much for the feedback, I appreciate that! The Forest temple is one of my personal favourites too. There are non-linear levels further on in the game but bear in mind that since this was my first project, I was experimenting with a lot of things. Let me know how you get on with the next levels:)quote='Mariogeek2'This episode looks really good, especially for your first.
I can't wait to play it. I'm so glad you took your time to make it, as most new users rush episodes. I think you'll develop into a pretty good level designer in the future.
Keep up the good work./quoteThanks for the good words! I'm a bit OCD when it comes to designing things so I triple-checked every single level and detail before I launched the episode so hopefully you'll like it! Let me know what your impressions are.Copy it, click edit on the first post of the double post, and then paste it into there. After that, delete the second post. I recommend you do this.Otherwise, the admins will come out at night and steal your soul! Mariogeek2 wrote:It is ironic since it is also against the rules to do our job:3, so please dont do that. I appreciate you compiling the data for me so I didnt have to lift a finger, but still.don't backseat moderate please.Overall, I fixed the double post so.yay.
As for the episode, it looks promising I must say. My only issue is your world map and how some levels are positioned on the map; such as your water level. I recommend having thinner or less obvious pathways when connecting water to land as it does not look good visually.
Mariogeek2 wrote:It is ironic since it is also against the rules to do our job:3, so please dont do that. I appreciate you compiling the data for me so I didnt have to lift a finger, but still.don't backseat moderate please.Overall, I fixed the double post so.yay. As for the episode, it looks promising I must say. My only issue is your world map and how some levels are positioned on the map; such as your water level. I recommend having thinner or less obvious pathways when connecting water to land as it does not look good visually.Oh, sorry about that! I wasn't aware that I have double-posted, I'm still quite new to the whole forum system in here. And thanks for your feedback, I'll certainly take it into account.
Stageleft wrote:I'm finding it a good difficulty with lots of surprising level design. The world map is done the way I like the SMBW map to be. The battle of Mushford has a bit of cut off with the ground but stage is good. Toxic Trouble and Forest Temples stages are really amazing. Aquatic Exploration was really cool too. Will be playing this one to completion for sure.
Finding myself at Star Check 2 having to go back to difficult levels to pass. Found 8.Only thing I don't like is how linear is it, but the stages are all interesting.Hi again! Just wanted to check what your progress with the game is and if there are any issues that you've noticed. I've updated the download link as I made a small change on the world map for the path leading to one of the water levels. Anyway, let me know how things are going.
Yeah so my thoughts on the game are. First of all its a great episode, lots of zaniness and its a tough challenge. Very gimicy, I really like how no two stages are the same. The custom graphics as it gets deeper in get pretty wild which was a good surprise as well the atmosphere in most stages has that organic feel which I also like. Only thing I don't like is how difficult it can be at times.
Its all a matter of preference though. No issues or bugs that I found. Lil cut off here and there.
In some places the enemies get a lil repetitive but hey its Mario, gotta space out at some point. A lil tweakage an you'd be golden.
BTW noticed you used some of the same custom music I did. Stageleft wrote:Hey again!
Yeah so my thoughts on the game are. First of all its a great episode, lots of zaniness and its a tough challenge.
Very gimicy, I really like how no two stages are the same. The custom graphics as it gets deeper in get pretty wild which was a good surprise as well the atmosphere in most stages has that organic feel which I also like. Only thing I don't like is how difficult it can be at times.
Its all a matter of preference though. No issues or bugs that I found. Lil cut off here and there.
In some places the enemies get a lil repetitive but hey its Mario, gotta space out at some point. A lil tweakage an you'd be golden. BTW noticed you used some of the same custom music I did.Thank you so much for the feedback and for completing the game!
In terms of difficulty, do you want to tell me which levels in particular you found the most challenging so that I can tweak them and make them easier to complete? Change firefox colors. And yeah - as you progress through the game, you can see how I've been learning more and more stuff with the level editor (remember - this is my very first SMBX episode).
Haha, I guess we have similar music preferences then Which music pieces have you used too? Sirvolkers wrote:Hey, bro, whats up? Well, this episode is really nice with a good difficulty. However, I'm stuck on minecarts' level, lol. I don't know what I have to do.1. I've tride jump on it (minecarts) while it's running, but when I jump to avoid the bees the minecart go away and I dead;2. I've tried also to put it on rail, but it doesn't run.Sorry for bad english and please, save me lolHi, mate!
I'm glad you like the game so far and don't worry about your English Basically, you need to be holding on to the minecart (imagine holding a Koopa shell) and then run while holding the down button and release it, which should automatically make you go forward in the minecart. While you're riding it, don't forget that if you spin jump, you'll get off the cart (I wouldn't recommend doing that on the rails as you will die instantly!).I'd advise you to practise a little bit with the minecart next to the toad as it's a closed space there and you can experiment as much as you want. Hope all this makes sense, let me know if you're still stuck on the level. Sirvolkers wrote:Hey, bro, whats up? Well, this episode is really nice with a good difficulty. However, I'm stuck on minecarts' level, lol.
I don't know what I have to do.1. I've tride jump on it (minecarts) while it's running, but when I jump to avoid the bees the minecart go away and I dead;2.
I've tried also to put it on rail, but it doesn't run.Sorry for bad english and please, save me lolHi, mate! I'm glad you like the game so far and don't worry about your English Basically, you need to be holding on to the minecart (imagine holding a Koopa shell) and then run while holding the down button and release it, which should automatically make you go forward in the minecart. While you're riding it, don't forget that if you spin jump, you'll get off the cart (I wouldn't recommend doing that on the rails as you will die instantly!).I'd advise you to practise a little bit with the minecart next to the toad as it's a closed space there and you can experiment as much as you want. Hope all this makes sense, let me know if you're still stuck on the level.Hey, man! Thanks a lot, I've passed that.By the way, great DK's level. =P Again, really nice game, I'm loving it.
All right, I've finished completely playing through this episode, now it's time to review it:Overall, I actually thought this episode was good. It had a TON of flaws, but it was still good.The main problem I had with this episode was its graphics. There was tons of cut-off and clash, and some graphical choices didn't make sense. Like, why in the world did you use the custom launchers and bullet bills in the first level of the last world?
They didn't really fit well with the SMB3 graphics of the rest of the level. Another thing was the use of checkpoints.
Most of the checkpoints in the levels were fine, but in some, you used three checkpoints. SMBX 1.3.0.1 doesn't support multiple checkpoints in a level (unless you're able to use LunaLua code to enable it.), so that just broke those levels. Another issue I had with this level was its boss-fights. I can see that you really tried, but you obviously don't know how to create a good boss fight. Most were either broken, or just simply too easy. One more problem I had with this episode was the music switching.
I can see why you made it so the houses have different music from the rest of the level, but you really shouldn't have done that. It really breaks the flow of the level to enter a house, have the music switch to calming, and then go back outside to hear this epic, fast-paced action track. Another problem I had with this episode was a quality-of-life type issue, which was the fact that you had no way of knowing which levels you had and hadn't gotten the stars in, unless you had remembered.
If you got to a Star-Check, and didn't have enough stars and didn't remember which ones you hadn't gotten a star in, well you were screwed! Replay all of that world's levels till you find the one with a star you didn't collect in it! The last point of complaint is the fact that the last world's levels just felt really unfair at times. The SMB3 green spinies just move too fast when shot from a projectile generator. The only way I can possibly avoid them is if I got lucky and just happened to be jumping at the same time they were being launched or I had already gotten hit and knew they were coming.But this episode isn't all rage and crap!
There were actually some pretty good design aspects in this game. You tried new things I haven't seen before from any designer, not even veteran ones. Four of my most favorite levels were Sawmill Shenanigans, Bubble Bonanza, Minecart Madness, and Hill Hazards, which tried out new mechanics or made really good use of old ones. You made each level try to feel different from one another, and as a result, I never got the feeling 'This is the same old thing.
I'm tired of playing this.' Another thing that you did that I haven't really seen in any other episode, except for rare cases, was that you gave this episode plot and character. I was getting sick and tired of seeing the same old, 'Save the Princess from Bowser'.
Instead of going with that, you gave us characters that actually did stuff and interacted in the world. Even some of the enemies had humor and character to them. And the plot actually advanced bit by bit, instead of the usual two steps: 'The intro, and saving the Princess by defeating Bowser.' Another good aspect to this episode was the music. While the music switching was jarring, the custom music tracks you used were really AWESOME and fit the levels to a tee. I never really heard a music track that got repetitive or overused, as most new-users' episodes do.
The final good point about this episode I wanted to mention was the gameplay. The core platforming was solid, and, while difficult, was fun. Jumping felt challenging and rewarding. Landing repetitive jumps in a row to cross some spikes felt very satisfying.Honestly, if I was to sum up the good and bad of this episode in a single sentence, it would be: 'The episode has great gameplay and diversity, but it lacks polish.' I give the episode a 6.75/10ShadowFlame, you have real promise in SMBX design. Keep improving, and keep up the good work!Extra Note: To see the final hidden easter egg, you need to find 32 stars.
The problem, however, is that there's no way to see which levels you have and haven't gotten the stars in without playing each and every individual level. So I changed the END level to include doors to see if you've gotten the star in a specific level or not. Here is the D-L:. This will save you a lot of headache!