Game
Super Mario Bros Lethal Impact
3 months ago

So, whats the point of recreating 1:1 the SMB physics with the fast acc and things like that (cause for the 0.2 i literally spent weeks doin that), trying to improve the music the best i can, trying to make a good level design if no one cares.




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Mine is bigger ahh moment

So, part of the tileset are ready, now the levels generates 256x224 screens randomly (with some exceptions to avoid softlocks and bs like that)

We started with the development of the local co-op mode and with the generation of random "level screens" :D

Ya estamos haciendo el co-op y la generacion aleatoria de "pantallas de nivel"

MIND part 2(now is personal lmao).

I wanna show what i have of MIND level(Checkpoint, koopas have a smoother animation now and a placeholder for another cutscene at the end.

If ya liked follow the game :P

Why i choose to only use 2 colors + background and a max of 300x240, idk, i'm hungry so i will continue this later, hope you like this preview of one cutscene of Lethal impact :P.

Protoman/Blues is here, with a new intro and some new mechanics

Protoman volvio, y no en forma de fichas, sino con mecanicas nuevas y una intro mejorada

im confused about who is saying that, Luigi or Luigi...

Im testing a new style cuz why not (actually used this "Megaman Style" on the toadette level, so, ups lmao)

The choices starts on "MIND" level, they will define what ending r ya gonna get.

i guess ya can understand the endings reading them so spoilin alert:

Endings

Royal regret.

Eternal king.

No hero.

Ruins.

Pvz Eternal Remake seeds sprites + some backgrounds made by Drafex14