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| The MKF Community Level Project | |
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| Tweet Topic Started: Feb 14 2011, 06:17 PM (3,388 Views) | |
| frostare | Feb 20 2011, 09:59 PM Post #76 |
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Sacksquatch
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Lemme discuss something with you all, have you heard of Dragon Quest? If you haven't, let me tell you that it is an RPG series which has quite some time in the market (the first game came out in 1986, a year after Super Mario Bros.), in Japan it is often seen as Final Fantasy's rival, meanwhile in other parts of the world it is hardly known. The additon of levels that deal with obscure franchises in MKF leads me to think that some of you guys are up for making famous, or bringing back, some series from the past that either you want to prevent them from dying or just want them to be known. Dragon Quest could be considered as such in the latter aspect, I mean it's not as obscure as some other games, but it could use more fame among the platform-gaming community around the world. On another aspect, I already said that this franchise is Final Fantasy's rival in the East but the truth is, the Chocobo franchise cannot hope to surpass the cultural impact the Slime franchise has achieved in some places in Japan: - The "Overture" theme (main theme of dragon quest) is more famous than the 9th Symphony. On that matter; Yuji Horii, DQ's creator, is more well known than Bill Gates. - Since 1988, Enix (now Square-Enix) has been forbidden to release DQ in a non-weekend day, nor a non-holiday; when they released DQ II many cases of people skipping class and work were reported. There were also reports of cartridges thefts. -"Hoimi," (how the heal spell is originally called) is now used as a slang for the verb "to cure." - In 1992, when DQ V was released, the number of marriages and divorces increased by more than 30% per month. Why? Because of the wife system. - In one day, DQ 8 sold more than what Final Fantasy 12 sold in three months! Still skeptical? Watch this: http://www.youtube.com/watch?v=a2zqM7GtGow&feature=related All in all, I want to note that adding some DQ elements (like a level) would be great for MKF to be known in the far East and to the DQ franchise to more known in other parts of the world. I know that the vegetables in W6 are a reference to slimes, but I think more can be done to contribute. Anyway, this would probably be my only idea for the time being; since I don't know how to code, the most I figured I can do to help with this game is to avoid putting in obstacles in the road to its completion (or a World boss release at least =D), and I just want to add that I'm not dying for this series to be included (my inner fanboy is just happy that you added a "The Bitlands" level XD) I just didn't want the aforementioned facts to be left in the dark for all the people in a large project such as this. Edited by frostare, Feb 21 2011, 01:40 PM.
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Join the Dragon Questers! Pokémon fans welcome! http://z15.invisionfree.com/DragonQuesters
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| Din | Feb 21 2011, 11:24 AM Post #77 |
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Newbie
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I like the Dragon Quest idea. There is one more l'il idea I had last night for a level. Mushroom Kingdom Fusion World 4 Stage: The Catacombs of Illusion. Premise: Mushroom Kingdom Fusion had many ideas in its earlier beta phases. Some were wonderful, others were not. Nontheless, since this beta phase of planning, many users had grown attached to these characters, only to realize that they wouldn't be in the final product. I want to bring back one of these characters, and put them into a level so that this character, rather than dying, is brought back to life here. These are the Catacombs of Illusion, and the one who runs it is none other than the vain goddess of MKF herself, Beauty. Description: The level is a large tomb, filled with booby traps. The booby traps, when activated, will normally trigger something such as a set of spikes, an arrow, or other such booby trapped obstacles (kinda similar to that one section in The Crossroads). The level isn't necessarily heavy on traps, however. In fact, traps are used on rare occasion in the level, so as to throw off the player when they do appear without being cheap. The other main obstacle of the level is the enemies. The enemies are undead, so one can expect a few bony dragon heads, skeletons, and corpses coming from the ground, in addition to flood-infested enemies around the level. The level is divided up into "sections", similar to Lars' Toejam and Earl outings. In each section, the player must navigate through maze-like level, find a key, get it to a door in the section and continue onward (the general layout might also remind some of La Mulana, if you've played that). There are four "sections" total. Upon unlocking the first door, the player simply advances onward, nothing too spectacular. Upon unlocking the second door, however, a beautiful brown-haired girl is rescued from within the tomb (possibly the girl sprites from Chrono Trigger), along with the midpoint, and the two continue through the level (with the girl following similar to Bob from Bubble Bobble). The girl does not attack, and is a mere escort. As soon as the player makes their way through the next two sections of increasing difficulty, he'll get a midway point and at last arrive at a final room, where the girl will move in front of a crown, giggle, go into a monologue, and morph into her true identity, Beauty. Beauty looks exactly like her beta models, with a silky attire and a piercing mask, and will promptly get up (now fully transformed) and attack the player (see below for her fight pattern). As soon as she is defeated, she gives one last piece of banter before she freezes and the tomb around her explodes and the screen blacks out. Soon, we find our protagonist outside the tomb with some final parting words before the level ends. The level doesn't have a time limit. Fight Pattern: Beauty floats about and has four different attacks, used at random. Earth: Beauty summons a boulder from the ground and shoots it into the ceiling, where bits of the boulder begin to rain down (and where they will land is known by the shadows on the ground that appear). As soon as all of them rain down, however, a grab block falls to be thrown at Beauty. Wind: Beauty summons a tornado directly beneath her after a certain delay in a certain section of the screen, which will suck the player toward it. The only way to dodge this is to get away from it and run from its pull. Fire: Beauty will surround herself with fire and leave the screen, where she does a flaming dash from one side of the screen to the other, and from there turns around and uses another flaming dash before heading back into the sky. Water: Little rock platforms drop before Beauty floods the room with the Doom blood water, damaging the player if they are caught in the flow. The platforms, however, float as the room gradually floods, and thus the player must jump on those platforms. Beauty must take a total of six grab blocks to the groin before she keels over. Because of the precarious structure of the battle, and the fact that a suit could make the fight a bit too easy, she is immune to all forms of attacks except for grab blocks. Messages: Message Box Upon Entering Level: After journeying through the abyss of the Demon Realm, you come to arrive at a silent tomb. The stench, putrid of corpses and decay, burns your nose as you approach the massive doors gritty with a fresh layer of dust of what seems to be old catacombs. You quickly attempt to convince yourself that nothing of interest lies inside, until you realize that the only means of continuing your journey is to venture through these sullen catacombs. Yet, as you enter you can't help but feel that something about this is just... unreal. Message from Girl Inside when Found: Please, help me. I've been taken here by these monsters, and they won't let me leave. I'm so frightened! I just want to get back home to my mommy... Please, are you leaving? Let me come with you! Message from Girl at Throne 1: Thank you for taking me here. I think I can see the exit now... Message from Girl at Throne 2 (after giggling): Yes, I really should give give you a more proper token of my gratitude. After all, you've saved me from my captors, those monsters who had kept me imprisoned in my cell for so long. Message from Girl at Throne 3: How does an eternity in my tomb sound? Message from Girl at Throne 4: The traitors... to turn on their own leader. But, their fear is understandable... Message from Girl at Throne 5: ...after all... Message from Girl at Throne 6 (walking to the other side of the room to the player to pick up crown): ...I am death. Message from Girl at Throne 7: I am madness. Message from Girl at Throne 8: I am vanity. Message from Girl at Throne 9 (after she picks the crown up and morphs): I am Beauty. Level Ended 1: As your gaze reaches around, you find that the catacombs, Beauty, and all of her skeletal drones have vanished. Was it all real? Could it all just have been... Level Ended 2: ...an illusion? <end level here> Tiles: Tomb Background (Outside): Doom: bg_hellsky. Tomb (Outside): Zelda 1 sideview dungeon entrance tiles (tomb itself probably takes up about half the screen, SMW ghost house/dungeon entrance-style). Ground (Outside): World 4 Level 1 Outside Ground Tiles. Tomb Background (Inside): custom: bg_cave02. Tomb Floor (Inside): Er, the tomb tileset from the segment of The Crossroads with the archaeologist fellows and the booby traps. Dunno what game this tileset is from. Battle Room (Background): custom: MoonBG. Little Girl: Girl Left and Right Walking Sprites (Chrono Trigger). Tiara Sprites/Vanity Sprites: Erm, unsure. These'll probably have to be custom. I can't make sprites worth a darn, but if anybody else can... Custom Sprites Required: Tiara Sprites. Beauty Floating Left. Beauty Floating Right. Beauty Posing to the Screen (used whenever she prepares an attack and at the very beginning, when she morphs into Beauty). Beauty's Fire Dash (Fire Attack). Rock Platforms (Water Attack). Boulders (Earth Attack). Tornado (Wind Attack). What do you think? |
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| Bloodgrey | Feb 21 2011, 11:30 AM Post #78 |
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I think no one's gonna do custom sprites for ya, if you don't do it by yourself, and even then I'm not sure it's gonna be accepted, you see if I remember correctly, plot levels are no-no, cause the plot is set, also usually there's no interest for levels with no resource, and no one will be willing to provide or do custom ones if the level is not a hunderd percent accepted, cause it would mean their time and work is wasted. Soooooooooooooooo I think you are on your own with this.
Edited by Bloodgrey, Feb 21 2011, 11:32 AM.
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| Din | Feb 21 2011, 11:35 AM Post #79 |
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Newbie
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It's just an idea. We're still looking for what to accept, right? I don't expect ANY of my ideas to be accepted, but I do want to keep the discussion active. I know somebody can come up with a better idea then me. That's kinda the reason there are no resources as of yet. I don't want to waste any time with levels that won't be accepted. It isn't a plot level either. Beauty is no longer entwined with the main plot, due to the fact that she's gone from World 5 as a World Boss altogether, but she could still be used as an optional side-boss. Edited by Din, Feb 21 2011, 11:42 AM.
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| Babblefish | Feb 21 2011, 11:41 AM Post #80 |
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AND THE SKULLS GO ROLLING ALONG!
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Isn't that referring to levels that change the games plot, and not individual level's plots? (like the plot of the Funkotron sidequest). |
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| Mini | Feb 21 2011, 11:49 AM Post #81 |
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hurr
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A Team Fortress 2 Level where you need to collect a certain number of hats to progress to the next part of the stage. |
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| Lars Luron | Feb 21 2011, 12:21 PM Post #82 |
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My bear is a cosmic horror.
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Yes, "Plot levels" refers to levels that involve the overall game plot, not to individual levels that have their very own self-contained plot.
<.< >.>
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![]() For some reason I have a blog now, where I ramble on endlessly about MKF and other random things. -Last updated: 7/27/11 | |
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| frostare | Feb 21 2011, 01:44 PM Post #83 |
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Sacksquatch
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Thanks! I like yours too! Nice way of giving these chars another go. Hope it gets accepted. |
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Join the Dragon Questers! Pokémon fans welcome! http://z15.invisionfree.com/DragonQuesters
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| Del | Feb 21 2011, 02:27 PM Post #84 |
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Spriter, level designer, coder, etc.
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Guys I think youre a bit mistaken here, this is not a simple level suggestions topic, no ideas will be "accepted" or get the devs to fully make them, you have to do it yourselves, or at least as much as you can if no one can use GM, but you have to provide ALL the resources, AI for the selected enemies, organized tilesets, backgrounds, sketches etc. This is supposed to be a project you work at to let you contribute instead of being just spectators. You have to put more effort on your suggestions and get more people to help w it and archieve something together. It's not supposed to be a level suggestions topic where people dont even try getting resources for their ideas. Edited by Del, Feb 21 2011, 02:31 PM.
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v READ THE FAQ ---> http://s4.zetaboards.com/mkfusion/topic/8079134 <--- READ THE FAQ ^ | |
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| Din | Feb 21 2011, 02:40 PM Post #85 |
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Newbie
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Oh, I get it. So we all work on and make one level TOGETHER, rather then brainstorming and competing for the best sounding level. We each take separate roles (graphics, AI, story, brainstorming) and make the level in working with one another. That makes sense. In that case, as soon as we decide a level to make and get it approved by the devs, could I make a suggestion for a temporary subforum for the community level with the different categories the level might require? That might make things a bit more organized (and get it more attention as opposed to being narrowed down to a single thread) when the level eventually takes off. Possible Categories of the Subforum: General Discussion (the outline, the motifs, the story, logging of progress, perhaps this topic could go there). Graphics (the custom graphics to be used in the level, perhaps divided into two categories, ripping {for sprites that will simply be ripped from other games} and spriting {workshop for custom sprites to be used in the level}). Coding (coding the obstacles and gimmicks of the level, such as the AI). Sound (dunno if we might need this, but the music and sound effects that will be put to use in the level). Edited by Din, Feb 21 2011, 02:47 PM.
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| Del | Feb 21 2011, 02:46 PM Post #86 |
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Spriter, level designer, coder, etc.
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Yeah it was suggested making a subforum for it before, but yeah maybe it's too early. And no ideas will be "accepted", all the devs will do is tell you if it CAN be accepted or not, i.e. if people suggest a Naruto level or try to get a dozen new gimmicks or 30 new enemies, people will be told it can't be. It will be accepted until it's done or ready, regardless the idea, it just needs to be do-able. But yes you're right, this topic should be used to get the community, or at least a bunch of people to agree on working on a level together, but not just make dull suggestions expecting them to be suddenly accepted and made by other people. |
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v READ THE FAQ ---> http://s4.zetaboards.com/mkfusion/topic/8079134 <--- READ THE FAQ ^ | |
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| Bloodgrey | Feb 21 2011, 04:58 PM Post #87 |
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Don't mean to sound snobbish but I tought that was clear from the first point that technically we are on our own. Wasn't the discussion about medley/fusion levels for this particular reason? That's why I said the Commodore stage earlier, cause it has connection with many, but it seems it just slided away during the discussion, or is Obreck still about to do that kinda Impossible Mission Medley? The level wouldn't be that hard to be done spritewise, so it's suitable for casuals. |
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| Del | Feb 21 2011, 05:26 PM Post #88 |
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Spriter, level designer, coder, etc.
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It didn't look like if it was clear to everyone. |
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v READ THE FAQ ---> http://s4.zetaboards.com/mkfusion/topic/8079134 <--- READ THE FAQ ^ | |
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| Bloodgrey | Feb 21 2011, 05:51 PM Post #89 |
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Okey-Dokey! Back on topic, what's the oppinion on a Commodore level? |
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| frostare | Feb 21 2011, 06:05 PM Post #90 |
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Sacksquatch
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I didn't really suggest a level, just brought in a concept that might interest the devs, I'm fine even if there is only a new enemy inclusion of this concept. Heck, I'm fine even if there's no inclusion of anything at all! But as I said, if I'm here to help so... I'll do what I can! Even if it's looking for and asking permission for the use of sprites. Edited by frostare, Feb 21 2011, 06:06 PM.
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Join the Dragon Questers! Pokémon fans welcome! http://z15.invisionfree.com/DragonQuesters
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| Din | Feb 21 2011, 07:43 PM Post #91 |
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Newbie
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Okay, here are the suggestions we've had for bases so far: Ghost House with Haunted Things from Video Games. Portal Level. Sonic Colors-ish Level. Sonic Casino/Carnival. Venus Lighthouse Level. Metal Gear Solid Level. Hexen Level. Gobliiins Level. Another World Level. Biomenace Level. Worms Level. Charlie the Duck Level. Titus Level. Alien Carnage Level. Lost Vikings Level. Skifree Level. Klonoa Level. Shooter Fusion Level. Gunstar Heroes Level. Dynamite Heady Level. Earthworm Jim Level. Romancing SaGa Level. NOVA Level. Dragon Quest Level. Catacombs of Illusion Level. Team Fortress Level. Note: I'm simply putting on this list everything that has been suggested as a level so far, regardless of popularity. We need to agree on a base to use for the level if we're going to tackle this, and then expand on that (meaning choosing custom graphics, story, motifs, et cetra). So, what are you leaning towards? What should be the level that we'll make and contribute to? Edited by Din, Feb 22 2011, 10:58 AM.
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| ZeroFollower0 | Feb 21 2011, 07:51 PM Post #92 |
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Dimension Guardian and KRPG Spriter
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I more of a Spriter. but i know that atleast 4 people in this thread are as well. but ill gladly be a spriter for the level. |
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| Del | Feb 21 2011, 08:00 PM Post #93 |
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Spriter, level designer, coder, etc.
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I like the idea for a World 4 level mixing stuff from varios demonic games like Hexen, it could reuse Duke Nukem's raptor enemy (already coded), as well as some of the Doom enemies. A medley/mixture level like this would probably get higher chances of getting interest from community members. As for the DOS and commodore levels (including xargon, prehistorik 2, etc. stuff), I think you could remove them, Obreck still plans on doing the commodore one and the dos one could be worked by the devs. Also for the Lost Vikings suggestion, Egyptian Tomb is already a Lost Vikings level, more or less, it uses enemies, traps, music and tiles from it. |
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v READ THE FAQ ---> http://s4.zetaboards.com/mkfusion/topic/8079134 <--- READ THE FAQ ^ | |
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| Bloodgrey | Feb 21 2011, 09:27 PM Post #94 |
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I'd really, really, REALLY want to participate in this one, I have some fond memories with DOS games. So whenever it's on pleas alert me cause I don't want to be missed out. Depending on the topic of the stage I would be interested in the community level also. I was checking back this topic and the reasonable ideas wit the most buzz were Po'tal, the Demonic shooter level, and the indie stage. So I think we could narrow it down for these three if no better idea comes. Edited by Bloodgrey, Feb 21 2011, 09:57 PM.
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| frostare | Feb 22 2011, 02:14 AM Post #95 |
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Sacksquatch
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Sorry to add this on the level suggestion board still, but I think I've found some useful sprites (ripped by VGMuseum contributor, Focus) http://www.vgmuseum.com/rips/snes/dw1/index.htm The thing here is that the sprites are currently static as they belong to an old-school RPG, but I have an idea: For now we can just focus on that metal slime enemy: One of the most recurring "uncommon" enemies. DQ players familiar with these guys know they are valuable since they give out an absurdly high amount of EXP points in contrast to other slimes (or enemies)... however they tend to run away almost immediately and their high defense ocassionally leaves the player dealing around 1 HP per turn (usually their HP is low, something around 3 HP). Also, they don't look that hard to motion, so how about having them as rare runaway enemies in MKF (for starters, though a full DQ level would be nice in the long run) and giving them a similar function in this game? Give out something valuable that it's not easily achieved? Powerups maybe? Hmmm, what could be done about the other motionless sprites...? Animate them? or fight them in an RPGish way? computer virus anyone? (I swear, that boss fight is a reference to Dragon Quest 1!) OK, now I'm getting too ahead here... If anyone wants more sprites, these are from brotoad but he agreed thast we use them as long as he is given credit: http://brotoad.deviantart.com/art/Dragon-Quest-IX-sprites-180938652 |
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| Dante | Feb 22 2011, 07:14 AM Post #96 |
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Veteran Member
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How about a level with Gunstar Heroes, Dynamite Headdy and other games? We'll call it. the TREASURE TROVE. |
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| Sacorguy79 | Feb 22 2011, 07:47 AM Post #97 |
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THIS...IS...POLITICS!
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Dammit, Danté gets another ![]() As for the FPS Fusion level, I'm leaning over towards that along with Del. It would attract more attention by many fans and viewers, plus it will be primarily based off of a First Person Shooter: There are only a few FPS levels that the Dev. Team added (Quake and HALO). |
![]() I run the Mushroom Kingdom Fusion Music Channel My emails: Main: Sacorguy79@gmail.com Youtube: mkfmusicchannel@gmail.com Remind me to give myself a
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| Din | Feb 22 2011, 10:57 AM Post #98 |
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Newbie
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Hm. So, we thinking that we want to do a FPS fusion, then? I'd be all for it if we want to do it. Edited by Din, Feb 22 2011, 10:59 AM.
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| Cap'n Coconuts | Feb 22 2011, 11:42 AM Post #99 |
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how about a runescape level *shot* So guys, you need to eventually pick one idea. I'm not an MKF dev, but I would advise that you all cease posting more ideas and start eliminating stuff from that huge list Din posted.
Well, I did say "if you're serious...", but you never know on the internet, especially since around these parts we've encountered quite a handful of people who just won't read/listen to anything or are just plain dumb. Edited by Cap'n Coconuts, Feb 22 2011, 11:57 AM.
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| Bloodgrey | Feb 22 2011, 12:54 PM Post #100 |
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You guys really should check back on the topic before you are taking actions and doing such list cause instead of helping you are just doing more unnecessary work, half of these are not meant to be level suggestions but suggestions for the dos medley stage, other half of them where aleady shot down or considered by a dev, and we also agreed that we are likely stick with a medley theme cause a standalone title wouldn't really need much group effort, and wouldn't drive interest, if the title is obscure, or not their cup of tea.
And that's it so far what fits the agreement. I'd like to suggest a Haunted Station level representing sci-fi themed Action/horror games for world 9. Edited by Bloodgrey, Feb 22 2011, 01:02 PM.
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