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MCSMstudios

Age/Gender: 20, Male
Location: Chicken Capital USA (KFC)
Job: Stockboy

Fromerly The_Green_M. www.penisland.net

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Entry #11

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MCSMstudios

A Koopa's Revenge II DEMO!!!

Posted by MCSMstudios Aug. 10, 2008 @ 3:31 AM EDT

I got it to demo stage! You can't play the map screen or the bonus game, but the entire first level is playable. Some of the graphics aren't done, but I bet you can't tell anyway. Just play this baby, I've been working on it all day, and I mean that literally.

Give me some suggestions. Feedback is always nice. What do you like about it? What don't you like about it? What would you like to see added? Keep in mind it's unfinished and there will be more stuff in the final game. There's a little gameplay twist that isn't in the demo either.

The music also isn't final so I'm open to suggestions on that.

I'm not going to make a front page post about it yet because I'm not sure if there are any bugs still in it, and it's not a great time for NG webtrafficwise. I may make a topic about it on the BBS later too. Feel free to link to it in your sig :D

I tried really hard to make sure the level isn't too difficult like the first game.

A Koopa's Revenge II Demo

Updated: 08/10/08 3:41 AM Log in to comment! | Share this!

The People Have Spoken

33 Comments

Aug. 10, 2008 | 6:04 AM Eatemupstudios says:

Now THAT was cool. I can tell you worked hard on it. The pirahna plants sorta looked like mushrooms. And the toad goomas looked funny when they walked, in a good way. I can tell we will all like the finished game. How many days are left. Overall great demo. =D

Aug. 10, 2008 | 3:30 PM MCSMstudios responds:

They are mushrooms :D. I can't say in days how much longer until the game is done, but it's nearly half done now. 90% of the programming is done, but I've only made the one level and there's still a lot of art and enemies to make. I haven't even started on bosses yet.


Aug. 10, 2008 | 8:03 AM Eatemupstudios says:

Just a quick question. How do green spotted toadlets differ from red spotted toadlets. Thats all.

Aug. 10, 2008 | 3:24 PM MCSMstudios responds:

The red ones don't walk off cliffs.


Aug. 10, 2008 | 11:00 AM megazario says:

MAKE THE TOADS TOADS NOT FREAKING TOOMBAS

Aug. 10, 2008 | 3:24 PM MCSMstudios responds:

Why?


Aug. 10, 2008 | 11:02 AM megazario says:

YEAH BOWSER JR IS A WIMP THATS HOW HE KILLED THE KOOPALINGS
AND IS THE FAVORITE DID BOWSER EVEN TALK TO THE KOOPALINGS NO
BOWSER JR YES

Aug. 10, 2008 | 3:25 PM MCSMstudios responds:

Show me your source for this information. Doesn't matter, Bowser Jr. will not be in my game.


Aug. 10, 2008 | 2:19 PM hero88go1 says:

Nice job! And nice job adding the WALL JUMP!!! i love that new feature! Keep up the good work!

-Hero88go

Aug. 10, 2008 | 3:26 PM MCSMstudios responds:

Thanks. Every game should have a wall jump.


Aug. 10, 2008 | 3:23 PM SJustin says:

It's awesome already, just remove the masks the Toombas wear.

9/10

Aug. 10, 2008 | 3:55 PM MCSMstudios responds:

What masks? That's shadow cast on their faces.


Aug. 10, 2008 | 3:38 PM Eatemupstudios says:

If you are going to add more types of toadlets/toombas you could make blue spotted ones that can swim underwater, yellow ones that run realy fast and purple ones that can fly at will. And how much longer till the game is realeased, the demo ROCKS.

Aug. 10, 2008 | 3:57 PM MCSMstudios responds:

Let's call them toadlets. I was thinking the blue and yellow ones could chase you, and the blue ones won't run off cliffs. There will probably be more unique enenies for underwater. and I don't know when the game will be released.


Aug. 10, 2008 | 3:41 PM SJustin says:

I just played the old version, and I came with a good idea for the fuzzy flower. (The one in the cave section of the old verson) Maybe it should DRILL through breakable blocks. (instead of bouncing you back.

I also liked the Yoshi and the flippable blocks from SMW.

Still 9/10

Aug. 10, 2008 | 3:59 PM MCSMstudios responds:

Actually, that's one of the qualities of the red shell (spiny). And without a spinjump, I couldn't find a practical use for flipping blocks.

What would have to be done to make it 10/10?


Aug. 10, 2008 | 4:07 PM SJustin says:

Actually, it's already 10/10

Aug. 10, 2008 | 4:30 PM MCSMstudios responds:

Yay! :D


Aug. 10, 2008 | 4:14 PM SJustin says:

I got a few more things to ask:

How many stages are there?
What are the different types of power-ups?
Change the Super Mushroom into the Green shell.
I got more things to ask, but they're for nex time.

Aug. 10, 2008 | 4:33 PM MCSMstudios responds:

I'm planning on making 80 stages, so expect at least 40 (I always seem to get halfway to my goals)
I mentioned the power-ups in a preivous news post.
The msuhroom stays. Now that you can tuck into your shell it ould be graphically confusing, plus it would seem too much like NSMB.


Aug. 10, 2008 | 4:22 PM SJustin says:

Here's more:

Give Koopa a Gound-Pound ability.
Make the cheats super-secret items you collect (Black and white mushrooms with strange text). (they need to be hidden VERY well)

Aug. 10, 2008 | 4:35 PM MCSMstudios responds:

I've left out ground-pound for puzzle solving reasons. It would make it harder for me to hide things, not to mention it has very limited combat use.
So far I've made the cheats more achievement based, like killing a certain number of enemies. I'm debating whether to let the methods for getting the cheats be known or not.


Aug. 10, 2008 | 4:27 PM SJustin says:

Just a few more things:

If you plan to include Baby Wario and Baby Waluigi, make them like their present counterparts. (just like in Yoshi's Island DS)

Who are the bosses?

Aug. 10, 2008 | 4:39 PM MCSMstudios responds:

I left out the other babies for a few reasons. As far as the plot goes their fathers are dead. It's much easier just to use one baby. And baby mario is more recognisable. Thought that would be a good idea. If enough people want it I guess I'll have to include it.
The bosses, I plan to make Mario do sort of a Kamek thing and turn everyday objects into giant bosses.

Don't take my rejections of some of your ideas too harshly. I already made a lot of decisions, but input is still appreciated.


Aug. 10, 2008 | 4:44 PM SJustin says:

Wow, I ws really hoping Daisy whould make it into this game. At least part of what's in the game is revealed. I hope the game comes out sometime in early 2009. (that's my guess)

Aug. 11, 2008 | 1:49 AM MCSMstudios responds:

I actually hope to have it done sooner, but thanks for not having unrealisitc expectations. It's all about Mario this time though.


Aug. 10, 2008 | 4:56 PM Eatemupstudios says:

A good boss could be an underwater kraken that whips koopa with its tenticls and eats him at close range. you hurt it be stunning falling bob-ombs and throwing them into it's mouth when it is open, 4 bombs kill it.
Also you said that baby mario's would do more than just sit there.

Aug. 11, 2008 | 1:54 AM MCSMstudios responds:

Sounds like a Blooper to me.

I changed my mind about the babies. I want them to feel more like items.


Aug. 10, 2008 | 5:01 PM Eatemupstudios says:

You could do magi toads that can shoot magic and turn blocks into red spotted toaslets!

Aug. 11, 2008 | 1:52 AM MCSMstudios responds:

Though it was cool in SMW, I can't think of anything interesting to do with it that hasn't already been done. Plus it'd cause lag if there were a lot of toadlets on the screen.


Aug. 10, 2008 | 6:17 PM SJustin says:

Will there be any vertical scrolling levels?

Aug. 11, 2008 | 1:50 AM MCSMstudios responds:

Yes. Thius first level is sort of a homage to the original Super Mario Bros. so it's flat. Other levels will have more of a verticle element.


Aug. 10, 2008 | 6:23 PM SJustin says:

I actually LIKE you art style for the toads and Yoshis in the Old KR2.

Aug. 11, 2008 | 1:46 AM MCSMstudios responds:

You should like it. It's stolen from Nintendo.

Updated: Aug. 11, 2008, 1:54 AM

Aug. 10, 2008 | 6:57 PM SJustin says:

I found the secret exit in Old Koopa's Revenge 2!!!

Aug. 11, 2008 | 1:47 AM MCSMstudios responds:

Sweet. I was wondering if many people actually ever found that.


Aug. 11, 2008 | 9:08 AM Eatemupstudios says:

I have some questions about the game.
1) Since toadlets do the same as toads have the toads been canned?
2) You should do a tank level...who's with me!
3) How will the thrown bones of the the white shell differ fro m fireballs, hammers and lightning bolts?
4)Megazario PLEEEEEEEEEAAAASSSSEEEE SHUT UP!
5) Finnaly you could make it so that if you jump on enough enemies without hitting the ground you get extra lifes.
Bye.

Aug. 11, 2008 | 4:23 PM MCSMstudios responds:

1) Maybe. I'll definitely be keeping other forms like Skeletoads and Mummitoads, but I'm not sure whether I'll still be using regular old toads just walking around.
2) Expect it.
3) They're the same as the hammers only they look like bones. I've got more stuff planned for the white shell so don't fret.
4) He won't.
5) I didn't want to program this in but I guess I have no choice now that it's been asked for.

Thanks for numbering your questons. It's so much easier to respond that way.


Aug. 11, 2008 | 9:15 AM Eatemupstudios says:

How many of the about 40 levels have secret exits and how many levels are secret levels.
You could also make levels like smb3's giant land with giant enemies.

Aug. 11, 2008 | 4:25 PM MCSMstudios responds:

I don't know exactly yet. I don't have all the maps planned out. I'm thinking less than a quarter of the levels will be secret levels.
Giant land is always fun.


Aug. 11, 2008 | 10:06 AM SJustin says:

Scoring System Anyone?

Aug. 11, 2008 | 4:35 PM MCSMstudios responds:

It would just clutter the HUD and not really do anything.


Aug. 11, 2008 | 10:09 AM SJustin says:

Hope Standard Toads and Yoshis make it to the final.

Aug. 11, 2008 | 4:25 PM MCSMstudios responds:

Time will tell.


Aug. 11, 2008 | 10:44 AM inspectertaz says:

ok the answers for the questions on the other page

1: the fire flower looks freaky.. rest was good just the flower..
2: with keyboard

Aug. 11, 2008 | 4:28 PM MCSMstudios responds:

But most people's feet are too big to fit on the keyboard.


Aug. 11, 2008 | 11:01 AM inspectertaz says:

also the Star Power theme was awsome! i like it. also why are there no yoshis like the old koopa's revenge II?

Aug. 11, 2008 | 4:26 PM MCSMstudios responds:

I'm glad the invincible theme is accepted. There aren't any Yoshis as the level is a homage to SMB in which the first level contained no koopas.


Aug. 11, 2008 | 11:02 AM SJustin says:

On one of your responses to a review for AKRII Rick Roll you said:

"I'm working on it. These things take time. In the meantime you can try to find and beat the SUPER SECRET LEVEL. Only available on my website."

What Secret Level? Is it the secret level for AKR or a new one for AKRII?

Aug. 11, 2008 | 4:28 PM MCSMstudios responds:

It's a secret in AKR that can only be found in the version on my website. It links to a very hard level.


Aug. 11, 2008 | 11:05 AM SJustin says:

Koopa should stay in his shell when he jumps.

Aug. 11, 2008 | 4:29 PM MCSMstudios responds:

Well, it worked in NSMB because the blue shell was a rare thing, but in my game you'll have a shell most of the time, and I don't want you to be able to breeze through the levels semi-invulnerable.


Aug. 11, 2008 | 12:07 PM marjosonic says:

Good Demo. Wall Jump was a great idea. I like the fact that the blood feature was taken out. It was kinda uncalled for in the original. The little mushrooms are okay, but the toads were better. Mario as the only main enemy ..... no, you should add the bosses of KR1 as well. The fact that they died in the original doesn't mean anything. In (nearly) every Mario game, Bowser seems to die, yet he's always back in the next game. So why not the other 4 bosses. Maybe as midpoint bosses, like on the middle stage of a certain area, they'll try to stop Koopa like Bowser Jr. did in NSMB. The planned power ups are good, but ditch the brown "extra hit" shell. Not a good idea. That's all I can think of right now to say. Good luck with it.

Aug. 11, 2008 | 4:34 PM MCSMstudios responds:

The blood will remain, but as a cheat and not a standard feature. Mario is the on;ly one left alive for story purposes, I can tell a much simpler story this way. Maybe the others will come back as ghosts, but I'm not making any promises.
The brown shell will not be an everyday shell. It's mostly for use when setting the Japanese powerdown option on, meaning when you get hit in any shell you go right to shellless Koopa. Useful for boss fights. The brown shell likely won't come up in regular powerdown gameplay.


Aug. 11, 2008 | 12:51 PM Eatemupstudios says:

2 things.
1) How do you get the bowser coin?
2) I still say bristles would make a good ememy for places like castles.

Aug. 11, 2008 | 4:30 PM MCSMstudios responds:

1) You get the first coin by shellsliding into the bricks, and the second by wall jumping out form between the two pipes.


Aug. 11, 2008 | 4:35 PM Eatemupstudios says:

I think a cheat could be activated if you collect EVERY bowser coin. The cheat could be dressing in a bowser suit so you can cause earthquakes and breath fire!

Oct. 1, 2008 | 4:52 AM MCSMstudios responds:

I don't want to have to save that. Too many variables.


Aug. 11, 2008 | 4:39 PM SJustin says:

Responding to "It's a secret in AKR that can only be found in the version on my website. It links to a very hard level."

Can you give me a hint?


Aug. 11, 2008 | 5:02 PM SJustin says:

Found IT!

Here's HOW!

In stage 4-2 (Desert stage 2) Get a blue shell and look for a door on the pyramids left. Form there, proceed left, nd you should find ? Blocks, With a blue shell powerup, jump and float to the left, and you should fiind a door. Enter the door, collect the coins, and exit via the Yellow pipe.

(Make sure you save FIRST!!! you cant exit this secret level!!)

Aug. 11, 2008 | 7:55 PM MCSMstudios responds:

It's called super secret level for a reason.


Aug. 12, 2008 | 10:23 AM SJustin says:

I got a good idea for the introduction/opening

http://www.newgrounds.com/audio/liste n/19895

It's RPG Begining Theme!!!


Aug. 12, 2008 | 7:58 PM SJustin says:

Congrats on reaching 1,000 BBS posts.

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