Super Kiyoshi Bros Series *SKB3 Demo 3*

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Technos72
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Super Kiyoshi Bros Series *SKB3 Demo 3*

Post by Technos72 » Wed Oct 27, 2010 10:37 am

Clicky for Demo 9 of SKB1

DOWNLOAD SUPER KIYOSHI BROS 3 V0.3 (DEMO 3)
I'm in service for constructive criticism
OBTW, use the arrow keys to move and push enter to enter levels and open doors in 1-fortress. If you get stuck, Push D to die. Push backspace to return to level select in a level and world select in world. Press 3 to go to world 3

Features in new version
- World 3
- Shuya as a new playable character after World 2
- Full 15-space inventory

I may have done something wrong. I can't seem to point it out because I've been working my arse off. But if you can't access something interesting, I'll fix it and reupload.

Red-Not done yet
Yellow-In progress
Green-finished
Purple-Cancelled
Blue-MIGHT add it in

To complete SKB:
- Powerups
- bug fixes


SKB 2 Lost Levels
Level progress
||||||||||||||||||||||||||||||||||||||||||||||||||||
Demo 1 after 16 levels

SKB Demo 4
- Nuriho.
- World 4 level design.
- World 4 overworld.
- World 4 houses.
- World 4 orihime battles.
- Fourth boss.
- Tanooki powerup.
- Constructive criticism and bugs found by players (yeah like that's going to happen).
- Secret.
Last edited by Technos72 on Mon May 14, 2012 9:44 pm, edited 74 times in total.
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Re: Super Kiyoshi Bros (Demo 8)

Post by Technos72 » Sun Oct 31, 2010 5:53 pm

somebody lock this.
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Post by ~xpr'd~ » Sun Oct 31, 2010 6:15 pm

Locked until further notice :3

Further notice such as now.
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she/her | Sayori#2285
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Post by Technos72 » Sun Jan 09, 2011 4:29 pm

BUMP

Thank you xprd for unlocking this topic. I'm going back to work on the game now. Here's what I'm planning to make for the finished game:

- Achievments
- Shop to spend coins with
- three unlockable gamemodes
- cheats
- the levels from Super Mario Bros Frustration (a rom hack with really hard levels)
- a brand new kiyoshi sprite
- Better resolution. You can switch fullscreen and windowed
- and an HD copy of the game

So far I'm almost done the frustration levels, the new kiyoshi sprite, and now working on the resolution. I have to change the views of more than 75 rooms. I have to do the whole thing a second time if I want an HD edition.
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Post by Technos72 » Fri Feb 25, 2011 12:43 am

BUMP AGAIN

Actually this is just a heads up of some sprite changes for the finished game so that you don't expect the old ones to show up on Evil Toaster 3.

- New kiyoshi sprite
- New snow ground sprite
- New ? block sprite
- Slightly tinted underground used blocks and bricks (not shown)
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Post by Nobody » Fri Mar 04, 2011 4:15 am

Could you give me an altered gmk of this with mario sprites and music and all the new features removed?
i should change my signature to be rude to people who hate pictures of valves
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Post by Technos72 » Fri Mar 04, 2011 11:35 am

I would, but that's gonna take a while. I'll see what I can do.
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Post by Technos72 » Fri Aug 26, 2011 8:45 pm

BUMP ONCE AGAIN

For my huge set of Super Kiyoshi bros games (SKB, lost levels, technos levels, SKB2, SKB3, SKW, NSKB, NSKBW, and SKB 3d world) I'll be continuing this hopefully.

I'll be removing two-player mode because it's less entertaining and takes more time to make. Also I'd like this to be finished sooner considering the fact that this project remains incomplete for 10 months. But there will still be 3 gamemodes:

Documentary Mode - Play normal with these chat bubbles you can click on for information on the game making

Yumi Mode - You play as yumi and the game gets harder. yumi runs faster and jumps higher. When you get hit, you die immeadiately, there are no world warps. Also the day skies are sunset and night skies are sunrise.

Shuya's no death mode - Just like that mode in VVVVVV, if you die once that's game over. You do however have your three health units. Every warp pipe and vine will not be accessable to bonuses and world warps.
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Post by Technos72 » Sun Aug 28, 2011 8:14 pm

TP

I'm looking at somewhere in september to finish this once and for all and therefore making it the first ever game to be completed from all my game projects

About the shop, I don't think I'll put that in. Instead you gather coins to a target coin value and by getting to the target may you unlock a gamemode.

I have a list of enhanced objects and stuff for Yumi Mode. Plus screenshots of 1-1 and 3-1 of what it looks like. Please note some of these features will not appear in the final version. Additional features may come up later on.

- play as yumi with more voice audio
- sunset for day levels
- sunrise for night levels
- one-hit death
- high jumping
- faster running
- warps and vines not accessable
- 8 new tracks of music
- giant blue face in 4-1 and 6-1 drops bubbles faster
- falling platforms stabilize less when on them
- Kiyoshi is the one who needs to be saved at 8-4
- different correct passages for 4-4, 7-4, and 8-4
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Post by Master Wonder Mage » Mon Aug 29, 2011 12:16 am

Will you add equivalent power-ups to mushrooms and the flower thingys?
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Post by Technos72 » Mon Aug 29, 2011 12:27 am

That's going to take a long time. But I can finish up everything possible except the power-ups and make it Version 0.99. Then I'll make the power ups and appropriate sprites.

With the mushrooms and fire flowers, gamemodes will give the player one hit-point until recieving a mushroom or fire flower. This won't use the SMB1 gimmick where when you die as fire mario you turn back to small. It goes along the SMB3 and NSMB ones. I'll also include invisible blocks which I couldn't fit in but I could. In Yumi mode you immediately die with big or fire.
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Post by Technos72 » Mon Aug 29, 2011 12:30 am

DP. Forgot something. a large part of my time before back to school will be on working on this, assuming if anything else catches my attention. I don't think so when yesterday I felt bored. Right after I'm done my personal movie night on my laptop, I'll work on this good
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Post by Technos72 » Mon Aug 29, 2011 8:47 pm

TP

I also forgot to say before I started working on the remaining things for the full version I realise I lost the gmk file with the full content from Demo 8. But I have a few copies of the gmk file with content after Demo 7 with all maps for the normal mode. So I'm also working on re-building the objects and some things will turn out different in Demo 9 (V0.99)

A list of what needs to be done for the last demo. Green is done, red not, blue in progress
- Menu
- Documentary Mode
- Yumi Mode
- No Death Mode
- Coin value targets to unlocking game modes
- Re-building most or all objects lost
- Load and save

For the full version
- Achievments
- Mushrooms and Fire Flowers
- Invisible ? blocks
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Post by Technos72 » Tue Aug 30, 2011 1:29 am

Quadruple Post

I just finished SKB cover art on my avatar, It shows what Kiyoshi looks like with fire flower. Who likes it?

EDIT: Was replaced
Last edited by Technos72 on Fri Nov 04, 2011 5:23 pm, edited 1 time in total.
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Post by boywhoflies » Tue Aug 30, 2011 1:37 am

I like it! :D
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Post by Technos72 » Wed Aug 31, 2011 11:05 pm

Almost done. I'll have Demo 9 ready before back to school. The time and life bonuses at the end of each level will act differently since it was also lost in the past.

- Menu
- Documentary Mode
- Yumi Mode
- No Death Mode
- Coin value targets to unlocking game modes
- Re-building most or all objects lost
- Load and save
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Post by Technos72 » Thu Sep 01, 2011 7:40 pm

DP

I think I'll cancel the bonuses for Demo 9, I'll save it for the full version or don't put it back up. I just have to set up the ending for Demo 9 IIRC. But consider the next demo to contain a few bugs, especially for loading a saved game. I'd like this to get this finished soon while dealing with my boredom. I'm doing it for Lost Levels.
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Post by Technos72 » Thu Sep 01, 2011 11:02 pm

TP

I'm guessing I'm done with Demo 9. Uploading...
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Post by Technos72 » Thu Sep 01, 2011 11:34 pm

QP (again)

DOWNLOAD DEMO 9 WITH NEW GAMEMODES
http://download1.mediafire.com/uz172yn5 ... w/SKB9.zip

Be advised that it may contain a few annoying bugs. I hope I didn't fail again...

Now to make the powerups and achievments for the full varsion, then move on to Lost Levels
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Post by Technos72 » Fri Sep 02, 2011 6:58 pm

QUINTUPLE POST

Programming stuff so that characters can have power-ups will take a long time. I have to code for sprite changing, code for abilities, Put the item blocks in correct locations, make warping for power-up sprites, and the new health system.

I was also thinking about adding new backgrounds for the tree levels like in Super Mario All Stars, but I don't know about it since the original SMB didn't have backgrounds like that. Who wants me to put up new backgrounds for these levels?

I also have sprites of what the characters look like in power-ups and no power-up
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Post by Technos72 » Wed Nov 02, 2011 8:02 pm

SEXTRUPLE BUMP POST!!!!!

As I mentioned before, this is all in one piece and I'm continuing construction. If it was destroyed, I wouldn't start all over considering all the hard and painful work I did making this last year. So all I have to do to finish this once and for all is to make the powerups and achievments, and any bugs you find in the game too.

I was also thinking of a new SKB game and I'll might have to take off planning of SKB Technos Levels because I'll be doing alot of them. This SKB game is Seasonal Kiyoshi Bros which is like Angry Birds Seasons. Every special holiday or so, 12 levels in 3 worlds will be released for this game following the correct speical day. So if I start making this game I'm starting off 12 levels to the theme of Christmas. I'm also going to include a plot for each pack of levels and different characters to control. You can unlock more when you complete a whole set of levels. There will be sets for

- Valentines Day
- St Patricks Day
- Easter
- I'll probably do Kiyoshi's birthday which would be in April
- Summer
- Back to School
- Halloween
- Christmas

I'm not doing any thanksgiving level as I'm Canadian and my thanksgining's passed
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Post by Technos72 » Fri Nov 04, 2011 5:28 pm

SEPTUPLE POST!!!!
EDIT: My reaction to this <<<<

This is the list for what has to be done from Demo 9 to the full version

- Powerup programming
- Powerup coding for characters
- Powerup coding for enemies
- powerup placement
- powerup placement for yumi mode
- Bug fixes
- Removal of Documentary Mode and Load game
- Achievments

I'm removing Documentary mode because I think it's less exiting and theres a problem with it. I'm removing load and save feature because when you load the game it gets messed up.

If you find any bugs while playing this, please tell me and I'll try to remove them
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Post by Technos72 » Sat Nov 05, 2011 12:53 am

OCTUPLE POST
Seriously, I didn't have any new comments ever since flying boy's comment a few months ago

I think I'll finish up later as I have the urge to make SKB2 Lost Levels as I have like 95% finished this hard project. I think it was requested by Xprd. I'm going to leave out achievments because you can do the exact same achievments in Lost Levels remake. I'll also try to start Seasonal Kiyoshi Bros Demo 1 featuring the christmas set if I start this month if anyones interested. Screenshots of SKB: LL later on. I'll probably post Demo 1 around worlds 2-4 depending on my speed.
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Post by StinkerSquad01 » Sat Nov 05, 2011 1:31 am

I'm sorry to break your chain. I kind of thought this was like a personal blog. Although I'm very sorry to say I haven't played too much of this, when I did play it I liked it very much. You've been doing great! 8)
EDIT: The seasonal game sounds interesting! :)
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Post by boywhoflies » Sat Nov 05, 2011 1:31 am

Wait a sec.

A while back, didn't you say you planned a SKB game made with fanmade levels? If so I'm intrested. :3
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Post by Technos72 » Sat Nov 05, 2011 1:51 am

Yes. Seven users can make their own world of four levels in SKB: Community Levels. The four best designers overall will make worlds A-D also
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Post by boywhoflies » Sat Nov 05, 2011 2:00 am

I call being one of teh users. :3
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Post by Technos72 » Sun Nov 06, 2011 2:07 am

Here are three screenshot of Lost Levels. Powerups will be included in Demo 1. I'm done worlds 1-1 to 3-1 and will release Demo 1 after World 4. Which would be in a few days
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Post by Technos72 » Sun Nov 06, 2011 7:23 pm

I'll probably work on Demo 1 of Seasonal Kiyoshi Bros once most of Lost Levels Demo 1 is done. I'm at 3-4 so far. Another new feature for Lost Levels is the color of the sky within snow levels. It's modified to slight indigo so that it goes better with the snowy environment.

This is what needs to be done

- Level design
- New warps
- Programming for underwater voltorb and electrode
- Octarock overworld programming, which will appear in 1-3 and 2-3
- Poison mushroom
- Red bouncy note block representing the super green spring

When I get to Seasonal, I'm going to include a new character to my anime creations who needs to be saved in the christmas set. I actually made three more new characters before and didn't tell yet. What do you say to Demo 1 being released on Christmas Day as a christmas gift?
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Post by Technos72 » Fri Dec 09, 2011 8:08 pm

TP

I`ll be getting to work on the original Super Kiyoshi Bros 2 soon. It will include Kiyoshi, and some new characters of 2011 Shijo, Izumi, and Miki. I`ll be getting to work after I set up the detailed images of Shijo and Izumi.

I`ll also be including game progress on the first topic.
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