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 Post subject: Super Mario RPG: The Starlite Worlds (02/12/11)
PostPosted: Sat Nov 28, 2009 3:21 am 
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The Official Download Page

The story so far...
It's another day in Bowser's Castle. The Koopa King is recanting his past glories to a script toad (stolen of course) as suggested by his advisor Kammy Koopa. It's going rather poorly. A Koopa servant bursts into the room with urgent news: "Your Ruthlessness, there are some weird things going down in the dungeon!" Annoyed with the incompetence of his minions, King Bowser heads down the fix the problem with Kammy right behind him. Little did they know that this little disturbance would become a big problem, and Castle of the Koopa would soon be the stage for the fight fate of their world!

Confirmed Features Updated: 09/11/10

-Action Commands (Timed Hits)
-Timed Defense (Like Paper Mario)
-Full, Paper Mario style badges (All skills learned from badges)
-Mouse Support in battled and in field
-Mario, Luigi, and Bowser playable
-No more "changing suits" but you can learn suit skills from badges
(Example: Mario turns into "Fire Mario" to do his "Fireball" attack he learned from a badge he equipped as seen in the video.)
-5 types of badges (Party, Mario, Luigi, and Bowser, and Ally)
-Control Bowser/Kammy on main field at certain points of the game
-New, mouse-based first strike system

Videos (New Video as of 05/15/12)
Spoiler:





Beta Screenshots (05/27/10)
Spoiler:
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Screenshot Batch #1 (7/24/10)
Spoiler:
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Screenshot Batch #2 (9/11/10)
Spoiler:
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Credits
shun's Mouse System
Atoa's Sideview Battle System & Add-Ons
Punk's Skip Title XP
Mohhunter's Menus
Rataime's Destruction Egine
Dubealex's Parallax Backgrouund Script
Autoscrolling Panaroma's by RPG Advocate
The Sleeping Leonhearts' Hero and Event Frame Script
Agckuu Coceg's Modified Advanced Weather Script
arevulopapo's New Particle Engine
Gubid's Enemy Detection System
Dubealex's Advanced Message Script
Raziel's Battle Report

Special Thanks To
JudgmentTH
Vivalahomestar
Aero
MarioSuperStar
DarkSunSet
Solo-Knight
goomba90
Quartz
Mirron
Facecake
Garro
AlexisLUIGI14
Kosanami
SM_RPG_Fan
beterbomen
Walgnere
super6425
Spruigi1999
GIGA-XISBASS
SitemasterKingX


Last edited by U Division on Sun Jan 31, 2010 12:14 am, edited 2 times in total.

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 Post subject: Re: NEW MARIO GAME ANNOUNCED
PostPosted: Sat Nov 28, 2009 9:40 am 
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Now this is interesting. If it uses the Mario RPG/Mario & Luigi Battle systems, it should be popular.



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 Post subject: Re: NEW MARIO GAME ANNOUNCED
PostPosted: Sat Nov 28, 2009 1:34 pm 
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Really liking the looks of this.



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 Post subject: Re: NEW MARIO GAME ANNOUNCED
PostPosted: Sat Nov 28, 2009 2:56 pm 
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Cabal901 wrote:
Really liking the looks of this.
It's promising too, even though it's not offical.

BTW mouse support? I might need a real mouse...



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 Post subject: Re: NEW MARIO GAME ANNOUNCED
PostPosted: Sun Nov 29, 2009 6:49 am 
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:shock: Oh...My...God... Yayz this is awesome!


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 Post subject: Re: NEW MARIO GAME ANNOUNCED
PostPosted: Mon Nov 30, 2009 5:42 pm 
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JudgmentTH wrote:
It's promising too, even though it's not offical.

BTW mouse support? I might need a real mouse...


I've been doing everything with the mouse pad on my laptop and it's worked pretty well.


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 Post subject: Re: Codename: "Super Mario RPG: XP" (updated 11/30/09)
PostPosted: Tue Dec 08, 2009 9:59 pm 
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Definitely promising. The gameplay is part of what really drove me to SMRPG. Once I've finished the game, I'll explain more, since I'd like to point out the myriad of good things this game has.


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 Post subject: Re: Codename: "Super Mario RPG: XP" (updated 11/30/09)
PostPosted: Sun Dec 13, 2009 10:47 pm 
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:D
Awesome! I've got high hopes for this game, especially after playing 'smrpg:seven sages'. 'Seven sages' is one of the 3 games I really ever got into on the PC, and the only PC game I ever got into solely for its gameplay, which is an astounding feat indeed (the others had modability that also attracted me). I fully expect that you will accomplish that feat once again with smrpgxp!

(on a side note, I wonder how this will do with a tablet... The use of the mouse makes me think of smrpgbis, which I wouldn't be surprised if that is where it came from XD)

Some questions on apparent and/or potential changes from the 2003-built seven sages;
1) It looks like this is fully turn-based (like nintendo's), rather than having individual recharge rates, as I've noticed that the goombas never move until after you've attacked. Just wondering if my observation was correct.
2) Will the ability to counterattack/block attacks be used (as in the nintendo games) or will it be RNG-determined hit/miss (like in seven sages)? I'm not sure if the new engine allows it however, though the question did cross my mind after noting the additional similarities allowed to the nintendo games due to the new system.



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 Post subject: Re: Codename: "Super Mario RPG: XP" (updated 11/30/09)
PostPosted: Sun Dec 13, 2009 11:57 pm 
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I'm happy that you're interested and I'll try my best to answer the questions.

-The battle system is fully turned based right now (as in all hero's choose attacks, and then the battle plays out according to speed.) There are options to make it an ATB (like the old game), but we haven't decided which one to use. As stated before, it's in the alpha stages.

-So far we've only done Action Commands for the hero's attacking. Making AC's for monster attacks for defending is still on the table, but I doubt we'd do AC-based counter attacking.

-I've been using my laptop mouse pad for everything so I don't think it'd be too different to use an actual mouse or tablet.


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 Post subject: Re: Codename: "Super Mario RPG: XP" (updated 11/30/09)
PostPosted: Mon Dec 14, 2009 9:00 am 
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You said that badges teach you skills, and they'll wind up playing out like suits. Are there going to be a lot of badges, and will all of them teach skills, or will some of them be more normal buffs like regular badges?

It's probably a bit too early to say, so you don't have to answer.


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