Super Mario Bros. Dimensions (Demo 2)
preview
By: LangtonLion64
This is the second demo of a game I am working on, previously named Super Mario Bros. 4. This new demo comes with World 2 and World 3 (on top of World 1), several fixes with the dimension switching gimmick, additional powerups, OGG files instead of MP3 for the music, an intro cutscene, and more.

In this game, you can switch between two different "dimensions", where the level's layout and look is different. This can be done on the fly, however there are certain spots on the level where dimension switching is prevented. There are 3 star coins for both dimensions in each level. There are new powerups, such as the Laser Flower and the Super Rocket.

The game currently has 15 main levels, 3 enemy levels, 2 Purple Coin levels and 1 "Polter" level.
Completion: Demo Genre: Platform
Franchise: Mario

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[O] Created: Apr 26 2014, 7:56 PM
[O] Updated: Never
[O] File Size: 23.7MB
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[O] Downloads: 2701
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Reviews


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SuperMuppet
May 14 2014, 8:01 PM
Please start putting OGG files in a music folder.
 
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SuperMuppet
May 14 2014, 8:12 PM
Also, game crash once it starts.
 
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Astrakitu
May 15 2014, 1:56 AM
What OS are you using? Same happened to me when I started Abducted Toad.
 
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SuperMuppet
May 15 2014, 2:01 AM
Quote (Jaden1291 on May 15 2014, 1:56 AM)
What OS are you using? Same happened to me when I started Abducted Toad.

I'm using Windows 8, a system that tends to hate Game Maker games.
 
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Willsaber
May 15 2014, 7:21 PM
This is overall an improvement of the first demo, an already promising game. There are a lot of things this game immproved on, but some thing I really liked back in the first version.

Improvements:
This version opens up with a cutscene that explains the story, how Mario can flip through dimensions, and where the heck the green boo came from. Bowser's dialogue could improve a *little*, but its a very good cutscene.

The gimmick level is gone, and replaced with... another gimmick level. But this one makes sense and is actually fun!

Some level design improvements were added. Way too many of these to name, so I'm just going to note them.

The tilesets are improved, and a lot more aesthetic detail such as flowers have been spread across the levels.

Some of the "large colored blocks" no longer turn invisible when you enter them. This means that some of the game's secrets are more hidden, such as some Star Coins.

You can now use two powerups at once. This is an interesting concept, and I think I like it. It makes up for not having a spare item box.

When you flip dimensions, you are now invencible for a short time. This was a HUGE issue in the last version, but it was kind of balanced out by the fact that item boxes reset in dimensions (including the 1up box in the first level). Still, this makes more sense.

Piranha plants no longer get out of the pipe if you are close. I know this was in the previous version, but you had to be touching the pipe for them to stay in. Its now much closer to the real Mario games in that aspect.

When you hit a midway ring, if you are small, you get larger. Just like the halfway flags in New Super Mario Bros Wii.

Things I like better before:
Well, I liked the alternate dimensions koopa color more. I don't mind the switch from purple to yellow but I liked purple more. Not a huge deal though.

This is the big one. You changed the sprite for the flowers. I thought the old ones were great! The fireflower sprite fit the aesthetics really well, and the alternate dimension's flower was amazing! A flower... that was square! How alternate is that? A TON! Now its just a different color than the fire flower. And besides, the new sprite is based off of the Paper Mario fire flower, and this is a 2D Mario game, so it should look like the 2D Mario flowers (Well, actually they were in SMW, but they're far more iconic in PM). Please change it back in the next demo! Also, I liked the old jetpack sprite more. It was more obvious and gave you a better idea of what the object looked like from a different angle.

You can no longer flip dimension into walls. I know most people hated flipping into a wall, but it wasn't a huge deal because you could flip back and be where you were before, move and then flip. I personally thought it was great that you could flip into a wall, and that you actually had to remember where you could and couldn't flip. I guess its not a huge change and most people hated it, but the game tells you every square that you can't flip in. That removes all trial and error and makes puzzles more obvious.

Overall, the game is better and I love the 8-bit castle theme and purple coin theme, and there are a bunch of other changes, but somethings should be changed back.

This is a very promising game and the first fan-game I couldn't stop playing! I really hope you continue development, because this has potential to be the best 2D fangame yet!

PS: When I had A laser flower and a jetpack, and grabbed another jetpack, I lost the laser flower. Please fix that! And I cant hold a jetpack with a fire flower.
 
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LangtonLion64
May 15 2014, 7:50 PM
Quote (Willsaber on May 15 2014, 8:21 PM)
This is overall an improvement of the first demo, an already promising game. There are a lot of things this game immproved on, but some thing I really liked back in the first version.

Improvements:
This version opens up with a cutscene that explains the story, how Mario can flip through dimensions, and where the heck the green boo came from. Bowser's dialogue could improve a *little*, but its a very good cutscene.

The gimmick level is gone, and replaced with... another gimmick level. But this one makes sense and is actually fun!

Some level design improvements were added. Way too many of these to name, so I'm just going to note them.

The tilesets are improved, and a lot more aesthetic detail such as flowers have been spread across the levels.

Some of the "large colored blocks" no longer turn invisible when you enter them. This means that some of the game's secrets are more hidden, such as some Star Coins.

You can now use two powerups at once. This is an interesting concept, and I think I like it. It makes up for not having a spare item box.

When you flip dimensions, you are now invencible for a short time. This was a HUGE issue in the last version, but it was kind of balanced out by the fact that item boxes reset in dimensions (including the 1up box in the first level). Still, this makes more sense.

Piranha plants no longer get out of the pipe if you are close. I know this was in the previous version, but you had to be touching the pipe for them to stay in. Its now much closer to the real Mario games in that aspect.

When you hit a midway ring, if you are small, you get larger. Just like the halfway flags in New Super Mario Bros Wii.

Things I like better before:
Well, I liked the alternate dimensions koopa color more. I don't mind the switch from purple to yellow but I liked purple more. Not a huge deal though.

This is the big one. You changed the sprite for the flowers. I thought the old ones were great! The fireflower sprite fit the aesthetics really well, and the alternate dimension's flower was amazing! A flower... that was square! How alternate is that? A TON! Now its just a different color than the fire flower. And besides, the new sprite is based off of the Paper Mario fire flower, and this is a 2D Mario game, so it should look like the 2D Mario flowers. Please change it back in the next demo! Also, I liked the old jetpack sprite more. It was more obvious and gave you a better idea of what the object looked like from a different angle.

You can no longer flip dimension into walls. I know most people hated flipping into a wall, but it wasn't a huge deal because you could flip back and be where you were before, move and then flip. I personally thought it was great that you could flip into a wall, and that you actually had to remember where you could and couldn't flip. I guess its not a huge change and most people hated it, but the game tells you every square that you can't flip in. That removes all trial and error and makes puzzles more obvious.

Overall, the game is better and I love the 8-bit castle theme and purple coin theme, and there are a bunch of other changes, but somethings should be changed back.


Thank you for having the time to give feedback! Firstly, about the flower graphics, something that multiple people thought about the first demo was the fact the graphics looks almost too much like SMB3 (though that was before it had its name changed to something more appropriate), so I drew something that looked more like SMW. The jetpack's graphic change was due to the fact I thought the graphic seemed a little too... not-Mario looking, especially when most of the power-ups have eyes and a chubby-looking design.

Funnily enough, you could already get a Mushroom if you were small from a Midway Ring in the first demo, but I do appreciate it when other people notice the smaller things in someone's fangame.

EDIT: The only powerups that I initially intended for "combining" were the Laser Flower and the Jetpack. Though in the next big release I might add the ability to combine the Fire Flower with the Jetpack too.
 
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Mors
May 16 2014, 2:19 PM
Quote (SuperMuppet on May 14 2014, 8:01 PM)
Please start putting OGG files in a music folder.

Quote (SuperMuppet on May 14 2014, 8:12 PM)
Also, game crash once it starts.
These.
 
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smwmegafan3000
May 17 2014, 5:16 PM
I really liked this demo, I hope the final verison I this this year as it is very good, has a bug in the house sometimes toad I can not get out of there but dema okay compared to the first demo you are doing a great job.
 
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SuperMuppet
May 17 2014, 6:39 PM
You should get someone to help you fix the Windows 8 bug. I really want to play this.
 
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Willsaber
May 17 2014, 9:26 PM
The Polter level is very fun. I wish the enemies had a larger hitbox and the controls weren't so stiff. It just doesn't feel like I'm flying a ghost. Maybe a momentum system would help that.
 
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Astrakitu
May 18 2014, 2:05 AM
Quote (SuperMuppet on May 15 2014, 2:01 AM)
I'm using Windows 8, a system that tends to hate Game Maker games.

Game Maker games sometimes don't support Windows 8, as far as I can know. Please dispatch a message to the creator and he can fix that. I tested an old fangame I had on my Windows 8 PC and it works fine. If you are using 8.1, the problem might be worse than I expect.
 
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SuperMuppet
May 18 2014, 2:10 AM
Quote (Jaden1291 on May 18 2014, 2:05 AM)
Game Maker games sometimes don't support Windows 8, as far as I can know. Please dispatch a message to the creator and he can fix that. I tested an old fangame I had on my Windows 8 PC and it works fine. If you are using 8.1, the problem might be worse than I expect.

I talked to the creator about the error, but he doesn't know how to fix it. And I haven't updated to 8.1.
 
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Mors
May 18 2014, 12:41 PM
Use sound_ps instead of sound_play. Sound_ps is actually this:
sound_stop(argument0)
sound_play(argument0)
 
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LangtonLion64
May 18 2014, 6:59 PM
I have made a "patch" release of this demo, aka Demo 2.1 or 0.2.1. First you need to download the normal files from this page, then replace the executable with this:

https://www.mediafire.com/?se8cpeu883kplw5

Changes:

-All the music is located in a separate folder
-All sound_play commands now use sound_ps instead
-Also sound_loop commands now use sound_ls instead
-If you have a Laser Rocket and collect a Laser Flower or Super Rocket you won't change powerups
-Fixed the accidental ability to warp into the structure in the Bad dimension of World 2-1
-Fixed level design problems where you can get stuck in the Bad dimensions of World 2-Pyramid and World 2-Secret
-The Buzzy Beetle on the ceiling at the first half of World 1-2 won't get stuck near the springs
-The Shop Toad's dialogue is more detailed about what to do

Hopefully I won't have to release another version of this until Demo 3, which should likely be released July or August. But considering this version took nearly three weeks to be accepted onto the site, who knows?
 
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SuperMuppet
May 19 2014, 9:04 PM
Here's better music to use for World 1-4: https://www.youtube.com/watch?v=WU_-SSqrxsQ
 
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SuperMuppet
May 19 2014, 9:16 PM
Also, at the first castle in World 1, a gltich happens where the map music don't stops playing.
 
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KingGeoshiKoopshi64
May 20 2014, 2:04 PM
Well Yoshi appear in this fan game (even different colors for different powers) or is polter gonna replace him on this one if not it's cool I like polter!
 
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LangtonLion64
May 20 2014, 7:05 PM
Quote (gamermakerguy on May 20 2014, 3:04 PM)
Well Yoshi appear in this fan game (even different colors for different powers) or is polter gonna replace him on this one if not it's cool I like polter!

I'm not planning to have Yoshi usable as an item in this game, even though it's in the Dragezeey Engine already, mainly because chronologically the game takes place between Super Mario Bros. 3 and Super Mario World (not that there's much indication for that). Polter isn't exactly a replacement since he is only playable in certain levels, and he normally appears in the HUD because he is the reason Mario can switch dimensions. The Nokonoko's Tank is more of a replacement of Yoshi as it is also used by jumping onto it, though it has more similarities to the Kuribo's Shoe, if anything.
 
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KingGeoshiKoopshi64
May 21 2014, 5:37 AM
Quote (LangtonLion64 on May 20 2014, 8:05 PM)
I'm not planning to have Yoshi usable as an item in this game, even though it's in the Dragezeey Engine already, mainly because chronologically the game takes place between Super Mario Bros. 3 and Super Mario World (not that there's much indication for that). Polter isn't exactly a replacement since he is only playable in certain levels, and he normally appears in the HUD because he is the reason Mario can switch dimensions. The Nokonoko's Tank is more of a replacement of Yoshi as it is also used by jumping onto it, though it has more similarities to the Kuribo's Shoe, if anything.

That's fine :)
But still this is a great fan game and what does the tank do?
Love that jet pack power up :D
 
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LangtonLion64
May 21 2014, 3:35 PM
Quote (gamermakerguy on May 21 2014, 6:37 AM)
That's fine :)
But still this is a great fan game and what does the tank do?
Love that jet pack power up :D

The tank is a powerup found in only a few levels (such as World 2-1) that once equipped can shoot bullets (press CTRL or Z), squish enemies, and lay mines that blow up certain blocks (hold DOWN and then press CTRL or Z). However, it cannot be taken into different levels, or different sections of a level.
 
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RaymanFan1995
May 21 2014, 10:56 PM
This is a much better demo. I'm very glad you got rid of that "no jumping allowed" gimmick; that was so stupid. However, I did find one glitch; when I entered the first castle stage, the map music continued playing over the castle music, and then when I died, the map music started back up while it was still playing, meaning it was playing twice.
 
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Willsaber
May 21 2014, 11:20 PM
Quote (Somari64 on May 21 2014, 10:56 PM)
This is a much better demo. I'm very glad you got rid of that "no jumping allowed" gimmick; that was so stupid. However, I did find one glitch; when I entered the first castle stage, the map music continued playing over the castle music, and then when I died, the map music started back up while it was still playing, meaning it was playing twice.

I had that glitch at multiple parts of the game. It gets VERY annoying.
 
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LangtonLion64
May 22 2014, 5:41 PM
Quote (Somari64 on May 21 2014, 11:56 PM)
This is a much better demo. I'm very glad you got rid of that "no jumping allowed" gimmick; that was so stupid. However, I did find one glitch; when I entered the first castle stage, the map music continued playing over the castle music, and then when I died, the map music started back up while it was still playing, meaning it was playing twice.

Re-download the separate EXE in the comment section again; I've updated it so this won't happen. It turns out I assigned the wrong variable to an sga_DestroyEmitter command.
 
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RaymanFan1995
May 22 2014, 7:42 PM
Quote (LangtonLion64 on May 22 2014, 5:41 PM)
Re-download the separate EXE in the comment section again; I've updated it so this won't happen. It turns out I assigned the wrong variable to an sga_DestroyEmitter command.

Oh, look at that, I didn't even see that there. Silly me. :P
 
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LangtonLion64
May 24 2014, 3:16 PM
Ummm... what happened to the downloads and comment counter? They seem to have been reset; a few days ago there were about 200 downloads. Does it have something to do with that I updated the file for the site? Because I changed Demo 1's information and its download count wasn't affected...
 
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Willsaber
May 27 2014, 10:04 PM
In the game, "Super Princess Peach" there was a character similar to Polter in a lot of ways. After completing a world, there would play a cutscene that would explain more about the character. I think it would be great if there was a cutscene at the end of each world that would explain more about Polter and give us more of his personality.
 
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EvilYoshiToes
Jun 25 2014, 11:06 PM
Quote (Willsaber on May 27 2014, 10:04 PM)
In the game, "Super Princess Peach" there was a character similar to Polter in a lot of ways. After completing a world, there would play a cutscene that would explain more about the character. I think it would be great if there was a cutscene at the end of each world that would explain more about Polter and give us more of his personality.

I believe you are referring to Perry the Parasol. In Super Princess Peach, between each world we got to see a bit of Perry's life through his dreams. Something similar was done with Blumiere and Timpani's story in Super Paper Mario, where we saw a bit of dialogue between the two characters, which at first seems a little random, but later on you begin to notice how it's connected to the story.

I agree with Willsaber. I think doing something similar with your character could be interesting and would definitely make him a much more interesting and likable character, because honestly right now I don't really care for him. It's not that he's a bad character, it's just that the players have no connection to him at all.
 
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Marionator4
Apr 5 2016, 1:39 AM
Does anyone know how to get past the enemy level in world 5? I clear the second screen and the door doesn't open.
 
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TheTwelfthRocket
Apr 8 2016, 11:07 PM
Quote (Marionator4 on Apr 4 2016, 7:39 PM)
Does anyone know how to get past the enemy level in world 5? I clear the second screen and the door doesn't open.

why are you commenting on this version...? comment on the full version's submission page.
 
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