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Super Talking Time Bros. 3: Yes! It will happen! And YOU can help! (World 1 Demo! Check original post!)

Isrieri

My father told me this would happen
Are you still on the TT discord? Now would be the time to hit the big @everyone button. If they don't like it, tell 'em tough shit. We have something you can get your hands on and respectfully ask for some eyes and ears other than our own. They don't have to play it and I won't force anyone but this project has the forum's name on it so for better or for worse I do want eyes on us.

The SMBX forums, the talkhaus, and the RMN forums are our old haunts and where smbx is most relevant to my knowledge. Those are where I'd go. RMN has a testing and feedback forum but a thread there will die off. Better to make a gamepage for it, and I can showcase that on the discord or make a status. The former two I think we can just make a thread for it. We can advertise it as an upcoming full-length 2.0 episode cuz there aren't many right now.

There will inevitably be people who plagiarize but ehhh what can you do. Just put your name on those scripts and we'll deal with it as it comes. I don't care if they lift stuff so long as credit is given.

There might be a tiny influx of new blood (that's how I got here) but I don't expect a swarm. Just don't say anything about this being a "community effort" or collab project because we can't call it that at this point, and I don't want to give people outside the forums hope.

Gonna go play it and see if anything breaks!


EDIT: You might wanna put some clearer instructions in the OP. Doesn't say where the episode should go or how to select it on the start menu. I want to make this as painless as possible.
 

Isrieri

My father told me this would happen
@SpoonyBard I hate to tell you this but I already found a bug! I don't think you implemented that patch I posted to playerPhysics. When players jump out of the water they're a little bit faster than they're supposed to be.

Apart from that everything seems to be working as intended. We should probably speed up mario on the map a little bit so you can get where you're going quicker but that's all that comes to mind.
 
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SpoonyBard

A Bard Named SPOONY
(He/Him)
Shoot, overlooked that. The zip has been updated.

And I added some extra info, and images, to the first post.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
Before I go spreading the demo elsewhere, there's one thing to address about playerPhysics that I totally forgot until now. The version I had previously was one Qu_Marsh had edited to allow the use of the 3D World boost blocks someone else had created, and I think that will be broken with the update you provided.

Those blocks aren't used in any level in the demo so it's not an urgent fix, but a fix will need to be made. I guess we're waiting for Qu to return to the thread?
 

Isrieri

My father told me this would happen
The boost blocks (Death Valley Rally right?) worked without issues during playtesting, but maybe it had something to do with the issues I had with the locked warp blocks? At any rate it shouldn't be hard to tweak it as necessary.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
Hopefully not.

I'm currently trying to set up an RMN page for STTB3 but it's been so dang long since I've done anything there I don't remember how the process goes. I got images uploaded and a description added, but I can't seem to add a download? Is it because it's still marked as 'Pending'? Or because I still have it set to private?
 

Isrieri

My father told me this would happen
Game pages are accepted manually. Liberty's the site admin and she goes through them all and approves them when she has time. Might take a week or something. So long as you have more than 3 images and wrote some decent text then we're good to go.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
I've spent the past few days putting together the world map for World 2:


A few notes: I moved 'What Do I Do With This?!' into World 2 because I really needed a second stage with a secret exit to make what I had in mind work. That secret exit (which is itself behind the other secret exit in Eyepatch Isles) leads to Vanish Cap under the Bridge, which might needs some work but beating that stage sends you back to the beginning, but it will also unlock a sort of back door into World 3, once that's ready.

Otherwise progress through this world is fairly linear compared to World 1, Worlds 3 and 4 will probably have more options in routing though.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
Just a small update to the Demo zip, I goofed with one of the stages that didn't have the Star Coins indexed. I thought I had it fixed when I compiled the zip, but I guess not.

I've also been at work on the map, and I'm getting close to finishing World 3. I've had to shuffle some stages around to make things fit, but I think I'm making it work. I'll have another video to show soon.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
World 3 map progress:

Some empty spaces yet. Not sure what I'm going to do with the stage titled 'world 3 bonus' yet, maybe some super secret?
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
My work on the world map continues apace. Here's a preview of World 4:

STTB3W4.png


Just an image from the editor this time, I haven't implemented the pathing yet since that's the most complicated part and the position of levels may change. If it looks like some scenery bits are overlapping each other incorrectly that's just in the editor, they display properly in-game.

Still not sure what to call this world, it's half jungle half pine forest. I was thinking 'Foliage Fjord' but that's pretty bland.

Right now the Blue Switch is accessed after a string of four secret exits which I might re-evaluate. Either by breaking the chain up, or putting something else as the reward.

I've only lightly started on world 5, which might in its own sub-map and will be part mountain, sky, and space. I'm still not exactly sure how I'm going to build that. Maybe by having Mountain/Sky on the main map with the space portion on the submap. That would allow me to come out of the space portion on a different part of the world map if I need to.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
Another progress update, though not as much work has advanced on the map. I started a new level to go in the currently empty 3-8 spot (an athletic style level using MrDoubleA's swinging platforms, should be fairly breezy), but the most important thing is that someone created an actual shop system. Which is one fairly large coding obstacle that needed to be done. (we'd still need to code an inventory system to make proper use of it)

So now I'm thinking of how the shop should be structured, and this is what I have so far:

-The shop would have two classes of items for sale, some for regular coins and some for Star Coins.

-The items sold for regular coins are just the consumable powerups.

-The items sold by star coins would be special one-time only items. Perhaps things like an 'Auto Shroom' which would always start you in the Big state, a 'Link Tracker' to highlight which levels he's hiding in on the map (and other items connected to finding cheevos perhaps), powerup vouchers to gradually unlock the items sold for coins (only mushrooms available at first, but spend 6 Star Coins on the Fire Flower voucher and suddenly Fire Flowers are for sale!), perhaps other things as well. Basically anything that wouldn't be a repeat buy could be sold for Star Coins.

But in order to take full advantage of it we'd need an inventory system that works from the map (the custom map, not the default one).
 
I'm still alive!

Sorry I vanished for so long; I was just super busy. Will try to start working on stuff again tomorrow.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
Ok, I'm back from my brief summer vacation and I think it's time to make another push on this. I think we should pull back our expectations a bit and focus on releasing what we have and filling in whatever blanks are needed. I still have a world 3 level in progress I need to finish.

One idea I have is to merge our prospective worlds 7 and 8 (ice and city) into one and just make 'world 8' be the final battle. If we do that then there's much less to worry about as far as new levels goes, aside from Subcon/bonus world levels which can be pretty much anything thematically.

I've had this idea in mind for a big final Percy fight but I don't know if I'll be able to do both it and a final Bowser battle, so I'll prioritize the Bowser fight first. We'll still need bosses for worlds 3 and 5, at least, and maybe 7 as well. Look at the level spreadsheet for an idea on where we stand.
 
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