The Return of Talking Time

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  #1  
Old 10-31-2011, 06:20 PM
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Default Super Talking Time Bros 2: SUPER SQUAD

The only Expansion Pack bigger than the original game!

It's here at last! A veritable firehose of content has turned a once humble extra levels pack into a finished game with 96 exits and 101 stars to find! Coming in at just over a year since the original STTB2 was released, we are pleased to present to you Super Talking Time Bros 2.5: The Last Levels!
Visit the all-new RMN Project Page to download the full standalone game!

The Super Squad has finally had enough of Kirby hanging around and has decided to escort him back home to Dreamland and out of their hair. They flagrantly steal politely borrow Tatanga's Starbase from the previous game and set out across the cosmos toward Pop Star, but on the way they're suddenly attacked by Bowser's Space Armada!
After a mighty struggle in which the Starbase is instantly shot down valiantly defies destruction, it crashes near a mysterious anomaly in space, and the Super Squad decide to to investigate, certain that Bowser is once again up to no good.

The structure of The Last Levels is a bit more open than STTB2. At the start of the game you are given a choice of two paths, and each of these paths comprise about half of the game's content. Both paths wind up meeting near the end before the final set of levels. As well, there are several branching paths within each of the two routes, and every secret exit in the game has at least one level behind it (even if it's just a Green Star Challenge). So try and find the best route to reach the mysterious anomaly, or go for 100% completion!

Two secret worlds are also hidden somewhere out there. The 'World of Random Discontent' contains a number of highly challenging levels to test your SMBX abilities, while the 'World of Random Content' contains mostly breezy fun and strange levels to have a good time with.

And finally, The Last Levels is sure to provide hours of frustration endless delight with a greater challenge than STTB 2. Are you a Super enough player to find all 96 exits and 101 stars? Get ready for a harrowing Space Adventure!

BASIC INSTALLATION INSTRUCTIONS:

This is a standalone game! We had to modify a lot of built-in SMBX assets to make this presentation possible. That means you need to extract the contents of the download zip to its very own folder somewhere on your hard drive. Do not extract it to a standard SMBX folder or its worlds directory or things will get broken!

Once extracted, run smbx.exe and select 'Start Game', and have fun!

STTB1+2+2.5 COMPLETE INSTALLATION INSTRUCTIONS:

It's possible to merge The Last Levels with a copy of Super Talking Time Bros 1+2 if you have both. However it's important to note that SMBX is very often weird about this, and it might just refuse to work if you attempt it. It's easier to keep The Last Levels to its own directory, but if you'd like to consolidate it with your STTB1+2 folder then it can work if you follow these instructions and hope the swirling vortex of chaos that powers SMBX decides to cut you a break!

Open your Super Talking Time Bros 1+2 root folder, where the SMBX.EXE is located.

Have ready the zip file for The Last Levels.

Extract the contents of the zip to the root Super Talking Time Bros 1+2 folder.

Overwrite everything. All folders, files, even smbx.exe need to be replaced for this method to work!

If you did this correctly, you should see the fancy new splash and title screens we created for The Last Levels, and all three STTB episodes will be available when you start a New Game!

Enjoy!


Still looking for the original Super Talking Time Bros 2? We've still got it, folks!



Super Talking Time Bros 2 is finished!!

Visit the RMN Project Page to download the full game! It even includes TT Bros 1 for extra fun!

Be sure to read the download information and the readme, it will tell you how to install the game. Here it is again for your convenience:

Quote:
Special note:
Although this game was built on the "Super Mario Bros X" engine, it is NOT cross-compatible with a standard SMBX installation!
We had to modify a lot of built-in assets to make STTB 2 the best game it could be.
For this reason, we recommend you extract our game to a separate location from your usual Super Mario Bros X directory, if you have one.
Additionally, you won't be able to play standard SMBX episodes in our version of the game without encountering strange issues.

HOW TO INSTALL:
This game does not require an installer program. All you need to do is simply extract the zip to a directory of your choice, and begin playing!
We recommend you DO NOT overwrite a standard Super Mario Bros X installation with our version of the game, or strange issues may occur. Don't fret though, our version is self-contained and will not interfere with any other SMBX installations you may have on your system.


HOW TO FIX SYSTEM TRAY FLOODING AND/OR SLOWDOWN IN SMBX:
SMBX doesn't play well with multitasking. It likes to eat memory and pass off some essential functions to parts of Windows itself. The first step to eliminating slowdown is to close other open programs and see if that helps. If not, or if you find your system tray is filling up with dozens of icons, keep reading.
SMBX doesn't have an audio engine of its own and relies on codecs installed to your Windows system for its audio. For a lot of people, it'll be something like FFDShow, and it can usually be found in your system tray while in use.
You need to visit the codec's control panel, and find the option that allows you to adjust how many MULTIPLE INSTANCES are allowed. We recommend setting it to ONLY ONE, or NONE, depending on which option yields better performance. Otherwise, SMBX will cause it to do strange things like flood your tray, slow down your system the longer you play, or eventually crash.
Once you apply this fix, you can safely launch SMBX.exe. If you left it running while you were doing this, you should close SMBX and wait for your tray to clear out before launching it again, just so you can be sure it's taking effect.
And now for the original post that started this mess:



It's been a busy year, hasn't it? Well guess what, it's about to get busier, because now it's time for

Super Talking Time Bros 2:
SUPER SQUAD: THE GAME


Yes! That's right! We're doing this!

Head on over to the wiki to check it out!

As before, we're using the Super Mario Bros X engine. We have a new download of this just for STTB 2! You can get it from the wiki, or use this direct link to download it right now! Be warned that this engine is, sadly, only for Windows.

We've got quite a few new rules this time, in addition to many of the old ones that worked before. Be sure to read them all!

The main focus this time around is to create Super Squad: The Game. To that end, we'll have some new graphics, all characters will be playable, and we'll change a few things around from what we did last time. To wit:
  • Sovan is redrawing the player characters in Super Squad styles! Check out this WIP spritesheet for a sneak peek. This is gonna take a while, since one of Super Squad's gimmicks is that the style always changes from panel to panel.
  • We're doing a traditional Overworld with traditional exits. No more Power Stars, except for:
  • Red Power Stars are like DK Coins now. What will happen when a player gets them all?
  • Percy is gone. In his place is a young up-and-comer by the name of Super Squad Kirby. He's not creepy or unsettling, he's just adorable and irritating, and if we're not careful, he could even attract some trouble from Dream Land.
  • We're ditching the "Mario 3 endzone" gimmick, because that sort of implies the game is taking place on a stage. If anything, we want to imply this game is taking place in the world of Super Squad. Although if anyone wants to offer up some "giant comic panel" borders, we could do that as well.

It's time to start going nuts, guys. Our current deadline is set to February 29.

A nifty SMBX graphics pack is now available, check the wiki for details.
It was made by the SMBX community and contains over 100 megs of tiles, backgrounds, NPCs, you name it! Now you have no excuse not to build a nifty level.

Last edited by Zaidyer; 06-23-2013 at 11:40 PM. Reason: The Last Levels is done!
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  #2  
Old 10-31-2011, 06:27 PM
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This is a bad time of year for me having time to making stages (probably, who knows?) but I will totally playtest. I'm looking forward to this one!
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  #3  
Old 10-31-2011, 06:33 PM
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Wow, that December 1st deadline is really close.
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  #4  
Old 10-31-2011, 06:35 PM
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Brickroad has a Jan. 1 deadline for his LP (kidding).

I would push the first deadline to at least Dec. 31. I, for one, will have a much better chance of participating after my semester is over, and I'm sure I'm not the only one in school.
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  #5  
Old 10-31-2011, 06:45 PM
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They always rush the sequels out the door.

Quote:
Originally Posted by Dart Zaidyer View Post
Sovan is redrawing the player characters in Super Squad styles! Check out this WIP spritesheet for a sneak peek. This is gonna take a while, since one of Super Squad's gimmicks is that the style always changes from panel to panel.
oh my gawd
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  #6  
Old 10-31-2011, 06:57 PM
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Deadline extended, then. I don't want you guys to choke.

We'll set up a Milestone for December 1. I at least want you guys to remember to do levels this month.

We also need a Worlds list, don't we? I'm not sure what the World order was in Super Squad, we need someone to figure that out.
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  #7  
Old 10-31-2011, 07:01 PM
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I am excite
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  #8  
Old 10-31-2011, 07:02 PM
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The world titles should be "The secret to World X is to ________ sometimes."
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  #9  
Old 10-31-2011, 07:03 PM
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I'm going to make an awful Ghost House level just so you guys can get all NeoGAF again.
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  #10  
Old 10-31-2011, 07:05 PM
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So who gets to do this scene?
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  #11  
Old 10-31-2011, 07:08 PM
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I don't know, but I sort of want to call dibs on a level where you navigate Butter Building as Girl Link and fight Fat Meta Knight at the end.
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  #12  
Old 10-31-2011, 07:41 PM
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I'll do one or two.
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  #13  
Old 10-31-2011, 07:49 PM
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I'll make a level (hopefully more than one this time)! Actually, I wish I knew about this earlier today; I had a surprising amount of free time and I was really bored.

Hopefully the official World list will be decided upon soon.
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  #14  
Old 10-31-2011, 07:59 PM
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I'd love to be a part of this, since I wasn't around for the last one. So I guess first thing's first, reread the entire comic to get a feel for this? Or just make a level and think about aesthetics later?
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  #15  
Old 10-31-2011, 08:46 PM
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I know I just said on Facebook I really shouldn't be doing any time sensitive projects while in the middle of crunch, but I'm so disappointed I only did one level for the first game...

Who knows? Maybe I'll do two levels this year.
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  #16  
Old 10-31-2011, 09:00 PM
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Quote:
Originally Posted by Dart Zaidyer View Post
  • Percy is gone. In his place is a young up-and-comer by the name of Super Squad Kirby. He's not creepy or unsettling, he's just adorable and irritating, and if we're not careful, he could even attract some trouble from Dream Land.
It's funny because, uh, some time ago I made some levels loosely based on Kirby levels.

I'm sure I could refine them.
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  #17  
Old 10-31-2011, 09:34 PM
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Updated the wiki with a preliminary list of worlds and must-have levels. This is mostly based on the events of Super Squad, in (roughly) chronological order. What do you think? Do we need some adjustments?
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  #18  
Old 11-01-2011, 02:49 AM
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I had this work-in-progress Tatanga boss that I wanted to do for an end-of-world, but if we're going by Super Squad chronology it might not fit.

I was thinking of making the level a star base. Would that fit anywhere in the current scheme of things, or should I scrap/re-work the idea? I admit, I did kind of have my heart set on it, since I found the perfect BGM for the stage and everything...

Also, while I am totally pumped to see the sprites Sovan makes in action, we shouldn't forget how using unique Mario sprites in our game caused it to slow the hell down on a lot of folk's computers because all the extra work the engine had to do (as we know, SMBX isn't exactly coded with efficiency). New enemies and NPCs and level graphics are usually handled fine, but completely replacing the playable character's sprites tends to do bad things.

Unless you put those files in the main engine's directory instead of our game's directory. But that will change Mario across all SMBX games (not necessarily a bad thing) so be sure to save a back-up of the original sprite sheets if you do that.
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Old 11-01-2011, 03:01 AM
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Quote:
Originally Posted by SpoonyBardOL View Post
I had this work-in-progress Tatanga boss that I wanted to do for an end-of-world, but if we're going by Super Squad chronology it might not fit.
I don't think we should worry about this too much, or else we'll never finish the game. People should definitely jump on the must-have levels to make it Super Squad-y but we shouldn't scrap ideas just because there isn't a comic about them. Worst case scenario it ends up being a mid-world boss.
Quote:
Originally Posted by SpoonyBardOL View Post
Unless you put those files in the main engine's directory instead of our game's directory. But that will change Mario across all SMBX games (not necessarily a bad thing) so be sure to save a back-up of the original sprite sheets if you do that.
Wait, that would fix the slowdown? Let's just distribute the whole thing in a separate SMBX folder then.
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  #20  
Old 11-01-2011, 03:05 AM
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Quote:
Originally Posted by Sprite View Post
Wait, that would fix the slowdown? Let's just distribute the whole thing in a separate SMBX folder then.
Yup, I've tried it myself. The trouble comes from the game trying to load separate player sprites in a game or specific level, but if those new sprites were in the engine's default graphics directory then there's no issue.

I'm not sure if a separate SMBX directory would work, unless you could install it on your system twice... maybe? Someone test it out?

EDIT: However,

Quote:
Originally Posted by Dart Zaidyer View Post
This is gonna take a while, since one of Super Squad's gimmicks is that the style always changes from panel to panel.
If this means that Dart intends for stages to all have their own unique player sprites, then I gotta raise a red flag here. That'll be hell on a lot of people's machines. Forcing the engine to apply new player sprites is one of the most sure-fire ways to get it to do weird stuff. If we're going to do a unique Mario sprite sheet there should only be one, and it should be put in the engine's graphic folder (not our game's) provided we can work a second install. Otherwise we're just asking for trouble.
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  #21  
Old 11-01-2011, 03:11 AM
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Be careful also that the sprites don't get so off-model that they screw up hit-boxes.
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  #22  
Old 11-01-2011, 03:31 AM
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Quote:
Originally Posted by Sprite View Post
I am excite
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  #23  
Old 11-01-2011, 05:09 AM
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Attempting to following along with the comic's narrative is a bad idea. Just as an example, I think it's a stretch to expect a full world's worth of stages based on the Olympics story arc.

Let's focus on making a solid Mario game, first and foremost, just like we did before. Sneak the gags in where we can, and transform comic panels into full levels where it makes sense, but it's not really appropriate to reach for the shoehorn.

That said, a few comic gags which would translate well into gameplay might be:
  • rampaging, over-emotional giant Goombella chasing Mario through a level,
  • a convoluted water puzzle where you jump through ten hoops only to end up back at the entrance,
  • a single "Great Luigi Offensive" level (not a whole world),
  • a water level where you pilot Luigi as a boat,
  • falling 100 stories directly onto a Kuribo shoe,
  • kicking Mega Man's head at a series of koopas (this was mentioned already, but I wanted to second it because lulz),
  • and something something wild ways.
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Old 11-01-2011, 05:28 AM
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I agree 100%. Following the comic would be tedious and stifle creativity.

Also, not to give anything away, but it might be prudent to rip some sprites from Monkey Puncher on GBC.
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  #25  
Old 11-01-2011, 06:29 AM
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Yeah, I think Brick and Loki have the right of it. Absolutely we should try and hit some of the same notes the comic did, but trying to follow its story throughout eight worlds exactly will be far too stifling. We'd be falling into the same trap that so many terrible licensed games nowadays fall into. We shouldn't be too focused on recreating something from another medium step by step as a video game, and instead have the same spirit with an entirely original world, like the awesome licensed games of yesteryear.

Basically, we can and should still do levels like Butter Building or Great Luigi Offensive, but not feel tied to putting them in the proper order. Honestly, for now I'd scrap the proposed list of worlds until people start making levels, and then design the game around what's made.

Since we're doing a world map this time, who's in charge of making it? If the job is free, I'll volunteer, I may not be making as many actual stages as I did last time, but I do enjoy messing around with the world map editor.

While I don't want to stifle anyone's creativity, I think it's important not to let there be to many levels with multiple exits, simply because it becomes harder and harder to design a world map when an area has too many 'red dots'. I tried to make a makeshift world map for the original STTB, and had to do some severe path acrobatics to make it all work, especially when the levels with 3 exits popped up. I'm not sure what the magic number would be, but it should be something like no more than 50% of a world's levels should have two exits, unless we design a particular world to be kind of like the Forest of Illusion and be intentionally confusing.
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  #26  
Old 11-01-2011, 07:09 AM
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SMBX does not require an installer. It can run from any folder on your system and it deals with multiple copies of itself just fine. SMBX.exe only looks inside the directory you launch it from when it needs resources. I learned this by accident when I forgot to copy the graphics folder and it ran anyway, sans graphics.
Right now, I'm busy creating a custom build of the game with "improved" sound effects and some graphical tweaks, and that will eventually include the player graphics being replaced with their Super Squad counterparts. (As SpoonyBard noted, this is the only way to do it without causing major instability. And when I said "the style always changes", I meant within the one single sprite sheet for a given character.)
This means that, as before, the engine will be bundled with the STTB 2 episode when we're done. Players will unzip it to a unique location on their system and launch it as if it were a standalone game. Nobody complained when we did this with STTB 1 anyway.

I'll see about coming up with a more inclusive, less restrictive World list as well.
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Old 11-01-2011, 07:25 AM
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Quote:
Originally Posted by Nich View Post
I had an idea for a level, but it doesn't fit in the Super Squad theme.
Make it anyway.
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  #28  
Old 11-01-2011, 08:09 AM
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I need a list of rules so I can make a level that breaks them all.
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  #29  
Old 11-01-2011, 08:13 AM
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Rules can all be found on the wiki.

Also, I've updated the World list. I've gone back to the "food/theme" style of STTB 1. What do you think, guys?
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Old 11-01-2011, 02:32 PM
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Looks good, Dart. The Luigi world sounds fun.
Quote:
Originally Posted by Brickroad View Post
I don't know, but I sort of want to call dibs on a level where you navigate Butter Building as Girl Link and fight Fat Meta Knight at the end.
Whoever does this, be sure to use XOC's version of the music.

I'm trying to think of what would make a good fat Meta Knight. Mother Brain on a moving layer?

Oh, and before I forget, those sprites are looking swell.
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