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 Post subject: Super Mario RPG: The Starlite Worlds (v1.4.1)
PostPosted: Sat Nov 28, 2009 3:21 am 
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Full Game:
The Official Download Page


Current Version: 1.4.1
- Additional location to find "Flower Saver" badge for Luigi
- Once the Pit of 100 Trials has been cleared, the floor can be chosen in subsequent attempts

- Typos
- Fixed confetti showing up
- POW DEF badge and POW SPC badge swaps are fixed
- Spots where you can't progress in Rosalina's Road Rage fixed

1.4.0 Fixes
- The tokens/coin exchange works.
- Game is open source

1.3.2 Fixes
- Mouse no longer affects selection in Menu (yay)
- TEC Minion of the Moment fixed again
- Tile passability fix in Meta City
- Bio Pirhana enemy in Lonestar Lands fixed
- Basic shops added to Stone Curd Ruins & Bowser Castle Escape chapter
- Enemies of Cheddar Desert and & Bowser Castle Escape chapter are slightly weaker
- Kammy's DEF slightly raised
- Kappin's DEF slightly raised
- Spinalots DEF slightly lowered and POW slightly raised
- Court Scene Typos fixed & other typos

1.3.1. Fixes
- Tile passability fix in Krawlin Caves
- Typo in hammer tutorial
- Rolling Billows air elevator fixed
- TEC comes online automatically after progressing past a certain point.
- Tose. T "whenever" typo
- Instructions for installing fonts added

1.3.0 Fixes
- Monster of the Month back online
- New Side Content Battle added

1.2.5 Fixes
- Typos
- D-Down Pound "Finish" for Mario
- Secret Boss's Death in battle is fixed
- Fixed battle song still playing after secret boss

1.2.4 Fixes
- Mario's Battle Stance takes 3 SP
- Edited Luck's Last Stand's, Critical Rush, Lucky Touch's, Final Strike, so they're not as cheap.
- Konnor Typo

1.2.3 Fixes
- Typos
- Rolling Billows cutscene glitch if return late in game.
- Final Strike does Criticals 60% of the time and costs 5 BP.
- "Splash Hammer Finish" fixed
- Wuzzel Woods blocks re-entry fixed.
- Safety Boots Badge for Mario gettable

1.2.2 Fixes
- Throne Room in Rolling Billows people and dialogue fixed.
- Numerous Typos fixed
- Escape Escape! and Fleet Feet badges fixed

1.2.1 Fixes
- Bug causing Combo Assist to give random states such as Paralyzed or Fainted.
- Bug when returning to two of the boss rooms in the Morterers and the KK Bases.

1.2 Fixes
- Passability error in West Cheddar Desert
- Fixed the black screen when you re-enter Kammy's part of Swiss Sanctuary (completely now)
- Fixed Mixing of Technical and Technical+ Ores

1.1 Fixes
- Metal Ore + Light Ore is fixed to make Glowing Metal Ore.
- Fixed being able to walk across a sand pathway in Cheddar Desert without hitting a switch.
- Fixed the black screen when you re-enter Kammy's part of Swiss Sanctuary.

You can redownload and just place your "Save1" file in the new folder.

Quick Game Info:
-RPG Genre
-Made in RPG Maker XP
-Heavily edited Tankentai XP battle system with Paper Mario styled Timed Hits

Story
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!

Discover the history and mystery of the 8 Starlites and the powers they hold. Team up with friends, foes, and new acquaintances as you all work together to stop a new threat!

Features
-20-30 hours of gameplay in the main story
-Vibrant cutscenes with expressions and effects, making full use of the sprites, and even going beyond
-Action Commands (Timed Hits)
-Timed Defense (Like Paper Mario)
-Full, Paper Mario style badges (All skills learned from badges)
-Mouse Support in battle and in field
-Mario, Luigi, Bowser, Kammy, and 2 Minions playable
-4 types of badges (Party, Mario, Luigi, and Bowser)
-Control Bowser/Kammy on main field at certain points of the game
-New, mouse-based first strike system
-Helpful HUD coupled with use of overworld skills
-Many sidequests that lead to powerful secret bosses
-Online Starlite Stream that allows you to fight specialized enemy's. Monster of the Moment
-Large assortment of minigames, both in the main quest and for side quests.

Release Trailer:


5000 Download Appreciation Video:


Special Developer Strategy Vidoes: Will be updated
Spoiler:
Final Boss:

How to Grind:

Danger Luigi:

The Ancient:


Old Videos (As of 8/9/13)
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
MasterMario97
And all other ICU Gigasoft forum members


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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 Post subject: Re: Codename: "Super Mario RPG: XP" (updated 11/30/09)
PostPosted: Mon Dec 14, 2009 2:57 pm 
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Mirron wrote:
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.


Badges will do everything Paper Mario badges do, so there will be a lot of 'em. Most will teach skills, others will do special things and the like. Most stat mods and buffs will be left to equipment, but a badge with an effect of "timed hits do more damage" can still exist.


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 Post subject: Re: Codename: "Super Mario RPG: XP" (updated 11/30/09)
PostPosted: Mon Dec 14, 2009 3:55 pm 
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Out of curiosity, I was wondering how many HP those goomba's had (though I'm almost absolutely sure that the current HP values were used only for initial testing, and am well aware that they are almost assuredly going to change in the future)



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 Post subject: Re: Codename: "Super Mario RPG: XP" (updated 11/30/09)
PostPosted: Mon Dec 14, 2009 5:19 pm 
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Maybe 30, but as you guessed we're far from finalizing any of that stuff yet. At this point it's an arbitrary number.


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 Post subject: Re: Super Mario RPG: XP - Latest Info (updated 11/30/09)
PostPosted: Tue Dec 15, 2009 6:35 pm 
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When you say

Quote:
Party, Mario, Luigi, and Bowser)


Does this mean that it's [either character-specific (one of the 3), or avaliable to everyone] or [either character-specific (one of the 3), or affects all Party members]?

Then an unrelated question;

We still have multiple characters avaliable in battle, right? or is it limited to one at a time (since in the video... but I know that it's likely to change, though I think that it's probably the first, like in the last game)



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 Post subject: Re: Super Mario RPG: XP - Latest Info (updated 11/30/09)
PostPosted: Tue Dec 15, 2009 7:47 pm 
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There are badges that affect everyone, and badges for each individual person. For example, the Fireball (M) badge can only be used by Mario and it teaches him the Fireball skill. Double EXP (P) doubles th experience earned for everyone in the party

3 people fight at a time like the last game.


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 Post subject: Re: Super Mario RPG: XP - Latest Info (updated 11/30/09)
PostPosted: Tue Dec 15, 2009 7:52 pm 
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The video was just whipped together quickly to show off some battle stuff. Things will become very different.


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 Post subject: Re: Super Mario RPG: XP - Latest Info (updated 11/30/09)
PostPosted: Tue Dec 15, 2009 8:12 pm 
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^^ I can understand that sort of demonstration.

in the possible event of other playable characters joining your party, are there plans for them being able to battle simultaneously alongside the main 3 or plans for a switch-out system? (if plans at all that is ;) )



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 Post subject: Re: Super Mario RPG: XP - Latest Info (updated 11/30/09)
PostPosted: Tue Dec 15, 2009 8:16 pm 
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Most likely no one else is going to join the three heroes, and the only time extra people will come will be during skills that summon allies (who proceed to do an attack and leave). However, for one when Bowser is alone at the beginning there will be a familiar minion with him.


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 Post subject: Re: Super Mario RPG: XP - Latest Info (updated 11/30/09)
PostPosted: Tue Dec 15, 2009 8:20 pm 
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^^
Do I detect the beginning of a plotline?
Yes I do! :D



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 Post subject: Re: Super Mario RPG: XP - Latest Info (updated 11/30/09)
PostPosted: Tue Dec 15, 2009 10:01 pm 
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Will the Fireball Badge teach skills other than Fireball, but still ultimately related, like Super, Ultra, and Mega Fireball, or possibly even more fire-related skills? It'd be neat if there were several different chains.

Also, does this mean Luigi is going to have Thunderball or something else, since Fireball is just for Mario? Something that would be nice, since with only three characters, it was a shame Mario and Luigi were so alike. That was what I'd like to see more of, uniqueness with the three guys.

And finally, will there be some abilities naturally learned, and the badges will help them get new and different abilities, or are all abilities learned via badges?


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