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#3 - Uhhhmm.. Sunny Side Up?
Table Of Contents
+ Super MMP Blog 3
+ Team Greenstache Related Announcements
+ The Demo
+ Development
+ Mix-Up Mode
+ On the Menus
+ temp name
+ Vanilla+ (again)
+ Conclusion
Super MMP Blog 3
Hey everyone! It's been a while!
Prior to June, we haven't been able to get much done. Unfortunately, most of us *aren't* free from the grasps of yearly End-of-Course Exams and other final projects. Thankfully, all of that should be done by now, and we're free to work on the mod as much as we please for at least a month or two.
Team Greenstache Related Announcements
This is the vegetables before you get the main course. You're gonna sit through it and you're gonna like it.
For those not in the know, we've been running Team Greenstache for the past 2 years or so as a 4 man band. As of a few months ago, we expanded this into a 5 man operation with the inclusion of our new member, Squiz!
Yello everybody! Glad to be here! I'm Squiz, the most recent addition to the Greenstache team as the co-artist along side Ash!
I was originally tasked as a cameo-artist for the Datapack song that was teased in the prior blog post, but since then, I've done some other contributions to the mod in terms of art, such as the Ici sprites in Tutorial (Ici Mix.), as well as the main sprite artist for Puzzled! I really hope you like them, they were a blast to work on!
Working on the team has been amazing so far, and the work everyone else has put into the mod has been phenomenal to see. I hope you're excited for not only my contributions, but for the work of everyone else, too!
Squiz acts as a secondary artist alongside myself. Given how they've already done a ton of stuff for some of the game, like a lot of the 3D graphics and additional art and animation sprinkled all throughout the mod, we figured we'd get them on as an official member! It's been great for me personally. You have no idea how nice it is to offload about 40 art related tasks onto someone else.
We're also currently planning some non-FNF stuff! Though that'll come at another time, and certainly not here either! We've got the rest of this site to use!
The Demo
For those who aren't in the know, on February 18th, the 3rd anniversary of the mod that started this all (Monday Night Mario Mix), we released a short 6 song demo showcasing a small slice of the final game. Go play it here if you haven't already!
We unfortunately had to delay its release by a few hours due to a few issues we encountered when exporting the final build, but it's out, and the reception has been incredible!
That's right, we've been flabbergasted by the sheer amount of support we've gotten over the past few months. Thank you all for sticking around!
We'd like to thank all of those who made videos, tweets or whatever in just the first few days alone about the project, especially how the Gamebanana page got about 100 likes in just under a week! You guys are nuts!!
Fun Ash Fact: I got into a rear end collision on the highway while coming home to put the finishing touches on the demo. I'm not kidding! I was doing some additional assets for Craftian while sorting out my insurance paperwork, wild times!Development
We weren't entirely sure whether to cover this in sections or just give a general synopsis on development, so we'll just do both.
"So how are things going?" I hear you cry!
Since the demo, we've found out deadlines actually work pretty well (albeit not so much when they were as strict as the demo deadline), and we've using them to ensure the mod actually comes out in a timely manner!
After all, I'm goin' to Uni next year man! I don't wanna be working on this into the big 2027!I'm happy to say this has been going pretty well for us, and we're more on track to seeing this through than we probably ever have been.
I'd also like to take a moment to clarify the mod's scope and in general what it is before we continue, as I feel now we're at this stage of development that's relatively important:
As of right now (this blogpost) MMP is a complete conversion mod for Friday Night Funkin' acting as a homage to Pixelcraftian's Mario Mayhem franchise and an assortment of other Mario related media containing:- A Story Mode Campaign that re-imagines the original World 1 from Monday Night Mario Mix, complete with new songs, visuals, dialogue, and cutscenes.
- Around 10+ Bonus Songs featuring other characters from Mario Mayhem and alike.
- 2 bonus side campaigns, ‘Mixup Mode’ which remixes a few songs from the game, complete with new story and visual elements, and ‘Vanilla+’ which remasters MNMM's World 1's songs and visuals more in-line with the original mod.
- Various menu over-hauls, quality of life improvements, completion tracking, and other things to tie the entire thing together into one, cohesive experience.
We've been juggling the mod's scope and what we want the final product to turn out like for a while now, but this will most likely be what you can expect on release. Now for more in-depth development on said areas:
Mix-Up Mode
We've had quite a bit of nice progress relating to Mix-Up Mode, and we've expanded it a bit to include some stuff beyond just the three Main week songs. Murioz is working on Tutorial Ici Mix-Up and a mysterious guest musician is working on a Mix-Up for one of the extra songs. I wonder which one it'll be...
We're also going for an entirely unique style for Mix-Up songs, courtesy of Ash of course. It's a heavy work-in-progress, though, and we only really have concepts and a few sprites. We might be able to show off something about it later on, though, so look forward to that.
On the Menus
One of the most overlooked aspects of a game are its menus, in my opinion. A good game needs to have good menus and a readable UI to be fun to play.
I've been working on one of the menus a lot recently, and it's the settings / setup menu.
The settings menu has been in development hell for the majority of the mod's development. Probably one of the first concepts was a Wii inspired menu that goes well with the custom cursor. A while later, we wanted something akin to the Minecraft Bedrock Edition settings. Some time after, we planned to make a retro-OS inspired settings menu based on ULTRAKILL's boot sequence.
(This one would've been pretty cool I think, but it would be a bit difficult to manage all the ASCII art and have it line up perfectly...)
Even by the time the demo went out, we still had basically nothing done for the settings menu, so we just used the default Codename Engine one. It kinda sucks in my opinion but it worked for what it needed to do.
(it's a school night)
Finally, we introduced what I think is our final revision of the settings menu:
(The 3DS border shown here is only temporary and we'll make a completely different one later on. It was made by ‘@kalmia_ama’ and can be found here. We're planning to have multiple colors and patterns available too, just in case you don't prefer pink.)
That's right! It's based on the Nintendo 3DS (technically the Nintendo 2DS since there's no 3D feature but that distinction isn't super relevant), a handheld which I'm certain a lot of people know fondly. I've been expanding my knowledge of programming by implementing a file parser to create all of the individual menu screens, rather than having it all be predetermined because that's harder to work with.
While some real 3DS functions won't be replicated due to time constraints and other reasons, we've been doing what we can to get the settings menu as accurate as possible to the source material, while also giving our own flair on things to keep our menus distinct and as user-friendly as needed.
Speaking of user-friendliness, we're also planning to add to the mod's accessibility by having multiple options for languages and getting some translators for interchangeable text. That way, people can play even if they don't know English that well!
And that's where we ask for help from you! Yes, you!
We currently have on-team translators for Spanish and Brazilian Portuguese, but we're hoping that we can have other people do translations for other languages as well!
If you'd like to help out, or know someone else who would be willing to help, fill out this form:
https://forms.gle/Yz8je2GxgBfAVMmQA(Thank you to all those who fill out the form! We'll contact you when we're ready.)
I wanted to host a brief little intermission to talk about the general state of the Storymode and Freeplay, as mentioned in the development section, given how they're the main meat of the game's runtime.
I'm happy to report that, for the most part, these aspects are starting to see the light at the end of the tunnel. I know we said this last time, but we've managed to set our sights on a finalized list of songs and content we wanna include.
In terms of progress, all songs are pretty much complete audibly, only now missing charts/events and a few visual elements (some songs more than others); while we won't showcase too many of them as you got a decent taster for them in the demo, we are hoping to upload a few of them, both full song releases and teasers, in the coming months.
Story Mode in particular is finally starting to wrap up, with the only things now remaining are a few visual touch-ups and some events, outside of dialogue implementation among other things.
We've also taken the time to touch-up a few of the Story Mode songs. Nothing too crazy, just some mixing changes here and there, but this applies heavily to Thunderstruck, which has undergone quite the remake since it's teaser in the first blogpost. Take a listen:
Freeplay on the other hand is roughly 50% complete, although production on art assets has begun for a good chunk of them. I'm not going to spoil too much as these songs are some of our best yet in terms of visual direction and general quality, so I'm not gonna show off anything juuust yet. You'll have to read to the end for that.. But I'll give you this for now.
Vanilla+ (again)
Hey y'all! Log here. V+ is getting updated! I don't have much to show aside from these idles Ash did.
Also, Craftian was supposed to have a second transition to V+! Unfortunately we ran outta time to get it implemented for the demo, but I figured id show Luigi off anyway :)
We also have another song to show off for Vanilla+. This one's a reimagining of ‘Opposites’ from Monday Night Mario Mix.
Conclusion
I'm not going to give a specific release date as I don't wanna hype up expectations, and things could probably happen in-between, but we're hoping to release the mod in Q3 of this year. I'm not gonna give a specific month just yet, but that's what we're aiming for.
This is by no means a final release date, but it's something you can look forward to. We'll put out another blog-post coming up to this whether we achieve this or not.
Hope to see ya there!
*ahem*
..Oh, right! Here's your teaser for this blogpost!
Hope you enjoy :-)
- Team Greenstache