Anyway, I'm not entirely sure I have enough for an entire thread, but I do have a few things I feel might be worth posting.
The plot is that Bowser has escaped to the realm of gods by gathering the Silver Stars for himself. He then gave these to his children to protect them, you gotta get them so you can get into the god realm (named the Ethereal Eternity for alliterative lulz) and defeat Bowser.
I took out Yoshi coins because I suck at ASM, and I thought star doors were a cool concenpt. That, and I usually just find that my placement of Yoshi coins ends up sucking and distracting from the level.
Here is the first level:
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I should note that I have updated the graphics since posting that.
The new ones look something like this:
An underwater segment in the second level:
Its features include starfish ripped off from Super Mario TKO. I wanted to make it more action-ey than it was...
Part of the current Mystic Meadows 3:
And lastly, a video of Larry's castle.
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I am yet to add custom backgrounds, I should note. I want to make most of the graphcis myself, for the sake of originality and arrogance.
Also, the levels in the videos have been changed a bit since posting the videos (IE the cheap sideways spike trick in the layer 2 room of Larry's castle has been removed) What do you guys think so far?
I would make the Star Doors pass-through pre-Star collection, but my knowlege of ASM is basically limited to combining, adding, or remving a few basic lines of code from other custom blocks and sprites. I tried making it work right, but because I know next to nothing, I couldn't make it work - It would either not act like a door when I got the stars, or would act like a door before I got them. I'm honestly pretty sure that someone has written a code that would be just perfect for it, but I'd have no idea what to search for even if there was. It's also partly out of sheer laziness and procrastination, and I know that these aren't excuses, but goodness, ASM is frightening and/or annoying if you don't know what you're doing.
Just a note here: Don't expect particularly frequent updates from me, I can be somewhat slow sometimes.
Anyway, yar, update, blar.
The third level of world 1. Not really sure about this one, it'll probably be redone (again)to fit in a little longer, and more fair in some spots (i.e, midway is "think fast" style, and has Mario behind a tree... whoops...)
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As stated in the video, levels with a large dot on the overworld map will be longer, a bit harder, and offer a save. That way I can have a save system similar to SMW's original, but don't have to do silly things like put Ghost Houses/Fortresses/Castles in caves.
Also, the main overworld:
Along with a background I have been working on for it (not sure if this should just go in the exGFX thread...)
I think this could use a bit of improvement. Any suggestions? I'm trying to create a sort of perspective effect. Not working too well.
I play video games, and I hack video games. I really need a life.
For example, I can wander around in Earthbound for almost an hour before I realize that I haven't actually gotten anywhere. Seriously, turning off Layer 2 in Fourside and thinking about spider-Ness should not be as much fun as it is.
Forest of Illusion. That place was my favorite world when I was a kid (despite the fact the I was stuck there for quite a while, but that might be part of it) and I live in a heavily forested area now, so it wouldn't be TOO much culture shock. At least there'd be trees. That + location near Chocolate Island = ultra super awesome land.
Also, is it assumed that we get all our standard luxuries (Electricity, running water, things like that) when we move? I'm assuming that a house would be included in the package, but if there's no internet and I have to use the my favorite forest as a restroom I'm not entirely sure it's worth it.
The first level of the "first" world of my hack:
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I am aware of and plan to fix both the slowdown in various spots, and the currently icky level end sequence. I skipped most of the underwater part in the second half, too, so not all of the level is shown. I say it's the "first" world in quotes up there because the first submap is actually only two real levels, one short plainsy level leading to Toad Town, and Peach's Castle (Toad Town isn't really a level so much as it a hang-out for a ton of NPCs). Then it's off to the main map. (you use STORYLINE as the vehicle for getting there)
I didn't wanna feel like I didn't have anything done this weekend so here's a video as a reminder to myself that I do in fact do things
-The music in the first level is a placeholder until I find something more fitting.
-Most sprite graphics aren't yet redrawn and it's going to be a while before they are.
-Overworld path graphics are subject to change
-Both of the levels shown are unfinished, Toad Town moreso than Mushroom Kingdom 1
Also I hope I did a good job recording the text in Toad Town. It might get a bit bothersome waiting for it.
Rename the folder from "etc.7z.zip" to "etc.7z" and you should be able to open it. If you can't open a 7-zip folder, you're going to need a program that can open it. I recommend WinRAR for that.
If you can't see the .zip on the end of the filename (assuming you're using Windows) go to Tools -> Folder Options -> View and uncheck "hide extensions for known filetypes." (It's tools -> folder options in Windows 7 but I think it might be different in XP and Vista.)
That puzzle at the end will probably be replaced or made more obvious somehow. If I can find a good vanilla replacement for the "creating/eating block" tile, that doesn't resemble the brown blocks so much, then I might keep it as it is.
It probably needs MOAR ENEMIES too, but I can't really think of where they'd go so far.
Also have vanilla down-only blocks been done before? I've never seen them but I don't play a lot of hacks.
If you're looking for the version I used in the video, I actually just inserted it without using sampletool. (Well, I used sampletool, but not properly, so the bank ended up just wasting however many bytes of rom space.)
There are actually a few sampled songs that sound alright, if inaccurate, without custom samples.
ZMann, that looks pretty neat. I like the hanging grinders; I've never seen anything but the Ball 'N' Chain hung from those rings. Though the gradient inside looks a bit out of place, because it looks hot but the rest of the castle is seemingly normal. If you're going for fieriness it should be brighter or redder or something, but if you're going for a normal castle I'd say you should change/remove the gradient.
My own vanilla contest level so far:
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The puzzle with the P-switch will be replaced because it's rather cheap. That, and the way the actual midpoint and the 3rd green midpoint are placed, you're guaranteed the ability to access the 3rd green midpoint (I didn't notice this until the video had uploaded...). I'd have fixed these things before posting, but I really would like some commentary on what I have so far.
It hasn't got the greatest visuals just yet, but I think I'll work level first visuals later so that my l33t procrastination skeellz won't be too problematic.
And trust me, it's not the same style. I like Wario Land far more than carol, and like Kirby and such far less. When did carol reference the Wario series?
Honestly, I don't know if Carol ever referenced the Wario series. But I don't think that really matters. Just because your hack isn't a 1:1 replication of Brutal Mario World doesn't mean they aren't similar.
At this rate, I should probably do a level by level comparison to show it's not that much like Brutal Mario.
Again, doing it level by level, fact by fact will make them seem different. But a whole is not merely the sum of its parts, and the overall impression people are getting is Brutal Mario.
Heck, I've been following this thread for a while but don't remember you having posted a video of a level. If you really want people to believe it's different, show them. Especially show them the level design, because right now the only people who have any idea what levels are like beyond simple screenshots are your beta testers.
You haven't even seen the code for most of the Brutal Mario bosses, or some of the ones dahnamics made for this.
Do you even know what good ASM is? I haven't seen anything anywhere to indicate that you know what the heck half the code in your hack even *does,* let alone that you know enough about assembly to go around saying that any code in particular is good code.
1. I'm designing this kinda for the Japanese hacking community more than SMW Central, and will submit it to that atpages hosted hack site that games like SMW YEAHH, Super Mario :p:p:p, Mario LD and Ore World are hosted at. They tend to like fancy stuff more than level design.
So you're going to seek to impress people who couldn't possibly have an idea how little of this game you made. Good to know.
Well, at least until they get to the Japanese-made bosses. Then they might pick up the hint, I guess.
2. It's meant to be an extended video game climax. It's fancy because it's pretty much compressing about 80 levels of castles, bosses, ASM and tricks in about 20 levels, as if the whole thing took place in Bowser's Castle at the end of a 40 hour game.
The thing that makes the climax of a 40-hour game isn't necessarily the stuff that happens there alone. It's had a lot of build-up to it as well, and just throwing neat stuff at the player because you can is honestly sort of pointless.
Much of the coding is either by me or by someone from the Japanese community
Wait... So do you know ASM or not? I'm genuinely confused at this point. If you do, and I've gone and assumed you don't, I apologize.
Well, if you want a hint, the levels are 300% less flat and linear than Brutal Mario. As in, they have pits, spikes, enemies and sprites a fair amount, no amount of just running on flat platforms and variation per room.
It's fairly hard not to notice that the level design is better than the level design for carol's Dark Castle or Mirage Palace levels, which basically amount to ten screens of running straight, followed by more running straight in a different room, and maybe some very mildly interesting jumps.
It's also a ton harder.
Difficulty isn't necessarily good, though considering that it's Mario Endgame after all I guess it's justified. I personally like higher difficulty most of the time, I just hope you aren't making hyper-complicated levels and filling them with unfair, annoying traps or something. Though I do doubt that, because it's silly.
I love how geeks and hackers and coders tend to rant about how bad 'mainstream' systems are coded, despite being the ones making pretty much nothing from their work and not realising that people just want something that works, and don't care less if it's not well coded or designed until it goes wrong.
I have a powerful, admittedly rather irrational, dislike of when people don't care that something is done in a sub-par way, even if the results are the same. When it comes to ASM, I've come to feel that the Super NES operates with a certain degree of dignity, and to code poorly for it just doesn't sit well with me.
And, concerning the huge wall of images:
First, my goodness link them next time or something, that's insane.
Second, well, I guess that showed me? Though I do think rips are somewhat lacking in terms of personal touch, I can't really blame people for not being gifted in the graphics department, and it DOES show that effort is being put in on your end.
Third, and somewhat unrelatedly, why is Mario using a different sprite in the SMRPG bg screenie? I'm assuming it's just on a graphics test ROM or something.
But, why do you even want the fancy bosses in this hack? It looks to be an alright hack, as far as I can tell, but a lot the most impressive, memorable parts are going to be the bosses, and you didn't even make most/any of those, as far as anyone can tell. Why bother with the fancy code if it's just going to overshadow all the work you do? It's proven by this thread that people are going to be latching on to the bosses, and overlooking the actual, genuine work you put into this hack. If you don't want people to do that, it seems odd that you continue to put in these fancy bosses.
Can you honestly have a Milky Way Wishes level without Marx or Mega Man one without Wily?
Can you honestly have a Mario rom-hack without over-using themes taken directly and unashamedly from other games?
I promise very much strongly that this hack will have good level design, and still look fancy. If I wanted to, I'd even take bets on that.
Why don't you make this thread about the level design, or something? I don't understand this complete lack of videos associated with your hack. It'd be just swell if you could actually show us some of this great level design of yours, instead of just telling us about it.
All we have to talk about is the rip-only graphics, the bosses and sprites other people coded, and our opinions thereof. You expect us to take into consideration that the level design is good, but then don't actually show any!
Well don't pass judgement on this hack until it's out
Why do you even have a W.I.P. thread for it, if you don't want people to talk about it until it's done? All this trouble, for something you don't even want?
Since it was mentioned, I've got a little edit of the "Perfect SMB3 Powerdown Patch" that will prevent the koopa from getting hurt while crouching, but it's a little odd (Enemies tend to get "stuck" and walk back and forth behind the player, and I'm not sure I've got the RATS formatted right). It's sorta game-breaking as it is though, because you can just find a shell and jump around crouched and basically never worry about getting hurt.
If you do decide to have the player invulnerable while shell-less, I'd recommend finding some way to it impossible to jump while crouching, and make it kill sprites on contact like a held shell would, but I don't really know how to do that. I'll look around a bit and see if I can figure out how, shouldn't be anything too complicated, I think. (I hope...)
Also, is this hack going to be using SMW's graphics or custom graphics? I might be able to make a few foreground tilesets if it's the latter case.
Originally posted by Zeldara109
- Editing palette 8 to contain a copy of palette B changed most yellow/brown sprites to blue... I believe I could fix this by editing the graphics file to use colors 8-E or 9-F in the palette (instead of colors 1-7). Anyone know a quick way to do this without editing the entire file manually?
YY-chr (0.99 at least, unless I've got my version number wrong) has a color map function that lets you do that fairly easily. The dialog is a bit wacky but it shouldn't be too tough to figure out.
I honestly wouldn't put it past the staff here to just eliminate this forum, and then everyone who doesn't know about it would be disappointed by the countdown, and everyone who DOES know about it would be extra-disappointed because they are aware of their loss.
I'm going to be hiding from the disaster in this forum anyway. Because after all, free snacks.