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Plextona (action/RPG overhead game)

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Okay, so I think I'm going to go ahead and do the Atari 2600 style rom hack. I got out a clean rom and started applying various patches and got an artist friend to do some of the artwork.

- It will have an overhead view
- It will have very simplistic graphics
- Single screen scrolling
- A robot will be the main character
- No story
- No music
- Kind of a linear progression
- Some puzzles like in zelda
- Will feel like a homebrew
- No overworld
- One hit kill
- No status bar


I do have a request. Currently when the player dies they freeze and then fall down the screen. Instead I want the character to turn into a puff of smoke or have a death animation of some sort and I don't know the ASM required to do this.

Also I may put music in the hack, but I currently don't know how to make my own songs in SMW hacking. If someone can teach me how to make music in SMW hacking then I may do some music.

Also how to I make the level have infinite time? I think I did it on my last hack, but forgot how.
To make a level have infinite time or no time whatsoever you just set the time in Lunar Magic to time 000. It's in this menu: #lm{MARIO69}

As for the idea of a death animation I have seen some Uberasm that makes the player explode upon death which is something I myself want to try out and see how it works.

Maybe that will be okay for your hack if you edit it slightly?
Yeah, but if you die then I think it says something like Time Up! and I don't want that Time Up! message being displayed every time I die.
Originally posted by Final Theory
Yeah, but if you die then I think it says something like Time Up! and I don't want that Time Up! message being displayed every time I die.


This is your answer.

I'm looking forward to what you can do with this hack. It's definitely one of the more promising projects I've seen in a long time. Take that as a compliment and a way of motivating you.
Click here to enter the world of mediocre!
Originally posted by Lotica
Originally posted by Final Theory
Yeah, but if you die then I think it says something like Time Up! and I don't want that Time Up! message being displayed every time I die.


This is your answer.

I'm looking forward to what you can do with this hack. It's definitely one of the more promising projects I've seen in a long time. Take that as a compliment and a way of motivating you.


Thank you!

This was exactly what I needed, but I had forgotten what the fix actually was.

And yeah, this project is going to be a blast. The main thing that was holding me back was that I couldn't get the weapon shoots to work properly because originally the code for my character would shoot too many shots causing slowdown, but then someone offered me some code to fix it, but now if sprites are on the screen then the player won't shoot at all.

So I removed the shooting weapon altogether and so in this robot version (not the ninja version) you will have to rely on other means of killing your enemies instead of just shooting them with your weapon.
Here is an update video. I think I'm confident enough to proceed on making this.

https://www.youtube.com/watch?v=eWNOrQL_0bQ&feature=youtu.be

If anyone wants to teach me stuff I don't know send a PM. It will only benefit the hack.
The uber asm codes I've tested that would/could work in my hack.

hypothermia works
https://www.smwcentral.net/?p=section&a=details&id=17871

lightning generator works
https://www.smwcentral.net/?p=section&a=details&id=16881

progress video

tested out more stuff. could not get mega man vertical scrolling to work via uber asm.

https://www.youtube.com/watch?v=5vByAfdsYrQ
Just finished reading all like 300 custom block descriptions to see what could work in my hack. I picked out about 40 or so blocks that have potential to be in the hack.

My design process is like this.

- Study all the resources that is available
- Make designs with the resources
- Make the actual levels

So now I'm going to be testing out all those 40 blocks and seeing what I can do with them.
Here is what the robot character will look like.



Also I'm trying to make a block that is solid from below and only passable from the top. In other words a one way down block.

But making it is hard, I downloaded GHB's one way blocks but the Mario Down tag checks marios y position/speed and my character doesn't use that because my hack there is no jump.

I also did this. but it still didn't block mario from going upwards on the mario below tag. If I make my mario below tag read BRA solid then it works but then if mario is going south and just almost out of the block then he gets pushed to the left and dies by being squished in a solid block.

So basically I was checking for the Up button to be pressed and blocking the character based on that, but it didn't work. I heard the head butt sound from marios head hitting the tile but he still passed through.

Code
MarioBelow:
	LDA $16
	BIT.b #%00001000	
	BNE solid
Here is the main characters walking pose.

Not sure if I'm too late but tile 1C8 does what you want (upside-down cloud). Also, I really like your approach to the hack (both ideas, in fact), and really expecting to see the final product! :)
That looks very cool. I like seeing something different done in this engine.



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Added 4 more additional animation frames for diagonal movement. I tried to just use a 8 directions with only animations for just 4 directions and it didn't look good so I changed it. Also made his steam puff smoke a little smaller.

I'm getting a pixel artist to draw up some factory tilesets for graphics. It will be all NES style after all.

I still don't think that I will make him have a weapon. He just runs around and tries not to get hit basically.

https://www.youtube.com/watch?v=54g8PlXXQXw&feature=youtu.be

There is a request that I am looking for.

You know how there are those switch palace blocks that are clear but then become solid after you hit the corresponding big p switches.

Well I want 4 blocks that once you touch them they disappear and they turn their corresponding blocks from being solid to being empty.

I don't know if we have anything like that in the resources, but this is what the whole game will be based off of.

Think the red, blue, green keycards in Doom on the SNES. You need to collect keycards to enter other rooms.
Quote
Not sure if I'm too late but tile 1C8 does what you want (upside-down cloud)


you know what is so funny. this works but still has some of the other issues with the other down only blocks.

if the character is right on the boarder edge going south it is possible for the tiles to push the character out to the left and into the wall killing the character.

i may just have to not use down only blocks. hmmmmmm
Okay guys, this is going to be one hell of a game. I got my artist to draw a new tileset for the game. These graphics are not ripped from something else.



I might need some serious help from the community, but this thing is going to be freaking amazing!

Currently I can't get the weapon code to work, so I might need help in that. Basically if I try and shoot a weapon if other sprites are on the screen then it won't shoot. :( because the sprite is a weapon too.

Note that these are not inserted into the game yet. Again I want to use NES colors that way I can cross platform this game as an NES game too.
Originally posted by Final Theory
Okay guys, this is going to be one hell of a game. I got my artist to draw a new tileset for the game. These graphics are not ripped from something else.



I might need some serious help from the community, but this thing is going to be freaking amazing!

Currently I can't get the weapon code to work, so I might need help in that. Basically if I try and shoot a weapon if other sprites are on the screen then it won't shoot. :( because the sprite is a weapon too.

Note that these are not inserted into the game yet. Again I want to use NES colors that way I can cross platform this game as an NES game too.

That last screenshot reminds me of a certain TloZ: Oracle of Ages dungeon. Anyway, this is looking really cool, keep going!

As for the blocks you requested, those are fairly simple to do. If I have some time I might do it.
update

more graphics created

I will try and insert these into the game soon.




But I do need help on 3 things to get the ball rolling on this game.

1. Getting the projectile weapon to work correctly

2. Custom death animation

3. Custom blocks that disappear when another block is touched


More into on the above

(more on 1) I originally had a projectile weapon but you could spam many of them and since they are sprites they caused slow down. Someone tried to fix this by putting a sprite cap on it but unfortunately this caused the sprite cap to effect the whole screen and not just the weapon. So if there are sprites on the screen then I can't generate the weapon sprite.

(more on 2) When the player dies, I want some frames of animation to be played.

(more on 3) I want some custom blocks that are solid until you collect another block and then those solid blocks are now passable.

Example: I go up to a block and its solid, then I go collect the "key block" this key block vanishes once collected and once its collected then the original solid block is no longer there.

Just send me a PM if you want to help me with this ASM tasks. I need to get these up and running an order for me to really start making this thing come to life.

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