Banner
Views: 236,684,057
Time: 2013-05-25 07:46:32 AM
24 users online: everest700, o exit1337, Golden Yoshi, Grav, GreenHammerBro, Incognito, Kenny2412, King Dedede, levelengine, Lightvayne, Lui37, pat94plus, Pokeymeister80, Purple Rex, Schieber1234, ShadowFire, o ShadowPhoenix, Shizufuzu, o Tahixham, Tarek701, ToonLinktheFairy, Torchkas, Vitor Vilela, WhiteYoshiEgg - Guests: 28 - Bots: 10Users: 22,885 (1,280 active)
Latest: ar1an1
Tip: Avoid making large, flat, boring stretches of land. Vary up the architecture and spritework in your levels.
* Yoshi's Island: A Timely Change (old thread)
Forum Index - Non-SMW Hacking - Yoshi's Island - * Yoshi's Island: A Timely Change (old thread)
Pages: « 1 » Thread Closed
Note: A Timely Change is on hold until YIKR2 is complete. (Not until a SMA3 editor is released as I may have stated earlier. I've started the hack on the SNES version, and if a GBA editor is released before I finish (or even after I finish), I'll port it.)

Note 2: Please do not bump this topic, all right? It's outdated, and when I have noticeable progress, I plan on creating a new topic. Thank you. (If you have any questions or comments, though, you can send me a private message.)

Edit: Might as well close this (since, as I said, I plan on creating a new thread anyway).

---

Yoshi's Island: A Timely Change...

This is the story of Kamala, a Magikoopa who was once loyal to Bowser. However, Bowser didn't pay her much attention (not that he does with any of his minions except to order them around)...

So Kamala decided to create an evil plot. Something that first would annoy Bowser, but (hopefully) be so impressive in the long-term that he would finally pay attention.

She decided to steal Bowser's Flying Fortress (that random unexplained time-traveling fortress from YIDS-- it was unguarded because Bowser considered that game non-canon and forgot about it). Her plan was to travel to the past, when the Mario Bros. were still being carried by a stork... and kidnap the other baby.

"Go on, Toadies, find that stork and grab one baby! AND ONLY TAKE ONE BABY!!!"

"Kamek will take the other baby. The Yoshis will never discover the first baby, so they'll never begin the rescue mission... And Bowser will never have Mario defeat him! Ever!"

Of course, as with any evil plot, not all goes as planned...

"What do you mean, you let it fall onto Yoshi's Island! You were supposed to leave the second baby with the stork! Yoshi's Island is the worst place that baby could be! You know what happened last time!"

"Wait... I just have to make it so the Yoshis will never find this baby... Toadies! Bring the Flying Fortress close, and ready the Timespace Beam! When the Yoshis are near, send them into another dimension!"


So, besides Kamala, this is the story of Yoshis, babies, a different dimension, an evil plot, a Flying Fortress, and time travel. (And Toadies, let's not forget about them...)

And keys.

The Flying Fortress's Timespace Beam creates six keys. These keys are what hold the alternate dimension together.

Each of the six keys is attracted to a high concentration of one of the six elements: Light, Earth, Air, Water, Fire, and Shadow.

Kamala, realizing that she would have a much higher chance of taking the remaining baby if the Yoshis were in the more dangerous parts of the dimension, decides to (be a typical antagonist and) give the Yoshis a general map of the dimension, and tell them about the keys. Then she begins searching for the keys herself, to prepare for the Yoshis' arrival...

"Kamek used all sorts of traps to try to stop the Yoshis... And I've studied every single one of them! And thought up quite a few upgrades as well!"

"And it's a time paradox... Anything could happen now! There's no guarantee they'll get through this time! I certainly won't start off easy like Kamek did..."

"So now, all I have to do is find the keys before they do, set up my traps, and take their baby! Hehehehehe..."


Will the Yoshis survive the traps and collect the 6 keys? Or will Kamala succeed in her evil plot?

And what will happen if the Yoshis do manage to collect all 6 keys?

Well, it's a time paradox... Anything could happen now.

---

Description:

This hack, abbreviated YIATC, is my first Yoshi's Island hack. There's not much yet, due to my effort mainly going into YIKR2.

The hack currently contains a few modified bosses (including one "new" boss), a (still pretty glitchy) 7-level-per-world system (plus an Extra and a Secret), and some modified level names and message texts. And that's about it.

I plan for my hack to be pretty difficult, but it shouldn't start out any more difficult than the original World 6. (Can I successfully create a reasonable difficulty curve? I know I can create extreme difficulty in YI levels, as well as super-easy levels, but...)

---------

This hack has been significantly redesigned since my first few posts. This post (a little farther down this page) is the first post about the new idea.

Original first post (original topic title was "YI-27LPH" if you're curious):
Originally posted by Zeldara109, before this post was edited
YI-27LPH, or just 27LPH, is my Yoshi's Island hack. If you're wondering where the title comes from... I'll reveal that later.

27LPH is planned to be a puzzle-oriented hack. (Though there are no real puzzles, yet.)

The difficulty will likely be around the same as the original YI, at least regarding survival. For the puzzles, though...

---

So far, I've edited various text, as well as the intro level.

Most of the effort so far has gone into the text. I'm editing it now so I won't need to edit it later. (I'm not sure if I'll change the rest of the pre-title screen at all, though.)

I'll be numbering the levels of 27LPH sequentially from 1 to 55, including the Extra levels. I hope that these numbers won't get confused with the Eggvine level numbers (e.g. the intro level is level 39).

The intro level (1- Start-Select to Exit) has a few red coins and flowers. There's currently no point in collecting them, other than for the flowers' 1ups.

A video of the introductory scene and level:
http://www.youtube.com/watch?v=yBRjCMRpWgA
This shows a little bit of the style my hack will be. (Including 4th-wall-breaking Kamek.)

(How do you include a video directly in a post?)
Last edited on 2011-05-27 02:33:11 AM by Zeldara109.
From the video, this doesn't look too bad, but maybe you should put some more decoration in the intro level, because it's lacking right now.

You can use X6A, X6B and X6C (bushes) for decoration with that tileset, and 14, 7A and 7B (cross sections)

Other than that, not bad.
Level 2 (1-1)- Shy Guy Field.

I'm not going to describe it here, as it is already described on YouTube. (Unless people would prefer that I copy and paste the YouTube description.)

One thing I'm wondering - do you think the level needs more/different enemies?


Also, does anyone know:
!! How to change the HP of Bigger Boo, Burt the Bashful, Sluggy, Prince Froggy, Naval Piranha, or either form of Baby Bowser
!! How to change it so the goal ring never gives you a bonus minigame (to make it like in the original Extra 1, but everywhere)
How to determine which message a message block will show without actually going into the level and hitting the block -- Well, I made my own reference sheet for this.
!! How to remove the large pictures (e.g. Yoshi throwing an egg) from message block messages
Whether screen exits can be used in the intro level (and if so, how to add them) -- Yes, screen exits can be used, and they're created by going into Screen Exit mode and clicking the "Create" button.

I have plenty more things I'm wondering about; these are just the ones I can remember currently.
Last edited on 2010-03-08 04:14:52 AM by Zeldara109.
I think this level is short, make it longer
Oh. yes. Longer.
And, do you think the red coins and flowers are a bit tight at the level?

Apart of these issues, I really like the BG/FG combination.
Originally posted by Y for yoshi
I think this level is short, make it longer

Originally posted by ManuMaster654
Oh. yes. Longer.


Yes, I now realize this level is very short. It was mainly an Eggvine test. I am probably not going to use it in its current state-- maybe as a portion of another level later in the hack.

Originally posted by ManuMaster654
And, do you think the red coins and flowers are a bit tight at the level?

Apart of these issues, I really like the BG/FG combination.


You like the BG/FG? I do not remember putting any effort into that, other than to change it from 1-1's default.

What do you mean "a bit tight"?

Also, did anyone notice that the first flower also appears in the intro level?

And did anyone like my intro messages / message blocks?


By the way, I now have a different idea for a hack that I like much more than 27LPH, but I am waiting until I have more ideas before I begin. (Also, my plan is for my new hack to have 7 levels per world + 1 Extra + 1 Secret, as well as edit all of the bosses' HP (well, the ones that have HP); I am waiting for people to find the edits I need.)
Last edited on 2010-02-24 08:59:32 PM by Zeldara109.
Originally posted by Zeldara109

Originally posted by ManuMaster654
And, do you think the red coins and flowers are a bit tight at the level?

Apart of these issues, I really like the BG/FG combination.


You like the BG/FG? I do not remember putting any effort into that, other than to change it from 1-1's default.

What do you mean "a bit tight"?



Well, only I said it because are "easy" to get. But don't worry, if it was only a test, it's right. It's more; really I like this.

EDIT: Level Up!!!
Last edited on 2010-02-25 12:37:23 PM by ManuMaster654.
New hack title:
Yoshi's Island: A Timely Change

(No idea how I came up with this, though the storyline involves time travel. I'll write out the basic story in the first post later.)

Since I seem to like editing boss battles, I decided to make some bosses in my hack now, before designing their corresponding levels. Here is what's currently 1-4's boss.

YIATC - 1-4 Milde boss test

(I could make it a lot harder... but it's 1-4. This battle is hard enough already - spikes and slopes are harder to deal with in this battle than they may seem.)

There are two graphical problems though (that I know of):
!! The Milde, before enlarging, is the wrong palette (and I made sure I changed x6678D to A2 21 70);
!! The shadow on the right side of the central platform is incomplete.

By the way, I'm completely out of object/sprite space here. (Is there a way I could slightly extend this so I can add a red coin or two in the corner? I suppose I could use a different room for this, but what could go in this room with only 6 bytes of sprite space?)

-------

Edit:

YIATC - 3-7 Test

Incomplete level, but this is an idea I've had for a long time.

The single block in the enlarging room was required. If Yoshi did not bounce off something, he would disappear off the left side and be sent to Level 0. I'd like to replace it with something that looks different-- any ideas?

!! Also, the red coin in the boss battle is somewhat glitchy. (It took some effort to even make it appear at all.)

Anyone have any ideas for what enemies to include in this level, besides ravens? (Eggs will glitch if brought into the boss battle. Normally that is not a problem, as the enlarging scene removes your eggs, but...)

---

By the way, if you haven't already concluded this, every single boss in the hack except Baby Bowser will be female. I plan to change most boss palettes as well, once I learn how.

-------

Edit #2:

Mineyl pointed out on YouTube that the player could use an egg refill item before the raven battle.

!! Any way to disable items for just this level (or just the part after the enlarging), while still having castle music?

The eggs aren't that glitchy in the battle (they bounce off random floors/walls), but I don't like having glitches like that (especially since this is a level where people are likely to use an egg refill item if they can)...
Last edited on 2010-03-04 10:39:55 PM by Zeldara109.
I think it has been enough days to bump the topic...

---

1-6 last room

This is a test of message block relocation, but I decided to design a small room at the same time.

I intentionally made this room resemble the SMW Switch Palaces.

As you can see, the storyline of my hack revolves around finding keys...

Any suggestions for the background/palette? Or do you like the ones that are here now? (I would prefer to keep the same Layer1 Palette in my 1-7, which will be styled after the original 4-8.)

---

Also, any comments on my "custom" boss? Or my other modified bosses?

Originally posted by Zeldara109 in the Screenshots and Video Thread
I did it!

It's Lava Piranha in Yoshi's Island!

Edit: There's a video now. (Scroll down a few posts.)


Special Effects 111 and Layer3 Tileset 1 by the way. (These are the same as in Salvo the Slime's battle-- I needed something that would work with both Kamek's magic and lava. The rest of the header is unchanged from Naval Piranha.)

(Now, could someone please find Naval Piranha's HP? :-)  3 HP is a little low...)

(Also, does anyone know how to disable the stone wall moving at the start? The lavafall background (Layer2 image 0 palette 33, Special Effects 110) works here, but the moving stone wall contains a gap, and the background shows through regardless of what is underneath. And I do not need the moving wall for my battle.)
(Edit: I moved everything in the room one screen upwards. The wall still rumbles, but it no longer appears.)
Last edited on 2010-03-11 05:12:49 AM by Zeldara109.
I actually like that idea. Still, it's kind of a mystery why is there no Layer 2 or 3 BG in that room. Layer 2 is probably used by those explosions when you defeat the boss, but Layer 3 I'm not sure.
Originally posted by Ripperon-X
I actually like that idea. Still, it's kind of a mystery why is there no Layer 2 or 3 BG in that room. Layer 2 is probably used by those explosions when you defeat the boss, but Layer 3 I'm not sure.


The sewer tileset contains various black portions of its tiles, meaning any background except the solid black one would have black squares on it. (I'm not sure if this description I'm making is very clear...)

By the way, layer 3 is used for the Kamek enlarging magic (the colored portion), but that also appears in other boss rooms with Layer 3 backgrounds.

The boss explosions, strangely enough, still appear even if you turn off all of Layer 1, 2, 3, and the sprite layer. (It's the same way background gradients still show up. Though none of the boss battles have a background gradient...)

---

I made a video of the battle:
YIATC 5-7 Lava Piranha boss test
(The boss really needs more HP...)

I might remove the screenshot now. (Unless people would prefer I keep it. I'll leave it up for a few days, at least.)
Last edited on 2010-03-06 04:14:16 AM by Zeldara109.
I like the idea of having the pirahna boss in a lava rather than a sewer area. The flashing brown stones aren't much of a problem, since they still act as they're meant to.

Last edited on 2010-03-06 04:17:22 AM by Jeorge535.
My hack's story...

I spent an hour and a half writing it down. (Not counting the time developing the idea-- I had a basic idea 2 or 3 months ago.)

I hope you like it!

(By the way, I've also edited it into the first post.)

---

Yoshi's Island: A Timely Change...

This is the story of Kamala, a Magikoopa who was once loyal to Bowser. However, Bowser didn't pay her much attention (not that he does with any of his minions except to order them around)...

So Kamala decided to create an evil plot. Something that first would annoy Bowser, but (hopefully) be so impressive in the long-term that he would finally pay attention.

She decided to steal Bowser's Flying Fortress (that random unexplained time-traveling fortress from YIDS-- it was unguarded because Bowser considered that game non-canon and forgot about it). Her plan was to travel to the past, when the Mario Bros. were still being carried by a stork... and kidnap the other baby.

"Go on, Toadies, find that stork and grab one baby! AND ONLY TAKE ONE BABY!!!"

"Kamek will take the other baby. The Yoshis will never discover the first baby, so they'll never begin the rescue mission... And Bowser will never have Mario defeat him! Ever!"

Of course, as with any evil plot, not all goes as planned...

"What do you mean, you let it fall onto Yoshi's Island! You were supposed to leave the second baby with the stork! Yoshi's Island is the worst place that baby could be! You know what happened last time!"

"Wait... I just have to make it so the Yoshis will never find this baby... Toadies! Bring the Flying Fortress close, and ready the Timespace Beam! When the Yoshis are near, send them into another dimension!"


So, besides Kamala, this is the story of Yoshis, babies, a different dimension, an evil plot, a Flying Fortress, and time travel. (And Toadies, let's not forget about them...)

And keys.

The Flying Fortress's Timespace Beam creates six keys. These keys are what hold the alternate dimension together.

Each of the six keys is attracted to a high concentration of one of the six elements: Light, Earth, Air, Water, Fire, and Shadow.

Kamala, realizing that she would have a much higher chance of taking the baby if the Yoshis were in the more dangerous parts of the dimension, decides to (be a typical antagonist and) give the Yoshis a general map of the dimension, and tell them about the keys. Then she begins searching for the keys herself, to prepare for the Yoshis' arrival...

"Kamek used all sorts of traps to try to stop the Yoshis... And I've studied every single one of them! And thought up quite a few upgrades as well!"

"And it's a time paradox... Anything could happen now! There's no guarantee they'll get through this time! I certainly won't start off easy like Kamek did..."

"So now, all I have to do is find the keys before they do, set up my traps, and take their baby! Hehehehehe..."


Will the Yoshis survive the traps and collect the 6 keys? Or will Kamala succeed in her evil plot?

And what will happen if the Yoshis do manage to collect all 6 keys?

Well, it's a time paradox... Anything could happen now.

---

So, what do you think of my hack's story-- that is, the way that it involves the end-of-world keys, and the world map, in the plot? And the way it's sort of from the antagonist's point of view? I'm not sure how that happened...

Maybe because I'll be the one creating the traps? :-)

(Credit: 6-element idea inspired by my sister's extension of the generic 4 elements. Though she generally uses 8 or 10 elements.)
Last edited on 2010-03-07 06:21:48 AM by Zeldara109.
Originally posted by Zeldara109
Bowser considered that game non-canon and forgot about it


Real subtle.

Other than that, it's a pretty solid story.

Edit: Level + 1. I'm making off like myself!
Last edited on 2010-03-07 03:24:15 PM by Midna.
Bowser breaks the 4th wall. :-)

Originally posted by Bowser, or at least said by him in SPM
I'm grade-A, 100% prime-cut final boss!

Originally posted by Bowser, or at least said by him in M&L3
Great dark hurricane! Seriously, perfect backdrop for an awesome final battle!



Edit: Please do not bump this topic, all right? It's outdated, and when I have noticeable progress, I plan on creating a new topic. Thank you. (If you have any questions or comments, though, you can send me a private message.)
Last edited on 2010-11-15 10:58:24 AM by Zeldara109.
Pages: « 1 » Thread Closed
Forum Index - Non-SMW Hacking - Yoshi's Island - * Yoshi's Island: A Timely Change (old thread)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 29

Menu