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| Stranded: Assault at Sea (Update and Content 9/28/10) |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Stranded: Assault at Sea (Update and Content 9/28/10) |
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| Posted on 2010-09-06 12:44:00 AM |
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Alright, this is a hack I started a couple months ago, and I've been working on and off, more off than on. I do have some screenshots, as well as a bunch of info, so...
vvv Plot vvv
Mario and crew were on a boat returning from Dinosaur Land, when all of a sudden, their boat suffered an attack from a flying fortress above them. Mario set a course for a nearby island shoreline, knowing that the ship wouldn't make it all the way back to the Mushroom Kingdom. By the time the ship reached land, it had sustained critical damage, and was essentially shipwrecked. Mario did not see any of his friends in the vicinity. He thought; "What if they wandered off in search for help? What if they fell overboard? What fate has befallen them?" Before even walking a few steps away from shore, he decided to explore the island in search of Peach, Yoshi, another boat, or a way to that menacing flying fortress. "Whatever will get us back." Mario thought as he ran off into the wilderness. (Pretty long plot, but I just wanted to provide the full backstory)
vvv Hack info vvv
This hack is going to be 21 passable levels, divided among four worlds, (five levels per world) and the flying fortress. The full worlds will be on 1 submap and the other 3 on the main overworld. Depending on how proportionally large I want the fortress level to appear, and if I could piece together a massive structure, it may or may not have a separate submap. For now I am focusing completely on the levels, and the overworld editor only for messages and level names. The overworld will be an equal priority to the levels in the end. The hack itself is totally linear, since Mario is determined to simply search. (And destroy if need be) That means no secret exits, shortcuts, extra levels, nothing to keep the player astray from the progression of the game. In the levels themselves though, there will be places to explore, as well as certain gimmicks and puzzles to make for non-linear in-level design.
As for tools, I will try to use only Lunar Magic in constructing the hack, and only resort to certain patches, hex edits, and the like if I can't meet my needs with vanilla material. I will be heavily relying on map16 and custom palettes, and possibly the 1.81 ExAnimation if I can figure it out. Any changes or alternate behaviors to objects will be described in the readme. For instance I may fix the behavior of sideways cave lava, or make certain other tiles hurt or help you. Special objects will also be explained in message boxes in the hack.
In terms of releasing the hack, I may try to just wait and upload the full project without any demos, or give it to some beta testers when I have levels ready. (Via filehosting site communications or email file attachments) If too much time passes, or I feel the need to get general moderator/beta tester checks early, I might compile a 'half hack' (2 or so levels from each world) so I can get viewpoints on various level elements, such as platform rides, underwater segments, and straightforward land level design. Another approach may be 'world' demos for each of the four worlds that I will upload somewhere for beta testing purposes.
vvv Screenshots vvv
I will include screenshots in additional thread posts, and ones that stretch the page will be put in links. Gameplay pictures and the like from emulators will just be shown as is.
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/ShroomGrasslands.jpg?t=1283751270
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/ShiftingShack1.jpg?t=1283751488
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/ShiftingShack2.jpg?t=1283751573
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| Last edited on 2010-09-28 05:14:07 PM by Artsy3.... |
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| Posted on 2010-09-06 08:14:55 AM |
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looks good.
Just add a backround to the grassland level.
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| Posted on 2010-09-06 10:37:46 AM |
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1st Screenshot: A very nice looking level, with some interesting design. Although as previously mentioned, maybe adding a background would be good.
2nd and 3rd Screenshots: From the screenshots it looks like a well designed level. Some good scenery used too.
Overall, looks good so far, keep it up.
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| Posted on 2010-09-06 11:44:52 AM |
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You have a very good story. For your levels, they seem enjoyable, but, as the users abive mentioned, add a BG for the first level.
Looking great overall, nice work.
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| Posted on 2010-09-06 08:30:41 PM |
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Now is much better!
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| Posted on 2010-09-07 06:30:31 AM |
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That's looking excellent with a background in it now. I like the bonus level too, the green you've used in your palette looks good.
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| Posted on 2010-09-07 07:16:39 PM |
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Updates, with an order of names and a glass of screenshots!
First, the names. Reading my storyline again, I thought of a couple of possible names. In your comments, please vote as well if you can make a judgment. Once I reach 17 votes or a week passes, I'll take whatever is the highest voted option, since I really don't know. The poll options are the names in the lines between the hyphens...
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Mario's Shipwrecked Search
Stranded: Assaulted at Sea
Mario's Fortress Fiasco
Blitz upon a Boat
Destruction from Above
Artsy's Unnamed Hack (keep for now)
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If last option wins, I'll keep thinking, or I'll start accepting suggestions.
vvv Now for the screenies (Well, only 1 this time) vvv
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/AbandonedMine.jpg?t=1283904446
This is a preview of the level "Abandoned Mine" in world 2. This is only a Map16 preview, so no sprites or details yet. The Brown/Brown and yellow-orange objects on the ground are meant to be mine cart tracks. I arranged the tiles so there would be minimum cutoff. (Mainly the mine tracks with ground to mine tracks with the track's boards) The tracks have a custom palette obviously.
Any comments/votes?
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| Posted on 2010-09-08 10:03:16 AM |
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The mine tracks look pretty good, I can't see any blatant cut-off or anything so that's fine.
As for a name, I actually think "Stranded: Assault At Sea" sounds like the best title. I think it sounds the most fitting title based off of the plot.
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| Posted on 2010-09-17 06:09:48 PM |
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BIG BUMP!
I have still been working on this, but being that I'm sick AND busy with school, progress has unfortunately been slower than ever... The screenshots are showing were worked on during a 1 week period. (obviously not all that time, just on-an-off.)
vvv
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/AbandonedMineUpg.jpg?t=1284764182
This is an update to the level preview of "Abandoned Mine" I showed in my last post. Objects and sprites have been added, and this is what the first 3 screens may actually look like. The top of the mine cart acts like a normal ledge that you can jump up through, and can stand on.
Edit: (Yay editing is back!) Just in case you're wondering, there is no layer 2 BG in this level, but the layer 3 rock background is there.
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/UndergroundFurnaceBonusRoom.jpg?t=1284764605
A bonus room in the "Underground Furnace" cave world level. This has a similar style to the Shroom Grasslands bonus sub level, with the same Map16 and BG, only red to suit the main level more.
Votes and or comments of any kind?
Edit: K, it's been over a week now, and there has been only 1 vote. I will go along with the vote, since now that I think about it, it's a fitting name.
"Stranded: Assault at Sea" Is the name of this hack!
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| Last edited on 2010-09-18 01:49:23 PM by Artsy3.... |
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| Posted on 2010-09-18 02:05:57 PM |
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The updated Abandoned Mine looks good, I think the level seems well designed so far. The bonus room is good too, I like the foreground palette.
Also, glad you chose the name I voted for.
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| Posted on 2010-09-18 06:20:07 PM |
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Getting some not-so-slow progress done on this hack, though not every level I've started working on is 100% complete. Anyways, I have two more screenshots to show.
vvv
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/VacantCastleOutside.jpg?t=1284850933
This is the short exterior portion of "Vacant Castle" leading up to the castle itself. It has a slightly altered BG with a dark sky showing that it's nighttime. Maybe that's why the Dry Bones are out? Or maybe they're the fallen guards?
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/VacantCastleInside.jpg?t=1284851091
A preview of the interior structure of "Vacant Castle." As you can see clearly in this level more than some others, I place my harmful objects and sprites strategically instead of just littering the levels with them. Instead of using a bunch of coins, I took a slightly different approach by using line-guide arrows to help you with the long jump. They're easier to see in-game, though you can probably still spot them.
Any comments or questions?
@Mr. ESC450: Yeah, I thought it was the best one. It was also the only one voted for, and by you of course. I also thank you for following along with this hack as it progresses. I would like some viewpoints on level design, and the hack itself, from more than one user.
I know it's nothing ground (er.. game) breaking, but I'm aiming for vanilla designing that could have just as much quality and enjoyability as hacks with the fancy 'custom' stuff to enhance gameplay. Trying to bring back some magic to vanilla hacks.
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| Posted on 2010-09-20 05:19:09 PM |
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No new screenshots to show. This serves as an update and a request post.
Update: The Hack Readme has been done. I just need to add new block behaviors as needed, and credits to whoever decides to beta test (which won't be for awhile) and/or follow my request. (See below)
Request: Let me get this straight, I am NOT a good overworld designer, and through trial and error + drawing planners + close look-overs, I have not been able to please myself with an overworld. Therefore I have a request for anyone who would like to take it. (More than 1 can!)
I need a decent overworld that fits my hack. Anyone who wants to assist me in designing the overworld (and submap) for my hack must make one of their own and PM a screenshot of it to me. They will be notified when I get the PM. I will then choose the overworld/submap I find best fitting, reply to the sender of the 'winning' screenshot, and announce who made it in the thread. I will then send a copy of the hack by an email attachment (so that nobody else can use it) so that the creator of the 'winning' overworld/subamp can make it and send it my email back to me. (If the creator is not comfortable with sharing their email, I must know how to privately share files if it's possible.) Upon success I will put the user in the readme credits under overworld design and special thanks, and in the in-game credits depending on how I work that out. I will also of course, reply to the person who succeeded. Either way you will receive credit and my respect! >>I will wait until October 31 to accept overworld/submap screenshots in PM. I will then choose the 'winner.'<<
Keep in mind the fairly simple criteria...
-Main overworld: 12 level spots (not actual level tiles) among an island section, (1st world, outside/door of 2nd world/submap, first level of 3rd world) a water area in the open sea, (3rd world) and a cloud section. (4th world) There are 4 levels per section.
-The cave submap, (second world) with four levels and an exit pipe to the first level of the third world. (No need to link the pipes, I can do that myself)
-The level progression is straightforward along one path through the game. No secret exits or alternate/branching paths.
-The structure, decorations, paths between levels, etc. is up to the creator, and will be the visual appeal I'm looking for in a 'winning' overworld.
And the communication...
-You must PM me to enter your overworld and submap screenshots, and you will be notified by PM when I receive your screenshots, and if your screenshots 'won' my favor.
-OW creators must be able to send and receive emails with attachments. The 'winner' will give me their email address so I can send a copy to them. The 'winner' will then input their winning overworld and send that copy back to me. Upon success of the overworld creation, I will notify them, and put their username into all of the credits associated with the hack.
-If the winner is not comfortable with using email, they must work with me to ensure a private distribution. I prefer email, so that it eliminates any possible free distribution, but if it's not possible we will have to ensure that it's private. I don't want my 'winning' overworld designer to get ripped off.
It may be a mouth, er... text full of a post, but if you read it, it's quite simple. Please try out if your are interested, because I could really use a good overworld designer!
-End of long post-
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| Posted on 2010-09-24 07:02:47 PM |
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This hack is still going forward, and to prove it, I have a brand new screenshot from another level preview I whipped up in about 2-3 hours.
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/DeepJungle.jpg?t=1285372398
This is a preview of the sole forest themed level; Deep Jungle. The jungle is considered "deep" in this case because the palettes of just about every object and sprite are darker than normal. Being a large, crowded jungle, this is to be expected. Most of the time this took was organizing the palettes to fit the level's mood.
Comments of any kind? I would really like some on this level's palettes. I worked long and hard, and I want to know how it looks to other people. Personally, I think I did a good job.
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| Posted on 2010-09-28 05:09:49 PM |
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The overworld request is still up, but with the added Lunar Magic 1.81 materials, I may stand a better chance at making a presentable overworld. Submissions will still be accepted though, but not required. I am also thinking of having five levels per world now, since I've come up with new ideas, and I want to expand the level variety. I also think a 17 level linear vanilla hack would be too short, even though the final level is going to be monstrous... Anyways I have two more screenshots.
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/ChocolatePlains.jpg?t=1285710351
This is a preview of the fifth started (3rd in sequence) level in world one. It's called "Chocolate Plains", because just about everything there is chocolaty! Some exceptions are Mario, the midway blue coin, and the sky. (which is orange due to the setting sun. My levels will gradually 'progress' in time passage. I may learn fake vanilla HDMA and make a gradient, but I don't know if I can do that with the large palette space the choco stuff takes up.) The pipes, blocks, and powerups on blocks on screen 01 are for palette showoff, and won't be in those locations in the actual level.

CHOCOLATE RAIIIIN! This explains why everything's covered in chocolate!
Any comments? I would seriously appreciate some feedback, whether it's praise, constructive criticism, or a question. I would really like some opinions on my palette job with this level and "Deep Jungle".
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| Posted on 2010-10-01 04:48:04 PM |
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A bit of an update.
First of all, I've been showing off a lot, but haven't been getting many comments of any kind at all. It seems that after I asked for a name voting, it just sorta' crashed. I may just be paranoid, but four straight posts across ten days without other comments. People don't have to comment on the newer stuff, though it'd be nice. Only four users besides myself have posted here, two of them only once. I know it's not a groundbreaking hack, but it's not all that humdrum, effortless, or the like. All in all, the lack of activity is not discouraging me, but it just bothers me a bit.
With my little rant ended...
Secondly, I'm gonna' start accepting beta testers for the world 1 levels. (5 levels) In order, they're "Shroom Grasslands", "Deep Jungle", "Chocolate Plains", "Shifting Shack", and "Vacant Castle". I will finish the levels completely probably within the next two weeks, seeing as how school is keeping me busy, but probably less time than that. The overworld will NOT be completed until all of the levels are, but I'll be sure to make a simple section so you can progress through the levels in order. I will bump this thread with the download link when I'm fully done with world 1, but I will accept testers at any time now. Any testers who play the world they're testing and get back to me with screenshots/reports will be credited.
That's about it with this update. Expect that the next post will either have more level previews or the download link to the world 1 beta.
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| Posted on 2010-12-05 06:52:11 PM |
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Originally posted by Artsicle3...The overworld request is still up, but with the added Lunar Magic 1.81 materials, I may stand a better chance at making a presentable overworld. Submissions will still be accepted though, but not required. I am also thinking of having five levels per world now, since I've come up with new ideas, and I want to expand the level variety. I also think a 17 level linear vanilla hack would be too short, even though the final level is going to be monstrous... Anyways I have two more screenshots.
http://i831.photobucket.com/albums/zz232/Artsy_AmbassadorArt/My%20Mario%20Hack%20Images/ChocolatePlains.jpg?t=1285710351
This is a preview of the fifth started (3rd in sequence) level in world one. It's called "Chocolate Plains", because just about everything there is chocolaty! Some exceptions are Mario, the midway blue coin, and the sky. (which is orange due to the setting sun. My levels will gradually 'progress' in time passage. I may learn fake vanilla HDMA and make a gradient, but I don't know if I can do that with the large palette space the choco stuff takes up.) The pipes, blocks, and powerups on blocks on screen 01 are for palette showoff, and won't be in those locations in the actual level.
CHOCOLATE RAIIIIN! This explains why everything's covered in chocolate!
Any comments? I would seriously appreciate some feedback, whether it's praise, constructive criticism, or a question. I would really like some opinions on my palette job with this level and "Deep Jungle".
I think the choclate level isn't a bad idea...
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Stranded: Assault at Sea (Update and Content 9/28/10) |
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