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ASM: What we want
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I personally don't have a problem with using spin-jumps for difficulty as long as it isn't Kaizo level or requires a billion tries/savestates to complete.

Originally posted by SolidSnake141.35
...and can not be spin jumped...


This was exactly the problem some of us were having. Some enemies can not be spin-jumped on without an indication. There are no enemies like that in SMW. So IF an enemy like that is put in the game, there at least has to be a message box or something like that ingame.
Originally posted by RPG Hacker

This was exactly the problem some of us were having. Some enemies can not be spin-jumped on without an indication. There are no enemies like that in SMW. So IF an enemy like that is put in the game, there at least has to be a message box or something like that ingame.


Well, I know where you're getting at with that, but if this enemy was made, exactly. Someone could just put a message block saying the enemy is "too hot to handle" spinning on. #w{=9}

Or if someone does make it, they could make it spin jump-able. Not like my idea has to be absolute, of course it can be messed with to make the enemy even better.

Edit: We could put in a varient that has a spike on it's head so we know it's not spin jump-able, though then we'd MAYBE have a problem with GFX space for the spike.
Last edited on 2011-01-26 08:37:26 AM by Mai.
Just going to say that spin-jumping off of an enemy is not fake difficulty. Sure, maybe it's not a skill that's actually required of you in the original Super Mario World, but just because a hack author puts it into his game doesn't make it somehow wrong to do so.

"Fake difficulty" is a term that should only be applied to a situation where the player's skill and knowledge have no impact on the task at hand. For example, having to guess the path through a bunch of repeating screens without a means to know what directions to take beforehand would be fake difficulty.
SolidSnake, the problem with what you mentioned about having a spiked variant of the enemies is that spin jumping allows you to bounce off of many spiked enemies in the original game (spinies, spike tops, pokeys, etc.).
In SMW, every enemy that cannot be safely normal-jumped on can be safely spin-jumped off of, with the exception of Bony Beetles (and Muncher/spike/etc. objects).

Therefore, I'd consider nearly any custom sprite that looks like it can be safely spin-jumped on, but actually hurts you, to have a bug (that is, something that should be fixed since it's counterintuitive).

By the way, I've also seen the term "fake difficulty" applied to if a game changes the interface (e.g. reversing controls, obstructing the player's vision, or things like that).

(And just like nearly everyone else said, spin-jumping off enemies is clearly not fake difficulty... well, maybe to a player who doesn't already know you can do that, but we're assuming everyone who plays a SMW hack has a reasonable amount of experience with the original SMW, right? If anything, preventing players from spin-jumping off enemies is fake difficulty, since it removes an ability they expect to have.)
Last edited on 2011-01-26 07:49:43 PM by Zeldara109.
The issue I have with Spin Jumping is that (too) many people make an over-reliance of it in their level(s). Here and there is fine with me, but if you're going to make them use it extensively then something's up.
Last edited on 2011-01-26 08:01:38 PM by MrDeePay.
I should have said "Opens up to fake difficulty", though it's not that inherently. Either way, it's boring as heck.
In my opnion, I think it would be cool to add some of mario galaxy's berrys for yoshi, especially the red one, the one thet makes him run.
another idea was to add a motor bike in one level, one that works like warios bike on ssbb.Another idea was to use the same grafics as the ones of the springs that stick to walls(those lines of green balls that you can jump on and are called on lunar magic'spring left/right wall') to make a swing like the ones in mario galaxy, but in 2d.Also, it would be fun for there to be a level on wich mario speed is incrreased quite a bit and you only have like 50 seconds to run through an obstacle course runing very fast(like in sonic).
Well thats all I can think of for now.
Originally posted by xlk
In my opnion, I think it would be cool to add some of mario galaxy's berrys for yoshi, especially the red one, the one thet makes him run.
another idea was to add a motor bike in one level, one that works like warios bike on ssbb.Another idea was to use the same grafics as the ones of the springs that stick to walls(those lines of green balls that you can jump on and are called on lunar magic'spring left/right wall') to make a swing like the ones in mario galaxy, but in 2d.Also, it would be fun for there to be a level on wich mario speed is incrreased quite a bit and you only have like 50 seconds to run through an obstacle course runing very fast(like in sonic).
Well thats all I can think of for now.

Dear god, you sound like that guy in that video about FuSoYa. ('How can I make Mario have a machine gun from halo and ride yoshi ho is actualy a cyborg who spits candy out of his mouth as he fly with a jetpack?' Or something like that.) THose are all either difficult to code, or bad level design ideas. Why don't you get a bit more experience with SMW hacking before giving out a million ideas?
Although admittedly a berry that let's you run fast if yoshi eats it would be possible.
An idea I had was to add a bunny hood (yes,like on ssbb, and yes, I am a fan of ssbb)that lets you run faster and jump higher.
And, my final idea, for a coin or something like that that, if you are flying with a cape, you grab it like a normal coin(if you arent flying, you canot grab it)and it will increase your speed, allowing you to go higher.
Yeah, like said before, a smg2 hot pepper thing would be cool. But it should be like in smg2 where you can't stop, you just keep on running. And a bunnyhood like xlk said would also be cool. Maybe a blimp berry for yoshi from smg2? I think that would be cool, but that might be too "un-SMW-ish". Any Comments?
An interesting powerup I was going to include in my ROM hack was Thwomp mario.

Does:

With this unique powerup whenever you press the down button in mid-air, you turn into a thwomp until you hit the ground. In Mario's thwomp state, he can not get hurt by enemy attacks and can damage any enemy that is below him. When you press the up button while in mario's thwomp form, you turn back into Mario no matter if he is on the ground or not. (this is to prevent falling down a pit in thwomp form, in case you accidentally press down.)

Looks:

Changes mario's suit so that the overalls are red and his cap is grey. Mario's thwomp form will have a mario cap on it's forehead and will also have a grey mustache.

Another powerup is the Magic Mushroom.

Does:

When you collect this odd mushroom, Mario transforms into Magic Mario, in this form, you can shoot Magikoopa magic with the run button (like Fire Mario) but you can also summon minions with the run button depending on your Spell Power.

Spell Power:

Spell power is a special Hud area that only shows up when Mario is Magic Mario. Every time you kill an enemy with magic, it drops a magic coin. After collecting this purplish coin, you gain Spell power, and depending on how much your Spell power bar is filled up, you can summon minions such as a variety of Chucks, Super Koopas, and even Sledge brothers!

Minions:

5 coins = Chargin' Chuck, 10 coins = Super Koopas, 15 coins = Dino Rhino (appears as a Reznor and shoots fireballs, when hit, it turns into a regular Dino Rhino and then a Dino Torch.) 25 coins = Sledge brother, 50 coins = Bowser (yahh, you can summon bowser! PWN!)

Looks:

Imagine a Magikoopa with a Mario head.

And if possible, maybe you could bring back the P-Wings from SMB3.
Originally posted by Kojeco2
An interesting powerup I was going to include in my ROM hack was Thwomp mario.

Does:

With this unique powerup whenever you press the down button in mid-air, you turn into a thwomp until you hit the ground. In Mario's thwomp state, he can not get hurt by enemy attacks and can damage any enemy that is below him. When you press the up button while in mario's thwomp form, you turn back into Mario no matter if he is on the ground or not. (this is to prevent falling down a pit in thwomp form, in case you accidentally press down.)


Kirby.
A Thwomp powerup strikes me as pointless and somewhat overpowered. It seems more fitting as a temporary item akin to a POW block.
Not to mention it's practically ground-pounding =/
For the Thwomp powerup:

I say make it like Tanooki from SMB3. You're immune until you turn back into normal Mario, but you can only be stoned for a few seconds only be a Thwomp for about 5 SMW-seconds.

Yes, SMW-seconds is a measurement of time.
Oh yes, terribly sorry about that. I completely forgot about ground pound when I was typing that in. Boometh is exactly correct, I did imply for it to be a limited amount of time on the ground, but also an overall limited time limit(like the fire flower from SMG) but I didn't word it properly. It does infact seem overpowered now that I think about it. What do you think of my other suggestion?

Certain powerups I've seen here include most of the same stuff that is included in other mario games, but not SMW. For example, someone mentioned Ninja Mario. Not to say that it's a bad idea at all, but here's what it does:

Mario jumps higher
Can walljump
Something else that I don't remember.

That sounds a bit like a mix of Mario and Luigi from SM64DS. I don't know what you think, but here is my point. Even though the magic powerup does something that the normal Fire Flower does, it includes a twist. It may seem ovepowered to summon all these minions, but how about this: The more magic power you have, the more hit points you have, thus increasing mario's life span. Every 10 coins = 1 hitpoint, so that it won't be too easy, but also won't be too difficult to collect.

Don't think that I am trying to ridicule any other people's powerups, like I said before they're all good, great infact.
Last edited on 2011-01-29 08:07:21 AM by Kojeco2.
Powerup idea: Garlic! It changes your palette to a yellow color and gives you the ability to do the Wario dash attack. (Y'know, where he hits enemies with his shoulder - elbow?)
It could allow you to break turn blocks like Chargin Chuck does. Since it's a powerup though, and not an inherent ability like in Wario Land games its use would have to be limited to non-essential level design, unless it's given in abundance in levels it's used in.
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