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Mario's Grand Star Struggle - Goomba Road Video
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Mario's Grand Star Struggle - Goomba Road Video
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For my 1000th post, I decided I wanted to do something special. The best thing I could think of is to start a thread for my hack, Mario's Grand Star Struggle.

I released an early version a month ago for C3, so my hack isn't anything new. It is, however, in a more advanced state than it was then.

Please keep in mind that even the first world isn't entirely finished. The current release is more of a beta than a demo.

Mario's Grand Star Struggle v0.2
Click to Download

Plot:
Mario gets a letter from Princess Peach, which is never a good sign. Bowser has stolen the Mushroom Kingdom's Grand Star and only Mario can get it back.

Videos:
World 1
Goomba Road

Screenshots:
World 1






Notes:
Every level (not counting towns and such) has a Star Coin in it.

You can exit every level using side exits.

Some side areas, including the inside of Mario's house, buildings in Toad Town, and several rooms in Peach's Castle aren't yet designed or accesable.

Graphics, palettes, and music all subject to change. (And in many places, changes are already planned. I'll also probably redo the "Toxic Seahorse" song played in the sewer End of Demo level because I'm not happy with the way it turned out.)

For testing purposes, each level save for the last has a goal sphere near the beginning.

The intro movie has not been changed. Due to the changes I HAVE made, the intro movie graphics are garbage at the moment.

Castle 1 dumps you in an empty area before teleporting you to the actual beginning. I have something planned for that, so don't worry about it.

Known Issues:
VWF Dialogue message boxes sometimes mess up HDMA gradients. The HDMA gradients were designed before I decided to use the VWF Dialogue patch, so I'll have to redo those to fix the issue.

A door doesn't spawn when you defeat the Homing Thwomp miniboss in Castle 1. A pipe has been placed in the level as a temporary fix until I'm able to figure out why it won't work (the spawn code is fine... It works after you beat the Goomba Brothers in Fungus Fortress)

The Firebars in the vertical room of Castle 1 disappear or don't appear at all. I think imamelia's SMB1 Firebars might be incompatible with vertical levels. Not sure how to fix this one, so if you have any ideas, please let me know. If I can't get them to work, I may eventually get rid of them or replace them with something else.

Larry Koopa sometimes glitches through the wall when he jumps.

Larry Koopa's graphics glitch if he falls in the lava when he dies.

Plans for Future Versions
Non-linear overworld progression. Theoretically, Mario will be able to reach World 8 without having defeated any of the Koopalings (though the final level will require all 7 to have been beaten).

New abilities as you progress. The Ground Pound is already in the hack as an example of this. There will be atleast two more.

More dynamic dialogue. Right now all NPCS and sign posts will always display the same message. In the future I plan to have some messages change based on progress.

Shops and an alternate coin counter.

More custom music (once I decide which songs to port for which levels).

Palette changes. At the moment, I reuse a lot of palettes and background gradients, but that's temporary.

An actual intro movie.

Final Word:
Any and all feedback is welcome. Level design, difficulty, music, graphics, bugs, glitches, suggestions, anything you want to comment on (Actual comments, please. No stupid, useless numerical rating crap.)

Enjoy ^_^

Click to Download
Last edited on 2012-06-22 08:14:16 PM by NamelessProtagonist.
Sorry for no rePM from me.
I had too many things to do (not only SMW related)
But Now I think I can download this.
Peach's Castle is really well built, good job.

Anyway this whole thing is looking very good as of now, and I really can't wait to see what you end up doing with all of it.

also Sludge Trudge, did you port/make it yourself, or just find it online?

because I love me some BK songs...
I did all of my own porting. Right now, all of my songs are horribly unoptimized, though. No looping or anything in the song file at the moment. It's one of those things on my to-do list.

I also love me some BK songs, and I also used Treasure Trove Cove, though it only plays in two small areas right now.
A made a shop. Also a new coin counter. 4 Digit since I can't think of any good reason Mario would need more than 9999 coins, but unlike the one in the patches section, this one doesn't disable the score counter.

Link.

Thanks to Ladida for telling me a good hijack point to zero the counter when starting a new game.

What do you think?

My next step will probably be tweaking the SMB2 style health patch and a few more status bar modifications.
This hack is turning out to be pretty damn good. I'm a fan of RPG type of hacks so I played through most of this one and I'm pretty impressed. The graphics, NPCs, dialogues and level design are pretty sweet. I didn't encounter any bugs other than the ones already mentioned in the first post.

Having a 4-digit coin counter is good if you think the 2 digit-one isn't enough for your needs. Personally I think a 3-digit one would be ideal but 4 is also fine. 5 and 6 just seem too unnecessary since it's hard to get that many coins.

Looking forward to seeing more. :)
3-Digit might've been enough, but it just seems like 999 is easy to get fairly quickly. 4-Digit seems like a good number without giving such a huge coin wallet. Also, it was a good chance for me to learn more about patches. Before making the alternate 4-Digit counter, I really didn't understand the way they worked very well, but now I've got a fairly good grasp of it.

I'm also tossing around the idea of a Zelda-style wallet that increases in size as you progress. Probably not something I'm going to worry about atleast until I have a completed 1 World demo submitted to the site though.

I've also done a bit of tweaking to the SMB2/Doki Doki panic health patch. I remapped the hearts, re-wrote the mushroom code, and changed the default hearts to 2 instead of 3.

Oh, and now I've got a video. Goomba Road, I know it's in the demo, but this version is more touched up. I've got the shooting pipes (mostly) working how I want them to (They always shoot maximum height. They Shoot automatically after 1 second instead of waiting for a button press. They still glitch when Mario is riding Yoshi or when he is holding something though), I've done a bit more music and cleaned up the Goomba Bros fight, and made the level palette unique.
Level design is looking solid. BTW, how about making some sort of custom entrance when Mario enters the Goomba Bros. battle area similar to 0:09 in this video since you exit the previous area by shooting upwards? Probably nit-picky though. :P
I wasn't aware of that sprite. Assuming it's on the site (or I can find it elsewhere) then yes, I'll probably use something like that in the finished version.

Really haven't had much to show off lately. A combination of being busy and not very inspired has meant most of my (limited) progress hasn't been particularly worth showing off. Still... Here's a thing.



I've been trying to recode the Sprite Status Bar to reflect the changes I've made to the default one. This is my progress so far... Still gotta fix where the lives counter goes and add in the health bar bits, which have proven harder than deleting the yoshi coins, bonus stars, and timer and making the 4-digit coin counter work.

Aside from that, I've been trying to touch up my music ports. Not quite at the level I want to be yet, but it's coming along.
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