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| My Paper Mario hack |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - My Paper Mario hack |
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| Posted on 2012-06-29 11:08:14 AM |
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I've been working on a hack recently. It's similar to my old one, in that it is loosely based off Paper Mario. The levels are different though and there's a new plot so I want to start from a fresh new thread instead of reviving my old one. I just started around 10 days and I have more work done than expected. 
Plot:
Princess Peach invites Mario and Luigi for a party at her castle, but as Mario and Luigi are on their way to the castle they are stopped by Bowser. He kidnaps Peach, runs off and decides to pollute the entire Mushroom Kingdom by building fortresses in different regions of it. It's Mario's job to destroy these fortresses and save the Princess. Yes, your generic Mario saves Peach from Bowser plot #3943, but I don't really care. I'll add in some ASM hacks to make the plot interesting, though. You'll be playing as Peach during intermissions.
Videos:
Intro - there are some things still to fix, most notably Bowser's graphics.
Screenshots:

This is the title screen of course, with the sub-title yet to be added (when I think of one). The level scrolls from left to right.

Mario & Luigi's bedroom. There might be secrets here, you never know.
Link because it's big.
This is a part of Toad Town, the central hub of the game. It'll function just like in Paper Mario: there'll be shops and stuff like that and you access all of the other areas from here.
Link because it's big.
Toad Town Sewers. Like the original game, this is linked to Toad Town (and some other places) and it'll be quite big. Mario goes from right to left in this SS, but he needs to find a hammer in order to get past the yellow brick block. Where does he get that from?
Link because it's big.
He gets it from here. This is supposed to be Goomba Village. There's no NPCs however because I can't draw them, lol. I'll request them or something and hope someone draws them. 
..and that's about it. I've done more than what I've shown above but I don't think it's worth showing because it's nothing special. 
And now for something which I'm confused about. Should I have an OW in this hack or not? If I don't, levels will all be interlinked and once you collect items/kill enemies in levels, they won't reappear. I think I should try the latter out, but if things don't work as intended (if it's difficult code or I encounter stupid bugs) then there'd be a disaster. Having an OW would mean I'd have to create one, and that's a pretty difficult task for me since they're annoying to make. Especially since I'd need graphics for things like large houses, fortresses, sewers, etc and I really don't want to bother with all of that.
Comments and criticism would be appreciated.
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| Posted on 2012-06-29 11:19:36 AM |
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I'm liking the graphic style.
The "Play as Peach" during intermissions bit also has me interested.
Edit: And having now watched the intro video, the way you set up the Bowser battle means this one could really stand out from most hacks if all battles are like that.
I'll be following this one for sure.
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| Last edited on 2012-06-29 11:24:47 AM by NamelessProtagonist. |
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| Posted on 2012-06-29 11:37:46 AM |
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The bridge collapse looks pretty good,but the koopa looks weird to the deliver the letter, the rpg styled battle looks pretty awesome and the graphics style looks awesome too
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| Last edited on 2012-06-29 11:39:28 AM by mr m. |
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| Posted on 2012-06-30 11:35:31 AM |
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This is interesting. Will there be partners in battles? Or will all fighting take place in RPG style at all.
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| Posted on 2012-06-30 11:45:25 AM |
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Thanks for the comments, guys.
Originally posted by mr mThe bridge collapse looks pretty good,but the koopa looks weird to the deliver the letter, the rpg styled battle looks pretty awesome and the graphics style looks awesome too 
Hmm, yeah. I'll probably replace Koopa GFX later on in the hack. It's not that important right now.
Originally posted by TheSuperRotomWill there be partners in battles? Or will all fighting take place in RPG style at all.
Actually, what I originally planned was having RPG style battles for boss battles only. I don't feel it's necessary for every enemy and it'd probably take ages to code if I did so. I am not sure about partners, though. I did code them a while ago so I probably might incorporate them in the battles.
Also, I've decided to try and code a patch that'll make all levels interlinked. If it works as intended, I'll probably get rid of the OW entirely.
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| Posted on 2012-06-30 11:53:48 AM |
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Maybe you can make some cutscenes be placeed on the OW.
Like where they'll go, where you want to go, or just a cutscene where mario and luigi talks whle walking somewhere.
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| Posted on 2012-06-30 12:06:34 PM |
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Ooo, new Paper Mario hack, good =) I am really liking the graphics, and the toad town and sewers match-up like in the original game.
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| Posted on 2012-06-30 12:43:00 PM |
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Bowser speaks yet he doesn't do his trademark "BWAHAHAHAHAHA" laugh? THIS IS MADNESS.
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| Posted on 2012-06-30 01:11:03 PM |
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Originally posted by Giant Shy GuyBowser speaks yet he doesn't do his trademark "BWAHAHAHAHAHA" laugh? THIS IS MADNESS.
NO, THIS
IS
PATRICK! (what, did you think I was going to use the real meme?)
Anyways, this looks awesome Iceguy. I love the title screen and Mario and Luigi's bedroom look nice as well. I can't wait to hear about the RPG battles!
- BlackMageMario
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| Posted on 2012-07-01 09:04:04 AM |
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This is incredible,
i <3 Paper Mario, both on real console and emulator, LOVE IT!!
And a question is, Will you be using Mode7,
To make a simple recreation of the 3D terrain you would always walk on in Paper Mario N64?
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| Posted on 2012-07-01 04:46:24 PM |
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Oh how I've longed to make (or see) an RPG hack, and boy I don't think you'll disappoint Iceguy! What you've already shown us is remarkable, you would never be able to tell that it was once SMW. It truly captures the friendly, cartoony feel of the Paper Mario series. I can't wait to see what you come up with!
I'm especially interested in party members, and character design. I adore seeing what kind of shenanigans Nintendo (and in this case, you!) can pull on common Mario enemies to turn them into loveable creatures.
And in response to your question about the OW, I don't think it is necessary at all. There would be no function to it, since the SMW overworld is designed mainly to be linear, which is probably not the case in this hack since you obtain party members and solve puzzles. And besides, you already have the toad town sewers, which is a perfectly reasonable method of navigating the world anyways, not to mention the fact that it will allow for non-linear world progression, one pipe in one area will only be accessible by completing a world through another pipe. This could be back and forth, unlike the original SMW overworld.
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| Last edited on 2012-07-01 04:54:15 PM by Kojeco2. |
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| Posted on 2012-07-01 05:48:15 PM |
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well this looks really cool
I've seen your paper mario sprites (the ones released here), and I got to say that they were amazing, so I'm curious if you're going to be using those also in your game?
also just curious, but will all encounters with enemies be the rpg format, or will that only apply to bosses and normal combat would take on a more super paper mario style?
Originally posted by IceguyShould I have an OW in this hack or not?
I personally don't see why you'd need to have an ow. Maybe some sort of hub level in a way, but otherwise it's really not necessary.
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| Posted on 2012-07-01 08:46:17 PM |
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Originally posted by Kojeco2Oh how I've longed to make (or see) an RPG hack, and boy I don't think you'll disappoint Iceguy! What you've already shown us is remarkable, you would never be able to tell that it was once SMW. It truly captures the friendly, cartoony feel of the Paper Mario series. I can't wait to see what you come up with!
I'm especially interested in party members, and character design. I adore seeing what kind of shenanigans Nintendo (and in this case, you!) can pull on common Mario enemies to turn them into loveable creatures.
And in response to your question about the OW, I don't think it is necessary at all. There would be no function to it, since the SMW overworld is designed mainly to be linear, which is probably not the case in this hack since you obtain party members and solve puzzles. And besides, you already have the toad town sewers, which is a perfectly reasonable method of navigating the world anyways, not to mention the fact that it will allow for non-linear world progression, one pipe in one area will only be accessible by completing a world through another pipe. This could be back and forth, unlike the original SMW overworld.
Hmm, now that you got me thinking of the OW,
I Think the OW should be changed into a in-pause-menu map of the entire game
(I.E: Being able to see every place you've been at / have yet to reach in the game),
Much like the in-pause-menu of Paper Mario N64, where you have a map,
of the Mushroom Kingdom.
(Good idea much? He could change the OW into a map in some sort of pause menu.)
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| Posted on 2012-07-02 01:17:36 AM |
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Originally posted by Giant Shy GuyBowser speaks yet he doesn't do his trademark "BWAHAHAHAHAHA" laugh?
Hey, he does. The very first thing he says when you meet him.
Originally posted by zack30Will you be using Mode7,
To make a simple recreation of the 3D terrain you would always walk on in Paper Mario N64?
Nah, I don't want to get complicated with things. A 2-D terrain is fine, really.
Originally posted by carbonMessiahI've seen your paper mario sprites (the ones released here), and I got to say that they were amazing, so I'm curious if you're going to be using those also in your game?
Yeah. I'll probably make more PM sprites along the way too.
Originally posted by carbonMessiahalso just curious, but will all encounters with enemies be the rpg format, or will that only apply to bosses and normal combat would take on a more super paper mario style?
The latter. As I already mentioned, having an RPG system for every sprite is pretty unnecessary in my opinion and it could take me ages to code.
Also, then I probably won't use the OW to navigate between levels, but this means I have to be more careful with designing levels. Using the OW for a pause menu or something like that sounds interesting, I'll think about it.
Thanks for all of the feedback. I might have more to show within a few days.
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| Posted on 2012-07-02 12:04:55 PM |
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So just a few quick questions. Will this game have chapters? If so will it be 8 like the real series? Because Super Mario World only had 7 worlds. Will there be a custom block to save the game when you hit it? Last, I assume Mario will have HP and FP, but will he have SP?
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| Posted on 2012-07-03 04:33:02 AM |
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i'm a huge fan of the paper mario series, so i'm really looking forward to your hack.
an overworld is not necessary but i imagine it to be pretty awesome looking if you'd decide to make one.
not recollectable coins would be cool though,
because i always fail to make these and i'd like to see it done.
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| Posted on 2012-07-03 04:38:58 AM |
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Originally posted by TheSuperRotomSo just a few quick questions. Will this game have chapters? If so will it be 8 like the real series? Because Super Mario World only had 7 worlds. Will there be a custom block to save the game when you hit it? Last, I assume Mario will have HP and FP, but will he have SP?
Yep, there will be chapters (and a prologue) although I don't know if I'll have 8. It depends on how much space I have left in the ROM. Since I am applying a lot of patches there might be 7 instead. Also yeah, there's a custom save block and HP refill block.
As for FP, I don't really know. What would it be used for? There'll only be RPG style battles for bosses so it probably won't be that useful. I am thinking about coding SP though and having a system where every time you get 100 SP results in a HP (or BP? I don't know if I'll code that) upgrade.
ShyGuyGuy: I probably will make coins non-recollectable. It doesn't sound hard to do.
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| Posted on 2012-07-03 04:44:45 AM |
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Wait, how did I not notice this before? Seriously, this looks amazing. I can't wait to see more progress on this, and the current graphics look nice as well.
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| Posted on 2012-07-03 12:54:21 PM |
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It's nice to hear that the non-recollectable coins don't cause you problems. And the idea with the SP and level UP is really nice too.
To somehow make use of FP: I don't know if its possible or too hard to code but maybe Mario could charge or throw his hammer for FP.
By the way, do you intend on using your paper mario hammer sprite?
Because i found something while testing it but i'm not sure if you noticed it already and kept it in anyway.
When you jump and swing the hammer at the same time Mario swings the hammer in mid-air. But as it does not shake the ground nor plays a sound you might as well have ignored it on purpose.
Will you keep the flower upgrade and the spinjump?
Because these might cost FP as well.
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| Posted on 2012-07-03 01:35:43 PM |
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Originally posted by IceguyOriginally posted by myself Will there be a custom block to save the game when you hit it? Last, I assume Mario will have HP and FP, but will he have SP?
As for FP, I don't really know. What would it be used for? There'll only be RPG style battles for bosses so it probably won't be that useful. I am thinking about coding SP though and having a system where every time you get 100 SP results in a HP (or BP? I don't know if I'll code that) upgrade.
Here's how FP could be handled. It would take a few hits to defeat an enemy with just a normal jump or hammer (excluding some item Item I don't know about because I never got TOO far in the games that is a 1- hit KO item), how many hits based on the enemy. But when you use FP, it takes less hits to defeat than before.
Quick questions: Do you know the focus of the prologue and Chapter 1?
Will Mario be able to hold items, and what will the player have to press to open it?
Is just a coincidence that this was announced almost the same time as Paper Mario: Sticker Star?
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