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Awesome hacking ideas
Forum Index - SMW Hacking - SMW Hack Discussion - Awesome hacking ideas
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I got an idea for a hack.

You play as a key, and you have to bring a small mario to a keyhole. The hack will be puzzle-oriented and not easy at all. The key will have little animation.

Does that sound awesome, or is it done already?
Saw this today. Could be useful if anyone ever makes a true Mini Mushroom powerup.

http://www.mfgg.net/index.php?act=resdb¶m=02&c=1&id=26196
Originally posted by mariocool1999
I got an idea for a hack.

You play as a key, and you have to bring a small mario to a keyhole. The hack will be puzzle-oriented and not easy at all. The key will have little animation.

Does that sound awesome, or is it done already?

Yes, that sound nice. but it would require some ASM if you want to put it in one level only.
Also, wouldn't be interesting if there was a hack revolving on Super Koopa? (he would fly anywhere, he would kill enemies). I think it needs some ASM to make that work. But that would be one of the breaking levels issues.
Last edited on 2012-02-14 01:34:25 PM by Archie.
This would also require a lot of ASM, and I'm not sure how possible this is, but how about a hack based on this relatively obscure puzzle game called Enigma? The one where you roll around as a black marble and try to hit matching pairs of Oxyd stones. If you still don't know what I'm talking about, there's more info here. Mario would go around on a map, probably solving the occasional puzzle, and bump his head on matching color ? blocks, the Oxyd stone equivalents. He does not necessarily have to be rolling like the marble. I wonder if this might require a rewrite of the SMW engine. What do you think?
Okay, so, what if there was like a level based on that one game that's called (hmm, let me think. Now I got it) 18 WoS Haulin? The concept will be very similar to that game (there will be spotlights, police will chase you for when you get past the red spotlight, you drive in a truck and blah blah blah) and Drive the Desert Bus, except that you will not be going to the left or right automatically. It would require some hard ASM knowledge to pull that off.
Here's an idea using the properties of block 1E6:

1E6 has the ability to make anything that comes into contact with it to slide on the surface of it without any friction as fast as the object came into contact with it. Thus, if an object comes directly from above, it will not ever move, and it will be frozen in position. Using this odd property, it is possible to make pictures that feature enemies on them, and entirely vanilla at that.
Like the ones on 105 days?
i have an idea. i am a fan of seiken densetsu series especially seiken densetsu 2 and 3. how about a hack that contains elements from sd3 with chars and bosses from sd3? myself i can never do that so that is just in my dream because i am not even a noob ar smw hacking
What about one level that is one giant castle, and the level would take hours to complete. It would basicly be like Castlevania Symphony of the Night. But could you be able to make it so when you kill each boss, it doesn't end the level?
Here's an idea for a hack that I actually plan on making one day after I finish my current project! I don't know what the plot would be yet but there's like a big castle or something that's on some kind of floating island and mario must get there, and the only way to get there is by completing a giant bridge made out of the switch palace blocks(they'll have graphics changed to be something cooler) And mario must travel to 4 different worlds to get to each "switch palace" which will actually be castles, and press all 4 switches to complete the bridge so he can make it to the floating island, and the floating island will actually be a whole world too, so it would be a 5 world hack!
I just had an idea that, in the process, may remove the status bar completely.

What if the stats only update (as sprites that would look like score points) when you received them.

As if you got a coin, a sprite would appear above saying "55" or "(coin symbol)55". Even other events like receiving a 1UP or if you are storing items then it would say you "5" fire flowers or something.

It would make it seem more realistic because you don't really know how much cash you have every pain staking moment, do you? Nope, you check your pockets or wallet when you receive cash! Just like in this instant when you receive a coin!

This would allow for the opportunity of removing the status bar while preserving the statuses that appear over time!

EDIT: This is some concept I made in a matter of minutes.
Last edited on 2012-03-08 12:42:18 AM by endeppa.
I think a Giant Phanto boss would be awesome. It would behave like the normal Phanto, except attack you with fireballs or something. You can only hit it while it's in motion, so I guess you'd have to drop the key, and then while grinds to a halt, hit it with a shell or throw block before it stops completely. There would probably have to be some kind of generator that spawns shells or be a large floor consisting of throw blocks, way more than you actually need.
Maybe on the last hit (or round) it surrounds itself with smaller Phantos that circle it and you have to knock each of them out in order to hit the main Phanto.
Originally posted by endeppa
I just had an idea that, in the process, may remove the status bar completely.

What if the stats only update (as sprites that would look like score points) when you received them.

As if you got a coin, a sprite would appear above saying "55" or "(coin symbol)55". Even other events like receiving a 1UP or if you are storing items then it would say you "5" fire flowers or something.

It would make it seem more realistic because you don't really know how much cash you have every pain staking moment, do you? Nope, you check your pockets or wallet when you receive cash! Just like in this instant when you receive a coin!

This would allow for the opportunity of removing the status bar while preserving the statuses that appear over time!

EDIT: This is some concept I made in a matter of minutes.

SMWCP2 has done a really similar status bar you just described.
Originally posted by MaxodeX
SMWCP2 has done a really similar status bar you just described.


Are you sure about that? The sprites I'm describing appear from the place of capture. Such as touching a coin, where the coin was.

In SMWCP2, the sprites scroll from the top of the screen and are more of a distraction than a use.
Originally posted by endeppa
Are you sure about that? The sprites I'm describing appear from the place of capture. Such as touching a coin, where the coin was.

In SMWCP2, the sprites scroll from the top of the screen and are more of a distraction than a use.

Oh, guess there was a misunderstanding there :P Sorry.
But yeah it sounds pretty neat.
Originally posted by MaxodeX
Oh, guess there was a misunderstanding there. Sorry.
But yeah it sounds pretty neat.


Oh, jeeze, I sounded like a jerk. But thanks.
Anyway to have a level like THIS?
Originally posted by Ooroo
Anyway to have a level like THIS?


It is possible. Maybe not in a Mario hack, not without A LOT of work anyway, at which point you mine as well make a homebrew game. All it is though is some mode 7 stuff.
Last edited on 2012-03-21 07:02:24 AM by wiiqwertyuiop.
What about a hack, that's built as you play?

The story would be, Mario wakes up. It starts with a frantic message from the "creator" saying Mario woke up too early, and the team will have to work twice as fast. The game begins as normal, the first world seemingly perfectly okay. The occasional message from the "creator" telling you to kill yourself so you can be put back into stasis, which you obviously ignore.

Moving onto world 2. The OW is quite obviously a work in progress, no where near the quality of world 1, although not terrible. The "creator" has given up trying to convince you to kill yourself, he's pleading for you to slow down so they can prepare for you. After stages in world 2 are complete, the events would be the OW building itself, until your at the end of world 2, at which point the OW looks completed!

Now world 3. Now the OW is a mess. You overhear the creator talking to the hack team, he says to abandon the over world, focus on levels. For the next few worlds, all of which have shitty unfinished overworlds, levels also get progressively worse. Starting with small mistakes like cuttoffness, and then moving onto bigger graphical errors, and maybe even the occasional unedited level. All the while the creator is speaking to you, telling you these errors are your fault and should be looking beyond.

Finally, in world 5, there's a level that just abruptly ends. Once you find the cuttoffish end of the level, the creator pipes up again. Tells you you've worked his team to the limit, and now there's little left for you to do. He opens up a door for you, that takes you to an inappropriate level end room (i.e. a ghost house end room when it was an outdoor grassland level kind of thing). A star appears on the overworld, and takes you to a "special" style world, full of random, context-free, polished levels. "Everyone, set full effort to ENDING MARIO!", the creator says, (It would be better written, though xD) and the next levels are HARD. Not kaizo hard, but still, quite challenging. Requiring quick reflexes. After you're done there, the creator apologizes for the... inconvenience you received in special world, and says you're welcome back to the real game. You're placed back in World 5, and you see the OW is complete. Very nice. You play through, until the last level, there's a pipe, next to a slanted pipe, next to an uncrossable gap. Naturally, you hop in the pipe...

Bam. Level 0. Creator pipes in again, frantic this time, realizing he forgot to set the exits up in this level! Once you beat the Level 0 bonus game, the screen rumbles, then boom! a hole opens in the side of Level 0. You jump out, only to fall, and fall, and fall... then sploosh, you're in water. There's a platform, and a weird looking door... "NO! DONT GO THROUGH THERE!"

Too late. Mario goes through. The next world is a mess. A big, broken graphix, demo-ey level mess. After you break free of this really long, level, listening to the occasional, pissed of blurb by the creator, you escape to an overworld, that would appear to be a desktop. The levels are desktop icons, and are actually different tools used for SMW hacking. Each level would be a boss fight, based around that tool. For example, for a hex editor, it could be a boss fight based on ther being values that represent the boss himself, and you have to use bomb-ombs to blow those values up, while the boss himself is messing with your values, such as disabling jump, disabling run, you know, doing dickish things that make the game hard for you to play. Lunar magic could be based around the level itself being changed while you fight the boss, and just generally fun fights like that. I'm writing this at 3:00 AM so my brain is a little broken when it comes to ideas for these fights atm.

anyways, yeah, that's my idea. I can barely whip together a decent grassland level, so I have no dreams of ever bringing this to life. Thus, it's being shared!
Originally posted by Eldrak
What about a hack, that's built as you play?

The story would be, Mario wakes up. It starts with a frantic message from the "creator" saying Mario woke up too early, and the team will have to work twice as fast. The game begins as normal, the first world seemingly perfectly okay. The occasional message from the "creator" telling you to kill yourself so you can be put back into stasis, which you obviously ignore.

Moving onto world 2. The OW is quite obviously a work in progress, no where near the quality of world 1, although not terrible. The "creator" has given up trying to convince you to kill yourself, he's pleading for you to slow down so they can prepare for you. After stages in world 2 are complete, the events would be the OW building itself, until your at the end of world 2, at which point the OW looks completed!

Now world 3. Now the OW is a mess. You overhear the creator talking to the hack team, he says to abandon the over world, focus on levels. For the next few worlds, all of which have shitty unfinished overworlds, levels also get progressively worse. Starting with small mistakes like cuttoffness, and then moving onto bigger graphical errors, and maybe even the occasional unedited level. All the while the creator is speaking to you, telling you these errors are your fault and should be looking beyond.

Finally, in world 5, there's a level that just abruptly ends. Once you find the cuttoffish end of the level, the creator pipes up again. Tells you you've worked his team to the limit, and now there's little left for you to do. He opens up a door for you, that takes you to an inappropriate level end room (i.e. a ghost house end room when it was an outdoor grassland level kind of thing). A star appears on the overworld, and takes you to a "special" style world, full of random, context-free, polished levels. "Everyone, set full effort to ENDING MARIO!", the creator says, (It would be better written, though xD) and the next levels are HARD. Not kaizo hard, but still, quite challenging. Requiring quick reflexes. After you're done there, the creator apologizes for the... inconvenience you received in special world, and says you're welcome back to the real game. You're placed back in World 5, and you see the OW is complete. Very nice. You play through, until the last level, there's a pipe, next to a slanted pipe, next to an uncrossable gap. Naturally, you hop in the pipe...

Bam. Level 0. Creator pipes in again, frantic this time, realizing he forgot to set the exits up in this level! Once you beat the Level 0 bonus game, the screen rumbles, then boom! a hole opens in the side of Level 0. You jump out, only to fall, and fall, and fall... then sploosh, you're in water. There's a platform, and a weird looking door... "NO! DONT GO THROUGH THERE!"

Too late. Mario goes through. The next world is a mess. A big, broken graphix, demo-ey level mess. After you break free of this really long, level, listening to the occasional, pissed of blurb by the creator, you escape to an overworld, that would appear to be a desktop. The levels are desktop icons, and are actually different tools used for SMW hacking. Each level would be a boss fight, based around that tool. For example, for a hex editor, it could be a boss fight based on ther being values that represent the boss himself, and you have to use bomb-ombs to blow those values up, while the boss himself is messing with your values, such as disabling jump, disabling run, you know, doing dickish things that make the game hard for you to play. Lunar magic could be based around the level itself being changed while you fight the boss, and just generally fun fights like that. I'm writing this at 3:00 AM so my brain is a little broken when it comes to ideas for these fights atm.

anyways, yeah, that's my idea. I can barely whip together a decent grassland level, so I have no dreams of ever bringing this to life. Thus, it's being shared!



sounds awesome but i don't know it it's that fun to play trough some graphical shitty worlds.
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