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Super Paper Mario: Dimentio's Revenge
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Paper Mario: Dimentio's Revenge
Pages: « 1 2 »
This is my hack in progress.
As you can see, my graphics to make it look like SPM isn't quite done yet, but the Squigs are from DarthRiko's ExGfx package. And I'm too stupid to figure out how to put in ExGfx, so I'm just adding them as I put in the enemies.

Problems:
--> I'm replacing the Fire Flower with a Fire Burst, but I can't find the pallette. XP
--> The hill background, as you can see, is plain. I'm having a bit of trouble with changing it.

Screenshots:


My overworld, pt. 1
Right below the top of the mountain, there's something I need to fix, so you don't need to bring that to my attention.


My overworld, pt. 2
I just noticed at the bend in the river, there's a minor mistake. ^_^'




Level 1-1, Outcast Beach




Level 1-2, Forest Hill




Level 1-3, Koopa Mtn.


The background in the Mountain Temple is messed up, too, so no screenshots for that. D:

Critique is welcome.

EDIT: Would anybody be terribly upset if I abandoned this hack? I'll upload it to the internet if anyone is interested in finishing it. I was thinking about remaking Super Mario 64 on Super Mario World. It'd be easier, 'cause I have Super Mario 64 DS and most of the levels are the same. Once again, I'm sorry. I just lost interest.

EDIT2: Here's a link to the most recent release of my game from another site. http://rapidshare.com%2Ffiles%2F129917372%2FMario_The_Untold_Story.smc.html
Last edited on 2008-08-06 05:14:44 PM by Pumpkinbot.
Is there suppose to be a level marker on that yellow dot in SCreenshot 1?

Also in the first screenshot of 1-2, there is a cutoff bush caused by a vine, it should be better if you relocate it with a block that makes a vine sprout and grow up for you...

When did grass float in SCREENSHOT 2?

Otherwise nice and keep up! But on the third screenshot in 1-1, is there a p-switch? I'm wondering because if you had one, the used blocks will turn into coins, which kinda makes it hard to reach the goal.
Q. Is there suppose to be a level marker on that yellow dot in SCreenshot 1?
A. Well, the edge got in the way, but I'll try to work around that. :P

Q. Also in the first screenshot of 1-2, there is a cutoff bush caused by a vine, it should be better if you relocate it with a block that makes a vine sprout and grow up for you...
A. I didn't even notice that. o.0 I'll fix it.

Q. When did grass float in SCREENSHOT 2?
A. Where? At the edge of the waterfall that heads right? There's nothing else that looks like a waterfall, but I just came up with an idea that can fix it.

Q. But on the third screenshot in 1-1, is there a p-switch? I'm wondering because if you had one, the used blocks will turn into coins, which kinda makes it hard to reach the goal.
A. There's one at the beginning, but it's WAY too far to affect it. And I was thinking of a couple things to replace it, anyway.

EDIT: Fixed 'em.
Last edited on 2008-07-31 07:25:02 PM by Pumpkinbot.
The message in the third screenshot doesn't really seem to fit the title. Is the plot going to develop over the course of the game? I'm interested in how Dimentio will return (I did this for a story of mine as well).

I have to say I'm looking forward to this since I liked Super Paper Mario so much. I can't really tell how good the levels will be by the screenshots, but they look nice enough.

You should use some SPM-style level design and puzzles for more of the Super Paper Mario feel. Do you know how to insert custom blocks? I made a ! Switch similar to the one in SPM by modifying a Teleport Block, and I can tell you how to make one if you wish.
Originally posted by Reading
The message in the third screenshot doesn't really seem to fit the title. Is the plot going to develop over the course of the game? I'm interested in how Dimentio will return (I did this for a story of mine as well).

I have to say I'm looking forward to this since I liked Super Paper Mario so much. I can't really tell how good the levels will be by the screenshots, but they look nice enough.

You should use some SPM-style level design and puzzles for more of the Super Paper Mario feel. Do you know how to insert custom blocks? I made a ! Switch similar to the one in SPM by modifying a Teleport Block, and I can tell you how to make one if you wish.

Sure, but how do I change what it activates? 'Cause it could also be a subsitute for the P-Switch. And I just had an idea: The note block can be the spring! :D

And I probably need to change the message box. :P
Last edited on 2008-08-01 06:32:51 PM by Pumpkinbot.
You can do it by using multiple levels. Let's say you wanted a ! Switch that would move a group of blocks from one location to another. In the level you start on, you'd have the blocks in one particular location. The ! Switch would be a teleport block that would take you to an area that is a duplicate of the previous one, only with the blocks moved to a different place, to create the illusion of ! Switch modification. You could always just modify the P-Switch's graphics if you wanted to make temporary changes like coins to blocks and such.

I'm not sure if you know how to edit blocks, so I'll describe the specific process you need to modify the teleport block to create a true ! Switch, like the one I use in my current hack (RatSI, not SM+-I2). Go to BlockTool, go to the "Edit Block Data" menu, and hit the "+" icon. This creates a new block. Copy the data in the fields below from the Teleport Block (block #101); the ASM file name is teleport.bin. Set the offsets the same, except the Above and Sides offset should be -1, rather than 0 as in the teleport block; this makes it so that the block can only be activated from below. Thus, put 0 in Below offset and -1 in all the other offsets. You don't really need to worry about any of the other fields.

In Lunar Magic, set the block to act like tile 130 so it'll be solid. Then all you need to do is set the graphics, and you'll have an SPM-style ! Switch, ready to go.
Cool. Thanks, reading! When I'm done with the graphics, I'll release a demo. Also, is there a way to insert music without expanding the rom? 'Cause it's hard to test my game on my computer, because I don't have a controller. I have an emulator for my DS, but it won't play expanded roms.
What's so bad about keyboard? I'vr used one long enough to be slightly better with it. (A=Z;B=X;Y=C;X=D;L=A;R=S) is the way I do it so you have acess to all of the controls....
Are the squigs going to fire rocks? The orange palette of them is ugly too. It seems interesting, which is a good start. I can't help right now but I might once I'm done. Also, are the Yoshi coins goining to be progress markers or things you must seek out to see?

Notice the top castle. The path going to the left needs some work.
Other than that, looking at the screenshots, good work!
Last edited on 2008-08-02 09:38:42 AM by Nanoha Takamachi.
This hack looks pretty good, in my honest opinion. I don't think this is flawed by level design, however it is flawed in one aspect.

You're calling this a Paper Mario game , yet it has very little GFX from the games. I think before you release any demos you should AT LEAST change Mario's GFX to paper mario. I know there are lots of sheets on TSR and MFGG.

*Edit* Oh woops, I see you've covered that already... :)

Well best of luck to yuz
Last edited on 2008-08-02 12:49:31 PM by Doomdragon.
Wow. It seems this'll be popular.

I'm still lacking a Dimentio boss, though. Maybe Dimentio won't be in this game. Only time will tell. And Anti-Matter Drone, it was supposed to be a red Squidlet 'cause it doesn't spit rocks, but the palette's not right. I'll try to fix it, but it may have to be orange.

Also, how do I make an enemy that rushes toward you when it sees you? I wanted a Spania in the game.
Last edited on 2008-08-02 05:11:54 PM by Pumpkinbot.
A Dimentio boss? I may not know much asm, but I'm good at cut and paste, so I could make one for you.
Originally posted by CharMixa64
A Dimentio boss? I may not know much asm, but I'm good at cut and paste, so I could make one for you.

Thanks! *adds name to credits*
I can also edit some other sprites I can tweak to make some more bosses
for you, such as a goomba boss. Also, if you need some Paper Mario styled GFX, if you want.
looks very good. But besides the squigs what else makes it paper?
SmashKoopa: Read the first post.

CharMixa64: Only if you want. I don't want you to do something you don't want to do. And I just realized that Fracktail gets destroyed after you beat him, so he can't be in the game. :P
Last edited on 2008-08-05 05:38:47 PM by Pumpkinbot.
Ok, so assuming Dimentio DOES make an appearance as a boss, how would the fight go? What would he do and how would you beat him?
Originally posted by NamelessProtagonist
Ok, so assuming Dimentio DOES make an appearance as a boss, how would the fight go? What would he do and how would you beat him?

Seems how most video game bosses don't change their fighting style (Super Mario Galaxy, Super Mario 64, Master Hand, etc.) it'll be similar, and it can't be too complicated.

Probably just...
--> He shoots energy balls at you.
--> Takes three jumps on the head to defeat.
--> Teleports after being hit.
If it's not too complicated. Since CharMixa64 was doing Dimentio's ASM, it'll most likely be up to him.

Nice username, btw.
Last edited on 2008-08-05 08:55:21 PM by Pumpkinbot.
I was going to make him shoot reflecting fireballs and magikoopa magic.
He takes 5 hits to defeat, and yes, he teleports when hit. This might take a little while, seeing as how I haven't made a custom sprite in a while, so I'm going to need some time. I am also making Goomboss, who
takes 3 jumps to defeat, but for every time you hit him, he becomes invincible for 10 seconds. Expect the bosses an a few weeks or a month.
Hope this hack goes far, I bet it will.
hmm i see. You know what would be cool if you made a sammer's kingdom. you could modify some sprites to make a door apear when you beat it.
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