You know, after getting 100 bonus stars in a level? I have someone who wanted their level to be accessed by a secret warp in the bonus game and a secret exit after that opening up some obscure event on the overworld, but from my testing, any screen warps in level 0/100 when accessed after a level go to a broken version of level 0.
But it works fine when someone uses the same exit from an endless bonus game part in a level.
What about the coding of the bonus game messes up screen exits like this?
I'm using Windows 7, and sometimes after using ZSnes it still keeps the process running even after the program is closed and there's no ROM open. It's not a virus, because my computer comes up clean when I try an anti virus scan, and it's an annoying waste of computer memory and time when this happens.
Too many puzzles in general. Good God people, if Mario games were actually made like this, they'd fail miserably sales wise because nobody wants to play such games (at least, the majority of gamers don't).
Boring level design. It seems a lot of Japanese hacks are bad for this, they seem to idolise SMW Returns for some reason, despite it having the most boring level design in existance. On another note, it seems a lot of people learn graphics, music and sprites without even knowing how to design a fun level (*looks at Ore World 1 and 2*)
Storyline in hacks of Mario games. If you want storyline, make an RPG. Story has never been in Mario games. Or Donkey Kong Country games. Or Wario Land games. Or Yoshi games (get where I'm going here?) Plus, cut scenes are often complete hell to sit through in a platformer (I like it when people use it for a Chuck Quizmo quiz or something, that's passable enough to be mildly entertaining).
Or for that part, stop trying to make Mario hacks into story filled attempts at 'art'. Make them fun platformer games, not some attempt at a cliche filled 'epic' 'darker and edgier' plot.
The Koopalings in general. I like the characters... but I would love to face more interesting opponents in Mario World hacks. It's why I often play obscure Japanese hacks with lots of ASM and gimmicks rather than most found here.
Super Mario Bros 3 stylings. It's good fun to play one hack like the game, but when every second hack attempts to be Super Mario Bros 3 2.0, it's kind of repetitive (and yes, it's not hacks here that do this. In all those Japanese hacks I played, maybe about ten weren't trying to rip off SMB 3).
Kaizo stuff. Ironic somehow I guess, but I like being able to beat a game relatively quickly, not spend hours on a single jump.
Scrolling levels. Whoever thought they were a good idea or invented them should be considered a criminal.
Personally, I thought the villains from Randorland 3 were more effective in their appearances in games without swearing (SCORPION's hacks, Hunter's Revenge, Randorland 1 and 2, Bowser's Ultimate Labyrinth, Randor's Inside Story), and that the swearing kind of hurt the hack.
Villains don't need to swear or appear 'edgy' to be scary or effective. Mario as a general series has plenty of effective villains like this (Smithy, Shadow Queen, Dimentio, Fawful, Cackletta, etc). The Legend of Zelda has effective villains without trying to be 'dark' or 'edgy'. Kirby has effective villains for the same, heck, so does Pokemon or the more classic styled Sonic the Hedgehog games. Adding things like swearing and maybe guns and what not to appear edgy can often completely kill the effectiveness of a villain or how seriously you take a work if it's not in a genre where this is seen as normal.
On that note, a lot of 'dark' elements in Mario hacks feel out of place and forced. Seriously, dark doesn't just mean mentioning hell, adding some blood and corpses over the place and making villains swear in a manner more likely found from a 12 year old.
On something I personally dislike now... attempts at an edgy or dark plot where a simple one would be do perfectly fine is one thing. Admit it, some games just work a lot better with an excuse plot than a deep one (not all Mario hacks, but quite a few), and often the attempt at a deep plot is completely nonsensical as a result. Brutal Mario is pretty much in this point, because the whole 'Mario turns evil and is stopped by Luigi and Princess Peach and somehow they turn evil and Mario has to kill characters from Final Fantasy and Kirby to reach them' bit makes the whole thing seem like a bit of badly written fan fiction. Why is Mario turning evil when he's apparently never had an evil thought in his life after DK Jr? Why does Peach like Luigi now? Why is K Rool, Dr Wily and Marx in this game and why are they even remotely thinking of stopping Mario for the purposes of maybe a greater good? Why are Toads killing Yoshis? Wouldn't this whole thing be easier to explain in the terms of say... Super Smash Bros or something? It's a plot that seems forced in a game that doesn't need one.
Mushroom Kingdom Melt Down has elements of this as well. Attempts at a 'deep' (and sadly not too well paced) story for the sheer hell of having a 'deep' story.
I personally on the other hand though SMW2+3: The Essence Star had a fairly reasonable plot line without going too insanely over the top, and there are probably a lot of other hacks where the plot was used quite well.
I know how to change them for ZSnes, which is great, but is there any way to change what keys are used in Lunar Magic for each command? Because part of my keyboard seems like it's broken and a few of the function keys don't seem to work in any applications.
Yeah, thanks to Yoshicookiezeus I managed to get the thing to at least assemble in Sprite Tool, but the generator from the sprites section here has no effect when placed in a level at all, even when I leave it in a blank level with things like on/off switch activated blocks and the actual switch itself.
Again, trying to use this generator, and there pretty much be must be something wrong with it code wise because every other sprite I've ever tried has worked fine.
Okay, I've tried it, and got it to work. Of course, the problem now is it's not quite what I wanted (although very useful), I was aiming for something that flipped the on/off switch status every few seconds or so.
Problem is here, that the one on Sonikku's website is apparently a broken link, I can't find one on the sprites section here, and the one I found in a Japanese sprite pack likely requires another patch to get working which isn't mentioned in the readme. Any ideas?
Well, most levels in Syrup Castle... oh never mind, all levels in that place use the one level theme (which is probably best to call 'Syrup Castle theme').
Maybe just use the VG Music naming scheme? It's got names like 'Ice Level' and 'Lava Level' which are probably fairly easy to figure out. Of course, this is problematic, it's nearly is hard to figure what half the VG Music listings are referring to, especially as lava levels are called by three or four different names on that site.
You know what? I have only this to say:
Rename the Syrup Castle music to Syrup Castle theme, because it's not used anywhere else.
I liked it. Sure, as people said, the graphics weren't exactly great and stuff like the boss battles were lame, but I don't think I've seen anyone who could say the castle music is mediocre. And it introduced the Clown Car Bowser drives, and I wouldn't argue with that.
Music sucks, but that's what my epic Mad Monster Mansion remix request was for, it would be epic boss music for this battle.
It's going to have more epic graphics and arena, but it's only a mini boss, and comes before the Kamek boss shown earlier with no gap to heal between. Graphics glitch will be fixed when the ROM is finalised.
Oh, and this was the music I was requesting for it:
how many worlds are made so far?
Is it normal that all the bosses look small
Until I get someone who knows ASM to edit the sprite tilemaps, yes the size of the bosses is normal.
Edit: Although the Captain Syrup, Stickman, Kezune, Roy Koopa, Dark Star, Rat, Tatanga, Dark Matter and a few other bosses are that size in their original sprite graphics.
World count? Currently five. Note the word currently, it's gone from '1' to '8' to '9' to '6' to '5' in different points in development. Maybe some of the other people working on it will ever actually return to the internet by summer and more worlds will get made, but you can tell I'm more the guy who likes making boss sprites and castle levels than a level designer.
Originally posted by TOS
This hack is looking great. I enjoyed the last video.
Thank you. If anyone needs a preview, wait until an LPer plays it. The reason for the bosses is partly because the hacks played by TheRealNinjaBoy, Goron50 and a few by raocow (namely Mushroom Kingdom Melt Down, Scarlet Devil Mario and Randorland 3) are said to have repetitive boss battles, so I tried to avoid that bit in advance.
And because there's an attempt at designing the thing so the future LP videos are more interesting.
... and fan games? Because while I subscribe to quite a few LPers who play multiple types of games, I personally like to watch videos of what I mentioned more due to not wanting to watch someone beat a game I've just played, and I don't at all like pretty much any series bar the Mario one (no joke, I've maybe bought two non Mario games in the last ten years).
Oh, and preferrably some channel dedicated to interesting games and hacks, not Youtube quality stuff with lots of cut off, stacked and floating munchers and glitched graphics.
I'm subscribed so raocow already, so yes. But I'd like to see something else for a bit while he's busy playing the worst of the Vanilla contest entries.
And hey NinjaBoy. Out of curiosity, when you going to upload today's videos?
But if no one is apparently only playing Mario hacks, then I have no idea what to do. I can't start them myself, I have other priorities, and don't play hacks or games in a way that others would likely find interesting (aka, over the top fast forwarding through waits and lots of speed running). But thanks.