Ok, I have a question here. I have been lurking around in the forms for a while now reading all about smwcp2. So what is the progress on this hack, are you guys almost done. It seems like when it first started tons of people where working on it and then it died or something. Like the guy who drew all the Mario sprites like packed up and got the hell out of dodge.
Anyway, I just have a hard time following the project. There are all of these threads and tons of posts and I just don't know how to keep track of what's going on.
So how do I keep up to date with this project?Your layout has been removed.
That big long vertical brown land thing, yeah, you need to mix up the terrain on that and give it a more natural look.
FYI, in nature land is mostly not straight, so don't do anything that is straight. Word.Your layout has been removed.
Yea, come on people do what lightvayne says, start cracking down on the project. Meeez wants to play it.
And don't make the game to difficult like SMWCP 1.Your layout has been removed.
Is there a thread where normal people like me can just test play the levels so that we can give feedback on the game so it will be a good game?Your layout has been removed.
thanks!Your layout has been removed.
I don't know if this is the right place to post this but anyhow.
I am wanting to make a hack which has tons of custom objects. My knowledge on LM and SMW editing is quite limited though.
My question is, can you place an object into a level that is of an irregular shape aka (doesn't match up with the 16 x 16 tiles) and still allow Mario to have full collision detection with it anywhere on the shape.
Here is a pic of what I mean.
I'm guessing that you can only have solid (green tiles in pic) and non-solid tiles in SMW, am I wrong?
I don't want the car in the pic to behave all weird, so that Mario can only stand on certain parts of the car and then walk through other parts of the car in a game.
So is there anyway to have a single tile in the game where some parts of that tile are solid and other parts are not? And what about the slopes in SMW, how does the game accomplish that?
Anyways if someone could explain it to me that would be great, thanks a lot.Your layout has been removed.
Originally posted by wiiqwertyuiop
You'd need to make it out of smaller sprites, like a 32x32 sprite, and give each one interaction and make them tell the other sprites what to do when, for example, going up a slope.
Edit: Unless you mean a object, in which case it's much easier.
Yeah, this is not a sprite, but just a solid object.
I just want Mario to be able to have collision detection with a solid object so that when Mario jumps on this car his feet land exactly on the roof of the car and not have to sink in because the top of the car doesn't match up exactly with the 16 x 16 grid.
Do you see what I'm saying.Your layout has been removed.
I originally posted this in a different part of the form and was redirected to post it here.
I am wanting to make a hack which has tons of custom objects. My knowledge on LM and SMW editing is quite limited though.
My question is, can you place an object into a level that is of an irregular shape aka (doesn't match up with the 16 x 16 tiles) and still allow Mario to have full collision detection with it anywhere on the shape.
Here is a pic of what I mean.
I'm guessing that you can only have solid (green tiles in pic) and non-solid tiles in SMW, am I wrong?
I don't want the car in the pic to behave all weird, so that Mario can only stand on certain parts of the car and then walk through other parts of the car in a game. The car is supposed to be a solid object.
So is there anyway to have a single tile in the game where some parts of that tile are solid and other parts are not? And what about the slopes in SMW, how does the game accomplish that?
Anyways if someone could explain it to me that would be great, thanks a lot.Your layout has been removed.
Originally posted by Gamersoul
Do you mean just making some tiles of the car act different? Just set the tiles you want to be solid 30. Some tiles are pretty steep and I'm not sure if some will be able to match... although those graphics look pretty cool. Try to make the windshield in the front act like 1CA or 1CB.
Yeah, I don't just want the tiles to act differently. I want to know how to make the tiles match the car perfectly so that the entire car acts like a solid object, but at the same time not have the solid tiles go over the outline of the car. You know what I mean.
I want the entire outline of the car to be solid even though it is an irregular shape. If I just use 16 x 16 solid tiles it will not match up correctly.Your layout has been removed.
I was playing a smw hack today and I watched the intro. I know that you can record your gameplay in zsnes and then use lunar magic to turn that gameplay into the short little movie intro that you normally see at the beginning of the game.
I was thinking, what if you literally made an entire hack that was nothing more than a movie/replay to watch? Meaning you don't really play anything at all or maybe you could guide the story with your input, like for example "Should I take path A or path B" type of thing.
But yeah, have an entire hack that's just a fun movie to watch with a good story and maybe interactive options that the player gets to decide.
What do you think?Your layout has been removed.
You know how in the NSMB game on the Wii you can have four people playing at the same time.
I was wondering, is it possible to do something similar to that with two players at the same time in SMW on the SNES?Your layout has been removed.
Wow, I did not know, thanks for the link.
Noobish1Noobsicle apparently is really talented. I'm impressed.Your layout has been removed.
I have a request.
You know how in SMW you can pick up a shell and throw it straight up in the air.
I have always wanted to do this in SMB 3.
Can you please code that in, thanks.
By the way NICE hack.Your layout has been removed.
I've also been thinking about this idea.
I think I'll first draw out some sketches and then pick the one that I think will best represent Sonic in Super Mario Kart form
Give me some time and I'll see what I can draw up.
Pixel art to the rescue!Your layout has been removed.
Thanks for your positive feedback guys.
So yeah, the entire game is nothing more than a movie (like a previously recorded replay) for someone to watch. It would have a really compelling story and could have the player guide the story with their input. For example:
Bowser has just kidnapped Peach where should Mario start his adventure by looking for her?
A.) The Forest
B.) The Castle
C.) Chocolate Mountain
So these three areas have a previously recorded movie clip associated with them and depending upon which one you choose you get to see how the story unfolds.
Or it could not have any user input at all and just be a huge movie to watch.
And Daizo, I totally love your title idea.
Super Mario World: The Movie!!!
It would be jam packed with adventure, action, comedy, romance and more.
I'd imagine it to be like those awesome cut scenes from the Halo series only like the entire hack is nothing more than a bunch of cut scenes which when put together, make up the whole movie.Your layout has been removed.
OK, so I've been playing a bunch of hacks lately and I just wanted to kind of write down my ideas, thoughts, suggestions and opinions about them. Anyway, so here we go.
Timers
You know that little clock that counts down when each level starts. Really why do we even have these things? When I play a game, I like to be free to explore the level at my own pace. I want to play a level worry free about the time. I want to look around at all the graphics and just wander around to try and find secrets. Does anyone remember Donkey Kong Country? They never put a clock in their levels and I remember as kid just letting the game sit there forever sometimes just letting the music play and just chilling out watching the game. It was awesome. I know this is just my person preference, but my suggestion to anyone making a SMW hack is to simply get rid of the time restriction aka the clock. It makes me feel rushed to play the level and when I'm playing the level very well, but then die simply because I ran out of time, its just aggravating.
1-Ups
While playing these hacks I often find myself getting those 1-up mushrooms along the way. Now, when I was a kid and was playing games on my NES or SNES usually getting a 1-up means a lot and it is important to get them, especially if your playing a hard game where your lives really matter, but heck lets be honest here. We all know that the majority of us who play these hacks are playing them on an emulator. Although some people do play them on a real SNES, but I'm sure its safe to say that these people are in the minority. So I'm playing this one hack where I had to go through a lot of trouble to accomplish some task. The cool thing was that you get a prize for doing this. Well it turns out that this prize that I got was nothing more than a 1-up mushroom. On a real system its cool, but on an emulator, 1-ups are almost pointless. It's like they have almost no value to them. Really, what is a 1-up worth when I have a save state button right at the touch of my fingertips? I might as well print out a 1-up mushroom on a piece of paper and tape it to my save state button on my keyboard and presto!......infinite lives! I suggest to anyone making hacks is to simply get rid of the 1-ups, I don't need them and it feels pointless getting them while playing using an emulator. They have no value. Instead of offering a 1-up, substitute it with a rare power up or item.
Lives
This is kind of like the whole 1-up thing. I have a save state button why do I need a live counter? Keeping track of the number of lives you have is pointless with emulation. Often I'll try and play a hack without save states, but I'll die a bunch of times while trying to beat a certain level when all of a sudden I get a huge game over screen in my face and I end up having to redo several levels before I get back to where I originally left off. One thing that I cannot express enough is my dislike for losing progress in a game. If I beat levels 1, 2 and 3, but got a game over on level 4, I do not and I repeat I do NOT want to have to redo and beat levels 1, 2 and 3 all over again. That is completely pointless and unnecessary. I find it very frustrating to beat a level only to have to beat it again simply because I got a game over sometime during my adventure. I know that there are save points in the game, but not every game uses them after each level. My suggestion is to simply get rid of lives altogether. There should be no reason why anyone should get a game over screen. Don't even have a life counter. Simply give the player an infinite amount of lives. Many times I end up finding myself being forced to use the save state button because I don't want to get a game over and loose my progress and I hate having to go back to previously beaten levels to farm extra lives because my current life count is low. No more life counters.
Coins
Collecting coins has always been fun in Mario games, but again while playing them on emulators, coins just simply loose their value. I played a hack where I found this really cool secret bonus room, but all it had in it were coins. If the only purpose of collecting coins is to gain a 1-up after collecting 100 of them then they are pointless. Every time I play a hack and I'm collecting coins in a level I just feel stupid. Again I have a save state button at my fingertips. I don't need coins if the only purpose for them to grant me extra lives. My suggestion to anyone making a hack is to make coins count for something else rather than extra lives. Use coins to buy rare items you can't get anywhere else in the game with a shop or something.
Losing Power Ups
We all know how it goes. We get a cool power up in the game like the cape or fire flower and we all know its awesome to have this power up in the game, then all of a sudden right after you get your power up you take damage from some stupid enemy. So guess what? Your power up is gone. So what do you do? You use the save state button or the rewind button, ect so that you can have your power up back. I've seen this a million times watching lets play videos on youtube. Someone will have the cape and they will not give it up, even if it takes them a 100 rewinds to keep it. This is ridiculous, but I think I have an idea that fixes it. Now I know some hacks use an HP system to avoid this or whatever, but here is my idea. It's basically the exact same health system used in Halo 2. In Halo 2 you have a shield, if you get hit your shield goes down, but your not dead. While your shield is down, simply find a safe spot and wait a few seconds until your shield gets recharged and back up (it charges back up automatically), now you can continue fighting and get back into the action, but if your shield is down and then you get hit, then you die. I think this would be great if implemented into SMW. Say you had the cape and then you get hit. So after you get hit your "shield is down" but you don't loose your power up, but you are in a vulnerable state for a certain amount of time. During this time you need to find a safe spot and recharge your "shield" so that your back up and running again, but if you get hit again during this "unshielded state" then and only then you loose your power up status. I think this is a really great idea because we all get hit by careless mistakes with enemies, but that doesn't mean we have to loose our power ups to those silly mistakes. If you get hit, simply back off, recharge and then move forward again. And you might say "Oh, this won't work because then the player will just blow right through the level taking damage along the way." but we all know in Halo 2, you can't just blow right through someone's base and capture their flag. As soon as you get hit and your shields down anyone can take you out. Lets just say if this health system worked for Halo 2 and Halo 2 was a great game, it should work for SMW as well. So to sum it up, no loosing your power ups if you only get hit once and implement a Halo 2 health system.
So basically, what I'm tying to say here is that most of us play these game on emulators right? Well the original SMW game was not meant or designed to be played on emulators. It was designed to be played on a real SNES, but since we know that when people play these hacks on emulators they abuse the hell out of save states and rewinds. So why not make a game that was designed to be played on an emulator rather than on an SNES.
Players are going to abuse save states to keep their power ups. So why not come up with a better power up system so that people don't have to abuse save states.
Players are going to abuse save states because they don't want to loose their lives and get a game over. So get rid of lives altogether so that people don't have to abuse save states.
You know that people are going to abuse save state and rewind functions while playing using emulators so tailor the hacks so that players don't have to abuse those functions.Your layout has been removed.
Originally posted by Zeldara109
Using "everyone uses savestates" as justification for some kind of design choice is almost never a good idea, since, well, it's not true.
Zeldara109 have you ever in your life pressed the savestate button while playing a rom on an emulator?
Yes or No
My point taken, but yeah your actually correct it is wrong to use the word "everyone" and I should rephrase it to 99.9% of the people who use emulators to play roms have used savestates.
Originally posted by Zeldara109
but in nearly all the other gameplay discussions I've seen, it's assumed that people are actually playing the levels without resorting to emulator tools that weren't intended...
Not only have I played lots of hacks, but I have also watched tons of youtube videos of people playing hacks.
Here is just a random video that I click on of someone playing An SMWCP. If you watch the video, it is absolutely clear and undeniable that the average player DOES use emulator tools that weren't intended. In fact the average player uses them to such an extent that the savestate button might as well be just another jump button because it is used just a often. In this video, pressing the savestate button is so vital to the player that it is literally part of the game play experience. When designing hacks you have to consider your target audience. Again if you watch the video this player is your target audience. This is the type of person who plays your SMW hacks. What I'm trying to say in my post is that we all know that people are going to play hacks like this, so why not change the way we make hacks so that players, like in the video do not play hacks like they are.
I think the main issue here that I'm trying to talk about is really about the emulators themselves.
Because emulators have tools such as save states and rewinds, those tools when overused pretty much ruin the games. Like I was talking about previously, lives, 1-ups, game over screens. All of these are normally vital elements in most games, but because of the tools emulators provide, these once vital elements lose their functionality and purpose.
I think what needs to happen is that an emulator should be made which does NOT allow the player to use any kind of cheats, save states, tools, ect. This way the player is forced to play the game legitimately, the way it was meant to be played. And you might say "Just play the game on your emulator without tools.", but I think that is way easier said then done. I think its just too temping to press a few buttons on your keyboard which are right in front of you whenever the game doesn't go your way.Your layout has been removed.
I totally agree with having a secret code to unlock stuff. BUT whoever decides the code needs to keep it only to themselves and try to let everyone else figure it out. Only have several months shall the code then be released. Good idea.Your layout has been removed.
Yeah, I support custom sound effects. I think it would add a nice touch of originality to the hack. But special care must be taken into the sound effects to make sure they don't sound out of place. But yeah, great idea.Your layout has been removed.