I don't mind if someone like Erik just removes the message box himself. After all, it's very pointless for me to resubmit my level with just one small change that can be done in less than a minute - I give my permission for it to be changed, basically.
Of course, if you'd rather I did it then I will, of course.
"An AlwaysANoob™ production" (That project that I started, remember? Probably not.)
Looking for the three-level demo? Scroll down.
Be sure to read all of this post if you dare try to answer the trivia question to download this hack! Yeah... I'm gonna test you.
Hello, one and all, and welcome to C3! I'm proud to present to you today, the first demo of my hack - Vanilla Rendezvous! I've been working on this for a long time, but, with school and life getting in my way, I've not been able to make much progress. At all. Seriously, I've only gotten three and a quarter levels done... Regardless, I'm here today to showcase the levels I have completed, along with a teaser for the later levels.
Plot
If you're looking for a Paper Mario plot, you're not gonna find it here. If you're looking for a Sticker Star plot, make yourself at home. One of the islands on the Seagh Archipelago (because I totally didn't Google 'interesting made up place names') has mysteriously been overrun by Goombas, and it's up to Mario to answer to the cries of the Yoshi tribe to save them... Or something like that; interpret the story however you will, it isn't the focus here.
What's so special about this, you ask? Well...
Probably nothing much. However, you can decide which of two paths you take in the hack - do you take the normal exit at the juncture, or do you seek out the secret exit and take an entirely different path? It's entirely up to you, with those who take the time to find the secret exit getting rewarded for their exploits with an entirely different set of levels to those who couldn't be bothered and took the normal path. (As you can tell, I recommend the secret exit.)
In the demo, you won't be able to test this feature, but in the full game... Well, you'll obviously be able to test it. Unless I place the idea behind some DLC, I'm sure you'll be able to find both paths when I release the hack... Eventually.
Stop blabbering on, what's this about a demo?
Fine... I'm here today to release a demo of four levels from the hack, being:
Pleasant Plains
Abandoned Mineshaft
We Did This [Work in Progress]
Overgrown Temple
Since this is my first project, I really want to get some feedback on how I'm progressing with the hack. I'm keeping the finished project small (1 world, to be exact) to ensure I don't overwhelm myself and adopt an 'Quantity over Quality' mindset. This is why I'm taking so long, of course, totally not that I keep putting off developing this hack to do otheruseless things with my lifethat I totally won't get the time back for. Not at all.
Screenshots?
Sure. Here you go:
(Some of these images are slightly outdated, mainly the castle ones. I've made it more visually interesting since then.)
Download link?
Did you even read what I said above? I told you I was gonna test you. In order to download this hack, you must answer a generic trivia question! Whoo! Yeah! Get HYPED! #PaperMarioColorSplashLevelsOfHype!!!1111
Anyway, thanks for trying the demo. On a serious note, I thank you if you decide to spend your time playing this hack, and I'll fell even more honoured if you take the time to write me some feedback! Enjoy the rest of C3!
This tool looks really useful, and surprisingly easy to use. I've always wondered what potential MK64 could have, should we hack it, and this is a really great first step. The renderer (is that a word?) looks really good so far, albeit not perfect (mainly the textures). Going off of what Roberto said, it'd be cool if you could integrate support with SketchUp, since many other hacking tools use them and I think it would make the process easier, but that is the only suggestion I can offer at this time!
Just as a question, can you edit the driver pictures (such as the ones that appear in the top left of the above picture)?
I must say, Mario does work quite well as Zelda, doesn't he? I was expecting it to look really off, but it doesn't.
I am liking the 2D/3D perspective there. I'd be neat if the enmies and the player also were in that perspective, but that'd be quite hard, I guess.
My only complaint, before I go into playing it later, would be the status bar of your castle level; 'Mario' looks a little off. Should be an easy fix, provided your level doesn't use any of the status bar palettes.
I'm intrigued - I'll be sure to check it out later and give a more informed opinion.
1 - You can go into the walls. You should probably make a collision event that stops the movement of the paddle, that would be the quickest way to fix that issue. This means I can kill myself really quickly, unfortunately. 2 - I can somehow get the ball stuck inside me, from the side. You may want to check your collision events and ensure there is nothing wrong there. 3 - The bounce sound effect is way too loud. I had my PC volume at 20 and it still managed to annoy the people in the next room to me. 4 - Some of the moving bricks somehow managed to stop my ball from moving entirely. Not sure how you would fix this.
On the plus side, I like how the blocks produce bullets that you have to avoid; it's a nice twist on an otherwise simple game.
Fix these issues and this game will actually be quite good, so I wish you luck for the future!
Looks neat. I'm liking the Virtual Boy-esque graphics, and that main character (Yan?) looks really adorable. Can't wait to see whatever you decide to do with this on Day 3!
Thank's for giving me some feedback! I might release an update with the fixes you suggested at some point today or tomorrow, since it's now bugging me that the midway point is solid in Pleasant Plains.
Originally posted by PuzzelBreaker
layer 2 part could use a layer 3 BG
I didn't realise I could do that; I was stumped for trying to decorate the level, since the background is obviously replaced with level 2 data.
I'll probably remove some munchers from the castle level (the ones that are on the floor), to make it less cluttered.
For 'We Did This', I'll probably make the solid FG tiles a bit brighter. I tried to tell the player that the can go through the other tiles by putting them right at the start, so the player would realise this as they walked through them; I guess that didn't work out.
Thank's anyway, though. Glad to see that I can continue to improve this and make it the best it can be!
Just a quick notice to say I've updated the patch to fix a few bugs I've found, including a strange bug on the title screen and solid midway point tiles (also, I uninstalled the title recording ASM, since I forgot). Nothing else has changed, asides from me removing some munchers from Overgrown Temple.
Follow the link in the original post, or click here: Here.
Thank you for the kind words! I've actually done the idea of two different palettes with the castle level, except to a lesser degree; you can't see it in the pictures, as they are outdated.
It's nice to hear that my obsession for making the levels look nice is paying off!
When applying the patch I just get my original Mario World. I redownloaded my original Rom. I just get the original back after patching. Only my fault or do other people have this problem aswell?
I've updated the link just to definitely make sure I didn't mess up whilst making the patch. Does it still not patch correctly?
Just another idea- we should make the credits music be a compilation of like a volcano theme/desert theme/jungle theme/ice theme, like Sonic 1, wherein it plays short segments from each Zones' song and mixes them together.
I'll have a go, I guess, at adjusting some of the enemy placement and the level design (if Erik doesn't want to scrap it, that is). I was never truly happy with this level, given that it was originally dropped by Nin and I never really wanted to adjust it much, so that it was still his level. I also want to touch up the graphics, with a gradient in the background to make it more appealing.
EDIT: I decided to change my plans from redoing it, since I realised, at that moment, I don't have August free. Shit.
You know what, I didn't need a week, since I actually didn't end up redoing as much as I expected. The main things changed are:
- Visuals
(new style to fit the 'Boos and Bullets' theme)
- Level Design
(flows better, in my opinion)
(oh, and much less enemies, they're more spaced apart and not BS)
- Name
(now Haunted Artillery, hope you don't mind)
I hope Nin didn't end up using Map16 page 0A, since I used it because I assumed that was the page he reserved exclusively for this level. If this wasn't the place to post this, just tell me and I'll move it, I assumed this was the best place to put it.
Follow Us On