Thats weird, I never tried this before and I tried it earlier while messing about with a key, and wanted it to have the yoshi coin sound, then I relised it messes it all up, and I come here and see this lol.
Some of you have seen some screenshots of this WIP hack in the sticky thread up top, but I decided to make a thread for it so here goes.
Okay, well this hack has its own story with cutscenes, etc. so I won't give too much away here. Basically this hack is based on a desert theme, full with secrets, alternative paths, mini games set by bosses (this making the bosses not particually hard, but the games they set rather difficult) and hidden treasure (coin rooms, keys etc.)
Heres a few screenies:
Some of the lower screens are outdated, as you can see mario doesn't have his new clothes ..More soon
Are these all my custom GFX? No, alot are custom and alot are rips/downloaded but customized by me to fit the style, they will be credited still though.
What's with the cutscenes? These are to obviously add a storyline to the hack to give it more of an edge, and to make sense on why you are doing things, also there are "controllable cutscenes" you may see in the next vid I upload.
Originally posted by Reading
One teensy complaint: I have this opinion of several hacks, but with the title "Sands of the Past", there's no indication it's a Mario game. Maybe Mario: Sands of the Past would work.
Thanks, I totally forgot to add "Mario" to the title.
Just to give a heads up for some of the next screenies I may post, all I'm saying is that something happens and strange things start to happen the further you go.
1. Create an ExGFX file with every letter/number/punctuation and save use it in a level, then make create map16 block words with them letter. (This is probably the best way as you can create any word, but its more time consuming as you have to go back and forth between 8x8 and 16x16 editors)
2. Create an ExGFX file with the speech I want and use it in a level, so there isn't much work once you're in lunar magic, all you have to do is go '180,181,190,191' etc. (Although this limits you to the letters you have in the speech, its a much faster way of doing it.)
I don't know one bit of ASM and I'm getting used to doing it this way, I'm also finding new things out that I can do with map16 only cutscenes and blocktool.
Honestly, this looks amazing. Your graphics are awesome. I did something like this once, but not nearly as fancy as this! If you can make the level design awesome, then this will be at the top of the front page. Just think about it, as a featured hack. You deserve... a medal for this or something.
All I can say now is, I hope this goes well. This really needs a support userbar.
Thanks man, if someone could make me one I would muchly aprecaite it.
There's something that irks me though: The climbing animation of Mario shows a gigantic hat while from the side, it looks very flat. If you come around that, could you give it a neat fix? That would be nice.
This is something I haven't got around doing yet, but I would've probably forgot anyway lol, so thanks for pointing that out.
Originally posted by FPI
Besides that, I love how you made the "question blocks" disappear after you hit them. I thought of that one time as well, but never really came around doing that and I probably never will. Still, I really like that someone actually just did that. Overall, really unique stuff you have there.
Sorry to dissapoint you, but if you look closely, the blocks don't disappear, the brown blocks just share the same pallete as the background, which I hope to fix soon.
At the minute I'm just working on a new style of boss, rather than having to throw a block or stomp on a boss 3 or more times, I hope try and create different style, e.g. a chase, having a boss chase you, and having to avoid obsticals, if you get to the end, then you don't have to fight him, if not then you do. But thats just 1 example, I have lots of boss mini games in mind.
You should fix the flicker though, as FPI said. Try to make sure each sub-map has the minimum number of ExAnimation tiles to prevent that. In my experience, you can usually fit 5 or 6 per submap before getting noticeable flicker.
It doesn't flicker like that ingame, I think it was just the compression of the video or something like that.
Originally posted by pieguy1372
My only complaint is the Punch sprite. It doesn't fit well with the pyramid scheme. Aside from that, this looks fantastic.
Yeah, now I come to think of it, you're probably right, Il try and chang the GFX to it to suit the egyptian theme.
No more updates I don't think, until maybe tomoro or wednesday, as I have a tonne of work for college to do, and mixing this wtih it really doesn't help , by all mean give me all the constructive criticism you got, even the small things that may irk you, I wanna try and get this hack almost perfect.
@Supertails: You bet me to it lol, that was the first idea I did in sands of the past, infact that was the reason I started it but I wasn't gonna show anybody the 'mirage desert' level yet, It uses the same concept, but its quite different .
I decided to scrap the idea of the 2D overworld, because it left me hardly anywhere to roam around, and I'm also scrapping the idea of one big level, as this is a pain, say if you died really far into the level, then you'd have to start either from the beginning or from the midway point that was about 6 or 7 full level distances away.
So, heres my new Idea, having and intro of which Mario finds a treasure map in the sand, thus making the overworld into a treasure map style.
This is very beta of the map, lots of things need doing on it:
This is what it looks like when you activate each event after the previous level, they show up (unfinished, I'm running out of invis tiles to edit lol):