Views: 864,694,602
14 users online: Akaginite, Alex_X8,  Anorakun, Dan Drigues, Gammed Z, Infinity, inikdom, NerdHasGoneAWOL, qantuum, shadowboyultra, StackDino, Stucat, tcdw, TDWarrior - Guests: 39 - Bots: 169 Users: 47,871 (2,051 active)
Latest: Shiny_Lugia
Tip: Try not to place secret exits at the very end of levels-- the player will basically have to go through the same level twice.Not logged in.
Posts by IronFoxGaming
IronFoxGaming's Profile - Posts by IronFoxGaming
Pages: « 1 211 12 13 14 »
I think showing what palettes you're using will help a lot.
When I'm not at my computer, I draw out my ideas on paper, being from sprites to levels to powerups and abilities and such. When I'm actually working on the hack, I have a Dev OW section to test out every level I'm working on. I also have .txt lists for Music selections and level numbers.
There's not a single song from The Messenger on here, Past or Future. I was really hoping someone would port Cloudy Ruins Future by now... Oddly enough, there's nothing in the Graphics section for the game either.
I came up with the idea awhile back to create an in-game level generator for SMW levels. I've seen other randomized level attempts using premade sections of levels, but I felt that building from the ground up would produce much more unique levels. I can't exactly fit everything about it into this post, but I have a Google Doc and a Google Sheet that have the details as to how the generating would work and how it could possibly look in-game post-generation.

Here's the link to the generator data, which I'm constantly updating and refining, and here's some examples of levels "generated" using RNG and Spreadsheets.
The way I plan for the final release to work is that each save file has an individual World generated within it. The Worlds would be able to be deleted and regenerated within each save file, and when generating, you could switch up some variables, such as how often a corner tile is generated in a level, or how long the longest patch of flat ground could be.

tldr: each generated World would pretty much be its own mini-hack.
I think the most difficult part of this would actually be coding the ASM. Either the levels have to be generated and modify the ROM data of the level, or there'll need to be hundreds of levels saved to RAM for the game to call back on whenever needed. It doesn't help at all that I don't know anything about ASM.

I mean, I have a basic idea of how the levels themselves will generate in-game, but I'm not sure how to actually code it out.
Saving levels already generated was what I had in mind, mainly so that you don't have to watch the level regenerate again if you haven to exit it and want to go back. I have lots of different calculations and probabilities for how the level is built, and I did make some test-runs of how the levels could look on a Google Sheet. You can check that out in the original post.
Can we also mention the fact there's nothing from Psycho Waluigi, either? There are so many great songs in that game...
Cool, time to spend 37 hours straight looking for the eggs only not not find a single one of them while everybody else has found at least 7 each
I'm not sure what this post means. Are you saying that you combined both hacks into a single SMW rom, All-Stars style?
I've been wanting to see a Sprite similar to the punching gloves in Noki Bay. You'd place them in an enterable pipe, and whenever Mario would try to enter it, it would punch him away and stun him until he stops moving.

Either that or a Sawflower. It would come out of a ? block, and after being onscreen for about 3 seconds, the saw would fall off the stem and chase Mario like a Disco Shell.
I made steam gardens

(v1.1: fixed a background in the last part of the level)
(v1.2: fixed broken pipe in sub area, fixed layers so P-Switch doesn't crack the landscape, removed ability to perform Sky Climb glitch in Moon Check room, added ability to reenter secret pipe back to sub area)
(v1.3: fixed cloud cutoff on layer 3, fixed P-Switch areas to prevent ruining Gray Bricks with them, fixed midlevel softlock)
(v1.4: refixed midlevel softlock)
(v1.5: fixed broken Map16)

Here it is if you want to give it a try

also if you watch the video please turn subtitles on, the acoustics while recording were not exactly amazing
Pages: « 1 211 12 13 14 »
IronFoxGaming's Profile - Posts by IronFoxGaming

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy