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Legend of the Rift - Updated with C3 post

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Hello! I think it's time for me to start a thread on my hack. Some of you may have seen me post some screenshots here and there, but I would like to have everything in one place, so here it is.

My hack is called Super Mario: The Legend of the Rift, and if you can't tell...the plot is going to be a little bit on the dark side:D

The basic story is this:

Princess Peach is concerned with the odd patterns that are occuring across the kingdom. The land in general seems to be getting...darker, without any clear explanation. The water is becoming stagnant, the wind is losing it's breath, the plants are withering, and warmth no longer abounds. A Toad scholar suggests that it may have something to do with the elemental seals that reside outside the borders of the Mushroom Kingom.

With haste, Peach asks Mario to travel to this mysterious land that is full of myths and legends. One of these tall tales may give a hint to why the land is dying.


Anyways, most of the story will be told through message boxes that are littered around the levels. Some may tell the past, some may describe the future. I've put a lot of thought into what goes in these boxes!

Now, onto business. My hack currently consists of two worlds. I was going to release a demo sooner, but I realized that most of the levels were downright atrocious, so I scrapped a lot of my earlier ones and I'm in the process of remaking them. Now, here is a list of the current levels along with screens and descriptions...

World one doesn't have a theme...it's a short world with six levels.

Level 1: The Beginning, formally Yoshi Plains

This is the first level that I remade...err...remaking.


The path branches off pretty early in the level. The top leads to a pipe that brings you into the cliffside. The bottom brings you to a path that is cleaved out of the mountain.


A screen of the cave area. What's in the box?


After the midway point, you'll find a path that is impassable without a springboard. A nearby message box hints to find it within the clouds...which haven't been made yetXD

Level 2: Lush Forest, formally Yoshi Woods

This level is being remade...so no screens yet!

Level 3: Lakeshore Valley, formally Yoshi Valley

I'm not sure if this level will be remade. Right now, it's reminiscent of the valley level from the original...although not entirely, since I created it from scratch.

Level 4: Lake of Hope, formally Yoshi Lake (see a trend yetXD)

This is a gentle level that starts on a bridge, goes underwater, back up, down under, then back up to the exit.


Just a little pic of the above water part.


And underwater.

Level 5: Forgotten Isle

This level is home to an ancient shrine. Deep inside, you'll find the Earth Seal, but that's not all... I don't want to reveal too much, but when the Seal is broken, a path to the inner sanctum is revealed. What could be in there?


Within the palace.


Outside the palace.


Inside again.


Darkness....silence....creepy

Level 6: Castle of Patience, formally Yoshi Castle (who saw that coming:D)

This is a rather short castle...and will more than likely be remade by the time the final release comes out, but it's not on my list right now. The castle is pretty straightforward...just wait for blocks to move out of the lava, and jump across until they fall back down...genius right:D

World 2 doesn't have a theme either...a little bit of everything here, but it does have one important story element...

Level 7: Flooded Isle, formally Salty Isle (reference to Demo world was NOT intentional)


A basic pic.


moAr

This is a straightforward level, with portions of the island sinking underwater.

Level 8: Cavern of Fire, formally Misty Cavern

Could this cave be linked to the Seal of Fire? Nah, but it does have a lot of lava in it!



Level 9: Lakeshore Plain, formally Misty Plains

Just a basic level...this will be remade as well.

Level 10: Ghost House (can't think of a decent name yet...)

My first attempt at a Ghost House. The first part is basic that opens up to a maze of sorts.


Leave me alone!

Level 11: Pipe Fort

This was one of my favorites back when it was made. There are a few secrets to be found here.


A little secret room.

Level 12: Dark Lake, formally Misty Lake

A lake that is shrouded a dark blue hue...possibly due to whatever is occuring in the Mushroom Kingdom.

Level 13: Spooky Storage, formally House in the Mist

This house is made up of boxes, looks like the Boos just moved in!

This level is currently on the "to be removed" list, but I kept it here for now as a placeholder.

Level 14: Venus Shrine

This level has some sort of ambience in it...it's so...silent. Some may say it's peaceful, but some may say it's creepy. Whatever the case may be, this shrine must hold some sort of purpose.

This level is entirely optional. But, this is one in a long series of levels that mainly serve to contribute to the elaborate story that I am planning out.


So serene...so peaceful...


Nothing is up here...Mario is just chillin


This silence really gives me a creepy feel...which I hope stays true for everyone else.

Level 15: Forbidden Isle, formally Big Boo's Hideout

This island has all sort of goodies. Seems to be some sort of storage that the baddies use to hold their goods.

This level was made as an idea for my previous plot, but I haven't changed much of it since then. A message box in it still has a message that contributes to my last plot, but I'm not too worried about it right now.

Level 16: Castle of Skill

The second fort built by the Ancients. This castle seems to have been built to test the mettle of the younger warriors. Can Mario overcome the trial?


Under the castle.

World 3 isn't even made yet, but one level is...

Level 17: He's A Pirate

Mario boards a ship as it departs from the island. With a tip he recently gathered, he hopes to travel to the island in the north. Some say a castle that was built on an interdimmensional rift lays in the middle of the forest.
However, he soon realizes the ferry he boarded has a story of it's own...one filled with pirates.


Arr...He's a pirate!


A secret area. There are a BUNCH in this level.


The hold, which is yet another secret area, but a bit bigger and elaborate.


EDIT: That's all I have for now!


Well, that's it at the moment. If you would like to be a beta tester, let me know ASAP, I might need one soon. Any other help would be appreciated:D


*USERBAR ADDED!*



(Quote the post to get the code!)
This hack seems interesting; I like the plot, and some of the levels seem nice. I have a few complaints though:

-Level 4, in the underwater area. The wall that you have that leads up to the corner is cut off.
-Level 5, outside. There are too many cement blocks. Maybe you should use the same FG as that of the inside.
-Level 16. The red wall is cut off.

Aside from that, this hack looks very nice. I would like to beta test this, because it has the potential to be a great hack. :approve:
Your layout has been removed.
Wow, it looks really nice dude.
Originally posted by antiguy1372
This hack seems interesting; I like the plot, and some of the levels seem nice. I have a few complaints though:

-Level 4, in the underwater area. The wall that you have that leads up to the corner is cut off.
-Level 5, outside. There are too many cement blocks. Maybe you should use the same FG as that of the inside.
-Level 16. The red wall is cut off.

Aside from that, this hack looks very nice. I would like to beta test this, because it has the potential to be a great hack. :approve:


Thanks for the compliments and complaints:D
Level 4 was one of the ones I plan on remaking eventually. Many of the levels in world 1 are some of the first levels I made when I started LM, so I plan to remake them.
On Level 5, I used the cement blocks on purpose, because it's supposed to be a short outside portion. I didn't think it looked that bad...any suggestions?
On Level 16, I'll fix that wall problem:)
And I'll put you down as a beta tester...I just need to finish remaking the first level before I have anyone testing it.
*pushes antiguy out of the way*

Test plz? =D

This looks really, really awesome. I love plot related stuff. I just really wanna test, and get a peek at what's to come. =D

Maybe you should write the game out as a story and put it up somewhere after you're finished?

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Originally posted by Giga
*pushes antiguy out of the way*

Test plz? =D

This looks really, really awesome. I love plot related stuff. I just really wanna test, and get a peek at what's to come. =D

Maybe you should write the game out as a story and put it up somewhere after you're finished?

Sure, you can test it once I'm ready for a release.
Throughout the game, specific message boxes will tell the story from a past reference, a present reference, and even from the future. But I put them out of order...like in the Venus Shrine, one message box is labeled "The Rift Ch. #1," and another is called "The Seals Ch. #4"
this looks fun... when are going to relise a demo for it?
- ignore the watermarks, working on a fix for those
Originally posted by foursword4
Throughout the game, specific message boxes will tell the story from a past reference, a present reference, and even from the future. But I put them out of order...like in the Venus Shrine, one message box is labeled "The Rift Ch. #1," and another is called "The Seals Ch. #4"

Is there some kind of puzzle in the game where you'll have to put the stories in the correct order to know how to proceed? That would be flippin' awesome!

I'm really liking this hack, what with the dark story and themed levels and everything. It looks like some very creative ideas are being used.
Originally posted by Reading
Originally posted by foursword4
Throughout the game, specific message boxes will tell the story from a past reference, a present reference, and even from the future. But I put them out of order...like in the Venus Shrine, one message box is labeled "The Rift Ch. #1," and another is called "The Seals Ch. #4"

Is there some kind of puzzle in the game where you'll have to put the stories in the correct order to know how to proceed? That would be flippin' awesome!

I'm really liking this hack, what with the dark story and themed levels and everything. It looks like some very creative ideas are being used.

You read right through that, didn't you:D
Your correct, some chapters will be hints for the game, such as secret exits and the such.
Also, I'm including a kind of self checklist in a readme file. I plan on having a set of achievements that you can keep track of. Also, I'll include a place where you can write down these messages so you have them all in one place.
This sounds so awesome, I'd like to test it out.

Do you have any estimate as to when you'll release a demo?
It's really hard to say when a demo will be released. When the summer started, I had hopes that I could finish up what I needed. There were a few things that came up since then...

1) I realized that some of the levels weren't up to standard with what I was currently capable of. So, I'm remaking a few levels in order to fit with the rest of the hack.

2) My boss thought I wanted to work more during the summer. The extra money is nice...but the lack of time isn't.

So, it's really hard to say. I am working my hardest to get a demo released soon...hopefully by the end of the summer.
I have made a little progress on remaking the second level, Lush Forest. Here are a few screens of the beginning. The level is still in the works, as the sprites and most of the level hasn't been put in. The foreground was made by Lucas, and the background was ripped by Hyperbuu.



The beginning.


Some nice scenery.


The top of trees are ledges. There may be secrets on trees, so it'll be nice to search around.


Keep an eye out for wood sticking out of a trunk. You may be able to climb it...


...which will usually bring you to new heights.

I'm currently messing with the status bar editor. I'm trying to make it so a custom palette doesn't interfere.

Also, I edited a background to one of my other levels...


It's kinda hard to see...but how does it look? I tested the level in game, and the background didn't clash with the foreground, but if anyone has a suggestion, let me know.

I'm sorry for the late updates...I promise to get the demo out as soon as I can.
Originally posted by foursword4

Also, I edited a background to one of my other levels...


It's kinda hard to see...but how does it look? I tested the level in game, and the background didn't clash with the foreground, but if anyone has a suggestion, let me know.


Wonderful idea, but the problem with your current background is that players might get a TAD bit confused with the background, due to both BG and FG graphics being the same.

Alternative: MM7 Freezeman waterfall area. Modify the pallet to give a reddish background.



Appealing, no?
That waterfall background is interesting, but it would clash with any FG that's not a lava cave with some metal structures or such built into it.
Lush forest: The FG trees clash with the BG trees, and the square leaf-shape looks strange.
I hate to be completely off topic, but this seems a lot like Golden Sun.

-There's a rift in the northern reaches of Weyard (the world)
-The world is crumbling apart
-There are elemental seals (lighthouses) you have to break (light) to save the world

Hmm.
bye
Originally posted by foursword4





..... O.o;

I don't want to advertise... but.
For some reason, The tile set I did drew looks a lot like this one. And this is the first time I see this one. :S
Reference: Link Link

That being said though, the levels looks a bit plain. Sure you have no sprite in it yet, but thats a bad excuse. Since now, I can't really comment on it.

The lava level looks cool. But I agree with Sagittaire.
You should use his suggestion or some other lava/cave back ground.
Originally posted by Crys


That being said though, the levels looks a bit plain. Sure you have no sprite in it yet, but thats a bad excuse. Since now, I can't really comment on it.



I meant for the very beginning to be straightforward. I wanted players to realize that they can climb up certain trees and be able to walk on top. Some might not understand this at first, since the level later will involve more of these gimmicks.

And at Sagittaire, I'll try usuing that background. I'm curious to see how it looks in the level.
It's been a while since my last update. I have a few new gameplay elements to add...

First off, I have cutscenes!





You are introduced to another character right away. The mysterious Raymond will send you letters throughout the game. He has an important role, which will be hinted at the whole game.

In the second screen, Raymond informs the player to look out for parchments with a blue "R" on them.



Touch it and...



You can view Raymond's letter! These letters can offer hints on a secret exit, where one of the seals are hidden, or delve deeper into the story. A checklist will be included with the game when I release a demo.


Also, I slightly changed the info box. I never really liked the old one>.>

Special thanks goes to Kc, who has helped me tremendously with the cutscenes and the scroll graphic.

Comments are always appreciated^^
I would lighten up the blue cut-scene text, its a little hard to read against the black background.


Better, or worse?

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