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Marisa and Reimu's Switch Hunt (Full Release is Out!)

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Marisa and Reimu heard about current C3 gimmick, and they want a trophy, too, so they went on a hunt for colored switches.



This is actually a rom hack i've been working on recently, where you play as Marisa and Reimu, and you can switch between them with unique abilities (Marisa - wall stick and jump, Reimu - horizontal dash). I've shown a little bit of progress on it on twitter and youtube and stuff, you may have seen it already.

This is a special C3 version with unique levels. I'll be using resources released during this C3 to make levels for each switch palace (4 switch palaces, 8 would be too much for me).

In a way this is going to be a mechanics test, as I wanted to gather feedback on the mechanics and stuff. You can try a build with one two all levels already finished here: DOWNLOAD (V.1.02).

If the mechanics are polished enough and levels are good enough, I'll submit full release to the section.

Screenshots of the first level:




Other random screenshots:


I'm not really into Touhou myself, but I gotta say, the concept of switching between two characters on the fly in an SMW Hack sounds pretty interesting. That little intro also looks pretty cool! Would love to see a video trailer for this hack, even if it's just a short C3 gimmick thingy.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Would love to see a video trailer for this hack, even if it's just a short C3 gimmick thingy.


I thought about making a trailer when I finish all levels, though I'm not good with video editors because i'm lazy to do the editing (even simple editing), and I'll need to download software for that.

Anyway, I finished the second level. You can see a video of it in action here.

or a few screenshots for those who aren't into videos (why aren't you into videos?):


I've updated the original post to include a 2 level build that includes this level.
A Touhou-themed ROM hack? My, you must've came into Wakana's (and Vitor's) territory, dearie.

That's an interesting concept out there, Russ! Can't wait see more soon. Where's yukkuri shiteite ne where you're at it?
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I didn't finish the level, but have a few screenshots.



Now I won't be uploading a build with +1 level added each time, next time I'll release a build with at least all levels and cutscenes implemented.
That switch palace foreground looks like puzzle league...
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Neat project. I'm a bit busy today to play hacks, but I'll make sure to play it when you release the complete version. Very creative how both characters have different gimmicks. I also saw some videos that you showcased in twitter about them. I'm really curious to see how this hack will turn out. Best of luck. #smrpg{y}


Another incident?

The project looks promising. The community doesn't have many Touhou-themed hacks, so any project is welcome. With or without bullet hell sessions I will be looking forward to playing, sure.
#thp{=D}
Exclusive content and nostalgia!
I see Touhou, I check out Touhou

First of all this is a really cute project! I love the flavor and the cutscenes (Reimu and Marisa don't exactly have their canon personalities, but that's alright), and the concept as a whole is also neat.

However, after playing the 2 levels in the demo I have a few criticisms/suggestions. First of all I think the controls scheme is a little weird. I'm not a fan of L and R having completely different functions, both for consistency reasons and because it can get pretty confusing (although it's something you do get used to with time). I'd probably use them both for character swap and use another button like A or X for the ability. Speaking of, have you considered making Marisa's wall grab ability a button-triggered ability instead of making her cling automatically? It can get pretty annoying to play with her in areas with walls. I felt this a lot in the palace level.

The level design is formulaic and really explores both players' abilities as much as possible. While I prefer more open design personally, it's a fair choice of style. However I was caught offguard by how unforgiving the levels are. Maybe it's a matter of getting used to the controls, but the parts where you have to swap characters and use their ability in the span of a second are pretty hard to pull off. Also, in some parts you sort of have to guess which character you must be before making a jump (or just have great reflexes), specifically in some jumps in the park level. I'm not a huge fan of [having to use] the pause-to-swap mechanic either. Overall I think the first half of the amusement park level was pretty fun, but its second half and the palace level were a little too aggravating for me to enjoy them fully.

With all that said, this is a pretty neat project overall and I'm sure in its current state it can be a lot more enjoyable to people who prefer more kaizo-oriented design. Regardless, I'm definitely looking forward to seeing more of it! Good luck!!! #thp{^_^}
It's easily the best thing I've done
So why the empty numb?
The character swapping gimmick is something I'd like to see more in SMW hacks as I feel you can make some really tight levels if get a good flow going with how fast you can change characters.
I'll have to try the demo first and see how well the characters play off each other. I ain't a Touhou fan but I do like the character designs. #smrpg{haha}
The character swap mechanic is pretty interesting, Looks very promising.
I can't wait to see more soon.
i will change this eventually
Originally posted by Koopster
First of all I think the controls scheme is a little weird. I'm not a fan of L and R having completely different functions, both for consistency reasons and because it can get pretty confusing (although it's something you do get used to with time). I'd probably use them both for character swap and use another button like A or X for the ability.


I thought the default control scheme worked pretty well for both keyboard and for controller somewhat (though since I use keyboard to play my levels, I had some struggles with controller, but I think it's just me and not the control scheme itself). I thought of having different control schemes that can be changed in game. And so, I implemented just that.



I don't know if I need to disable jumping with A when ability is mapped to A, probably not.

Originally posted by Koopster
Speaking of, have you considered making Marisa's wall grab ability a button-triggered ability instead of making her cling automatically? It can get pretty annoying to play with her in areas with walls. I felt this a lot in the palace level.


No, but here you go.



personally I prefer automatic sticking, as opposed to button hold (I used holding specifically because from my testing presses didn't work well)

Originally posted by Koopster
The level design is formulaic and really explores both players' abilities as much as possible. While I prefer more open design personally, it's a fair choice of style. However I was caught offguard by how unforgiving the levels are. Maybe it's a matter of getting used to the controls, but the parts where you have to swap characters and use their ability in the span of a second are pretty hard to pull off. Also, in some parts you sort of have to guess which character you must be before making a jump (or just have great reflexes), specifically in some jumps in the park level. I'm not a huge fan of [having to use] the pause-to-swap mechanic either. Overall I think the first half of the amusement park level was pretty fun, but its second half and the palace level were a little too aggravating for me to enjoy them fully.


I think I can change a few parts to remove "guesswork", but otherwise I shrug.

---------------------------------

Now I can feel my motivation for level design withering away. Good news is that I finished almost (if not all) miscellaneous things, like cutscenes, overworld and additional features. I have only a little bit of progress on level 4, so have a couple of pics:

the giant thwomps looks very scary I hope later levels don't have them
also why the controls feel heavy#smw{:peace:} Russian man
Well, I finished the hack, I think. I kinda rushed it, as I didn't want to get locked out of tags and thread name editing. I'll probably tweak levels here and there. You can still give me your feedback or something. I edited the first post to include download for the full version. I hope you'll enjoy it.
Fantastic hack. I have some small feedback regarding level design.



Would be nice if you forced people to use dash here, since it's possible to run and get p-speed to make a long jump.



Not sure if intentional, but I can use Marisa here instead of Reimu. If not your intention, you should wide the gap.



I can skip your setup via damage boost and going under, instead of using the required strategy.



I managed to reach here without using the vine.

Anyway, I liked a lot your project and I would LOVE to see more about Marisa and Reimu adventures. Please continue with it. I also laughed a lot with the lore and it was pretty satisfying to see this scene.





TAKE THAT MR. SWITCHY!



I think that after some revisions and small tweaks, this hack should be released, now you made interested in see a full hack with this dynamic duo. #smrpg{<3}

I also find interesting that you gave the player the option to remap buttons.


Pretty nifty little project. The writing was pretty amusing and the gameplay was pretty nice. Character swapping is pretty rare and it's pretty fun to use here.
Originally posted by Anorakun
screenshots


pics 1 and 3 I fixed/attempted to, the rest is whatever.

I updated the main post with 1.01 update that tweaks level design a little bit and fixes a few bugs. Thanks you for your attention!
Yooo, thanks for fixing the issues. It's almost perfect, but still, some things need adjusment.



I noticed now that I can cheese this part, by jumping in the ninji, and using Reimu dash high up in the air, ignoring the next ninji and the bowling ball obstacles. I think it's very easy to fix that.



Upon testing Set 2 and 3, I noticed they're identical. I can press A, X,Y to dash. In both of them, which means that they're not behaving properly.

And I guess that's it. Thanks for the fun hack.


Originally posted by Anorakun
stuff


good catch! I think the controls worked for Marisa, but I screwed them up for Reimu. If nothing else comes up, I think 1.02 update will be good enough for the hacks section (which I updated in the main post).
Looks interesting.
I'd certainly like to play a full hack of this.
Please pardon the eye.

Super Mario WorldFull Hack ReleaseScreenshots