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Automatic Mario World
Forum Index - SMW Hacking - Works in Progress - Automatic Mario World
Pages: « 1 2 3 4 » Thread Closed
You may have seen some of the self-playing levels already. What I'm thinking of doing is a recreation of the game Automatic Mario style.

Here's the first level... EDIT: Updated video with ground changes.

<object width="425" height="353"><param name="movie" value="http://www.youtube.com/v/WAgOIKdW810&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/WAgOIKdW810&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="353"></embed></object>

You can see how it's definitely automatic mario, with ridiculous self-playing levels, yet still preserves the feel of the original level.

Now the work for a project like this that redoes the whole game is huge. One level takes a lot of inspiration, creativity and a whole lot of trial and error. For this reason, I think I might make this a community project. If some of the people here would like to do a level, I'd certainly welcome it.

In any case, tell me what you think of the level.
Okay, here's the deal. While I'd love to say great job (and I would, because I love autoplay levels), you shouldn't base them on the original levels. For one, you can be much more creative. Add new enemies and new backgrounds for the player to admire along with the show.

You shouldn't base your levels on existing levels, even if they're this modified. It was hard to tell it even was based on 105, so you may as well take that extra step and make it totally different.

But I love autoplay levels, so keep it up.
Great job, but fix those ground tiles.
I tried to fix the ground the best I could, but some of those tiles are required for Mario to survive the obstacles. For example, if I place the clouds over the lower part of that triangle block, Mario slows down and is hit by the shell instead of dodging it by a few pixels. The dip in the part with the red shells somehow speeds Mario up as well. So I did try to keep the graphics intact, but if a sleight graphical glitch meant something cool for the run, I accepted it.

Besides there's a ton of fall through floors from the triangle blocks that can kill a player that don't show up graphically. Note blocks are slightly deadly as well. It's almost funny how unfair this level could be if you don't know the solution.

As for basing them off old levels, I think it helps people when they have something they can recognize, yet with new ideas. I'm gonna use the levels as "guidelines" not rules, if I can use something that isn't in the original level that's really cool, I will. While actual gameplay hacks should always have new level design, this is sort of a different hack, that really isn't an actual serious game to begin with.

At some point, levels are certainly automatic, but less mario. I think this video shows when that happens.
That looks very nice. I like how you take the original levels and make them automatic.

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Your layout has been removed.
Well, it sounds like a very hard job. It is also a very good idea, have basically a SMW movie instead of an actual playable game. I expect lots of Goldberg's inventions, creative impulses and other factions involved in this work.

Since this is new, I wouldn't expect so many changes in the original game right now, just Beta stuff. Even if it is sort of poorly done and not totally original, I will have to give the guy some credit for being very smart with the placements of everything.

I can't wait for the Boss Battles as they will be very interesting to watch, to see Mario automatically beat Bowser.



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I am not a hacker by trade, I am an observer and I can be very observant. I tend to lurk around here to prolong the good experience of playing the original SMW. Whatever can add onto it is something that I will definitely do when I am bored which is often. And I will rarely post and give praise when needed to the hacks that may make me interested to relive memories.

My worst enemy in Mario isn't Bowser but my controller that keeps on getting disconnected from the inside. Might be my memory count.
What exactly is "poorly done?" You're going to have to be more specific or else I have no way to tell why you feel the level is poor.

Also the boss battles are going to be tricky, but probably not impossible. Editing their levels is tricky, but Wendy/Larry and Big Boo are certainly possible. Reznor might be able to be done through ExGFX. Bowser, I have no idea, but I'll start thinking about that when I get closer to it.

The one thing that I kinda wanted to shy away from was a collection of random automatic mario levels. Does anyone have a suggestion as to how to guide the hack if it's not based off the original?

Personally I like my original idea. You can go around Dinosaur Land and see all the classic locations in the crazy automatic mario world of near-misses and seemingly endlesss luck.

Maybe I should call it Mario's Sleepwalking Adventure. :-D

This is pretty good. Though, you could go with a few more gfx changes or get more creative. Like that other one with custom blocks... It shot mario forward like air...

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Kawaii !!


That was awesome. It must of taken alot of time, patience and testing to make that huh?

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Check out my profile for awesomeness!
Here are some examples of how you can make some things better:

There is only a few, but this should be you a good idea of what to do. And those shouldn't compromise function at all. :D
Originally posted by zdude255
You may have seen some of the self-playing levels already. What I'm thinking of doing is a recreation of the game Automatic Mario style.

i prefer to make the levels unique.
it´s better that way

Originally posted by zdude255
Now the work for a project like this that redoes the whole game is huge. One level takes a lot of inspiration, creativity and a whole lot of trial and error. For this reason, I think I might make this a community project. If some of the people here would like to do a level, I'd certainly welcome it.

why not!
im in im have already some knowledge on making those levels
here my levels^^
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/AAAwl6x5-YY"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/AAAwl6x5-YY" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/k-5LPv8yGDU"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/k-5LPv8yGDU" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>

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Your layout has been removed.
nice music xgor

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This looks like it'll be an awsome hack, do you have nane yet? Because I think ''Super Mario Cinema'' sounds cool.
Originally posted by zdude255
For this reason, I think I might make this a community project. If some of the people here would like to do a level, I'd certainly welcome it.


Sure. Give me a level number to do and I'll give it a shot.
Originally posted by Boing
Here are some examples of how you can make some things better:

There is only a few, but this should be you a good idea of what to do. And those shouldn't compromise function at all. :D


I did #1, but #2 will break the movie because Mario hits the wall and loses all X velocity. I fixed up #3 and 4 a bit but I can't find the flat platform grasstop edge. Which tile is it exactly?

Also, Heisanevilgenius, you're free to do any level you want. Though 105 is already done.
Originally posted by zdude255
I fixed up #3 and 4 a bit but I can't find the flat platform grasstop edge. Which tile is it exactly?


13 & 14 in Extended objects. As for #2 try this:

Okay, zdude. I made a short level. I challenged myself to do one that didn't require slippery ground, noteblocks, or line guides.

I've sent you a PM about the details.
I updated the above video with the floor changes. Managed to rework the clouds a bit as well. I'm thinking about starting a project site, but I'll probably hold on that until it starts taking off. The best way to contact me is through email or IM, but I'll check PMs and this topic every few days as well.

105 is done it seems, so I think I'm gonna take a crack at 102. It's the Yoshi's Island water level. It'll probably use Yoshi as well.

Is there a way to disable the initial Yoshi message? If not I may eventually setup Yoshi's house to take care of this, but I know there may be a simple way of setting new games to already have triggered the first Yoshi message. Searched through the ROM map but didn't find it, has anyone done this yet?
Looks a little bit better than before, Z, but I've got to PM some suggestions and ideas to you. Perhaps if you are good enough, you can actually make different platforms like a slide object, or a roller coaster-type contraption. Maybe have one world be an amusement park.

The idea of Super Mario Cinema is great, because it is like you are watching a movie. You don't do anything but go through the scene selection(by moving Mario up and down the dots) and you also have the idea to watch the whole movie. This will also mean no red dots right?

The ideas of secrets, Bowser, and other boss battles and everything else will have to be put under close scrutiny. You probably could have some excellent ideas to mold it out.

Just doing an automatic version of SMW won't cut it with note-blocks only, you need to be a pro. Which part of Florida are you from, Z, anyways? I am from South Florida(you can just answer my PM when I get around to editing it, it will have many of the same points that I have been making).

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I am not a hacker by trade, I am an observer and I can be very observant. I tend to lurk around here to prolong the good experience of playing the original SMW. Whatever can add onto it is something that I will definitely do when I am bored which is often. And I will rarely post and give praise when needed to the hacks that may make me interested to relive memories.

My worst enemy in Mario isn't Bowser but my controller that keeps on getting disconnected from the inside. Might be my memory count.
At 0:23 in the video, the gradual slope is missing the end part, you might want to fix that (if you haven't already).
Pages: « 1 2 3 4 » Thread Closed
Forum Index - SMW Hacking - Works in Progress - Automatic Mario World

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