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Explore! (Boss Fight!)

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I <3 the "Race against the Mushroom" idea. But the first level don't really have a gimmick.

Though... I would send you some levels if I have the time to !
Criticism aside, I think this idea is wonderful in and of itself. The idea of exploring isn't really tangible in Mario games, because of the deal with midpoints. However, your ASM allows the player to restart when they've lost! :D

The Only foreseeable problem I see with this is that a player is, eventually, either going to get completely lost with the huge sprawling levels, or, will not want to take the time to get every single exit. If possible, I would heartily suggest adding on an exit tracker, and possibly breaking some of the levels up on the overworld into smaller, manageable chunks.

Finally, I'd just like to say you have my support in this endeavor. If you want, I could contribute some of my vanilla levels that I've made in my spare time. I could also help with music choices, graphics, and making aforementioned overworld.

Notte Luminosa Progress:

Click here to download It! :D
I can't believe no-body have commented on this yet. The Puzzles seem great in their own regard, and I definitely like the idea with being able to restart in a room after you die. I especially laughed when I saw that the score counter had been replaced with a sin counter. XD

Notte Luminosa Progress:

Click here to download It! :D
Sure thing. These are from the first set of videos. I'll post more from the others soon.



This is where you start, you'll probably run into this multiple times.



The path diverges briefly



Those chucks are planning something, better go grab that mushroom.




How do I get that coin!



I'm probably gonna need that mushroom!



Gotta help it up!



This ghost house doesn't seem structurally sound...



Double boo circle is impossible to get through unharmed!



I'll enlist the help of a nearby boo block to get through


These are from the second set of videos



In this mountainous level will you take the low road or the high road?



In the low road you'll need The help of Monty mole to get through.



In the high road you have to help yourself by filling in invisible note blocks while avoiding bullet bills.



Sometimes the path is chosen for you.



This moon is in plain site, which means it's probably one of the last moons you'll figure out how to get!



Hey a free mushroom that's nice. And how in the world does that muncher plan on hurting me from up there?



Oh I can't make it through here big! And how am i supposed to solve this puzzle with those eyes staring at me!


These are from the third video, but I think the vides do a better job of showing off the levels in this.



That moon is pretty angry looking! (What do you think of the pallet?)



Adds new meaning to burning bridges. (Or rather i guess it adds the original meaning)



In this "boss fight" this angry face crushes down on you as you travel through the level.



Which can lead to some tense situations.



And if you manage to escort the spiny you'll be rewarded with a plethora of coins.


Man!!! Doing story in a one level hack is a beast. I didn't want to mess around with the cutscene editor because I thought it would be complicated and most of the story I wanted to tell in a level was short enough for message boxes. However, after going through the hard work of inserting 50 sprites to display different messages I'm wondering if the former would've been easier. I bet i'd have to install 50 different cutscene sprites though.

To make it worse, I still need more message sprites! I'm thinking of having 13 different endings based on your time left, moons found, coins found, and score accumulated. Do I expect anyone to play the game 13 times? No. Twice yeah, 3 times maybe. But I plan on posting how to get each ending on my hacks main page, and keep an updated list of players that have gotten each ending. Sort of like my hack will have its own Achievement system. And after anyone has gotten an ending I'll post its epilogue messages. Sort of like a team achievement system!

I don't plan on having an ending require getting all of the moons and coins as that would be tedious, but definitely at least 75%. I am thinking of making a secondary game mode though where you travel through the rooms in a linear order. The normal exit for any room would be disabled if there was a secret one, and you would be required to get all the coins / moon in the room to progress. In this game mode you wouldn't get any story though as the maze aspect is really sort of vital to the story.

Here's some videos and screenshots to keep you satisfied. These are both really short linear levels. I figured it'd be best to put these in every so often because I think players would get tired of the exploratory and puzzle levels.

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This first one is pretty lame in terms of level design, but I liked it because of the wierd optical illusion that occurs.

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I really like this second one. Swamp monsters are fun.

Unghh. That white castle made me BLIND. You should fix the palette. Nice ExGFX you used for flower BG, tough.
Fierce Deity is cool.
Workin' in OW request...
Currently attendind Scape Santa, but I don't know what to do...
The VWF cutscene tool is actually pretty easy to use, and it allows for a ton of cutscenes with the insertion of only two sprites.

Incidentally, the life/love/laughter/sin meters? Brilliance. (Not sure why coins would correspond to laughter, though...)

+ 128 Marios
Only one thing: What the heck about the life counter? Is it like a metroid HP? And the Hex there?
Fierce Deity is cool.
Workin' in OW request...
Currently attendind Scape Santa, but I don't know what to do...
@Fierce Deity Manuz: Which level has the bad pallet? The white castlish level with the mountains in the background? Or the white castle black background boss level. I dont want to blind the players. The life counter is mostly for a second play through Time trial kind of thing. A players first run through it will undoubtably get to 0. But if you know the maze you can get through it in time. But yeah I'm ambivolent towards having Hex there. Does there happen to be a 4+ digit time counter patch, Cause I think it'd be impossible to get through the game in 999. Even FFF cuts it pretty close. And yeah, its not game over or anything when it runs out, its just you miss out on one of the secret / "best" endings.

@Wrathofblde: Damn! I should've totally done the cutscene sprite, Maybe I still will. Cutscenes would be much more fitting for an epilogue anyway. And I'll probably have to change the graphics for Moons to hearts or something, and the coins to something more sensical as well.


This looks pretty neat... I kinda like the aesthetic that's going on. Lots of pastel colors. It'll be interesting to see how this turns out, keep it up.
While working on my epilogue I was bored and decided to explore one of the SMW levels that my level was still connected to and found this hilarious glitch that only occurs after finding a yoshi after fighting my final boss. If it weren't for the messed up toungue and the main character sitting too high I'd actually really like this glitch and would add it in to the regular game.

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Oh and i've been going back and touching up a few of my levels with graphics changes, and have got some really nice music added in. My favorite so far is Suishou because it's awesome duality in sound reflects the themes in my storyline. Speaking of which, I think its really lame that all my videos have no sound. Im using Hypercam to record them, but my microphone is busted so It can't record any music. Does anyone know a recording program that can record the sound based off of the data being sent to my speakers? Or does anyone have a suggestion for a good (free) video editing program for adding music to my videos?

Here's a video of a level with touched up graphics:

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And a screenshot of my title screen. Comments?



Well, the title screen somehow looks a bit empty and not how you would expect a title screen to look like. If you wouldn't have said that it is the title screen I would have thought it would be a screen of a level
And I love your status bar.
Originally posted by Snowbourne
If you wouldn't have said that it is the title screen I would have thought it would be a screen of a level
And I love your status bar.


Damn, that's the opposite of the effect I wanted to give, lol. Guess I'll try again.

I don't really feel like playing this to be honest, because I don't really like non linear levels. I might though. When I play non linear levels I just go through 1 route and never pick another.

(You can make a supporter userbar here, by the way. I'd support it at least.)

Also hackfan posted when I hit reply.
@Jolly: thanks for the pointer on the userbar, This is what i came up with.



A little basic at the moment, but I kind of like it. I'll probably redo it when I have some time.

As for not wanting to play it because you don't like non-linear levels, yeah, I understand that. There was a popular thread a short while ago about people who preffered linear levels. But perhaps I can convince you to give it a try when it comes out. What do you think of an additional game mode where you go through 20 or so levels in linear order, but are required to grab 5 coins hidden throughout the level to proceed. About 1/3 of those levels would be big non-linear exploration levels, 1/3 puzzle levels, and 1/3 linear/gimmicky levels.



Originally posted by hackfan
@Jolly: thanks for the pointer on the userbar, This is what i came up with.



A little basic at the moment, but I kind of like it. I'll probably redo it when I have some time.

As for not wanting to play it because you don't like non-linear levels, yeah, I understand that. There was a popular thread a short while ago about people who preffered linear levels. But perhaps I can convince you to give it a try when it comes out. What do you think of an additional game mode where you go through 20 or so levels in linear order, but are required to grab 5 coins hidden throughout the level to proceed. About 1/3 of those levels would be big non-linear exploration levels, 1/3 puzzle levels, and 1/3 linear/gimmicky levels.



Sounds nice enough. I like the userbar. I'll add it to my sig.

(Also I made that thread)

EDIT: You know the ASM that restarts the room? Maybe you could release it as a patch.

Got some new screenshots for some pallets I changed:



I hope these look better than the old versions. I also updated the timer to have 4 digits. No more FFF :)
And thanks to the tutorials section I was able to record a video with some music in it! Its a puzzle, but I only half spoiled it and didn't show how to get the moon.

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If you read the message you may be thinking who the heck are lizzy and charles!? Well I guess its time I reveal a little bit about the story. The story revolves around three main characters: Charles, Lizzy, and Beth, and has a few cameos featuring a mysterious Him and Her (aka He and She at times). Since the game is very non linear so is the story. It's like a fragmented puzzle and you have to put the pieces together. I think this format will make players more interested in the storyline.

I really like the concept of this hack. I always loved non-linearity in games, so I think I should enjoy it. Puzzles also always made me happy and inspired, so that's another reason for me to play this. The idea of your level is great too. It shows good palettes and variation.

About this latest video, I really like it. The music choice is good, and it's a nice exploration idea. Also, that style of puzzle is really good; you have to think and re-play it to know exactly what to do. My only complaint is that orange pipe; it is very awkward to me that you can go through it but stand on top of it.

Aside from that, I'm really loving what I'm seeing. Keep it up!
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