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Mario End Game; A Final hack I was working on...

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Updates for the new year, I guess:

1. I plan to add the Chainlink Chamber graphics from Donkey Kong Country 2 for a level. No idea what I'll be basing the level on (other than just K Rool's Keep in general)... because Chainlink Chamber, Toxic Tower, Castle Crush, Dungeon Danger (Donkey Kong Land) etc are all cool levels.

2. I've also added some Kirby like graphics. Like an area based on the Halberd from Kirby Superstar. This comes after a castle based around the Kirby series, hence the level will have two bosses plus maybe a third outside the castle/halberd sections. No idea about the first two (first will likely either be some form of King Dedede or something), but if I get that Nightmare boss from Ore World 2 working, that'll go there somewhere, probably at the end of the level.

I still have three bosses needing levels to go in.

Edit: Halberd level screens:



^Note, Mario isn't stuck, he just shoots up when he dies.



^ Needs a background.

Basically, some graphics replacements:

Waddle Dee: Goomba
Waddle Doo: Shell less Koopa
UFO: Fish (currently one not needing water, maybe add sprite buoyancy so I can use one which just swims straight).
Bomber: Bob-omb
Bronto Burt: Bullet Bill
Togezo: Spiny
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by cheat-master30
(image with thwomp but without redrawn thwomp faces)

So here's where the switches are needed. Side exits will be used, but it's a long trek back to one. This hack isn't going to be submitted here though, because the levels are kind of mean.

That's what I meant by not using the redrawn Twhomp faces. I see the original SMW face on it.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Originally posted by Footsteps_of_Coins
Originally posted by cheat-master30
(image with thwomp but without redrawn thwomp faces)

So here's where the switches are needed. Side exits will be used, but it's a long trek back to one. This hack isn't going to be submitted here though, because the levels are kind of mean.

That's what I meant by not using the redrawn Twhomp faces. I see the original SMW face on it.


Yet another thing to fix then. God, palettes and graphics are taking forever.

And finding inspiration is nigh impossible at this moment.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Okay, quick update.

I'm waiting for twoheadedyoshi to help me with the map16 for the Kirby castle level and dahnamics to send me the first boss for it, so that level could be a while without new screenshots.

On that note, dahnamics is also fixing the second/third boss for said level, so that could take a while as well. It's the Nightmare boss from Ore World 2.

On another, more positive side, I've been updating the final level (no new screens, it's secret), and am going to use any neat sprites released from a SMW Central Production (like Undine, to be in the chapel level as probably the level end boss, and one other from said game, depending on which is released. Probably Bowser if that one's released).

The Bowser idea would be quite neat actually. SMB 1 Bowser, then SMB 3 Bowser by carol, then hopefully the Bowser sprite from ASMWCP after that, then the rest of the final level.

Now some Wario Land GFX:



I've also changed the falling spikes to Wario Land 1 Droppers (not the Pouncer Thwomp like things from the sprites section, the spiky creatures that fall on Wario), and the Bony Beetles to those weird spiky things from Wario Land 2 (they're orange and blue and walk around in no real pattern).

I just need a boss room, and to fix some palettes. Unlike the GFX for 'Wario enemies' and 'Wario grunts' in the graphics section, these use real Wario Land sprite rips, not just badly redrawn SMW enemies in Wario colours.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Screenshot of new Wario enemy replacements added.

Basically, I plan to make it so each area has the default enemies looking like the ones from the relevant series the graphics are from, so Kirby Castle and the Halberd would have Kirby enemies, Syrup Castle Wario enemies, DK areas Donkey Kong Country enemies and so on.

Is this a good idea?
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
The inside castle area palette could change in a more darker look.Other that,it looks good.

Also,I'm curios about the robot like enemy(not the mad doctor)what sprite is supossed to reskin?
Originally posted by Dakress
The inside castle area palette could change in a more darker look.Other that,it looks good.

Also,I'm curios about the robot like enemy(not the mad doctor)what sprite is supossed to reskin?


It's a redone Mega Mole, because it's the only non custom sprite the graphics would fit.

But for what the enemies are in their original games:

http://www.mariowiki.com/Hammer-bot

Is the robot thing.

http://www.mariowiki.com/Mad_Scienstein

Is the doctor/scientist

http://www.mariowiki.com/Ghost_%28Wario_Land_II_enemy%29

Will be used for a custom sprite's graphics (that teleport you back to the level entrance via screen exit, like the mad mushroom/phanto in Hyper V).

http://www.mariowiki.com/Gugi

For the Bony Beetle replacement

And I'd like to darken the palette, but I'd need a new Syrup Castle background, and I suck at ripping them. If anyone could rip some graphics I made from a sprite sheet I made, that might suit the inside area well.

Unless you mean darken the foreground palette. I could do that as well.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
No major updates at the moment, but I really need to finish as much of this by Monday, I've got more important things to work on and my latest site project is kinda something that's going to be more useful to have as a college side project.

In other words, still working on random stuff. Got some of the overworld to work now, need some level tiles for pipes and star roads and have been working on the final level.

Currently looking for fancy graphics to replace badly chosen ones I used before and to fill up empty space map16 wise. Maybe then I can finally get to the remaining bosses, actually add music and overworld sprites and get this hack nearer to being finished.

Edit: Some pictures (note, for the second two, I killed most existing sprites first for own safety):







Edit2: Some more




For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by cheat-master30

Waddle Dee: Goomba
Waddle Doo: Shell less Koopa
UFO: Fish (currently one not needing water, maybe add sprite buoyancy so I can use one which just swims straight).
Bomber: Bob-omb
Bronto Burt: Bullet Bill
Togezo: Spiny

You know, there's a Kirby Sprite Pack in the Sprites section...
You should probably use this instead of just some simple graphic replacements. In order to emulate those sprites correctly, you need to program them (Or download that sprite pack), so that they act like they're suppose to. A Waddle Doo as a Shell less Koopa? Not exactly the best thing. The Waddle Doo would just walk straight (Unless it hit a wall...), and it would get in any open shells.

Quote

Wha...Are those Koopa graphics from Toad's World?
Let's hope you asked Ice Man personally if you could use those graphics...

So, let me get this straight... It's just one world long, but the levels are really hard, and it uses a bunch of fancy graphics and sprites? '-'
Is there even a storyline?

From what I've seen and heard, there appears to be no creativity or originality... Those two things are what really make a hack. It's OK if you use a few graphics, sprites, etc. from the site, but when you make a entire hack out of it... You're gonna get practically no credit at all. :/

If this is one of your first hacks, I guess it's OK... But even still.
Revelation 20-21: He who testifies to these things says, "Surely I am coming quickly." Amen. Even so, come Lord Jesus! The grace of our Lord Jesus Christ be with you all. Amen.
Originally posted by Livin4Jesus
Originally posted by cheat-master30

Waddle Dee: Goomba
Waddle Doo: Shell less Koopa
UFO: Fish (currently one not needing water, maybe add sprite buoyancy so I can use one which just swims straight).
Bomber: Bob-omb
Bronto Burt: Bullet Bill
Togezo: Spiny

You know, there's a Kirby Sprite Pack in the Sprites section...
You should probably use this instead of just some simple graphic replacements. In order to emulate those sprites correctly, you need to program them (Or download that sprite pack), so that they act like they're suppose to. A Waddle Doo as a Shell less Koopa? Not exactly the best thing. The Waddle Doo would just walk straight (Unless it hit a wall...), and it would get in any open shells.

Except I don't have the sprite room to add custom sprites for every simple enemy from every other game, because I use that space for more interesting ones like Koopa Elites, bosses, etc. Besides, there are no shells in the level, and they act just about like what they're supposed to. It's tried and tested, and what carol did for his Kirby enemies (except different graphics and stuff). Consider how many resources I'm using, then realise I don't have room in the sprite list (unless I switch to whatever the replacement for spritetool is in the future) for unique sprites for every single enemy in the game.

Quote

Wha...Are those Koopa graphics from Toad's World?
Let's hope you asked Ice Man personally if you could use those graphics...

They're not his Koopa graphics, they're from SMW Redrawn. It's a hack you can use as a base.

Really. I asked him for some foregrounds/backgrounds, but I didn't use any of his sprite graphics.

Quote


So, let me get this straight... It's just one world long, but the levels are really hard, and it uses a bunch of fancy graphics and sprites? '-'



No, it's not one world long. Kind of. It's basically a 15 level hack set in a castle using the various submaps and what not with custom ExGFX and stuff. It's not also that hard.

Quote

Is there even a storyline



I see no need for one. This is as much story as a game should ever have:

<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/qNI2yimhzec?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/qNI2yimhzec?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

Or maybe this at most:

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/oiqHq8pmVIs?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/oiqHq8pmVIs?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Quote

From what I've seen and heard, there appears to be no creativity or originality... Those two things are what really make a hack. It's OK if you use a few graphics, sprites, etc. from the site, but when you make a entire hack out of it... You're gonna get practically no credit at all. :/



I cannot draw foreground/background graphics. I don't just use stuff from the site either, Dahnamics sends me pretty much everything he makes to test and to use in this, I've got someone else making the new title screen and I rip/make all the enemy graphics that aren't just redrawn. And the boss graphics and certain bosses. And the overworld ExGFX. And the level design...

There's actually a lot of unique content. I rip stuff because I prefer Nintendo's work to anything unique, and because I'm a technician rather than an artist, but where the hell did you see these overworld graphics on the site?







*Also, I use the sprites I submitted to this site myself, which are by one of mny friends online*

You seem to assume that I have no creativity purely because I prefer ripped graphics and stuff from actual published games to custom stuff, but remember, quite a lot of the resources here are ripped by myself.

You shouldn't have to be an artist to make a ROM hack of any kind, or heck, much at all.

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For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
*I'm not pretty sure, but you can blend sprites into a single one .asm file, i made it twice depending of the level room, so sprite limitations aren't a big issue.





Why is that and OW? it looks like and sprite sheet of some Mario&Luigi game, also the first one has mario twice, which is ... weird? maybe some crazy explanation can fix that by the way.

Third OW looks great, but can be better, is that red thing lava or a carpet? you could add it some sort of movement to it, also when it intersct the columns it looks... odd.

And of course you don't have to be an artist to create a mario hack, you have to be a designer, a creative designer enough to give sense to your game.

Let's wait for the final product to talk by itself, by the screenshots seems like a spam of sprites out of place.
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Leo, I believe that submap's incomplete.
Good fucking bye.
Originally posted by Leo137
*I'm not pretty sure, but you can blend sprites into a single one .asm file, i made it twice depending of the level room, so sprite limitations aren't a big issue.


You can? Well dahnamics is having trouble with even the extra bit part, so that could be hard, especially consider I ain't a programmer.

Quote




Why is that and OW? it looks like and sprite sheet of some Mario&Luigi game, also the first one has mario twice, which is ... weird? maybe some crazy explanation can fix that by the way.



I've removed the Mario from the first one ages back after someone from Waluigious said it made no sense. The screenshot is freaking dated, but I'm too lazy to update them all.

And the submap you mention is a beta, and it's my second attempt after losing the first one. Maybe I'll change things around yet again, because people preferred the first one.

Quote


Third OW looks great, but can be better, is that red thing lava or a carpet? you could add it some sort of movement to it, also when it intersct the columns it looks... odd.



Lava (there's no real carpet there). It's just I thought I was running out of tiles back then, and the lava decorations in Mario and Luigi are completely static.

Here's a map:

http://vgmaps.com/Atlas/GBA/Mario&Luigi-SuperstarSaga-BeanbeanKingdom-Bowser%27sCastle.png

I need the yellow and dark red sports, but there's no movement in the lava in that game. If it looks a bit unrealistic, it's how the game graphics originally looked.

Quote


And of course you don't have to be an artist to create a mario hack, you have to be a designer, a creative designer enough to give sense to your game.

Let's wait for the final product to talk by itself, by the screenshots seems like a spam of sprites out of place.


The screenshots are weird because 90% of them are outdated, because I've only quite recently being trying to make everything fit a theme. The redrawn graphics are used for all sprites in most levels, and in others, the graphics are changed to match the style of the foreground and background.

It's not really meant to make a lot of sense though, the inspiration is pretty much Brutal Mario and similar hacks, which are pretty much more about gimmicks than consistency. This is no less consistent than Bowser's Castle in that hack.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by cheat-master30

Except I don't have the sprite room to add custom sprites for every simple enemy from every other game, because I use that space for more interesting ones like Koopa Elites, bosses, etc. Besides, there are no shells in the level, and they act just about like what they're supposed to. It's tried and tested, and what carol did for his Kirby enemies (except different graphics and stuff). Consider how many resources I'm using, then realise I don't have room in the sprite list (unless I switch to whatever the replacement for spritetool is in the future) for unique sprites for every single enemy in the game.

Well, I think you would be better off leaving those sprites out of the game if you can't insert the custom sprites... :/
BTW, is the ROM extended to it's highest capacity? If not, you should probably get Lunar Expand. Remember, you can expand it up to 64 MB. :D


Quote
They're not his Koopa graphics, they're from SMW Redrawn. It's a hack you can use as a base.[/url]
OK, just checkin'... :P

Quote
No, it's not one world long. Kind of. It's basically a 15 level hack set in a castle using the various submaps and what not with custom ExGFX and stuff. It's not also that hard.[/url]


Quote

Is there even a storyline



Quote
I see no need for one.

True... It's not like you tell the story at the end of the game. :P

Quote
I cannot draw foreground/background graphics. I don't just use stuff from the site either, Dahnamics sends me pretty much everything he makes to test and to use in this, I've got someone else making the new title screen and I rip/make all the enemy graphics that aren't just redrawn.

Well, then again, GFX never make a game all the time, unless, of course, it's like a showcase or something... Anyway, I guess it's OK if you're not talented at making graphics... I don't do so well at that, either. :/

Quote
You seem to assume that I have no creativity purely because I prefer ripped graphics and stuff from actual published games to custom stuff, but remember, quite a lot of the resources here are ripped by myself.

Well, each and every hackers has his/her own way of doing things...

Quote
You shouldn't have to be an artist to make a ROM hack of any kind, or heck, much at all.

True...

And, like everyone else is saying, the two Marios on the minecaert area makes it look weird... :/

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Revelation 20-21: He who testifies to these things says, "Surely I am coming quickly." Amen. Even so, come Lord Jesus! The grace of our Lord Jesus Christ be with you all. Amen.
Originally posted by Livin4Jesus
Originally posted by cheat-master30

Except I don't have the sprite room to add custom sprites for every simple enemy from every other game, because I use that space for more interesting ones like Koopa Elites, bosses, etc. Besides, there are no shells in the level, and they act just about like what they're supposed to. It's tried and tested, and what carol did for his Kirby enemies (except different graphics and stuff). Consider how many resources I'm using, then realise I don't have room in the sprite list (unless I switch to whatever the replacement for spritetool is in the future) for unique sprites for every single enemy in the game.

Well, I think you would be better off leaving those sprites out of the game if you can't insert the custom sprites... :/
BTW, is the ROM extended to it's highest capacity? If not, you should probably get Lunar Expand. Remember, you can expand it up to 64 MB. :D



Quote
They're not his Koopa graphics, they're from SMW Redrawn. It's a hack you can use as a base.

OK, just checkin'... :P</div></div>

Quote
No, it's not one world long. Kind of. It's basically a 15 level hack set in a castle using the various submaps and what not with custom ExGFX and stuff. It's not also that hard.



Quote


True... It's not like you tell the story at the end of the game. :P


Quote


Quote
I cannot draw foreground/background graphics. I don't just use stuff from the site either, Dahnamics sends me pretty much everything he makes to test and to use in this, I've got someone else making the new title screen and I rip/make all the enemy graphics that aren't just redrawn.

Well, then again, GFX never make a game all the time, unless, of course, it's like a showcase or something... Anyway, I guess it's OK if you're not talented at making graphics... I don't do so well at that, either. :/


Quote

Quote
You seem to assume that I have no creativity purely because I prefer ripped graphics and stuff from actual published games to custom stuff, but remember, quite a lot of the resources here are ripped by myself.

Well, each and every hackers has his/her own way of doing things...

Quote


Quote
You shouldn't have to be an artist to make a ROM hack of any kind, or heck, much at all.

True...


</div></div>
And, like everyone else is saying, the two Marios on the minecaert area makes it look weird... :/</div></div>

It's expanded as much as possible.

And I like the custom graphics for the normal enemies, they work well with the foreground/background choices. But Leo137 sent me a patch/sprite to use different sprite data for the same sprite each level, so I might be able to add the proper sprites for each area and not use too many sprite numbers.

The thing about the two Marios I mentioned.

I never saw story as important to be honest. I won't go into it here, there was nearly a flame war when I mentioned my opinion on story in video games here, but I see story as useless in a platformer.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Quote

I never saw story as important to be honest. I won't go into it here, there was nearly a flame war when I mentioned my opinion on story in video games here, but I see story as useless in a platformer.

Wow... o-o
Huh. Story lines usually mkae a hack...


Man, now that I've noticed, we have made some LONG posts... :P
Revelation 20-21: He who testifies to these things says, "Surely I am coming quickly." Amen. Even so, come Lord Jesus! The grace of our Lord Jesus Christ be with you all. Amen.
Most posts in this topic tend to be ridiculously long when I think about it.

And no, story shouldn't make a game. As they said, gameplay trumps all, especially story and graphics. Remember, a platformer doesn't need a story to be good (it can have one, and I guess the story can be good, but it doesn't make the game).

But now that's said, maybe I should hope some different people post here, because half the posts in the topic are from the same people.

Edit: Two new screenshots:




For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.




Now, a minor update point... what music should I use? My current music choices for levels that just match the themes:

New Super Mario Bros level - New Super Mario Bros Castle theme
Outside Submap - ML 3 Cavi Cape
Airship - SMB 3 Airship
Bowser's Castle part 1 - Krook's March
Bowser - SMB 1 boss and SMB 3 Bowser
Mini boss - Mario TKO boss music
Most normal boss - DKC 2 Boss Bossonova
Bowser's Throne Room Map - Welcome to Crocodile Isle
Mine cart/rollercoaster levels - Haunted Hall (well, it does use Kackle)
Certain bosses - ML Superstar Saga Popple battle (Fawful also uses the same theme apparently), ML Bowser's Inside Story final boss
Factory - DKC Fear Factory
One level (chapel) - Castlevania Clock Tower theme (I think Ice Man used this for the chapel level in Toad's World, and another hack I like/helped with used it for a chapel level.
Syrup Castle - WL Syrup Castle theme (what, it's the only thing that stayed roughly consistent)
Halberd - Kirby Super Star the Halberd (I think Meta Knight's Revenge or something)
KAOS - Kastle KAOS
Bramble Level - Stickerbrush Symphony

Ideas for others? I've got at least three copies of UN Owen was her music that I need to choose between (by different music porters apparently), and I'd love to have this theme somewhere:

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/0T1aV8M-TZc?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/0T1aV8M-TZc?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Probably the foyer level.

Of course, I'm still looking for some music found in Brutal Mario, because the Dark Castle music is pretty much the official music for the castle in Seiken Densetsu 3, and the final level (past Bowser like) music is awesome.

Still, any recommendations for music?
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
The kirby level looks sweet and cool idea making the fish a ufo.
Other screens look good aswell, such as the Wario Land themed level.
Thanks 1UPDudes! New off the press, some of a new level:





Edit: And now I can edit map16, so in theory, make my own ExGFX for foregrounds and backgrounds. Maybe I should start replacing much of Forte.exe's Syrup Castle graphics I borrowed with my own ripped Syrup Castle graphics...

Plus:



With my new map16 skills, I managed to fit the Kirby castle graphics from Brutal Mario onto only the few map16 pages and bits of space I had left. And made things like the doors work properly, so now said level can actually be finished and over with.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.

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