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The Blue Paratroopa support group
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We decided not to use fire flowers because spitting fire is not exactly something a Koopa does regularly, especially not a blue Koopa.

Right now the only finished levels are the one Zeldara made (the first level) and the secret level (the one in the upper path) which I just finished. Speaking of my level, here's an IPS. I made the level a bit harder than the average world 1 difficulty because it's a secret level, although I hope I didn't overdo this; my levels tend to be harder than they should.

I also made some changes to the base ROM: I modified the player GFX file a bit because hitting a net door glithed the wing's graphics (I guess Extroble put those numbers there because he needed to remember something). Other than that, I added some tiles to the second map 16 page, like upside down munchers/bill cannons and other tiles that are commonly used in hacks.

We should probably continue the discussion about the overworld themes. I guess it's pretty much confirmed that world 2 will be a water/islands world, unless somebody is against that. I'd like to hear some ideas for the later worlds though. I suppose the final worlds should be mountain-related since the FoS will be on a mountain.

@Zeldara, I think some people don't know this thread is about for a collab hack yet, maybe you should edit the title and add something like "collab hack inside (read the first post)".

Edit: here's an image with the level progress so far.
Green = completed level.
Red = not made yet.
White = not a level.
Originally posted by aj6666
(I guess Extroble put those numbers there because he needed to remember something).


It was as a tile identifier. I was remapping a bunch of tiles so that duplicates could be replaced with... something? And it looks like that one fell victim to MY ERRORS.

brb gonna go see which tile that was

editedit: WAIT, I guess you already fixed that.


Originally posted by aj6666

Speaking of my level, here's an IPS.

The link 404s


Originally posted by aj6666
We should probably continue the discussion about the overworld themes. I guess it's pretty much confirmed that world 2 will be a water/islands world, unless somebody is against that. I'd like to hear some ideas for the later worlds though. I suppose the final worlds should be mountain-related since the FoS will be on a mountain.

Yeah, I was thinking 4 or 5 worlds. Grassland, island/water, cave/maybe a water level or two like the original smwm, forest/swamp, mountainous last world.
I think that is pretty solid instead of 6 since I am not sure if there will be a whole lot of level designers on the hack besides me, you, and zeldara. And if there is, then maybe we can sneak in another world, but I think it is important that we start off small and not overwhelm ourselves so this doesn't die off.


Originally posted by aj6666
Edit: here's an image with the level progress so far.
Green = completed level.
Red = not made yet.
White = not a level.

Kind of confused. You said above that the levels completed were for world one. But screenshot shows bowsers castle?

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Fixed the link to the IPS. By the way I didn't change the Koopa's start position in the overworld, so you'll have to move him to level 4 if you want to play may level.

And yes, Bowser's world is the first world because that's where the war took place; we're pretty much breaking the conventions here. Bowser's castle won't be accessible until all four switch palaces are activated though.

If we're going with 5 worlds, then we should place the last switch palace at the beginning of world 5. We could keep world 3 as the grassland, world 4 would could be the hunted forest/cave/swamp where the Koopa learns about the FoS and world 5 would be the mountain.


let me get this straight.

World 1 : Bowser land place. What kind of levels are here? Typical end game lava levels but easier?

World 2 : Island/water levels

World 3 : Grassland

World 4 : haunted forest swamp place. This could probably have normal forest and swamp levels as well as haunted ones. Maybe a haunted underground level.

World 5 : Mountainous endgame.

We could do 4 switch palaces with the last one in the beginning of world five, or just have three in the middle three worlds. (I kinda like that last idea)

We should get an overworld made or at least just drawn out crudely so we can start claiming levels.

here is a level i made so you know I don't suck at level design.
I can send an ips patch your way if you want something more recent. That was about a year ago.


EDIT : I just played through the first and 4th levels. First of all, this koopa thing, is totally cool! Its a real fun twist, the only thing is it looks a bit glitch whenever you get hit/get a powerup, it sort of flashes between shell and shell-less koopa. Can we fix that?

It would be really cool if we could have a powerup that would let you spin around across the ground in your shell sort of like disco shell. But it would probably be way over powered.

Anyway, the levels were nice, but I thought the first one was a bit bland, there wasnt really a whole lot going on, i felt like it needed more to it, maybe some more coins and blocks and such.
The second one was also fine, just needs more coins.

I'm all into using coins more often then the original game in case you have not noticed

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@BloodyToothBrush
nooo!! please!! don't make your last post in the FoS!

@aj6666
I played through your level and I think it turned out pretty good and has overall a nice ghostly atmosphere, with good palettes and GFX.

I obviously played through Zeldara's level too, and I agree about the kind of blandness in it. Not that was bad, eh, but maybe, like the others said, adding more sprites such as swoopers and also blocks, will make it better.

Also, why not replacing Dragon Coins with some Wing Coins?

Originally posted by BloodyToothBrush
It would be really cool if we could have a powerup that would let you spin around across the ground in your shell sort of like disco shell. But it would probably be way over powered.


Uhm, suprisingly, I was actually thinking that too. It would be a nice idea in my opinion, just hide the powerup in some bonus sublevels as a reward for finding them (like the various suits in SMB3).

Anyway, if you guys want, I'd be happy to help on this project and support the Blue Paratroopa!
Worlds 3-5 should take place on a large island. (if anyone gets what I mean by that)
It would probably make sense for worlds 2-4 to be on the main overworld map.

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel


Originally posted by Lui37
@BloodyToothBrush
nooo!! please!! don't make your last post in the FoS!
99.9% of the time, I cover my tracks, no matter how long it takes me to figure out a normal thread to post in. And i'm usually the one bitching to others about it.

But seeing as there are a lot of people upset at the number of stupid users here, I'll make sure I cover my tracks 100% of the time.

Originally posted by Lui37
Originally posted by BloodyToothBrush
It would be really cool if we could have a powerup that would let you spin around across the ground in your shell sort of like disco shell. But it would probably be way over powered.


Uhm, suprisingly, I was actually thinking that too. It would be a nice idea in my opinion, just hide the powerup in some bonus sublevels as a reward for finding them (like the various suits in SMB3).

The only thing is, I dont know how you would end up hurting yourself in it lol.

Originally posted by Wiimeiser
Worlds 3-5 should take place on a large island. (if anyone gets what I mean by that)
It would probably make sense for worlds 2-4 to be on the main overworld map.


No, I dont understand actually.

I was thinking 2 and 3 could be on the main map while 1 4 and 5 could be submaps. But I am not the one who is actually making the overworld so...

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Originally posted by BloodyToothBrush
let me get this straight.

World 1 : Bowser land place. What kind of levels are here? Typical end game lava levels but easier?

Yeah. Think about a regular endgame level but a lot safer because Bowser's troops aren't around (since many soldiers died during the war).

Originally posted by BloodyToothBrush
It would be really cool if we could have a powerup that would let you spin around across the ground in your shell sort of like disco shell. But it would probably be way over powered.

Maybe we can use this as the star effect, that is if anyone is willing to code it.

Originally posted by BloodyToothBrush
The second one was also fine, just needs more coins.

I'm all into using coins more often then the original game in case you have not noticed

I'll leave it like this for now since it's nothing major, maybe I'll add some coins later.

Originally posted by Wiimeiser
Worlds 3-5 should take place on a large island. (if anyone gets what I mean by that)

Actually, that's exactly what I was thinking.

Originally posted by Wiimeiser
It would probably make sense for worlds 2-4 to be on the main overworld map.

I was planning to put world 4 in a submap and world 5 in the main map, but I'll see how it turns out.

I'm assuming we are going with the Overworld themes listed in BTB's post unless somebody has anything to say. I'll start designing world 2 soon.

By the way, maybe we should disable the reserve box, otherwise the Koopa will be able to get hit too many times before he dies because of the SMB3 powerdown patch.


Originally posted by aj6666

Yeah. Think about a regular endgame level but a lot safer because Bowser's troops aren't around (since many soldiers died during the war).

Sounds good, but we need to find ways to make the levels that are early on not boring. the "empty" atmosphere fits the story well, but it will probably be boring.

Originally posted by aj6666
Originally posted by BloodyToothBrush
It would be really cool if we could have a powerup that would let you spin around across the ground in your shell sort of like disco shell. But it would probably be way over powered.

Maybe we can use this as the star effect, that is if anyone is willing to code it.
THAT is a wonderful idea, and perfect solution to the "how will you get hurt with it" problem. Someone needs to code this D:

Originally posted by aj6666
By the way, maybe we should disable the reserve box, otherwise the Koopa will be able to get hit too many times before he dies because of the SMB3 powerdown patch.

We can consider this a bit later if the game is to easy or something


I have some simple exgfx suggestions

coin and turn blocks
switch blocks
here is a better picture of the blocks

foreground for beach levels. I have used them before, they look nice in game. Goes well with this background.

We could also use these pirate sprite graphics for goombas and koopas

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Originally posted by BloodyToothBrush
Sounds good, but we need to find ways to make the levels that are early on not boring. the "empty" atmosphere fits the story well, but it will probably be boring.

Well, you can still use normal cave ennemies that aren't bowser soldiers (like buzy beetles and spike tops); and you can even put a koopa or two arround the levels as long as there aren't too many of them. It doesn't need to be emptier than a regular world 1.

About the GFX, they look SMWish enoght to me, so I say it's ok if we use them. I'll insert them to the base ROM later. I'd prefer if we don't use the pirate goomba/koopa GFX though, I don't really like those kind of GFX.

By the way, I tried making some wing coin graphics: 1 and 2 which ones look better?


The second ones look really nice. Is it possible to add more detail to the inside of the wing without making the overall coin look bad?

But I actually really like how they have turned out.

Music ideas : I think you said Camerin was going to compose some stuff. I think it would be cool for the music to be remixes and re creations of mario music. All the smw songs, some smb3 and yoshis island stuff.

Just food for thought...

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Wait, so this is a hack?

...

May I join?

~

And if were going with A Bowser-esque World 1, why not have a grassland end World?


The point is not to be ENTIRELY backwards, just partially.

Anyone in the forum can join.

We are going to try to have a level sign up sort of thing soon-ish I think. AJ just needs to finish the OW.

It will probably be at least a couple of days (i am assuming) Just check back every so often.

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Yeah, so what if I haven't shoveled out my signature yet, I'll get to it later.
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New base patch. This time I added the GFX suggested by BTB and the wing coin GFX. I had to edit the switch block GFX a bit because some colors where wrong; I don't know how it passed the moderation.

About Camerin, yeah, he said he wanted to compose music for this a long time ago, but I don't know if he's still interested in this. You can drop him a PM if you want though.

In other news, I'll start the next semester for the university tomorow, so I probably won't have time to work on the overworld untill the week-end. However, if anyone wants to make the second world for me they can feel free to do it, just follow these guidelines:

-The world must be water/island themed.
-The world must include a switch palace
-Try to make an alternate path like the one I did for the bowser world
-If you're going to make the world in the main map, make sure it doesn't take too much space.

Also, you don't have to wait for the overworld to be finished in order to make the levels; we already have the world themes, so just make sure the level fits the world difficulty and I/we'll make sure it fits in the overworld.


Originally posted by aj6666
Also, you don't have to wait for the overworld to be finished in order to make the levels; we already have the world themes, so just make sure the level fits the world difficulty and I/we'll make sure it fits in the overworld.


The only thing is without an overworld finished we might have two people make their level on like level 15 or something, and then we will have to manually insert the objects then sprites into the correct level, instead of just plain old inserting it manually into the rom.

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Originally posted by BloodyToothBrush
Originally posted by aj6666
Also, you don't have to wait for the overworld to be finished in order to make the levels; we already have the world themes, so just make sure the level fits the world difficulty and I/we'll make sure it fits in the overworld.


The only thing is without an overworld finished we might have two people make their level on like level 15 or something, and then we will have to manually insert the objects then sprites into the correct level, instead of just plain old inserting it manually into the rom.



I agree.

I mean, it'll be hard and might end up as the first SMWCP, which was a thrown together collaboration.

If we work together with much communication (and get the other FoSers to join in), we could create a hack that could be a memorable one - positive memories, that is.


EDIT:

I played the IPS, and the concept is actually pretty good.

A few suggestions:

The Koopa seems so...powerless? He can only jump and spin jump, and I think that isn't enough...

I remember seeing a recreation of the Blue Shell from NSMB on YouTube. I don't remember who made it, but wouldn't be great to have the Blue Shell Powerup from NSMB?

I mean, it's not really overpower since you got to be really careful when using the Blue Shell.

Also, why not have the Switch Palaces as the "castles" of this hack? Since where not having bosses, and only 5 major worlds, why not have the four switch palaces in the first four worlds (and the player is forced to play the palaces) to proceed on to the Forest of Seclusion?


Originally posted by Giant_Shyguy
I remember seeing a recreation of the Blue Shell from NSMB on YouTube. I don't remember who made it, but wouldn't be great to have the Blue Shell Powerup from NSMB?

We could look into it, but we sort of have something similar planned for star power

And I understand what you mean by powerless

Just had an idea. What if you we made it so you cant be hurt while crouched(aka shell on the ground) and enemies run into you and turn around. We'd have to disable the ability to jump while crouched so its not OP. But its a decent idea.

If worst comes to worst we can just throw in fireflowers


Originally posted by Giant_Shyguy
Also, why not have the Switch Palaces as the "castles" of this hack? Since where not having bosses, and only 5 major worlds, why not have the four switch palaces in the first four worlds (and the player is forced to play the palaces) to proceed on to the Forest of Seclusion?


Thats actually a half decent idea. But i have always liked the idea that switch palaces are optional and puzzley.

And while I understand we don't have bosses because herp derp everyone is dead, its not like Bowsers army is completely gone, he could still have bosses.

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What does the blue shell from NSMB do? If it's not too overpowered then I don't see why we shouldn't implement it.

About the switch palaces, that pretty much depends on the designer's choice. If the designer wants to make a castle, that's ok, but he/she is not forced to do it that way. Also, the switch palaces will be needed to access Bowser's castle, so I don't think we should do the same for the FoS, I's prefer if the switch palaces are not needed to access regular (non-extra) levels.

By the way, we already have some castles in the hack, like the FoS, Bowser's castle and (maybe) the final level of world 1. Although I guess we can put a castle or two as regular levels around; as long as they don't have bosses and there aren't too may of them, that is.

Edit: I wonder where Zeldara ran of to.
The fine art of controlling the NSMB Blue Shell

The actuall bue shell is pretty hard to use; when you hit a wall while in blue shell slide mode, you'll ricochet, and it usually isn't good. It's also hard to to jump while sliding using the blue shell, especially in non-linear levels, athletic, and other levels with big pits of nothing or lava. When ducking in Blue Shell, you'll be "protected".

THe blue shell seems overpowered in the video because, well, that was World 1-1. NSMB toned down the power of the Shell by having lots of indiscreet obstacles, and well, mushroom levels =P

Also, for some unknown reason, it's hard to really keep the Blue Shell in NSMB. .-.

Ice Guy's verpowered rendition

I don't really know now actually...IceGuy's is really overpowered, judging from the vid...
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