As some of you may already know, I've decided to make a sequel to Mario's Strange Quest, called "Yoshi's Strange Quest". Well, I've been working on it, and I feel I made enough progress on it that I can start a thread for it. So, what's the sequel going to be like? It's going to be similar to Mario's Strange Quest in some ways (like the levels will have odd themes or gimmicks), but very different in others. Here are some details on this hack:
- As suggested in the title, you play as Yoshi instead of Mario in this hack. However, it isn't just a graphical change, Yoshi actually possesses his abilities from Yoshi's Island, (thanks to a couple of patches Jimmy52905 made). More specifically, Yoshi can flutter jump, ground pound, make and throw eggs, and stick his tongue out (he can aim it left, right, or up). I'm attempting to build the levels so that they take advantage of these abilities (particularly the flutter jump), but a bunch of glitches are making it difficult to take advantage of some of these abilities (more on this in a bit).
- As for the story, don't expect a storyline that will knock your socks off. I'm not really focusing on the story, but I did think of a way to connect MSQ with YSQ. (I'm going to black out the spoilers. Highlight them if you've beaten MSQ). At the end of MSQ,
that scene where Yoshi's eggs hatch was actually the sleeping Yoshi's dream (that's why he didn't show up in that scene).
What actually happens is that Yoshi decides to move to another land so he can keep his eggs safe from Bowser before they hatch, but apparently, Bowser insists on taking Yoshi's eggs for the same reason he did in MSQ
(He wanted to use them in his birthday cake, instead of going to the store, like a normal person, and buying eggs)
, so he follows Yoshi and steals them again. Since Mario isn't around to help, Yoshi decides to rescue his eggs this time.
- As for the levels, I plan on one upping what I did in MSQ. I plan on making the levels less straightforward and longer. The average level in MSQ was about 20 screens, whereas the average level in YSQ is going to be 32 screens. The levels will overall have more secrets hidden in them, as well. Also, there is going to be a lot more weird and silly ideas for the levels this time around (I'm going to try to think up a lot of new ideas, but some of the ideas I thought of in MSQ will also be present, usually with a twist).
- Here are some screenshots I took:
Yoshi: Something doesn't feel right. Yoshi can't figure out what it is, though.
Yoshi! Look out for that dangerous... bowl of soup? and cookies? and milk? Hey! Who is designing these hazards anyway?!
Exploring caves can be tough. Hopefully, you rested and went to the bathroom first before exploring...
The more things change, the more they stay the same.
Introducing Lava Cavern 2. It's like a sequel within a sequel.
Anyway, I plan on submitting a demo once I finish 11 levels.... and I get help with some things. Remember when I said there were glitches with the Yoshi Abilities patches? I really need someone to look into those patches and try to fix the glitches with it, since I have no idea how to fix them. I doubt that Jimmy52905 will help me out with this either, since he seems to be deliberately ignoring my PMs. I also need help fixing two songs that don't work properly in HuFlungDu's Addmusic (which are Jurassic Park - "Triceratops Trot" and Super Mario Galaxy - Purple Comet).
So that's that. Let's see how this hack turns out.
Edit: Here's a list of all YSQ LPs for anyone that wants to see this hack being played:
- UltraDragonYoshi's LP, SparkyArX's LP, and Sketchie00's LP have no live commentary. The first two are using annotations instead.
- SparkyArX's LP no longer exists because he closed his account. I'm keeping the link up anyway, even though it leads nowhere now, just to acknowledge that it once existed.
- SMWROMhackperson's LP of V1.2 (currently) seems to show only the new stuff (or at least the stuff he thinks is new), since he is the same person that did an LP of V1.0.
- cstutor89 mistakenly calls the hack "Yoshi's Strange Quest 2" in the title of his LP.
Heh, lookin' very cool, yoshifanatic! The graphics are still redrawn (meh...) but you're going to add in some other graphics too right? The level design looks pretty promising so far too. That third BG is from Mario and Wario right? Heh, it looks perfect with the FG!
Hoping to see more and I want to beta test this when it's done, if that's alright. Good luck! ;D
This hack looks cool and fun, and I like the ExGFX choices.
-------------------- Current Projects: Project Mysterium (codename title) - Which is going to be a game series and universe that spans multiple game engines and may have a spinoff place as a romhack as well. The first game itself is a RPGMV project.
Looks very good and much better than Mario's Strange Quest. I suggest you showing video of a level to show the Yoshi Abilities you have used in this hack. It will make people more interested in this project.
You know what, Teo17, I probably should make a video. I'll probably have it take place in the level Red Yoshi's Mansion, and I'll record until I get to where the midpoint is supposed to be (due to a glitch with the Yoshi Abilities patches, midpoints don't work). I'll demonstrate the abilities while showing off part of a level I made.
As for what georgevssonic said, yes, the redrawn graphics are still going to be used a base. I do plan on using other graphics, though (like the Mario and Wario background in the second picture). It certainly helps that I learned how to easily assemble slopes through Map16, so I'll be able to use more custom foregrounds. Also, once I finish making 11 levels, I'll send you a PM to let you know that you can playtest YSQ.
Also, as a quick update, I checked out the Yoshi Abilities patches, and I managed to fix two glitches (Yoshi no longer jumps when the A button is pressed and I remapped some of the tiles that were causing graphical glitches). I still need someone to look into the patches, though, since I have no idea where to look in order to fix some of those glitches.
Before I forget (again), I might as well talk a bit about the some of the level ideas, the overworld, and the music.
- For the overworld, I made it this time. It's nothing fancy, though. When I post a video of me playing one of the levels, you'll get to see one of the two submaps I made.
- As for the level ideas, here is just a couple ideas I have:
- A standard level that changes significantly about halfway in.
- A level where layer 3 fog partially obscures the view.
- A level where various food items hurt the player (the reason for that isn't what you may be thinking).
- A level where, if you beat the level in a certain amount of time, you get rewarded.
- A level based off the level "Castle Crush" from DKC2.
- As for the music, just like with MSQ, I plan on using a lot of songs in YSQ. Most of them will be songs I didn't use in MSQ, but some will be songs I used in MSQ (most likely the songs that I used only once in that hack, but I could reuse any of the songs I used in that hack).
That's all I have to say for now (that I can think of).
I'm stoked there's going to be a sequel to Mario's Strange Quest, being that the first one was totally awesome. Also love that your playing as Yoshi; not only because Yoshi's awesome but it's a different character,also everything's looking pretty good so far and I'm defiantly curious to see how Yoshi plays as well.
I don't mind the redrawn grahpics; basically because it hasn't hit that point of overused yet for me (Since I haven't played all to many hacks here) Anyways defiantly looking forward to this.
I made a video showing a few things I am doing in YSQ. In the video, you'll get to see one of the submaps I made myself, half of a level I made, and the Yoshi Abilities patch in action (plus a few minor things).
The level shown in the video is called "Red Yoshi's Mansion", which is a standard level. What makes this level kind of silly (besides the joke near the beginning) is the boss. The boss of this castle doesn't really seem like a boss, but you still have to beat it to beat the level. Of course, I'm going to keep it a secret for now, but I will say that it isn't a boss from the original SMW.
Also, I appreciate the support. Hopefully, I'll be able to top what I did before. It's certainly a possibility because of:
- All the experience I gained from MSQ.
- The fact that I'm working on a hack based around a character I love.
- The support (The final version of MSQ would have never seen the light of day if it wasn't for all the support).
- The untapped humor I have (I still have plenty of silly ideas and in-jokes to use, though whether I'll have enough for the final version remains to be seen).
I have a few quick updates. Yesterday, I uploaded a video showing the problem I am having with two songs. I PMed S.N.N. about the Jurassic Park song he ported, so I'm waiting to hear from him about it, and I haven't PMed Jimmy52905 about SMG - Purple Comet, since he's probably going to ignore my PM anyway. Here's a link to the video to show what the problem is:
Also, I made a video today showing many of the glitches with the Yoshi Abilities patches, so others will get to see why I need someone to help me out with this. If you watch it, please read the description, since it mentions every glitch I show in the video, plus the glitches I didn't show. Also, as a bonus, this video shows the other submap I made (though note that Yoshi's position on the map isn't where one of the levels is going to be).
After reading what you suggested, Luigi370, I tested that out by inserting the More.bin that came with HuFlungDu's Addmusic using Romi's Addmusic on a clean ROM, and inserted the songs with Romi's Addmusic. The same problem came up, so I guess the problem has something to do with More.bin, than HuFlungDu's Addmusic. Still, there has to be a way to make these songs work, but at least we are a step closer to figuring out the problem.
As for the P-Switch, I already knew that. What I did was I fixed the glitch, then when I made the video, I intentionally un-fixed the glitch just to show it. I know that using Tweaker to make the P-Switch inedible is a way around this glitch, though it would be nice if it can be fixed.
I'm not really worried about some of the minor glitches, like Yoshi's tail disappearing when he swims with his mouth full, but I am worried about the major ones, like midpoints not working.
Edit: I found yet another glitch with the Yoshi Abilities patches. If Yoshi runs up a wall (using the triangle object) while his mouth is full, Yoshi looks glitchy (he looks like small Yoshi while running up the wall, a bad paletted Mario just before Yoshi starts climbing the wall, and his hand graphics (from SP1) appear in the wrong place). Also, Yoshi can walk vertically up a wall if he is aiming an egg when he runs into a triangle (Yoshi's animation doesn't change in this situation, so it looks like he is walking on a flat surface, yet he is moving vertically along the wall). So, that's about 19 glitches that have been found in the Yoshi Abilities patches. How many more am I going to find?
I have a few quick updates. I may have to cut the number of levels in the first demo to 10 because what I have planned for one of the levels isn't going to work. I was planning on having a switch palace in the demo with a puzzle that takes advantage of the abilities of the Yoshi Abilities patches, but because of how many glitches there are with them, I can't take advantage of most of the abilities (aside from the flutter jump, which has almost no glitches with it, and sometimes the ground pound). In fact, I can't really take advantage of these abilities (besides the flutter jump and the ground pound) in any levels, aside for using them for a few secrets (like requiring the player to toss an egg to clear an optional passage that leads to a little bonus).
Also, the number of glitches with the patches (as well as the severity of a few of them) makes it doubtful that I can submit this to the hack section when I finish making the levels (I'll put it in my file bin so others can see it, but I would much rather have it in the hack section).
Seriously, some of the glitches need to be fixed, and I have absolutely no idea how to fix them. Out of the glitches, these ones need to be fixed:
- Midpoints don't work. (this makes the long levels more difficult to get through, since if the player dies, they'll have to start over).
- Yoshi doesn't lose a life after dying (curiously, there seems to be some (commented) code in Hurt.asm that looks like this glitch shouldn't happen, yet something seems to be making this code not work). (This is defeats the point of having any bonuses or collectibles in the hack and makes the hack much easier).
- Yoshi's animation is screwed up if he holds something while his mouth is full. (This glitch prevents me from making puzzles that require the player to bring two items with them at once).
- The ability for Yoshi to carry something in his mouth from level to level. (This can potentially be level breaking).
- The health counter resetting back to five every time Yoshi enters a door/pipe. (This can screw up the difficulty of levels depending on how hard they are and how many doors/pipes are in the level).
All the other glitches are either minor (Yoshi's tail disappearing when he swims with his mouth full isn't exactly gamebreaking) or I can simply work around them (Since Yoshi always runs, which screws up the No-Yoshi intros and castle destruction sequences, I can simply avoid using them). If anyone knows how to fix these glitches in the patches (especially for the ones I listed above), don't hesitate to tell me.
That's all I have to say for now. I'll post more updates when I have more.
Looks impressive! Best of luck in everything. You seem to have done exactly what I did regarding Addmusic's more.bin. I'm having a similar issue with it where changing the song (star, goal, etc) messes up the game's sound tempo.
... Well, you probably won't be able to submit the demo unless the hack mods make some sort of exception for hacks that use Yoshi abilities, but if some chance of luck lets the Yoshi abilities be fixed by the time you're finished with the entire hack...
Yoshi abilities were made to have some use in hacks, not to just win C3, I guess. If it would be glitchy, it wouldn't be so impressive so I don't think that hack mods should be bad in a situation like this.
EDIT: Also, if you seem to have trouble with spring-boards, just use the stationary one included with sprite-tool, unless it's also inedible...
You know what, after I finish the demo, test it, and have the other playtesters playtest it (so far, only georgevssonic offered to do it. If anyone else wants to, let me know), I may submit it anyway to see if it will get accepted or not. I don't have anything to lose, so it won't hurt to see if it gets accepted or not.
As for the patches themselves, I have to wonder if Jimmy52905 actually tested these patches, or if he did, how he could of missed some of these glitches. It's really quite baffling. To top it off, there is also a lot of room for improvement for these patches (for example, why are the graphics used by the keyhole and goal tape overwritten by something else by default?). I might eventually give up with these patches if I can't figure out how to fix these glitches and nobody helps me with it. I don't want to do that though, but my tolerance for annoyance is is only so much.
As for updates, I have three more levels to make before I finish the demo (I can't make the switch palace level I wanted to make). I also came up with a silly idea for what happens after the player defeats the boss of each world, though I'm not going to say what it is. That's all the updates I have for now.
I'll let you playtest this hack when I finish the demo. I think I'll let up to five playtesters to playtest any hack I make at the same time (this doesn't count me).
Also, while I was away for a few days, I got a chance to talk about this hack with my brother. He seems to like some of the ideas I came up with and we were able to come up with a few new ideas for this hack (none of the ideas we came up with were done in MSQ). I'm not going to discuss these ideas here, but I will say that one of them was an interesting level gimmick that may or may not have been done before in a SMW hack. The only hint I will give about that level gimmick is that it breaks the fourth wall. This level probably won't be a part of the demo, unless I have trouble designing one of the two levels in world one that I haven't finished yet.