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Super Mario TKO -- DEMO 1 RELEASED!
Forum Index - SMW Hacking - Works in Progress - Super Mario TKO -- DEMO 1 RELEASED!
Pages: « 1 2 3 4 5 623 24 » Link - Thread Closed
Always a joy to see a good speedrun. I'm impressed with how much difference the music makes. This really does seem more like a new game than a typical SMW hack. Those Ivies are tricksy little fellows, blending into their environment quite well. Do you have the priority on them set so that they'll go behind all scenery, or do you just always place them behind the short bushes? Also nice to see what a monument level is going to be like. Even if the boss is something as simple as a couple of Chucks, it still adds a nice feel of importance to the level.
Both those levels look pretty fun - I echo what Icegoom said about using Chucks as a boss. How did you get Mario to start facing left? Just curious.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.

Your music = win.

Is it completely custom?


AS IF I KNOW WHAT TO PUT HERE.

Hack Status: Cat Adventure Deluxe
-100% Undone
Derp.
Since 2006

Originally posted by icegoom
Those Ivies are tricksy little fellows, blending into their environment quite well. Do you have the priority on them set so that they'll go behind all scenery, or do you just always place them behind the short bushes?


We've been putting them behind layer enabled scenery... how would I go about setting their priority?

Originally posted by andy_k_250
Both those levels look pretty fun - I echo what Icegoom said about using Chucks as a boss. How did you get Mario to start facing left? Just curious.


I didn't, I just ran to the left right at the start.

Originally posted by AtomicShroom
Your music = win.

Is it completely custom?


Yes. My co-author is doing the music. He's very talented.

Small update, we've been fooling with world 2, trying to complete it so we can release a demo. My co-author is working on one of his water levels, and I've been working on the sky tower and some tweaks here and there. We're going to be adding a starfish enemy which will appear in the reef and some underwater levels.

The sky tower will have a heavy SMB3 influence, but it won't have any areas actually copied from SMB3. Although the original only had a couple enemy types, we have thwomps, power thwomps, thwimps, roto discs, tap-taps, chain chomps, and parabeetles.

Here's some screens.



I'd like to have Boom Boom as a boss at the end of the level. Anyone know how to get ahold of Carol?
Darklink898 has Carol's E-mail.
Originally posted by Dispari Scuro
Anyone know how to get ahold of Carol?


The email address is [email protected]
Originally posted by Dispari Scuro
We've been putting them behind layer enabled scenery... how would I go about setting their priority?

I'm assuming you could just change the priority bits of the tile properties, but I have a poor understanding of how they work. You could probably look a Piranha Plant's properties and copy what you see, since they always go behind the scenery.
The Sky Tower looks very neat. It does look a good amount like SMBIII especially with Boom Boom, but with one exception: water. I love the idea of having water in the Sky Tower possibly as rain drops or leakages producing them. I just like water in any Mario game in general.

What will the Starfish enemy be like? Will it be custom or just a sprite swap, like an alternate Sea Urchin? World 2 sounds interesting, a sky tower, a water level, starfish enemies, the sky tower filled with water gaps.

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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.

That castle is cool.

Also, I'm loving the green water. I'm guessing it kills Mario instantly.


AS IF I KNOW WHAT TO PUT HERE.

Hack Status: Cat Adventure Deluxe
-100% Undone
Derp.
Since 2006

The melting ice cavern music reminds me of the ice immortal dungeon from Boktai:The sun is in your hands

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Your layout has been removed.
Actually that is a pretty good observation, AS, to stick it closer to the original. Swimmable water is always great(it does look swimmable), but poison water sticks closer to the original.

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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.
@AtomicShroom: I hope not. I hate it when there's water that looks like you can swim in in when you can't.

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Your layout has been removed.
Originally posted by Saucy
The email address is [email protected]


Thanks. I sent an email. Hopefully we'll have BoomBoom as the boss of the sky tower.

Originally posted by icegoom
I'm assuming you could just change the priority bits of the tile properties, but I have a poor understanding of how they work. You could probably look a Piranha Plant's properties and copy what you see, since they always go behind the scenery.


I looked at the code for this, and I'll probably need someone's help with it. For the venus it has a simple "PROPERTIES" with each piece of the xyppccct format spelled out next to it, but the shyguy (which the ivy is based on) doesn't have anything like this, so I wouldn't know where to begin. If anyone is more versed in this or could tell me how to make the shyguy sprite fall behind all scenery, I'd appreciate it.

Originally posted by Mericles
What will the Starfish enemy be like? Will it be custom or just a sprite swap, like an alternate Sea Urchin? World 2 sounds interesting, a sky tower, a water level, starfish enemies, the sky tower filled with water gaps.


Starfish are just edited roto discs without the palette animation. They'll orbit areas underwater.

World 2 is water world, and has a ton of new creatures in it. The first level introduces crabs which appear all throughout water world, and level 2 introduces, sharks, jellectros, bloopers, starfish, and baby urchins. The sky tower will be the first level to have roto discs (and I kind of went crazy with them because they're fun) and chain chomps.

Only the first floor of the sky tower will have water. The first floor is level with the ground, but the rest is higher in the air so has no water after stretching past the clouds.

Originally posted by AtomicShroom
Also, I'm loving the green water. I'm guessing it kills Mario instantly.


No, actually, it's just water. Murky, dirty, green water, but still water. If anything, my biggest goal for this hack is to never have people guessing what does what. I never want the player to have to experiment to see if pink water is swimmable, or if blue goombas hurt you when jumped on. If something looks like it can be jumped on, it can. If something looks like water, you can swim in it. If you see an enemy from SMB3, it's going to act like it did in SMB3.

One of my biggest pet peeves is playing hacks where normal looking enemies hurt to jump on, or throwblocks look different in different levels and I have to find them. We've gone with consistency, and are avoiding having enemies that act other than what the player would expect. The only exception to this will be in ghost houses, where reality is warped, but we're still going to avoid doing anything that will annoy the player.

Some other annoying things we're avoiding: changing the graphics of something so that you don't know it's there (making climbing vines look like the rest of the foreground, for example), putting secrets in pits so you have to jump in every bottomless pit in the level until you find one that's actually a secret passageway, making the foreground look too much like the background, requiring bugs or glitches to get through any part of the game (such as carrying two items at once), blind jumps, invisible coin blocks anywhere other than to help the player, huge mazes with no hints that require memorization... things like that.

Originally posted by MrCheeze
@AtomicShroom: I hope not. I hate it when there's water that looks like you can swim in in when you can't.


My thoughts exactly.

On to some minor updates:

I fooled with the on/off graphics so they match the on/off blocks. Here's the OFF...


...and ON.


This room shows all the blocks, including the blue and yellow P-switch blocks, all together. More on the yellow switch below.


Also, have you ever wondered what a castle looks like after it's been destroyed?


I've made a few updates to the workings of the game. With mikey's help we've disabled 1-ups via stars, which means we can be more inclined to hand out stars. We had previously reduced the star timer to 2/3 of its normal duration, but it's been restored to the full SMW duration now. Stars will be given out at a later mushroom house.

We've also disabled silver p-switches turning sprites into silver coins, and changed the silver p-switch to yellow. This means the yellow switch is mostly for puzzles, as it will only affect black piranha plants and BlockTool blocks such as the yellow P-blocks you see above. As a fun side effect, this now means that on/off switches are red and green while p-switches are blue and yellow, so there should be no confusion as to what blocks are affected by what.

Lastly, right now, a lot of the levels are linear, without bonus rooms or secrets. This will eventually change, because we're waiting on later parts of the game. We want to be able to reward the player for backtracking and repeating levels. To do this, many many levels are going to feature bonus areas that can only be reached if the player has done certain things. For instance, there are parts of world 1 that can only be reached with a springboard, and the mushroom hut in world 2 gives the player a springboard. There will be a lot of places where this is true. And if the player wants to see some of the better parts of the game, they'll have to figure some of these out.
Your World 2 sounds like a lot of fun. Lots of variety is always good. How are you making the Jellectros? I've seen them in several hacks, but I've never seen the sprite for them. I am guessing they are animated ExGFX hurt blocks, but maybe not.

Where are the Tap-Taps from? Homemade, or are they available somewhere?

I've had an easy time telling your water for water, and so on. It is frustrating when you can't tell what will hurt you in a level.

Your on/off and P-Switches look like they will make for some nice puzzles.

Carol's Boom-Boom is tricky, by the way. I've not been able to make him work correctly yet (i.e. you defeat him, and you are stuck in the level until time runs out - he also locks the screen so you can't move right or left). Carol sent me some coding to fix it, but I've not tried it yet since I have no ASM experience. Also, he slowly walks back and forth during the first round, flies during the second, the runs back and forth during the third phase.

I also like your destroyed castle.

How are you pulling off getting a springboard? (It goes into the item box, I assume?) That's a neat trick.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Niiiice! Liked a lot the ON/OFF blocks and the P-Switch.
Originally posted by andy_k_250
Carol's Boom-Boom is tricky, by the way. I've not been able to make him work correctly yet (i.e. you defeat him, and you are stuck in the level until time runs out - he also locks the screen so you can't move right or left). Carol sent me some coding to fix it, but I've not tried it yet since I have no ASM experience. Also, he slowly walks back and forth during the first round, flies during the second, the runs back and forth during the third phase.


Use the level ender sprite. Maybe it will fix the problem.
Originally posted by andy_k_250
How are you making the Jellectros? I've seen them in several hacks, but I've never seen the sprite for them. I am guessing they are animated ExGFX hurt blocks, but maybe not.

Munchers with ExAnimation. <_< Pretty obvious.

Originally posted by MrCheeze
@AtomicShroom: I hope not. I hate it when there's water that looks like you can swim in in when you can't.



He could always put a messege block when you start the level, I should know because I'm going to use toxic water as well.


AS IF I KNOW WHAT TO PUT HERE.

Hack Status: Cat Adventure Deluxe
-100% Undone
Derp.
Since 2006

Well I do know that in one hack there was a message box alerting players of toxic water, I think in TSRP II. I also love the fact that the water is swimmable and only on the first level to indicate a sense of change in climate.

I also started wondering about the Tap-Taps. If everything functions like in the original games, how will Tap-Taps work. Will they be sprite swaps of spinies or those red one spike enemies(I forget their names)? I do not know and would really like to know.

I also am very curious how a spring-board will do. Will it be like Zelda or Adventure Island where it becomes an item that you can now activate or something? I also love the destroyed castle, showing a sense of change.

OK so Starfishes are like Water-based Hot Heads. That reminds me of the urchins in DKC I. I also love the idea of using Ghost Houses as alternate realities in this hack, it can be fun to manipulate different things but it can also be seen as a cheap shot.

Keep working, you two sound like the hardest working hackers in SMW business.



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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.
This looks very nice. The level design is excellent, and the ideas have a lot of potential, especially the monuments and the Toad house save huts. I especially like the ideas of Ivies and scarred Thwomps.

One thing that really stands about this hack, though, is the custom music! To put it simply, it's excellent. :D

I'm really looking forward to this, keep up the good work. :D

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Your layout has been removed.
Pages: « 1 2 3 4 5 623 24 » Link - Thread Closed
Forum Index - SMW Hacking - Works in Progress - Super Mario TKO -- DEMO 1 RELEASED!

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