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Super Mario Logic (Game Finished!)

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Hi, my name is Final Theory.

I have always wanted to create a SMW rom hack, yet honestly I've never made or finished one.

I've dabbled with Lunar Magic and a few tools hosted here at SMWC, but I admit I haven't mastered them yet.

But I do have several ideas for SMW rom hacks and one of my ideas for a SMW rom hack is Super Mario Logic!

Super Mario Logic is mainly a puzzle hack based off of the original rules in SMW.

Unlike some other puzzle hacks, the puzzles are short, simple and sweet with little to no backtracking involved.

The puzzles aim to try and get the player to think or to come up with creative solutions an order to beat the individual levels.

All of the puzzles are solvable and have a solution.

The reason for making a thread for this hack is to hopefully motivate me to actually complete it as well as get valuable feedback and possible help when I get stuck on something.


More details about the hack:

The game follows a similar structure to the original SMW game. There will be several worlds to beat in a certain order of increasing difficulty, but I want to make each world free roaming within that particular world.

For example. Say world 4 has 10 levels. Since these are puzzles I don't want the player to not be able to progress simply because they are just stuck on a single puzzle. So I would like to give them the ability so that they could try out ANY of the 10 levels available so that they don't get bored and frustrated if they can't beat one of them.

At the end of each world there is a boss stage or possibly just another puzzle depending on how this game goes as I design it.

To pass each world the player would be required to beat a certain percentage of the levels within that world. Since this game is based on puzzles sometimes people just can't figure a certain one out or aren't interested in it. So I don't want the player to have to beat all of the levels with a world to progress onto the next world. So I want to have it such that if a person completes 8 out of 10 levels or 7 out of 10 levels that would be good enough to move on to the next world.

In the early stages I want the hack to stick with purely vanilla puzzles, but as the player progresses I would also like to have other puzzles based on custom blocks and such from the SMWC site.

I also want to have a tutorial section on every world with a Toad explaining certain rules in SMW and how any custom blocks work. This way the player doesn't feel cheated and isn't really expected to have too much prior knowledge to be successful in the game.


Additional Information:

At the start of every level (puzzle) Mario always starts out as Small Mario and after the player beats a level or resets a level Mario is reset back to Small Mario regardless of what power ups the player obtained. So all power ups that are gained in a level are then automatically lost upon completion of that level. This also goes for coins too.

Every level can be reset by the player, but not by a reset door because that is inconvenient, but rather by pressing the L or R button or some other type of button combinations like Start and then Select. A player can restart a level or puzzle as many times as they choose.

Mario's lives will be infinite. Deaths and one ups mean nothing in this game. The whole purpose is to simply solve the puzzles AND there really shouldn't be any penalty for dying and losing a life in a game like this because often you need to be able to explore the puzzles and possibly die several time just by trying things out.

For some puzzles the Goal Sphere or end level block will end the level and will be surrounded by other blocks which require the player to have collected a certain displayed amount of coins before hand in order to pass. After the player has the appropriate number of coins and beats the level the coin counter resets. Coins in one level will not be available to use in another. This also goes for resetting a level too.

There will also be no clock that counts down and kills Mario when the time runs out. The player shouldn't be pressured or timed when trying to think of the solution and to solve the puzzle. What if it takes the player 30 minutes to figure it out? Why should the player be penalized for that? So infinite time!

Oh yeah, the best part about this game is that using save states doesn't really help much. How is saving your state going to solve the puzzle for you? It isn't.

I don't think I'm going to use the Bonus Star for anything in my game. So I guess it could have some other purpose like to indicate how many levels the player has beaten in a certain world.

I would also like to make the levels such that when looking at them on the overworld the player can easily tell which levels they have beaten and which ones they haven't. Since its free roaming, there are no paths to reveal and I want the player to be able to revisit older levels in which they have ready beaten. So I'm thinking about making the unbeaten levels a RED diamond and the beaten levels Yellow diamond.

I've been working on making these puzzles off and on for over a few years. I made a lot, but I only want my best ones in the hack. So far I have about 25 good solid levels. My goal is to have as many levels as the SMW rom will let me have which is limited to the number of levels to be able to be entered on the overworld. I need to double check that number.

It will most likely have vanilla graphics and vanilla music and vanilla overworld graphics with custom graphics for the custom blocks.

This is my first attempt at created a fun and enjoyable hack and I want it to be nice and professional looking.

Now I do have some screenshots of the puzzles, but the problem is that if I post them, then people will be solving the puzzles before the game is even released which kind of spoils the game. But its true that some levels can't really be solved just by looking at them so I might post some screens if enough people get interested. As far as I know, I've never really seen a hack like mine done here and so I kind of want to keep things a little secret.

I don't know. Sometimes I'd like to think that I'm pioneering something new here. :P

Feedback, suggestions and constructive criticism are welcomed.
A lot of puzzle hacks contain what you stated. Nevertheless, you seem to have implemented these ideas quite nicely from the reading of that wall of text. Screenshots would be appreciated as it will allow the users here to get a better look of your hack.
Originally posted by Final Theory
Now I do have some screenshots of the puzzles, but the problem is that if I post them, then people will be solving the puzzles before the game is even released which kind of spoils the game. But its true that some levels can't really be solved just by looking at them so I might post some screens if enough people get interested. As far as I know, I've never really seen a hack like mine done here and so I kind of want to keep things a little secret.

Most people probably would not be able to figure out what to do just from the screenshots, which will not show the whole level unless the whole level takes up only one screen. If they think they see a solution, good for them. As long as you don't caption the screenshots, you're probably fine.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

good luck! also note that SMW has 101 levels enterable from the OW.

also you should make the boss stage a big boo boss. it is by far the easiest boss to make a puzzle out of. big boo requires three hits yet it doesn't matter what you hit him with

GL with this.
Want to see my Super Mario Timeline?
Originally posted by Sokobansolver
Most people probably would not be able to figure out what to do just from the screenshots, which will not show the whole level unless the whole level takes up only one screen.


It's funny that you said this Sokobansolver, because in my hack each level actually ONLY takes up a single screen!

I do this because I want the player to be able to see the whole puzzle!

I will probably post some screen shots later since I think not everyone will be able to figure them out... Hopefully.
[Update 08-27-13]

So I've been reluctant to post any screen shots simply because I didn't want to spoil anything, but I now see that hacks with screen shots get much more attention than those that don't.

So this is why I'm posting a few sneak peaks.

Each stage will only be a single screen. I prefer this while making puzzles because this way the player is able to see all the information that is available to solve the puzzle and it also eliminates backtracking and makes things less confusing overall.

So far the hack is almost entirely vanilla. The exceptions are custom blocks used.

In the pics the clear glass block is a placeholder for a custom block which will only let Mario pass if X amount of coins is obtained and the skull block is a placeholder for the question mark sphere which ends the level.

I also may need some help with certain things when they come up.

Also, quick reminder.

- Mario starts out small at the start of every level

- Mario has an infinite amount of lives

- There is an infinite amount of time

- There is an infinite amount of restarts in each level

- There will be many worlds in the entire game

- Each world will have 10 puzzles and any of them can be accessed

- Only after 7 out of 10 levels in each world are beaten you can then enter the next world (because anyone could just be stuck on a puzzle and not be able to beat it)

- All coins, yoshi's and power ups are lost after beating a level

Enjoy.







I currently have 33 levels so far that I'm happy with and I plan on making the full 101 levels that are entered on from the over-world.

I will also possibly have a tutorial level in each world giving the player hints and such as they go along the way.

So I'm thinking about having around 90 levels and around 10-11 tutorial levels. Of course this could give or take some. I may have 95 levels and 6 tutorial levels.

And last, but not least since this is a puzzle game which requires thinking and less brute force so save-states really don't help much. ;)
Originally posted by Final Theory
101 levels that are entered on from the over-world.

I think it's more like 96, not 101

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
[Update 9-3-2013]

For some strange reason I just had a burst of ideas and as a result I made a few more levels.

I now have around 44 nice solid levels that I'm happy with having in the final game.





As for the in game screen shot one, I would like to change the HUD to the following:

Change the number of lives Mario has to an infinity symbol

Removing the blue item box completely, I might not even use that feature at all in the entire hack so why have it there?

Either putting in an infinity symbol where the time is or just remove the time in the HUD altogether

Possibly remove the points counter as I don't think I will be using it

I'm also thinking about changing the bonus star counter to actually keep track of the total number of levels beaten. Every level beaten would increase the bonus star counter by one.

And... one last thing.

I need help figuring out how to edit the line guided paths that platforms can follow that are controlled by the ON/OFF block. It says to use SP4 or 5, but I don't even know were that is in Lunar Magic.

Thanks
You sure it said EXACTLY SP4 or 5? Or did it say more? (Sorry if I sound a little mean.)

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
Here is the current story I'm going with.

Story:

Boswer orders Kamek, the evil magikoopa to cast a spell on the Mushroom Kingdom to cause havoc and disorder. The spell transforms the Mushroom Kingdom into a world of puzzles and imprisons all those who live there. Help Mario break Kamek’s spell by solving the puzzles an order to bring peace back to the Mushroom Kingdom.
Different from your everyday story so it is fine. It might be better if you integrate the storyline into the hack itself.
This looks like it has a lot of potential. Nice work!
By the way, would you mind telling what purpose that bullet bill cannon piece is? It's in every picture, so I imagine it's a custom block that acts like the goal sphere or something.
[update]

I now have a total of 48 levels/puzzles that are completed.

I want to create as many levels as there are levels that can be entered from the over-world, but a few levels will be tutorial levels as well.

The over-world will probably be vanilla graphics and I might even keep the original music since the whole game is pretty much vanilla anyways.

I do want to add an original title screen and possibly cut scenes after the completion of each world as well as an ending. I also want these to look professional so I may even get someone from pixeljoint.com to draw the artwork needed. At least that's what I would like to do.

The game will progress from easy puzzles in the beginning levels to hard puzzles near the end. I've classified 5 types of difficulty in the puzzles and here they are:


Easy - Very intuitive and pretty much self explanatory.

Easy-Medium - Some thought is required, but it's still simple and easy.

Medium - A little challenging, but nothing that can't be figured out.

Medium-Hard - Pretty challenging, it might take a few tries to figure it out.

Hard - The hardest puzzles in the game, if you can beat these then you are an excellent puzzle solver!


Remember that Save States will NOT solve these puzzles for you! HAHAHA

And to answer your question, yes, those bullet bill blocks are actually placeholders for a custom green sphere block which will end the level and the blocks which surround it are custom coin blocks which requires a certain amount of coins an order to beat the level.

Here are some new screens.



In the first image, the munchers will be floating if the blue p-switch is pressed first.
Other than that, looks cool. By the way, did you even listen to my previous post?
Originally posted by me
I think it's more like 96, not 101

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
[Update]

I now have 61 levels for the game and I plan on getting up 90 with some levels left over for tutorial levels which would be the remaining 6 levels.

I think I'm going to make each world 10 levels long. This would give me a total of 9 worlds.

You only have to beat 7 of the 10 levels an order to go onto the next world.

There would also be two different endings. One where you simply just beat the game doing the minimum requirements and the other being that you beat every level!

And thank you to theraze2fan for telling me that there are a total of 96 levels enter-able from the over-world.

Screens!










All of your levels so far were entirely formed out of a structure of cement blocks. Guess you should replace them with ledges to make them feel more decorated. Also, I've never seen a puzzle hack that has a enormous amount of levels. :O Though I guess the levels should be done in a few minutes, but some of these puzzles look a bit simplistic, though that isn't a main issue here.

About the line guided paths question, I don't understand. Did you meant the graphic sets or the paths themselves? If it's the former, you need to use GFX05 on SP4 so the graphics that happen when you hit the ON-OFF switch won't look glitched, but if it's the latter, you can edit them easily, by stretching them, unless I am missing something.
An idea: Put teleport blocks at the bottom row, to prevent mario death, and teleport mario back to the beginning.

Are you planning on releasing a demo anytime soon?

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
Theraze2fan has a good point.
And I like the new puzzles. Small, but challenging.
Wow, everyday now I've been making new levels!

I'm now on level 64!

@Archie - Regarding the cement block boarders. I do plan on at least trying out different boarders made from different graphics other than the cement blocks. As of right now in the games development all I'm doing is simply designing the levels. Notice how lots of these levels are actually just the same level 105.

What I plan on doing is just using the various themes and backgrounds from a variety of the already made SMW levels so that the player doesn't just see the same background image over and over again like in lots of my screen shots.

@theraze2fan - The teleport block is a nice idea, but I'm actually preferring that the player actually falls down and hears that classic SMW death music! lol

Since the player already has an infinite amount of restarts and an infinite amount of lives I don't see any reason to put teleport blocks there. Also when you die it gives you the sense that you didn't get the puzzle right which I like.

As far as a demo, we will have to see when the time comes. I will probably let people beta test this game, but lots of work needs to be done first. I'm only at the stage of creating the ideas for the levels.

So here is the newest level so far.



And if Super Mario Logic is a vanilla hack then Super Mario Logic 2 would be beyond vanilla and would use tons of custom blocks and such from the SMWC site, but one game at a time right? :)
Of course, take your time, there's no hurry to making hacks. If you designed a level, you can save it to file by pressing File-->Save level to file as... then naming it. Just another idea. If you design some really good levels and then delete them then it's such a waste right?

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3

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