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Super Mario Logic (Game Finished!)

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The graphics for the story screen have been entered into the rom. Well at least the map 16 graphics.

Now I have to insert the shutters and stained glass window as sprite tiles since I'm out of color pallets.

I do have a conflict though. The sprite tiles such as the shutters overlap kamke so that he is behind them. Does anyone know how to chance sprite priority?

I also inserted this exact screen onto the credits screen. There was a few things that went astray though. First, the way I'm doing the letter tiles for the credits was that I just switched color pallets on the letters to get different colors. However I didn't make the black outline or the black color used for it the same color as in a vertical column of black colors in the color pallet editor. I hope you know what I mean.

This meant that I had to change some colors to get a black vertical column so I could switch pallets on the fly for the letter text.

Also in the castle screen I used all the exgfx slots except one that was reserved for the credits screen. However I had on the credits screen the letter graphics in slot 5, but when I created the castle I left slot 6 blank.

This means that I have to basically redo the credits of all the people again. Its not that bad, but still extra work. But I have an backup copy of my rom and this allows me to recreate it as a reference picture perfectly.

Its getting there!



I also have some flag animation for the castle, but I don't know if I'm happy with it or not. Also I would need some to teach me exanimation because I dont know how to do it.





Even though I've said this before I want to say it again. I will be making a very similar game after this one. It won't be called Super Mario Logic 2, but it will be a totally new game.

It will have a new main character and I have allowed myself to use any of the resources here for the puzzles and level. For Super Mario Logic I purposely restricted myself to only using the vanilla resources already in the original smw game. Now I ended up using tons of custom stuff to make this whole game work, but at its core its just a vanilla rule based game.

For the next installment there will be custom music, custom graphics, custom everything. Almost nothing will look or sound like smw in anyway. It will probably be much harder to make as well. This is kind of why I tried to make a more simple game first. So I could learn all the basics an order to make an even bigger and crazier game.

As far as completing the Super Mario Logic game here are my remaining tasks:

- Insert sprite graphics for story/credits screens Finished!

- Fix sprite graphics and kamek priority (overlaps strange)

- Get a pixel artist to draw my name where the Nintendo presents is and insert the graphics

- Get credits screen's music to work properly.

- Insert the "the end" graphics of mario, peach and luigi on the final screen.

- loop the game back to the title screen once completed.

- make sure mario can't move on the story/credits screen.

- redo the credits name list and text since since I messed it up and have to redo it.Done!

- maybe learn exanimation.

- Maybe a few sprite priority overlaps to fix in the levels.
Okay update time!!!

I have inserted the stained glass painting and window graphics for the castle and story screens. There are sprites that I'm inserting as stationary graphics. This had to be done due to me taking up all the tile color pallets since the whole castle had to be on layer 2 to allow the credits to scroll on layer 1.

Also I finished redoing the credits. Due to how I inserted the graphics for the credits text I didn't make the 3 different pallets rows use the black color at the same location as the others. Had to not only fix this but redo the credits. Since I had a backup copy of my game it wasn't too hard to recreate.

Here is a pic of the story screen via SD2SNES (best investment ever).



The list of things to do just keeps on getting shorter and shorter. This game is getting done no matter freaking what!!!

- Fix sprite graphics and kamek priority (overlaps strange)fixed by leod

- Get a pixel artist to draw my name where the Nintendo presents is and insert the graphics

- Get credits screen's music to work properly.

- Insert the "the end" graphics of mario, peach and luigi on the final screen.

- loop the game back to the title screen once completed.

- make sure mario can't move on the story/credits screen.

- learn exanimation.

- a few sprite priority overlaps to fix in the levels.</span> maybe not that big of a deal tried to fix

I'm putting this link in here for me since I found a tutorial on exanimation and dont want to forget about it

http://www.smwcentral.net/?p=viewthread&t=42886

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The story screen looks really cool. Hoping this gets released soon: I enjoyed the demo and want to play the full version.
Okay here is my progress so far.

Special thanks goes out to the biob for tons of help.

Now, I've got a teleport block working that takes the player from the credits to the final screen.

I'm now inserting the mario, peach, luigi graphic on the final screen.



I'm seriously forcing this thing into existence!!!

Left to do:

- Get a pixel artist to draw my name where the Nintendo presents is and insert the graphics

- Get credits screen's music to work properly.

- Insert the "the end" graphics of mario, peach and luigi on the final screen.
DONE!!!

- loop the game back to the title screen once completed.

- learn exanimation.
Looks very good will be good when the picture is finished and the hack!
Just as of now I've finished getting the graphics of mario, peach and luigi into the game. They are actually being displayed as sprites. the castle windows are actually another spite too, but its behind the mario, peach and luigi sprite.



Getting this FREAKING DONE!!!

What's left to do:

1) Get a pixel artist to draw my name where the Nintendo presents is and insert the graphics.

2) Get credits screen's music to work properly.
fixed by mariofangamer!!!

3) loop the game back to the title screen once completed.

4) learn exanimation and make a animated tile for a level.


Once this is done then its final beta testing that that's it!
I can't wait to play this challenging hack before it's submitted to hacks section.
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
Big thanks goes out to MarioFanGamer who helped me get the credits screen music working. I'm assuming he used AMK but I honestly don't know what he did. Now I can bypass to any song I want with the noteblock icon in LM. Before those extra songs wouldn't play at all.

I ended up using the other longer credits song so that everything would fit right with the timing AND I also had to redo the credits again!

This time I had to make certain names go across two tiles high instead of using each 16x16 tile to represent a single letter. This was because of the timing. Had to make the list go by faster in other words.

1) Get a pixel artist to draw my name where the Nintendo presents is and insert the graphics.

2) loop the game back to the title screen once completed.

3) learn exanimation and make a animated tile for a level. </span>

apparently I didnt need exanimation after all. I actually fixed this with green hammer bro's spawn sprite block with the help of thebiob to change leod's graphics displayer such that it would display sprite graphics behind block tiles!!!

[edit]

Well........

apparently when the credits song was added it messed up all the other songs. now nothing plays except for a few levels. the credits plays but like nothing else does.

Can anyone explain to me how to use AMK? Cause I don't get it.

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Okay time for a mini update.

I stated that I needed to learn how to do exanimation, well I realized that this was not the solution to my problem. I ended up fixed this very minor thing by using GHB's sprite spawn block with Leod's graphics displayer sprite with the help from thebiob who changed the settings on the sprite an order for the sprite to show up behind blocks with a very low priority.

Next I wanted the player to reset the game at the very end of the game with a button press, however something doesn't work right with my game. It might be that the no-overworld patch and this reset game code is not compatible. So I just said Fu*K it and no there is no reset after beating the game, just like in the original smw.

Now I only really have like 2 things left to do.

1) the 8BPP intro nintendo presents (i want to do a custom one)

2) Getting the Cast List music to play on the credits.



I'm currently trying to get the nintendo custom intro to work, but for the music issue, it might be that addmusick and the no-overworld patch again are not compatible.

So I may have to have someone who is good at ASM to just find some workaround or do a custom hacking job with this because I sure don't know how to do it.

So I would say that the game is like 98% done before I can do the final beta testing.

If you can help then find my threads and help. I'm very determined to finishing this thing up but sometimes i need help too.
Here is an idea I had.

I was looking at some of the artwork from Super Mario Maker and I saw the smw version of the muncher and thought "hey that graphical improvement might be nice in my hack too."

So I looked at all the super mario maker smw style graphics and I'm deciding on putting these graphics into my game since they are basically an extension of smw's original graphics.



I might add that mushroom graphic to one of my cave levels. I will update the muncher graphic and I will also change Yoshi's hand to green.
Okay guys I have a special announcement for everyone today.

The game is basically done!

That's right I freaking did it! Well I did, but I had lots of help too!

I have currently deleted all the past betas from my file bin so only this one remains. This is the last beta before the final release.

The only real thing left to do is replace the Nintendo Logo with my own.


SML Final Beta

Download Link Below

http://bin.smwcentral.net/u/22015/Super%2BMario%2BLogic%2BFB.ips


If you have any suggestions, comments or feedback please post it here.

Say what you like and say what you don't like. Hopefully you will like most of it. If you find any glitches or bugs please post them.

Once I get feedback on this and insert the intro logo then it will be a finished game.

Oh yeah, I tried out the game with Yoshi's hands as green and I don't know if I liked it. I also tried out the new muncher graphic, but it seemed too busy to have in the levels. And I don't know if I will have that mushroom graphic in the game. I put it in there, but didn't know if I liked it.

Also if you want to help me insert the logo that will replace the Nintendo presents logo then go here.

http://www.smwcentral.net/?p=viewthread&t=83477&page=3

I need to understand how the patch works and I currently don't get it.
Ive made it through the first 15 so far. It's pretty fun, one suggestion though is to have some reset pipes in the levels where you cant kill yourself in. I had to rebind my keys to have savestates lol.
Super Mario World 3: The Koopas Strike Back
Super Mario: Grand Journey
Originally posted by RZIBARA
Ive made it through the first 15 so far. It's pretty fun, one suggestion though is to have some reset pipes in the levels where you cant kill yourself in. I had to rebind my keys to have savestates lol.


Press START + SELECT to restart any level at any time. :)

So no need for reset pipes or killing yourself to restart the level.
Oh, about that, I was goint to mention that you should put an info box on the first level telling the player this. It's really unclear and I actually found it casually #ab{>_>}
Other than that played some levels and it really stands for a puzzle game. Good job, will give a shot to the rest.
Originally posted by Final Theory
Originally posted by RZIBARA
Ive made it through the first 15 so far. It's pretty fun, one suggestion though is to have some reset pipes in the levels where you cant kill yourself in. I had to rebind my keys to have savestates lol.


Press START + SELECT to restart any level at any time. :)

So no need for reset pipes or killing yourself to restart the level.



ahh ok. Like Eric said, put a question box to let the player know. Im on 26 now, some of these are getting a bit hard to react to.
Super Mario World 3: The Koopas Strike Back
Super Mario: Grand Journey
Here is the even newer beta download below.

http://bin.smwcentral.net/u/22015/Super%2BMario%2BLogic.ips

This has the custom logo nintendo presents screen added. This means that the game should be done right? Well almost, its 99.9999% done.

The intro logo works just fine on emulators but on real hardware via sd2snes the colors on the logo are dull. Only after resetting the game do the colors actually show up correctly.

If anyone wants to see this game done and knows how to fix this please lend a hand.

This is in reguards to the 8BPP custom Nintendo presents patch in the patches section.

In the image the top one is where the colors are dull, but the bottom one is correct.

Pretty sure that patch is kind of fucked in real hardware and higan-accuracy. I tested it in the latter and it is glitched, while this isn't a problem with higan-balanced.

uh I'm pretty dumb and I'm stuck in this level
Originally posted by Erik557
Pretty sure that patch is kind of fucked in real hardware and higan-accuracy. I tested it in the latter and it is glitched, while this isn't a problem with higan-balanced.


If anyone knows how to fix this patch for the custom 8BPP intro then please help me out. you will make my day for sure.


Now, as far as your level. Here are some tips.

1) Hit the blue P-swith

2) Create a staircase for mario to climb on with the coin trail

3) While creating the staircase also get mario to be on top of it.

4) Complete the bridge or gap that you see above with the brown block coin trail

5) Remove the blue/purple block to allow the grinder to escape

6) Hit the blue block against the yellow turn block to make it turn

7) Let the grinder fall down where the yellow spikes are and spin jump off it for the win!
Okay guys, I believe the game is now finished.

I made yoshi's swallow timer shorter in a few levels that required yoshi to swallow a few things an order for it not to be as annoying.

I also applied some of those bug fix patches in the patches section that polished up the game even more.

My good friend actually fixed the 8BPP intro to make it work on real hardware. Thank god for him! What a miracle he was.

So yeah, I think everything is done. I would like to receive more feedback on the last betas that I've posted and really that's about it.

I'll post the final version after I've done a few more checks.

All I have to say is that this is my very first hack and very first game that I've ever made. I started out not knowing hardly anything about smw hacking and now I can do a bunch of stuff.

I must say that this game was way beyond my skill set and abilities and only got made because of the help that I got from the community.

Lots of generous people helped out with coding special things and without these people the game just wouldn't be as good and polished as it is now.

HOLY SHIT ITS DONE!

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