Originally posted by ShogOriginally posted by zack30Originally posted by ShogOh I like this concept ~
Good luck with this!
Thank you, all my efforts are being dedicated to this hack, I want this to be my best work yet.
Have you played the demo yet?
I played through the demo and overall I have to say: decent
Not having music kinda fits...also I would suggest for the Intro level showing a picture of how Mario and Koopa(?) fall through the black void in SMW style and than you say something like "Uh Oh, Mario...Mario where is he?" Something like that. I guess you have an idea for this already though.
But first the problems I found:
You can run and jump at the first screen so you don't have to backtrack on the blocks to get up there
The one tile space between the red hurt blocks is waaaay to small for such an early stage. Make it atleast two gaps
The Timer is to short and in a hack like these the timer doesn't make sense(as far as I remember there is no Timer in Paper Mario right)
Some Red Block segments are frustating, to me atleast~
You can stand on top of the "." where Mario... is written
What I expect from this hack:
-Trip induced colorful animated backgrounds.
-a funny story(you planned something)
-more enemies(make them weird! Like walking glitched or something)
-spooky music (even "glitchy" music for eerieness)
Good luck with it, again I like the concept
Ahh yes, thank you for the criticism and overview of potential updates and things that needed to be ironed out. Looking back at the demo, I can say I definitely noticed things that were wrong.
-Some of the tiles of the Void talking to Mario ("Mario . . ." acted like cement blocks, when they should have acted like air.
-I forgot to remove the OW music, which still played the Yoshi's Island submap music
-Hearing that the "100 second" alarm playing as you were trying to win definitely bothered me, so the timer is extended to 400 seconds now.
Also, since I want it to look like a total joke, i've been thinking of replicating a Paper Mario screenshot of the "Void glitch" mid-execution, but that would take a lot of time and possibly color pallete issues.
Do you happen to know a way I could digitize a Paper Mario screenshot for use in SMW?
Let's talk about enemies now. Seeing as how nothing outside Mario's house survived what I like to call the "Void devastation", i've been a bit tense on enemies.
HOWEVER. . . I have been considering at least one enemy: A reskin of the Boo Blocks that look like ordinary blocks that flash, but turn into red damaging orbs when facing away. Nonetheless, it acts exactly like the Boo Block enemies.
I also plan on using them a lot to have entire "Bridges" that chase Mario, but knowing the SMW engine/SNES hardware limitations, even on an overclock-compatible emulator, the game would probably remove some of the sprites since the limit is reached, hence making some of the boo block enemies not appear at all, minorly breaking the level.
Also, backgrounds may or may not happen, as being in a void in Paper Mario was entirely black.
A new demo is being released VERY soon to apply the updates to the level design.
Edit:
Mario Enters the Void - New Beginning demo v2
Fixes/updates:
-Modified level layout to be less difficult
-Moved turn blocks up one tile to require backtracking
-Made "Mario . . . " Void message entirely pass-through/air
-Removed Yoshi's Island submap music
-Fixed a minor bug where Mario would fall through one of the hills very briefly if runned across
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Edit: Alright, just thought i'd tinker around in the game real quick and try a custom sprite stress test.
Sprite count: 17
(4 smoke sprites, 6 bullet bills, 4 Wall Scaling bullet bill shooters, coin from coin block, block bounce animation, Mario himself)
The whole thing ran without slowdown, so it was a success! [Emulator used: Snes9xpp 'SE at 199% Percentage of execution]
My only worry is that sometimes, no bullet bills came out, so clearly, the engine's sprite limit is being reached.
Trying to build certain ingame situations may just end up breaking the level as some sprites fail to spawn in intense situations.
(I.E: Having a "bridge" constructed out of those Boo Blocks - but some of them don't appear)
A conversation to SA1 would be troublesome as I think the patch will hate the fact that the ROM is already modified and that there's ExGFX and stuff, so is there any patch that simply increases the sprite limit?
More-less, has that ever been done in any way excluding SA1?
Sometimes, I like to hack SMW. This is rare though, but I always try something new.
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~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found
Here ~