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"I fell through the floor . . . and everything was answered to me." - Mario Enters the Void

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So, anyone know a specific clipping glitch in Paper Mario? The one where you use Kooper to fall through the floor in Mario's house?


I'm making a potential joke hack out of a glitch.

Story: It's been the hundred or so time that Mario fell through Luigi's basement, however, on the 101st time, a major accident happened. The entire mushroom kingdom ceased to exist, and the Mario Bros' house enters oblivion: A void. The walls were violently torn off, and there is no way back. No pipe to exit.

It seemed like Mario had just rained an instant armageddeon upon the mushroom kingdom, none lived except for anyone inside the house.

. . . but surely, something must be in a place infinitely big.

Screenshots of the first 1-3 hours of development (Beta, made to show the graphical style of the game)




(Note: Green blocks: Hit-able. Red blocks: Already hit)
(Note: The OW is not used beyond entering the level, the hack is a one-level hack.)
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 ~



I really like your graphics, reminds me alot of COLORS.
good job c:







Sokobansolver: Huh . . . well, I guess on the graphical department, it's more legit.
Only reason I give it the name ''Joke hack'' is because there's just no logic to the story - it revolves around what is essentially a glitch.

Would you call it a joke hack or no?

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Edit: New screenshots

Blocks in the middle of their hit animation.
Exclamation points is their reaction to Mario. Perhaps Mario is frightening the blocks?


Turn blocks in the Void. While "Spinning", their eyes are closed, as if in disbelief.


Blue throw blocks. The color pallete is definitely suspect to change.
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 ~
Originally posted by zack30
Only reason I give it the name ''Joke hack'' is because there's just no logic to the story - it revolves around what is essentially a glitch.

Would you call it a joke hack or no?

I personally would. I feel like crack-fic style plots can make hacks part joke hack.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

Originally posted by Sokobansolver
Originally posted by zack30
Only reason I give it the name ''Joke hack'' is because there's just no logic to the story - it revolves around what is essentially a glitch.

Would you call it a joke hack or no?

I personally would. I feel like crack-fic style plots can make hacks part joke hack.


Well, case then said, this is an official joke hack now.
Heck, the plot may actually end up being the charm of the story, with the whole thing getting ridiculous.

Plot elements include: Mario discovering the answer to life, the universe, and the multiverse as a whole through leaving his house, which is actually a big bang singularity.

Also, infinity (The void) leads into infinity (The multiverse). Yeah, this hack is gonna get pretty weird and potentially deep.

And spoiler alert: Since Kooper is used to trigger the "Void glitch" in the game that inspired this hack (Paper Mario), he dies offscreen but every other partner with Mario lives.
(He dies because he ends up outside of the house when the void is created by Mario)
Sometimes, I like to hack SMW. This is rare though, but I always try something new.


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Image and video hosting by TinyPic

~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
Loving the ExAnimated colour palette and minimalistic style. I personally would go for a lighter toned world, but 'tis a matter of preference.

A nugget of criticism for you, though; to fit with the minimalistic style, you should use some kind of status bar replacer(DKC sprite status bar is my favourite). I also feel like Mario looks aesthetically out of place. Even if you still want him to look like a fully fleshed out 'Mario', you could re-draw his graphics to look more like his Paper Mario self. Also, if you really want this to feel a bit more like PM, I'd change the pipes to be more like the ones in Super Paper Mario, with the hexagonal design.
I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
Originally posted by MelodicCodes
Loving the ExAnimated colour palette and minimalistic style. I personally would go for a lighter toned world, but 'tis a matter of preference.

A nugget of criticism for you, though; to fit with the minimalistic style, you should use some kind of status bar replacer(DKC sprite status bar is my favourite). I also feel like Mario looks aesthetically out of place. Even if you still want him to look like a fully fleshed out 'Mario', you could re-draw his graphics to look more like his Paper Mario self. Also, if you really want this to feel a bit more like PM, I'd change the pipes to be more like the ones in Super Paper Mario, with the hexagonal design.


Well, it's certainly nice to receive criticism!
I'll attempt a PM-styled Mario later, or use a pre-existing one someone may have, if available, as I can only draw simple stuff, due to a lack of skill.

Hexagonal pipes, I think I can do by throwing a set of differently-shaded grey pixels onto the pipe, that or i'll do a Super Paper Mario-type shade of green for the pipes.

This might be in a later demo though, as for now, I plan on the first demo being an introduction on what the enviromental aesthetics will be like on a basic level.
As the game will only be in a early state, the very first demo will only be available on my files page.
A file submission will happen later on when I figure out how to get more than two boxes of dialouge in this one single level or how to use the dialouge patch for storytelling.

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Edit: Minor update for the heck of it. Decided to get more done today.
Today, just now, i've drawn the coin graphics and added red turn blocks, as well as tutorial text.
(Black Piranna plants is what they behave like)



Red turn blocks. They will hurt Mario upon contact.*



Coins.



Tutorial instructions. The text color for the buttons you have to press correspond to the colors of the Super Famicom controller.

(*Red turn blocks are subject to receiving original graphics. Help me decide: Should they be angry turn blocks, or spikes?)
(Sprite version of the turn block GFX has yet to be changed)
Sometimes, I like to hack SMW. This is rare though, but I always try something new.


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Image and video hosting by TinyPic

~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
"The first light is now shed on the void. Begin your true journey, Mario."

The first demo of Mario Enters the Void has now been uploaded on my files page!

The demo is not too big as it only contains the game's starting/tutorial area, and will later be expanded upon, eventually into a full game.
No story has been implemented yet, nor has any major changes to the game engine. The graphical aesthetic however is all there and ready for admiration.
(Note: Some graphics may be placeholders and will be updated.)

Demo challenge: Collect all coins and mushrooms in the level and get to the end. Can you collect the void's first treasures?
Sometimes, I like to hack SMW. This is rare though, but I always try something new.


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Image and video hosting by TinyPic

~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
Alright, the first day of the demo has passed, and it may seem like i'm the only one talking here, but what's your feedback on the demo?
Going back and testing it one more time, I noticed just a few things that were not polished, so it kinda worries me.
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 ~
I think it's better to link it here instead of having to go into your files...
Originally posted by Kaisaan Siddiqui
I think it's better to link it here instead of having to go into your files...


Mario Enters the Void - New Beginning demo
Sometimes, I like to hack SMW. This is rare though, but I always try something new.


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Image and video hosting by TinyPic

~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
Oh I like this concept ~

Good luck with this!
Originally posted by Shog
Oh 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?
Sometimes, I like to hack SMW. This is rare though, but I always try something new.


-------------------------
Image and video hosting by TinyPic

~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
Originally posted by zack30
Originally posted by Shog
Oh 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
Originally posted by Shog
Originally posted by zack30
Originally posted by Shog
Oh 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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Image and video hosting by TinyPic

~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
Alright, it's been a couple days or so since the release of the second demo, and so, i'd like to ask for feedback.

What is your current opinion on the game as it is so far?
Sometimes, I like to hack SMW. This is rare though, but I always try something new.


-------------------------
Image and video hosting by TinyPic

~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
Well, I just played trough the demo and I gotta say that I really like the hollow and empty atmosphere it has. I also liked the simplified graphics and the lack of enemies and music as they add to the feeling of emptiness of the hack. As far as complaints, I don't really have any so I definitively want to see more of this as I think it looks very unique.

My hacks: Justice for Mario / Unnamed Kaizo Hack
Originally posted by Centipede
Well, I just played trough the demo and I gotta say that I really like the hollow and empty atmosphere it has. I also liked the simplified graphics and the lack of enemies and music as they add to the feeling of emptiness of the hack. As far as complaints, I don't really have any so I definitively want to see more of this as I think it looks very unique.


Well, seeing as how things are taking a positive turn, there will definitely be more to come, so stay tuned!
I just gotta figure out some things, for example, the dialouge patch. I really want to have cutscenes where Luigi (and Mario's Partners) talk to Mario, but the default SMW dialouge boxes won't do it for me.

Drawing out dialouge and placing them into the level as tiles takes up precious levels too, so that's a no-no.

Wonder how I can do this . . . I don't know. Anyways, a second level will be added on in the next few days to come, so be ready for that.

UPDATE: Work was done, and I took the time to redraw Paper Mario's Blue/Red switch into the Void's tileset.



They are also intended to be staionary like in Paper Mario. Guess a few switches in the Mushroom Kingdom survived the rising of the Void . . .
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 ~

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