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A Plumber For All Seasons (blue ice, baby's got blue ice)
Forum Index - SMW Hacking - Works in Progress - A Plumber For All Seasons (blue ice, baby's got blue ice)
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Still doing my best!



I'm about halfway done building the castle. It's actually proving to be quite a challenge: I'm trying to introduce a bit of nonlinearity, but a) I don't have much experience with that, and b) I don't want to make it too complex or difficult (this is world 1 after all).
I probably shouldn't have chosen Thwomps as the level gimmick either - now I feel obligated to make a Thwomp-themed boss too (it's what everyone would expect), and I still have no idea how to go about that. Do you guys by chance have any idea for a Thwomp battle mechanic that's not boring, tedious or overused?

(also palette tweaks and background hdma. woo~)

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Best idea is to base off the current Thwomp Boss, have it home after Mario and slam down. Then afterwards, have it slam horizontally Mario's direction. When it hits a wall, rocks will fall down randomly, breaking upon contact with the floor. The last rock will not break, and Mario can pick that rock up and throw it at the thwomp.

Three hits, second phase change the Horizontal slam to the thwomp hopping after Mario, who must again guide it to a wall.

Third phase, all up to you bruh.
Perhaps make a thwomp boss that breaks the floor like Bowser from SMB3, but rather than a bottomless pit, it lands on spikes that hurt it. The blocks get restored pur phase, and some blocks are non-breakable by the thwomp, and each phase adds a new attack. Maybe in the second phase, the thwomp will rise upward and try to hit Mario horizontally from where Mario is positioned, goes upwards after hitting the wall, then repeats his attacks. Third phase attack is a fireball spread attack along with phase 2's attack afterwards?

You don't need to take my suggestion at all, infact I like Skewer's too. I just thought I might suggest something interesting.

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Originally posted by WhiteYoshiEgg
Do you guys by chance have any idea for a Thwomp battle mechanic that's not boring, tedious or overused?
Thwomp pounds the ground, pauses for a second, then sprouts legs and starts chasing mario around.
I can't think of a single person that would see this coming.

e: I mean something like this, with the long, gangly legs.
You can have to run/slide under his legs and then he trips trying to turn around that quickly. Then him landing on the ground plays the normal thwomp pounding sound effect and it stuns mario if he's still on the ground. So you have to slide under his legs and then time your jump to be in the air as he hits the ground. Then you just jump on him
Originally posted by Hobz
Thwomp pounds the ground, pauses for a second, then sprouts legs and starts chasing mario around.
I can't think of a single person that would see this coming.

e: I mean something like this, with the long, gangly legs.
You can have to run/slide under his legs and then he trips trying to turn around that quickly. Then him landing on the ground plays the normal thwomp pounding sound effect and it stuns mario if he's still on the ground. So you have to slide under his legs and then time your jump to be in the air as he hits the ground. Then you just jump on him

Do this please, but then delete these two posts so that even less people see it coming.
Originally posted by allowiscous
Originally posted by Hobz
Thwomp pounds the ground, pauses for a second, then sprouts legs and starts chasing mario around.
I can't think of a single person that would see this coming.

e: I mean something like this, with the long, gangly legs.
You can have to run/slide under his legs and then he trips trying to turn around that quickly. Then him landing on the ground plays the normal thwomp pounding sound effect and it stuns mario if he's still on the ground. So you have to slide under his legs and then time your jump to be in the air as he hits the ground. Then you just jump on him

Do this please, but then delete these two posts so that even less people see it coming.

Make that three posts to be deleted.

My idea: nvm it sucks
Now that's an original idea if I ever heard one. #tb{''}

I really like it as far as creativity and innovation goes, I just feel like maybe style-wise it wouldn't be the best fit? I haven't been building up to something so silly and, uh, jokey, so it'd be a rather abrupt change in tone. (Not to mention I have no experience making bosses and that sounds like it's be pretty complex to code.)
Thanks a ton for contributing ideas, though! #tb{:)} Maybe I'll end up with some variation of Skewer's idea.

(or am i just saying all this to make it even more unexpected, who knows~)

In other news, I think I've just about finished the castle! (Except for the boss, of course, as well as properly implementing multiple midway points.) Maaaybe I can meet my goal of finishing world 1 by Christmas?



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Howabout a Thwomp boss that can swap directions after landing while he tries to home in on you. You hurt him by getting him to slam into spikes. For every hit he gets more cracks and at the third hit he vaporises.

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Great work on the castle! The hack is definitely shaping up nicely so far, design seems neat and aesthetically it's fantastic as always.

Really cool boss ideas btw, I could try throwing one more but I don't think I can come up with anything as creative as hobz's idea lol (pls do it)
This castle looks great ! Judging by the sideways Thwomps, I'd bet it has a gimmick related to rotation, like New Super Mario Bros.'s final castle (in which case Gregor's boss idea would fit well).
I love the way your tileset and palette makes the level really look like some ancient, mossy fortress. Great job ! #w{=D}
As others have said the Thwomp gimmick you have going on there looks interesting.

As for a boss like Thwomp maybe have it once it takes enough damage turn into a Thwimp which is faster and harder to avoid?

Lastly your GFX look really polished and well drawn. :)
Thanks so much for the feedback! #tb{:)}

So I didn't quite meet my goal of finishing world 1 by Christmas. That's not to say I did nothing though! I've been getting back into sprite programming the past few days, and I'm relieved to say that the world 1 boss is now finished. #tb{:D} Considering it's the first boss I've ever made, the code came out nicely enough - it may not be efficient, but it is pretty effective. (The boss behavior is even more or less complex! Treating it like a state machine works wonders.)

I'm not showing screenshots or videos just yet - though if all goes well, I'll make another "gameplay footage" video for C3 showing snippets of all of world 1.

There's only the secret level left for the first world to be complete. Let's see if I can get to world 2 by New Year's!

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WhiteYoshiEgg is a bomb user!#smw{B)}
EDIT:
Originally posted by WhiteYoshiEgg
Oh man, needing to blow off dust again? D:
No that mean you are a cool user.

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Userbar made by Green Jerry




Oh man, needing to blow off dust again? D:

The time I'd spent on APFAS is occupied by VLDCX right now, but once that's done I'll get right back to this. I'm determined!

In the meantime, here's a link to the recent C3 thread, containing gameplay footage of world 1, to keep this thread afloat. And for convenience's sake, here's the video itself again:



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Originally posted by toad64
WhiteYoshiEgg is a bomb user!#smw{B)}
EDIT:
Originally posted by WhiteYoshiEgg
Oh man, needing to blow off dust again? D:
No that mean you are a cool user.

That wasn't directed at you; I was saying I had left the thread alone for too long. Thanks, either way.

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There are some really neat things in this hack. The scaling background effects, lighting effects were cool.

One thing that I saw that looked really neat was the slanted platforms in the ghost house level. I've never seen that before and it looked amazing. Almost gave me a little vertigo, but not really. Very cool use of those slanted tiles.

Keep it up. :)
So I'm guessing that when you change season on the Overworld that the levels change to match the season?

Is it merely cosmetic or will the levels be changed completely say like that certain level in Kirby Super Star in which you have to go through each season to progress.

(I think that planet was called Floria in Milky Way Wishes?)
Oh hey, thanks for the comments!

Originally posted by 1UPdudes
Is it merely cosmetic or will the levels be changed completely say like that certain level in Kirby Super Star in which you have to go through each season to progress.

I'm not familiar with Kirby Super Star unfortunately, but yeah, the level content will be completely different in each world. Think of the map as four worlds based around each season that just happen to be in the same physical location. (I hope I can get around to making world 2 levels soon so I can actually show what I mean. #ab{^^;;;})

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I can't wait to see what you have planned for World 2.
I get your concept a lot better now so yeah. ^.^'

If your curious about what I was on about with Kirby then this Youtube Video showcases the level. Dunno if it'll be helpful or not.

https://www.youtube.com/watch?v=uub4SvyhAgU
So basically, the seasons gimmick would work like Sonic CD with the past, present, future, and good future with each stage having a different look but still being the same level.
Pages: « 1 2 3 4 5 6 717 18 »
Forum Index - SMW Hacking - Works in Progress - A Plumber For All Seasons (blue ice, baby's got blue ice)

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