Banner
Views: 790,414,161
Time:
7 users online: 7 up, Daizo Dee Von, Fullcannon, katun24, Kr00mmi, niko, Teisen - Guests: 38 - Bots: 176 Users: 41,262 (1,500 active)
Latest: Teisen
Tip: Use Gopher Popcorn Stew to insert custom blocks into your hack.Not logged in.
Weird Idea: Automatic Kaizo Hack
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Weird Idea: Automatic Kaizo Hack
Pages: « 1 2 »
Is a good idea make a Automatic Kaizo Hack? If this is a good, bad, weird, cool way to make Hacks, please comment. #tb{^V^} (On the Hack i create a option to play automatically but this option in the ending of Level i'll make a trap leading to Death, but talking to play on Normal Mode).

--------------------
Caustic
Pretty sure any decent automatic level could be considered 'Kaizo' so that would be kinda redundant. As for if it's a good idea, probably not to actually release it for download since if you post a video you'd get the same exact experience downloading and watching the level (if the RNG doesn't feel like being a dick) so there'd be no point in downloading. So I wouldn't recommend making an entire hack like that.
SMW Intrigue actually did that in one level but the secret exit required actually playing the level.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
I don't think it's a bad idea, but in my opinion, a level in which you don't have to input anything to pass it cannot be considered kaizo, since it is very easy to pass.
If its automatic, then its not kaizo. However, the idea itself for an automatic level that's kaizo-like is interesting, and I had the idea to do something like that a long time ago.

I say go for it!
All automatic levels will play the same way, no matter whether they're meant to be outright Kaizo levels or not. Besides, while it definitely sounds enjoyable to watch you move without inputting any keys, an entire hack revolving solely around this fact wouldn't be wise since you're not going to do anything at all. But if you can pull it off fairly well, then go for it.
I'm really liking the idea, but an automatic level is not kaizo no matter what it's about. #ab{:P} It would still be cool to make an automatic hack with kaizo-like obstacles though.

--------------------
Formerly known as nick 139
My YouTube channel
Originally posted by Sokobansolver
Pretty sure any decent automatic level could be considered 'Kaizo' so that would be kinda redundant.


Isn't it really the opposite? A Kaizo hack is difficult by nature, an automatic hack is the easiest hack difficulty available by nature, so they are direct opposites and have pretty much nothing in common. An automatic Kaizo level is impossible/pointless.

I think a really good idea would be an automatic level with a lot of ASM, since that's pretty uncommon. There could be a lot of cool setups with a lot of custom sprites/patches. I've also never heard of a full hack that is automatic, so that would be interesting.
^
I meant it sometimes honors the Kaizo spirit in that it might have loads of spikes, one shot obstacles, power-up filtration, close-calls, and sometimes glitches. Of course it's not actual Kaizo difficulty, unless it's Newton's Xth Law from SMW Intrigue or the first few seconds of C|C Rampageous.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
I think this looks like a Kaizo automatic level.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
The "kaizo" part of an automatic level would be trying to actually make the automatic events work due to RNG.
I wonder how one does automatic corner clips...
hanlo am melon
^Either use some sort of arbitrary code execution or use custom blocks in extremely specific ways?
Tho I don't think making a game TAS itself counts since it allegedly takes longer than the heat death of the universe and it requires a set-up so technical that it will go over your head no matter how many times you read the description.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
It might be possible to do corner clips with note block and fast autoscroll. And if you "make the game tas itself" it could probably find a glitch to crash itself before it makes a corner clip.
But... how about the other hard things?
Walljumps? Key Jumping? Shell Jump Chain? P-Switch jumps?
hanlo am melon
You could probably insert custom blocks or sprites that would emulate the effects of button presses (like making Mario walk, jump, or spin jump on his own) without the player pressing anything, but that would just be loophole abuse. It would also require such precise placement that doing it the regular way would be easier.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Originally posted by Sokobansolver
You could probably insert custom blocks or sprites that would emulate the effects of button presses (like making Mario walk, jump, or spin jump on his own) without the player pressing anything, but that would just be loophole abuse. It would also require such precise placement that doing it the regular way would be easier.


Something like this ? 0:51

--------------------

You'd have to make sure Mario lands on the wall or P-Switch on the same frame/pixel that the effect of the auto-jump block would begin, and if he lands on a key, you'd also need the block to function as an auto Y button.
The only reason I can think of to attempt something like key-jumping or other TAS tricks with auto-blocks is proof of concept. If you somehow pull all that off, it wouldn't really be any different from watching an actual TAS.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Or you could make a tas of a pit level, then add a sprite that simulates the key presses of that tas, and it'd still be an automatic mario level. It would also be a waste of time.
Originally posted by Ruben_
Or you could make a tas of a pit level, then add a sprite that simulates the key presses of that tas, and it'd still be an automatic mario level. It would also be a waste of time.


Like this? (video) just that it isn't a pit hack and doesn't use a sprite to input the buttons (I assum it uses the same method the title screen uses which is waaay easier than using a sprite)
Let's call Masterjun3. He knows what to do.
hanlo am melon
Pages: « 1 2 »
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Weird Idea: Automatic Kaizo Hack

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • SMBX Community
  • ROMhacking.net
  • MFGG