Language…
5 users online: Daizo Dee Von, Jamie, Mario's GameBase, Samantha, Zavok - Guests: 71 - Bots: 117
Users: 67,679 (2,004 active)
Latest user: Saya

Awesome hacking ideas

  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 55
  • 56
  • 57
I've always had this idea of you playing as Bowser's Apprentice (can be any Mario enemy or an completely hand-drawn character or something) or something. Bowser adopts you as an infant or something and you grow up, being trained to become Bowser's top minion, and then afterwards he sends you on some missions to exterminate his enemies (which could be the heroes of some SMWCentral hacks (well, the ones where Bowser's the final boss)), the last of which is Mario, obviously, or Mario riding Yoshi.
Find me on here if you need me; also, it'd be nice to have a few SMWers on there ;)


BUDDY LIST: LinksPetYoshi, Domiok, KingGoomba304, 1UPdudes
and Tahixham, because he asked me 3 years ago :D
PM me if you wanna be on mt buddy list. (BTW the colors don't mean anything)
Originally posted by K3fka
They should make a movie.
I can see it now, with two floating munchers.
"Yeah, I want your cutoff!"
"Oh baby, your bad palette is so tight!"

Originally posted by DarthYoshi492
I've always had this idea of you playing as Bowser's Apprentice (can be any Mario enemy or an completely hand-drawn character or something) or something. Bowser adopts you as an infant or something and you grow up, being trained to become Bowser's top minion, and then afterwards he sends you on some missions to exterminate his enemies (which could be the heroes of some SMWCentral hacks (well, the ones where Bowser's the final boss)), the last of which is Mario, obviously, or Mario riding Yoshi.

Nice one! Yoshiro & Luigi maybe?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
My friend had a pretty good idea where you have football ExGFX and a putting chuck and some charging chucks, and the point was to get the key(GFX as a football) to make a touchdown(keyhole). Comments?
Your layout has been removed.
Originally posted by Maxwell
My friend had a pretty good idea where you have football ExGFX and a putting chuck and some charging chucks, and the point was to get the key(GFX as a football) to make a touchdown(keyhole). Comments?

That's a really nice idea. I might give that a try...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Make the hack about something... ...very good. Give your storyline a good choice and some plot twists. And make the storyline more better when you progress.
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

A Mario and Luigi Story: The Universe's Star Demo 2:
50%
Status: Dead until I regain interest. Link to hack thread.

What about an OW sprite that has a 1/8 chance of force-starting the level when you enter a blank level tile? One that can't otherwise be entered?
Originally posted by lucario777
What about an OW sprite that has a 1/8 chance of force-starting the level when you enter a blank level tile? One that can't otherwise be entered?


Reminds me of those hands that would pull you under in SMB3 in Bowser's world
I think it is in OW sprite tool.
50% chance though.
aran - Graces of Heaven
Is that what the koopalings were originally intended for?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Blood
I think it is in OW sprite tool.
50% chance though.

Yay for completely incorrectly guessing my purpose!
This would be combined with the RPG overworld hack to allow for random battles. The battle itself would be what the level tile is, and involve killing every enemy on the level. This way, you can have as many different battles as you want, and only use 1 OW sprite. Another thing would be if at a certain score, if you had the health meter hack, your health would permanently increase. Therefore, Super Mario World becomes Super Paper Mario with an overworld.
Also, a hack to replace spin jump with yoshi fireball would be cool.
(please don't copy this idea) I'm thinking that a medieval Mario hack would be cool. I plan on making a team hack and extending the idea further. That's about all I have right now.
Somebody should ASM the koopa shell Mario 64. I would, but I fail at coding. :(
And that, my friend, is why this exists.

Also, assuming you mean the rideable shell, that would be nice. It could be useful for lake/ocean levels where there are water surfaces.
You know how message blocks play messages from the first level entered? That first level is apparently the translevel number where the first sublevel and other sublevels in that level read messages from. When I tried making a custom block to play a message after changing the translevel number it worked but then when I hit the normal message block sprite it also played messages from that level...

So why couldn't someone just make an xkas patch that will make it so whenever you enter a level or sublevel, the translevel number will change to your current sublevel. That way you can get more than 2 messages per level as long as you have different screens. Then if needed you can also get more than 2 in a single level I think with that existing message block dissassembly.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG



A 2-dimensional side-view overworld. It would make it much easier to show mountains, hills, and caves, instead of the huge open cavern cave submap, you could actually show a network of caves.

A sprite that ends the level if mario dies, with this you could make a very difficult level where if you die you move on anyway but beating it would lead to an alternate path. Although then again you could just make an optional level that you can just walk over. But it could be used as a plot device, if you lose the level then you get captured, if you beat it you don't, and then you can't redo the level afterwards.

This is more of a hack idea than a hacking idea, but a hack where at least 90% of the levels had two exits would be awesome, you could put in multiple endings, a huge variety of difficulty levels so that whoever played it could make it as difficult as they want, there are huge possibilities.

"A sprite that ends the level if mario dies, with this you could make a very difficult level where if you die you move on anyway but beating it would lead to an alternate path. Although then again you could just make an optional level that you can just walk over. But it could be used as a plot device, if you lose the level then you get captured, if you beat it you don't, and then you can't redo the level afterwards."

I actually made a request for that but I think I took it off because someone actually made a patch for it on another forum. They also made a Mario Karoshi patch lol.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
I was thinking about Roy's custom cluster sprite patch today, and I noticed how much of a pain it looked to code all the interaction and all that manually for every new cluster sprite. Well, then I thought...wouldn't it make more sense to simply make them subroutines like the ones in normal sprites? You'd still have to design the routines themselves, but once you did that, it would be a lot smoother sailing from that point on. Not only could you simply JSR to the sprite-player interaction routine, the sprite-sprite interaction routine, get OAM slot routine, and more, but you could design other things as well. There are 4 miscellaneous sprite tables for cluster sprites: $1E52,y, $1E66,y, $1E7A,y, and $1E8E,y. (He seems to have used Y for the sprite index rather than X like normal sprites do.) At least one of those could be used for things like sprite clipping and whatnot (unless, of course, it's impossible to make a cluster sprite any size other than 16x16...). For example, $1E52,y could be in the format OSooosss, where sss is the sprite clipping, ooo is the object clipping, S determines whether it should interact with sprites, and O determines whether it should interact with objects...or something like that.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Can anybody make a megaman based mario game, where when you beat a custom boss you get their powers?

just a thought. if somebody could teach me how to do that, or show me how to do that it'd be appreciated.

but i have a lot to learn - i cant even add custom music yet!


stuff id probably need to learn;

asm
custom sprites (making them and actually putting them into a rom)
custom blocks (e.g. make a shop to buy e tanks and m tanks, etc.)

etc.


can anybody help???
- 06johansenad.
Originally posted by Maxwell
My friend had a pretty good idea where you have football ExGFX and a putting chuck and some charging chucks, and the point was to get the key(GFX as a football) to make a touchdown(keyhole). Comments?

I've done that before! The hack was very kaizo style though and has never been near SMWC.


My first attempt at porting!

Awesome idea = custom defines of how you touch a block for custom blocks.

Aka, you could have a block that is only 1 8x8 tile big, and when you touch it it's actually 8b8, not 16x16. Or even curved slopes.

Of course I'm pretty sure even with ASM that's impossible. I think. Some people I know use curvy graphics but only with straight slopes. Maybe mode 7 could do that but I'm not sure.

Also a layer 2 scroll that can scroll certain y heights of blocks in different directions, not all the same direction. HDMA can do that with backgrounds, but I haven't tested it wih layer 2.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 55
  • 56
  • 57