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Awesome hacking ideas

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EEEEE! I have to get this idea out!

Okay, well, since most of you probably don't know, I am planning to have a mine cart stage or two in my hack. I even have an idea of how I'll code the mine cart sprite. (Of course, for best results, it would have to be dynamic, but I can learn that.) The problem is, I don't know how to get it to interact with slopes correctly. I'd been planning on making it show a different frame depending on what kind of slope it is on (it is dynamic, after all), but I don't know how to tell that. I've heard that $15B8,x has something to do with sprite/slope interactions, but I don't really know anything about it.

Well, tonight, I happened to be listening to an SPC of the SMRPG mine cart music (which has to be one of the catchiest tunes in the history of video game music), and that reminded me of my mine cart. That's when the idea hit me: what if, instead of the sprite determining which frame to show, make blocks that do the same thing?! I could make 9 different blocks: left and right shallow slope, normal slope, steep slope, and very steep slope, plus flat track. These blocks would act like tile 25 to the player, but to sprites, or more specifically, to a specific sprite number (sprite 70, which is my mine cart), they would give the sprite a certain speed value. In a way, it would be a sort of variation of the line guides, where the sprite is on top of them instead of over top of them. The blocks would also set a misc. sprite table, say $1528,x, to a certain value, which would determine the sprite's X and Y speeds as well as the frame to show. Then I'd simply make the mine cart update its position without gravity, figure out how to make it interact with the player correctly, and I'd be ready to roll. (No pun intended.)

Hmm...at least, I think that would work...

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Story

That could also work for sprites such as boulders and chomp rocks etc.
hey guys i was just wondering if someone had a cool idea for the first castle (i'm bad at castle ideas :O)
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Will test hacks C[:
just PM me :)
This isn't a place to ask for ideas, especially not with that vague a question. This thread is for posting cool ideas you have come up with so that others may try to do them if they wish. Anyway, to get ideas for castles, why not look at the featured hacks and see their castles? Since they're featured, the levels are good.
thnx :) and sorry for posting that question here!
[/////100%/////]

Will test hacks C[:
just PM me :)
I have an awesome story idea!

First starts a intro with Mario's 59th auntsister and Bowser's. Starting with the 59th auntsister of Mario's in a beggninng level and ends in a boss battle with Bowser's Auntsister. (To story) It starts at the end of Mario's auntsister adventure. He's after Bowser's auntsister because he has this golden box. (unnamed) Of coarse Bower's auntsister has Peach's auntsister. Why is does he have Peach's auntsister? Well this, in Earth long, long ago... The world was a some sort of hell world. (unnamed) Then some acient, legendary wizard somehows splits and seals the hell world. The hell world was pushed into somewhere else in the unverse. The wizard then made the hell world into a grassy and beautyful world. Everything was in a golden sphere which was hidden in the golden box. This wizard was Peach's first in the family. The only thing left were dinsours all kinds. The only one's that stayed alive were the one's this Mario timeline were in. So Bowser's auntsister needed her for her blood to open it. In the end of the battle Mario's auntsister pushes the golden box in the ocean lost and forbidden to talk about. (Now present time) Luigi go's for an adventure then accidently starts a fight with Bowser. Then follows him to a beach after Boswer somehows comes acroos the golden box with a scrool attached to it. It had old Dragon text in it, which Bowser knew to read. And thats how the story starts. Finally Bowser open the world in his castle but Mario stops him before it fully activated.
Sorry this was a little messy...
Well, I recently got a request from Gardevoir and Pheonix on the IRC for a text version of my grab bag. Basically, it's a system for building levels when you have no idea what you're gonna put in them.

You can download it here.

You see, It's an Excel document with 3 columns. What you do is take 1 object from the 1st column, 1 random object from the 2nd, and one gimmick from the 3rd column. Then, you use the 3 items you've picked to make your level. Simple and easy hacking ideas.

Notte Luminosa Progress:

Click here to download It! :D
Ah, thanks Yanama, I some how deleted the copy I had, so thanks for posting it here.

FYI, I'm going under the guise of Gardevoir on the IRC right now.
Your layout has been removed.
I got no time to read this entire thread right now so I don't know if my idea has been sugested or not but it's a good idea that i wanna tell before I forget.

My idea is a huge castle sprite that changes to a destroid castle after it get defeated.

To put this simply. The castle would do nothing until destroid. then it would change to a destroid castle play the Boss defeated music and end the level.

It could be used with custom block (pretty much most of which exist already) to create a cut scene used after a boss is defeated to end a world area.

For even more fun with this you could use a POW switch to do even more mysterious scenes.
Sorry I couldn't enter C3 this time, I've just had some much other stuff to do, And I'm also re going over the basics of level design again.
Originally posted by Mecha_shadow
I got no time to read this entire thread right now so I don't know if my idea has been sugested or not but it's a good idea that i wanna tell before I forget.

My idea is a huge castle sprite that changes to a destroid castle after it get defeated.

To put this simply. The castle would do nothing until destroid. then it would change to a destroid castle play the Boss defeated music and end the level.

It could be used with custom block (pretty much most of which exist already) to create a cut scene used after a boss is defeated to end a world area.

For even more fun with this you could use a POW switch to do even more mysterious scenes.

I dunno how that'd work. Maybe a custom block that sends you to a different level based on wether or not you've finished the level combined with the mimic intro moves blocks/sprite would suffice.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
The XBOX360 games have little things called "achievements" which get unlocked when certain requirements are met like beating a game on a certain difficulty or killing a certain amount of enemies without getting hit right in the middle of it. Now what would happen if someone makes such a system for SMW?

Little challenges the player could strike for during gameplay or even after the game. They could be worth of points which again could be used to purchase stuff in shops, unlock new levels, etc.

- Hop on ten enemies in a row without touching the ground.
- Beat *insert level name* without getting hit once.

You get the idea. When the requirements are met, a little message could pop up in-game saying "Achievement unlocked - *name*". And those could be accessed somewhere in a main menu.

Aqualakitu told me to post that idea here so I did.
Didn't SNN have something like that in Keytastrophe? The key sprites or something.

Although I think it'd be cool to have an actual menu and trophies like in SSBBrawl.
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
Originally posted by Fakescaper
Didn't SNN have something like that in Keytastrophe? The key sprites or something.

Although I think it'd be cool to have an actual menu and trophies like in SSBBrawl.

That would be cool. Or maybe an enemy Tattle Log from Paper Mario - The Thousand-Year Door.
Find me on here if you need me; also, it'd be nice to have a few SMWers on there ;)


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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 06johansenad
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???
That's actually been done for 1 level, in Brutal Mario in Ludwig's castle. It could be possible.

World 1 and 2 done of Luigi's World: X! Working on World 3!

Sign by Danasoft - For Backgrounds and Layouts

Although this is pretty minor and I most likely will attempt to pull it off, I'd like to see a hack of the bonus game where if you don't get any 1ups, you have a sad victory pose like in SMA2, where mario's head faces down instead of giving the usual peace sign. Problem is, I have no idea where to start. I imagine I'd have to hack the 1up spawning routine for the bonus game and make it load different player tiles.
Me and Tom Servo are doing a complete CUSTOM romhack. By that I mean we will only use our own created custom music, sprites, blocks, etc.
We're thinking of using the Mario & Luigi Superstar Saga Mario.
You know how the red switch blocks use different 8x8 tiles due to palette limitations? Well, what about hacking the ASM routine of the tile (0x16D) to act like a vine and change those two 8x8 tiles to ladder tiles? This can make ladders that only appear when you beat the switch palace.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Using objectool and BTSD and possibly sprite tool to create more than four switch palaces.

Also is it possible to use homebrew on a romhack? What the heck is homebrew anyways I thought that was for the Wii? My idea was for whatever you do for the ending of the game, you make it do something that goes to the homebrewed section of the rom and you end with something impossible like smallhackers rick roll or that one rom that one guy uploaded that plays a commercial for super mario world...
Except it actually makes sense.

edit: And a custom block along with custom bounce block that when hit from below, the block moves one 16x16 tile upwards. And maybe even change to the next map16 or something.
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
Originally posted by Fakescaper
Also is it possible to use homebrew on a romhack? What the heck is homebrew anyways I thought that was for the Wii?

"Any of a number of creations or modifications by an individual or group on an amateur level at home." It's basically when you make your own game or app for a console that's not official endorsed by the company (only applies when development is not open, so this applies to say an iPhone, but not a PC).

Anyway, on-topic: I'm really liking these switch palace ideas. They all seem really good.
Here's an idea. what if their was an oil field and when any sort of fire (Mario's, sumo bro's, etc) touches the oil, it turns into lava.
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