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Awesome hacking ideas
Forum Index - SMW Hacking - SMW Hacking Discussion - Awesome hacking ideas
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I wonder if a SMW Tutorial romhack exists?
Where they teach you different trick from SMW (shell jump, cape things, and many others), with message box telling you what to do and reset doors and stuff like?
So not a game per say (you don't die, there is no "I finished the game"), but really a tutorial for people like me, who see a lot of stuff from skilled people, but have no idea how to do it.

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Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Originally posted by Romano338
I wonder if a SMW Tutorial romhack exists?
Where they teach you different trick from SMW (shell jump, cape things, and many others), with message box telling you what to do and reset doors and stuff like?
So not a game per say (you don't die, there is no "I finished the game"), but really a tutorial for people like me, who see a lot of stuff from skilled people, but have no idea how to do it.

I also had that idea once. It would be especially useful for people who want to begin playing Kaizo hacks as they need you to master quite a large number of advanced tricks.
Speaking of Kaizo, this "tutorial hack" could have various sections. Maybe something like "Beginner > Regular Mario physics > Advanced SMW physics > Kaizo tricks > Glitches mastery".
And if it was complete enough we could even feature it, or maybe even put a link into the site's welcome message.

That's quite a cool idea anyway.
Originally posted by Mathos
Originally posted by Romano338
I wonder if a SMW Tutorial romhack exists?
Where they teach you different trick from SMW (shell jump, cape things, and many others), with message box telling you what to do and reset doors and stuff like?
So not a game per say (you don't die, there is no "I finished the game"), but really a tutorial for people like me, who see a lot of stuff from skilled people, but have no idea how to do it.

I also had that idea once. It would be especially useful for people who want to begin playing Kaizo hacks as they need you to master quite a large number of advanced tricks.
Speaking of Kaizo, this "tutorial hack" could have various sections. Maybe something like "Beginner > Regular Mario physics > Advanced SMW physics > Kaizo tricks > Glitches mastery".
And if it was complete enough we could even feature it, or maybe even put a link into the site's welcome message.

That's quite a cool idea anyway.

Yep exactly my thought. From beginner (which I am) up to Kaizo stuff.

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Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
I got an idea after watching some French Youtuber beat a 100 Mario Challenge in Super Mario Maker: could we replicate this in SMW ?

Just think about it. Lunar Magic is already able to export levels in files, and reinsert them. So what if we had an online tool that had a "preconfigured" ROM (with a fixed overworld or a fancy interface to access levels), took a certain number of levels from a database to which users would contribute, and then compiled an IPS patch from them ? Of course, there would have to be restrictions, like the use of message boxes, or pretty much anything that can't be put into a .lvl file, but it would allow for some pretty cool stuff anyway.

Eventually, the whole thing could be improved to handle the use of custom sprites, ExGFX, level names... At that point, the system could be a good alternative to people who don't have the motivation to create a complete hack but would still like to create cool levels.

Level compilations created by the system could even be attributed a seed number, so that when you beat the game, it would be revealed to you and you could enter it in some field on SMWC, and then you would be given a trophy (something like "100 Mario Challenge, Bronze player") depending of the difficulty you chose. We could even have a contest related to the whole thing, like "HmcLDC" (Hundred Mario Challenge level Design Contest).
Who else thinks that we should port over SiIvaGunner's SMW rips to SMW?
Has anyone ever attempted to make a recreation of Super Mario RPG: Legend of the Seven Stars within SMW? I've always wanted to see a full hack with recolored (hopefully fully customized) tile sets, the LOTSS overworld, and levels inspired by the LOTSS locations. Music wouldn't be an issue with the great soundtrack available in LOTSS. It obviously couldn't utilize RPG elements but I'm sure it wouldn't matter with the right amount of inspired levels.
Originally posted by IronFoxGaming
Who else thinks that we should port over SiIvaGunner's SMW rips to SMW?

its been done
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Just had an idea of feature that could be nice and I may even port that to my hack:

Inputting a secret button combination in the title screen in order to activate something (like most NES/SNES Konami games). For example, you press a sequence of buttons and, if done right, you get the "special world passed" colors and enemies. And the reversed sequence would undo the effect. Of course, you could make the code do other stuff instead.

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MK2TDS
Originally posted by M A R I O W O R L D
its been done


Can I see a link?
Originally posted by Blind Devil
Just had an idea of feature that could be nice and I may even port that to my hack:

Inputting a secret button combination in the title screen in order to activate something (like most NES/SNES Konami games). For example, you press a sequence of buttons and, if done right, you get the "special world passed" colors and enemies. And the reversed sequence would undo the effect. Of course, you could make the code do other stuff instead.

Technically, it's super easy to do. Hijack the title screen code at the right place, and put something like this:
Code
ButtonTable: db $XX,$XX,$XX,$XX,$XX,$XX,$XX,$XX
!ButtonNumber = (number of entries above)
!Counter = (free RAM)

(check if there are controller inputs: if not, return)
(check for the right button being pressed: if not, reset counter and return)
(increment counter that serves as table index)
(if counter has reached end of table, do stuff, reset counter and return)

Unfortunately I don't really know where the hijack should be.
You know what ? I'll search a little and let you know if I find the good one. That input combination gimmick interests me too.
Why use a hijack? You can just put it in uberasm and done.
Originally posted by TheBiob
Why use a hijack? You can just put it in uberasm and done.

I'm so dumb #smw{-_-2} I forgot it handled game mode coding. What's the one used in the title screen again ?
EDIT: Nevermind, I found it on the SMWiki.
I do not know if the idea already exists, but how would it be if Mario had Cape and Flower at the same time? I think you could make a lot of cool things.

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Sounds like a game breaker to me, unless the rest of the level's difficulty was raised to compensate.

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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 AbuseFreakHacker
I do not know if the idea already exists, but how would it be if Mario had Cape and Flower at the same time? I think you could make a lot of cool things.


It'd be a cool idea for puzzle based hacks. Having to use fireballs for ice blocks and cape for hitting blocks. I'd say it would be very interesting to see.
Originally posted by 1UPdudes
Originally posted by AbuseFreakHacker
I do not know if the idea already exists, but how would it be if Mario had Cape and Flower at the same time? I think you could make a lot of cool things.


It'd be a cool idea for puzzle based hacks. Having to use fireballs for ice blocks and cape for hitting blocks. I'd say it would be very interesting to see.


Maube with this patch?
I had idea with puzzle too and already made a few ones, but idk if i'll make a big hack out of it.

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I always thought that cape is so overpowered.
So many hackers make their levels with ceiling so it is not easy to maneuver with cape.

What I came up with the cape is making feather a timed-powerup like
Winged cap in SM64, or red star in SMG.

It will be cooler if it comes with changing music like POW, or starman.

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Receiving?
Originally posted by AbuseFreakHacker
I do not know if the idea already exists, but how would it be if Mario had Cape and Flower at the same time? I think you could make a lot of cool things.


Masterjun did something with that but I don't remember if it was an April 1st joke or not


lost my computer which had lwrc4 on it, rip.

new hack soonTM

Originally posted by SkywinDragoon
I always thought that cape is so overpowered.
So many hackers make their levels with ceiling so it is not easy to maneuver with cape.

What I came up with the cape is making feather a timed-powerup like
Winged cap in SM64, or red star in SMG.

It will be cooler if it comes with changing music like POW, or starman.


The cape is not overpowered. People just don't design around it properly. Same goes with the spin jump. Don't want the player to fly? You can alter the mechanics of the cape or do away with the powerup entirely, or you can simply not give the player enough room to take off in a level you don't want to let them skip in such a way.

Of course, if a player resorts to flying over your level rather than playing it as intended, that might mean your level isn't fun.
SMWC members who have helped make Ganymede the hack I want it to be
Originally posted by Ten
The cape is not overpowered. People just don't design around it properly. Same goes with the spin jump. Don't want the player to fly? You can alter the mechanics of the cape or do away with the powerup entirely, or you can simply not give the player enough room to take off in a level you don't want to let them skip in such a way.

Of course, if a player resorts to flying over your level rather than playing it as intended, that might mean your level isn't fun.

I'm not so sure about that last comment you made. Many players are going to take the optimal strategy whenever possible, that's just how people are. Nintendo, clever designers that they are, tried to actually account for this in the early donut plains stages.

Nintendo knew people were going to fly over Donut Plains 1 regardless of how fun it was and used that as an opportunity to teach players how flying with the cape works(note the up-down positions of the coins in the sky) and showed off one of the main ways to find secret exits later on in the game, to those who happened to find and abuse the cape. If you don't fly over the level, you will likely miss out on a major teaching moment, because they wanted to show the player what the cape could do for them, and figured that most people would use the optimal strategy, regardless of how fun or unfun the level was otherwise.

The problem with the cape is that introducing it so early called for the entire rest of the game to be redesigned and recontextualized around it, and I get the feeling that the cape was only introduced later in the game's development, AFTER most levels were already designed, because they did a shoddy job of that.

SMW would've probably been a better game if it had, say, the propeller mushroom from NSMBW, or if the P-balloon was introduced early on and used throughout most of the game, and then the cape was finally introduced in the late game, giving it sort of a through-line for Mario's aerial abilities.

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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)
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