I have found that it is a cool idea to USE THE MIDWAY POINT TO ACCESS A SECRET AREA. It'll take the player FOR EVER to find the secret. I have used this and a person on YouTube has played it and found it by accident.
Awesome hacking ideas
Y'all know SMW for the GBA right? You know how when Mario dies he goes: "Oh! Mama mia!" Wellll, is it possible to rip that sound and somehow make it play when you die in SMW on the SNES? That would be really cool!
How about a Shadow Maze? Using this idea I have with some blocks that I don't think have been made yet.
Things to use:
-Shadow Mirror
-Dimensional On/Off Switch
-Shadow Blocks
-Rainbow Blocks
-Shadow Enemies(Looks like Dark versions of enemies from SPM)
-Regular Enemies
-Shadow Doors/Pipes
-Regular Doors/Pipes
How it would work:
-Mario changes into SHadow Mario and back when he passes through the Shadow Mirror.
-As Shadow Mario, he can only touch Shadow things, and goes straight through Regular things.
-As Mario, he can touch regular things, and goes straight through Shadow things.
-The maze itself would be contructed with Rainbow/Shadow Blocks, and the player would need to find a way out while not falling out of it into the bottomless pit(via Mario to Shadow Block or Shadow Mario to Regular Block). There are Dimensional On/Offs scattered around the maze to let the player continue and/or backtrack.
Do not annoy me. I'll kill you with my Keyblade.
Things to use:
-Shadow Mirror
-Dimensional On/Off Switch
-Shadow Blocks
-Rainbow Blocks
-Shadow Enemies(Looks like Dark versions of enemies from SPM)
-Regular Enemies
-Shadow Doors/Pipes
-Regular Doors/Pipes
How it would work:
-Mario changes into SHadow Mario and back when he passes through the Shadow Mirror.
-As Shadow Mario, he can only touch Shadow things, and goes straight through Regular things.
-As Mario, he can touch regular things, and goes straight through Shadow things.
-The maze itself would be contructed with Rainbow/Shadow Blocks, and the player would need to find a way out while not falling out of it into the bottomless pit(via Mario to Shadow Block or Shadow Mario to Regular Block). There are Dimensional On/Offs scattered around the maze to let the player continue and/or backtrack.
Do not annoy me. I'll kill you with my Keyblade.
I was thinking of making a SMW game based on holidays or special events.
Holidays---
Christmas
Quanza
Halloween
July 4th
Special Events---
Parade (July 4th)
Birthday (When the first mario game was made, not including Donkey Kong)
etc
I think tha would be a good idea, I just need to edit a color or two on the palette, and Walla!
What do you guys think?
Holidays---
Christmas
Quanza
Halloween
July 4th
Special Events---
Parade (July 4th)
Birthday (When the first mario game was made, not including Donkey Kong)
etc
I think tha would be a good idea, I just need to edit a color or two on the palette, and Walla!
What do you guys think?
i have one idea to how to put extra features in the game:
there is a locked folder and the code are unlocked in game, then it´s just pick up the code you found in game, and unlock the extra folder, what is in the folder is up to you. as an exemple could put one new overworld with a hard version of the game, like changing difficulty.
there is a locked folder and the code are unlocked in game, then it´s just pick up the code you found in game, and unlock the extra folder, what is in the folder is up to you. as an exemple could put one new overworld with a hard version of the game, like changing difficulty.
Two words: Data sprites.
Okay, how many times have you wanted to use a sprite-spawning sprite of some kind, but you were limited to only one or two sprites? Maybe you wanted three...or eight. Or perhaps it was Iceguy's timer, and you wanted six possible settings for the minutes and seconds but didn't want to use up five more sprite slots.
Well, I have an idea how to solve that. At first, I thought of the Palenemy code, but even that is limited, and it isn't always reliable. Now here's a new idea...data sprites! If you change the regular sprite so that it uses an address instead of a value to determine "behavior x", then you can take a data sprite and let its X/Y position determine that behavior. Unless you weren't planning to insert more than two of the original sprite, this method would save space in sprites.txt. Now, of course, this wouldn't work as well for sprites that appear more than once in the same level, but it would work for some.
Let's say, as an example, you want to have three different SMB3 Lakitus, one that throws Spinies and Bob-ombs, one that throws red and green Koopas, and one that throws Goombas and winged Goombas. Instead of inserting three sprites, you could get away with inserting only two: the Lakitu and the data sprite. The data sprite would determine which pair of sprites the Lakitu throws. Now, this wouldn't work if you wanted three kinds of Lakitu in the same level, but just setting the extra bit would let you have two Lakitus that throw different sprites.
What do you all think of my idea? Would it be good enough to work?
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Okay, how many times have you wanted to use a sprite-spawning sprite of some kind, but you were limited to only one or two sprites? Maybe you wanted three...or eight. Or perhaps it was Iceguy's timer, and you wanted six possible settings for the minutes and seconds but didn't want to use up five more sprite slots.
Well, I have an idea how to solve that. At first, I thought of the Palenemy code, but even that is limited, and it isn't always reliable. Now here's a new idea...data sprites! If you change the regular sprite so that it uses an address instead of a value to determine "behavior x", then you can take a data sprite and let its X/Y position determine that behavior. Unless you weren't planning to insert more than two of the original sprite, this method would save space in sprites.txt. Now, of course, this wouldn't work as well for sprites that appear more than once in the same level, but it would work for some.
Let's say, as an example, you want to have three different SMB3 Lakitus, one that throws Spinies and Bob-ombs, one that throws red and green Koopas, and one that throws Goombas and winged Goombas. Instead of inserting three sprites, you could get away with inserting only two: the Lakitu and the data sprite. The data sprite would determine which pair of sprites the Lakitu throws. Now, this wouldn't work if you wanted three kinds of Lakitu in the same level, but just setting the extra bit would let you have two Lakitus that throw different sprites.
What do you all think of my idea? Would it be good enough to work?
----------------
I'm working on a hack! Check it out here. Progress: 64/95 levels.
It is a very interesting idea. I reckon it could work, and it would be very useful in a hack. I reckon it should be made.
honestly, me and Elemenz have made many ideas for custom sprites, and here they are...
Ashley
-exploding koopa: acts exactly like a regular koopa,m but the shell explodes after a certain amount of time.
-exploding bullt pill: pretty much a bullt bill, but explodes after a set amount of time
-reflecting enemy: an enemy that refects shells and fireballs
Elizabeth
-ground dweller: some enemy that insta kills mario if he walks over it
-lucario: (i have no idea where this idea came from) 3 standard attacks, a kick, a palm releasing aura, and an aura sphere, after damaged enough, larger/faster aura sphere, aura storm (alla brawl) and double team (makes clones pretty much)
-KaiBlaze: wow, she made one of tyler, pretty much, jumps up and throws knives, lands, then moves about 5 16x16 blocks left, jumps and knives, then 10 16x16 blocks right, attacks, then stays on the right side and throws fireballs at mario, 1 of which is easily seen as a shell, then throw the sheel, as the battle progresses he gaets faster and thrws more knives/fireballs
Elementz: (wow, she is crazy) starts out shooting 4 fireballs at the walls (box room) that circle the stage and dissappear after a few seconds, then spikes appear on one wall and some wind blows, trying to push mario into the spikes, then the room fills with water and rocks fly at you, after the rocks stop, 1 remains, mario can pick up the rock and throw it at elementz, as the fight progresses, the attacks get faster, larger (fireballs, rocks) and more get thrown (more rocks/fireballs)
CoinBandit: (what the hell?) harder than the rest she says, the stage s basiclt a room with 3 spots made of spikes on the floor, CB makes the room pitch black, so ytou cant see the spikes, the trick though is that there are 3 dim gray spheres on the roof that float above the spikes. he throws fireballs and spikes as a standard attack, then he teleports a bit and stops at a random spot and the roof falls, but the secret here is that if you stand under CB, the roof doesnt faal at his location (i see), after that, he hurls rocks, sheels and fireballs at you (1 shell though) so if you can manage to get through his barrage 7 times to kill him, you're good.
Kiki-mewmew: (this is the last one) me :3 i run around, about as fast as a shell thats been kick, jumping on me does nothing, fireballs do nothing until i juemp unto the roof (walking upside down) and start throwing...sushi? dodge the sushi and get the extra powerup i throw (what) and when i come crashing down, jump on me and try to bounce as much as possible, after awhile i start throwing enemies. then i get enraged and start destroying the roof (it reforms though) and if a block hits you, well, you get hurt. 10 actual damaging bounces (like with the chucks actual damaging bounces) and i become a kitten that runs away
so, what do you guys think? (my fingers hurt)
I GRADUATED COLLEGE =D
Ashley
-exploding koopa: acts exactly like a regular koopa,m but the shell explodes after a certain amount of time.
-exploding bullt pill: pretty much a bullt bill, but explodes after a set amount of time
-reflecting enemy: an enemy that refects shells and fireballs
Elizabeth
-ground dweller: some enemy that insta kills mario if he walks over it
-lucario: (i have no idea where this idea came from) 3 standard attacks, a kick, a palm releasing aura, and an aura sphere, after damaged enough, larger/faster aura sphere, aura storm (alla brawl) and double team (makes clones pretty much)
-KaiBlaze: wow, she made one of tyler, pretty much, jumps up and throws knives, lands, then moves about 5 16x16 blocks left, jumps and knives, then 10 16x16 blocks right, attacks, then stays on the right side and throws fireballs at mario, 1 of which is easily seen as a shell, then throw the sheel, as the battle progresses he gaets faster and thrws more knives/fireballs
Elementz: (wow, she is crazy) starts out shooting 4 fireballs at the walls (box room) that circle the stage and dissappear after a few seconds, then spikes appear on one wall and some wind blows, trying to push mario into the spikes, then the room fills with water and rocks fly at you, after the rocks stop, 1 remains, mario can pick up the rock and throw it at elementz, as the fight progresses, the attacks get faster, larger (fireballs, rocks) and more get thrown (more rocks/fireballs)
CoinBandit: (what the hell?) harder than the rest she says, the stage s basiclt a room with 3 spots made of spikes on the floor, CB makes the room pitch black, so ytou cant see the spikes, the trick though is that there are 3 dim gray spheres on the roof that float above the spikes. he throws fireballs and spikes as a standard attack, then he teleports a bit and stops at a random spot and the roof falls, but the secret here is that if you stand under CB, the roof doesnt faal at his location (i see), after that, he hurls rocks, sheels and fireballs at you (1 shell though) so if you can manage to get through his barrage 7 times to kill him, you're good.
Kiki-mewmew: (this is the last one) me :3 i run around, about as fast as a shell thats been kick, jumping on me does nothing, fireballs do nothing until i juemp unto the roof (walking upside down) and start throwing...sushi? dodge the sushi and get the extra powerup i throw (what) and when i come crashing down, jump on me and try to bounce as much as possible, after awhile i start throwing enemies. then i get enraged and start destroying the roof (it reforms though) and if a block hits you, well, you get hurt. 10 actual damaging bounces (like with the chucks actual damaging bounces) and i become a kitten that runs away
so, what do you guys think? (my fingers hurt)
I GRADUATED COLLEGE =D
that sounds awsome. on that note you could also have a game where you can unlock other people well playing as mario...like luigi, sonic, who ever...briliant
screw narwalls. i am so over them *nervous laugh*
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projects: bowsers allies(demo available! just ask.), Lunar legends(not yet started), aa's quest(preqil to, bowsers allies, both containvery small amounts of fail do too lots of work.)
_______________________________________________________
expect great things from me.
screw narwalls. i am so over them *nervous laugh*
-------------------------------------------------------
projects: bowsers allies(demo available! just ask.), Lunar legends(not yet started), aa's quest(preqil to, bowsers allies, both containvery small amounts of fail do too lots of work.)
_______________________________________________________
expect great things from me.
I have an idea (duh)
A sprite that, when mario stands where it´s placed, displays a graphic above of him, the graphic is a button of a snes controler, showing the player what button has to press in order to do something, kinda like Castlevania Portrait of Ruin
A sprite that, when mario stands where it´s placed, displays a graphic above of him, the graphic is a button of a snes controler, showing the player what button has to press in order to do something, kinda like Castlevania Portrait of Ruin
an ASM project...
Lucario: [read Kiki's post] moreover a sub-boss, just the way it's set up.
pikachu: oh she forgot one. basicly he will around and shoot electricity around, dodge them, easy right? the ground is made of pick up blocks, figure out how to hit him.after 3 hits, he speeds up and every now and again uses, "THUNDER" which kills you, point blank. pretty basic, these bosses are for castle 1 apparently
Lucario: [read Kiki's post] moreover a sub-boss, just the way it's set up.
pikachu: oh she forgot one. basicly he will around and shoot electricity around, dodge them, easy right? the ground is made of pick up blocks, figure out how to hit him.after 3 hits, he speeds up and every now and again uses, "THUNDER" which kills you, point blank. pretty basic, these bosses are for castle 1 apparently
I got a mint idea!! Okay, there are a limited amount of levels (1FF - 511) but, what if it was possible to ASM a screen exit which goes to SMB3? Like in the All Stars ROM. The games are similar and perhaps we could convert the whole game so that it is just like Super Mario World in every way so that they can be used as extra rooms. This could be copied over and over to have even more rooms than SMB3. Possible idea? |
Make it so you can go in lava with a fire flower
Toaster, Nickyxplosion, boozer, The Kid
I have many names :p
Toaster, Nickyxplosion, boozer, The Kid
I have many names :p
Originally posted by Ann Chovy I don't know, but: You can give warning of profanity and explicit content. Because my hack as plenty. Seriously, it's in the rules. Quote Section 3: Content Restrictions 3a) No explicit content without warning No adult-oriented material is allowed without warning others ahead of time with '(NSFW)' in the thread title or similar. This includes any form of pornography or nudity. This also includes textually explicit postings. Posting explicit content for no reason or purely for the sake of offending others will result in a PERMANENT IP BAN from SMW Central! |