Oh! Is it that time of the year again? That time for big, fun reveals? That time for idol to show something off that inevitably won't ever see the light of day? It sure seems so! Prior C3s I mostly showed off graphics and ambitious solo-endeavors that rarely got anywhere past the first three levels, but this time things are pretty different! So let's get to it...
A few months ago, I started a hack project with my boys, thus dubbed "Team Frog Warehouse
". We are named as such for our frogs, and our exceptionally big warehouse in which they're stored. Over the months we've begun pre-production on our team hack (of which is currently unnamed!). This effectively means a lot of the skeleton of this hack is in far planning and has been tangibly applied, but we don't have anything to show off in terms of level design. We still have a lot of work to do regarding ASM and graphics, and we want to bring on some new faces to come help out! But to ignite the public interest, we should show you our concept...
Without further ado,,,
Woah! That's right... this project stars the one and only Daisy! Daisy is a distinct playable character - drawn by Magi and coded by Sonikku, Daisy displays a much more advanced set of animations than Mario does. Much of her is already coded, but a few of her specific abilities are not yet put into fruition. Daisy will always be 32x tall, and the position of "small" Daisy will instead be fulfilled by a crown-less Daisy. She'll also function differently than Mario in quite a few aspects - she plays a bit heavier than Mario does, but has better forms of movement regarding floating and sliding.
Here's some .gif examples to display the ways in which she functions:
Daisy has a whole ten unique walking and running frames, giving her a much more fluid form of movement.
A magnificent classic all-American bum stomp, one of which even Nostradamus could be proud of! Daisy will be able to crush blocks, bomp in posts, and look stylish-as-all-hell while doing so!
Daisy will carry sprites over her head as any self-respecting member of society should, akin to SMB2 and Super Princess Peach!
Crawling like a little tiny baby! She can do so simply by ducking then moving in a direction, and this can let her climb into one tile gaps. You can see an in-game example here:
Daisy will have the ability to slide-kill certain enemies (enemies she could normally jump on), and perhaps even stun others! We want the player to feel like they have a lot of mobility and ways to tackle the levels.
Let's see a few more in-hack examples of her movement~:
One pet peeve of mine has always been how Mario simply was never meant to tackle floating water in Super Mario World, hence the awkwardness of his ability to exit water from the sides and below in our hacks. Since Sonikku is coding our player character from scratch, I figured this was as good a time as any to change the viability of the dreaded-SMW bubble. In this hack, bubble-water has a stickiness on the sides and bottom - Daisy can comfortably float in this gif without me continuously having to press the swim button. When I want to exit a bubble, I just press in the direction of the wall and swim towards hit / hit jump. She'll jump right out in a decent arc (though we are experimenting with giving her a bigger jump in general if you think it's too small in the gif). Also - the bubble gfx and PercentN tileset are not final, they were just for the sake of showing off Daisy (and not revealing all of our drawn foregrounds yet... that being said PercentN's stuff looks real good in the Magi-drawn sprite world...).
I wanted to show off two things here - the sliding and the vines. The sliding mechanics are a bit different - Daisy will automatically slide down a hill when down is pressed, rather than Mario being able to slide up hills a bit. However, she gains a lot more speed from sliding, and with the advent of Big Lunar Magic levels we can make some pretty fun sliding sections where you gonk out 400 enemies in a sheer display of mortal power.
A big pet-peeve for vines in Super Mario World for me has always been when you crawl too far to the edge of a vine and try to go down - simply to fall off into the infinite aether. Daisy will stick to the middle of vines, and while she isn't able to jump quite as far when leaving them she feels a lot more firmly planted.
This hack utilizes the treasure system from A2MT, along with the RPG-style dialogue systems (with dialogue and descriptions from Mr. Rameau's Nephew himself!), and various other patches such as LX5's powerup patch, SA-1, sprites on platforms, and everything else under the rising sun. Telinc1 has also coded a menu system based off of this design by Magi, which I'll show in action at a later point during this week:
The background dots scroll in a different direction when the player presses select, and displays numerous forms of data for this hack. The top right has rows for different menus - but I'll explain those some other time. Each level has 1 treasure and 3 "star" coins (flowers in this hack), which can be checked within the menu.
And that's for it for now! In the upcoming week I'll show off some various sprites Magi has drawn for this project, along with a few other cool ASM-secrets and information regarding this hack. We're looking for a lot of helpers from ASMers interested in minor sprite edits to add more spice to the hack, along with interested graphics artists to help around with some other things. More music boys are also so very welcome here. And fuck it, level design folks too even though we're not at that stage yet! We want the best of the very best here in the Frog Warehouse. If you're interested, give me a shout!
And I have to give the most special of thanks to Magi, Sonikku and Telinc1 for helping me envision this project to such great lengths, and I hope we can impress you in the future with everything we have planned.
Have a great C3, y'all!
[update two - includes a look at enemy graphics!]
[update three - includes a sprite release!]