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Super "Mario" World 3-Mix: Luigi Time
Forum Index - SMW Hacking - Works in Progress - Super "Mario" World 3-Mix: Luigi Time
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Introduction:

Welcome to the WIP Thread for Super "Mario" World 3-Mix.
What is this you ask? Well its the long overdue conclusion to my hack series I started way back when I first started hacking.

That was 10 Years ago to the date of this post.
It's been a great experience been on the site for this long and I must say I am thankful for the community I have come to be a part of.

I originally started working on this once S"M"W2 had finished but with a lot of stuff going on in my personal life I did not get it done.
I have started many projects which have mainly been used to get more experience with making levels and trying out new tools etc.

Hack Information:

This time the level formula and core mechanics will be getting a overhaul as well as several tweaks. It'll play like my other two "Mario" hacks but with more additions and only a few subtractions.
The 3-Mix title really comes into effect once you see how "Mario" will be getting around these levels.
I plan on making the hack be around 6 worlds long and focusing more on making well thought out and solid levels rather than trying to shoe-horn in too many gimmicks.
I feel as if now I have a good knowledge for design and hope to make this my "magnum opus" of hacks.

Progress & Development:

The hack is still in early days but with nearly most of it planned out on paper.
I have my vision set on what I want to create its not just a matter of putting it into effect. I want people to get involved and test the early progress to see if what I am doing works and if "Mario" feels good to control in the levels I'll make.

I am going to be looking for a few testers once I finish the testing level so if you are interested in testing it out then just let me know.
The more feedback the better as I want everyone to enjoy the hack as I know I got way too evil in my older hacks when it came to end game difficulty.

Plot & Setting:

The Plot is nothing too extraordinary but I hope it will be enough to give reason for "Mario" to go explore the world.
I'll get into more details later about characters and the locals you'll be exploring but its a somewhat fresh take so I hope it works out well.

Planned Features:

Here is a list of general features that will be present in the fully finished hack.
I'll go into these more in depth when the time is right so for now they'll act as teasers.

6 Fully Finished Worlds
4 Worlds Accessible From the Start
2 Playable Characters (Play as Luigi as he was left out in the past)
New Moveset for "Mario"
Secret Exits = End Game Content
More Open & Large Levels
Minigames For Extra Lives


There will be more to come but for now I'll showcase some actual progress.



I made an Obstacle Course to show off the new movement options.
Levels won't be this constricted however.

You can jump twice after your initial jump giving you 3 Jumps.
You can even change it mid-jump if you want to either spin or normal jump on enemies or certain blocks.

I hope this post gives a good idea of what I am working towards making. Updates might be slow at the start but I plan on giving this project my all and actually finishing it.

----

1UPDUDES
Is the 3-mix part of the name related in any way to Super Mario Bros 3mix by Southbird?

Anyways I look forward to this as I did with all your other S"M"W hacks.
Originally posted by Ninja Boy
Is the 3-mix part of the name related in any way to Super Mario Bros 3mix by Southbird?

Anyways I look forward to this as I did with all your other S"M"W hacks.


It's always great to hear from you Ninja Boy.
Once again thanks for playing the previous hacks I released.

As for the name it's only really related in the sense of how that hack changed so much of SMB3 to make it its own thing.
With my hack I am changing a lot of things up from the first two so it really does stand apart from its predecessors.

(also 3-Mix is a great pun on Remix so I pinched the name)



Another change to the hack that there won't be many "classic" power-ups.
Mario will always have the ability to shoot a projectile that can attack enemies/bosses as well as interacting with certain blocks.

Whilst it might seem like a fireball it's actually Honey.
More on that will BEE explained later on.
Headcanon: "Mario" just straight up fills his pockets with honey and while trying to get it out to have a nice tasty snack accidentally flings it all over the place.

That sounds interesting having a permanent projectile to use though I wonder if it'll end up being too OP or not.
Originally posted by Ninja Boy
Headcanon: "Mario" just straight up fills his pockets with honey and while trying to get it out to have a nice tasty snack accidentally flings it all over the place.

That sounds interesting having a permanent projectile to use though I wonder if it'll end up being too OP or not.


I like this idea of "Mario" accidentally flinging Honey.
Granted there is a reason for the Honey flinging...

As for it been OP you'll only be allowed one on screen at a time as well as certain enemies been "immune" to Honey.



This is Blobshi. Originally a placeholder design for a new Yoshi however I've come to really like it.
You can Triple Jump with Blobshi as well as even getting a cheeky forth jump if you dismount from... it?

Blobshi does not have a tongue to use like Yoshi and will be used to traverse more hazardous terrain that would insta-kill "Mario".
With been able to still use all your jumps whilst on Blobshi means you'll not have to ditch it behind to continue the level.

(if you do then you are a terrible person)
What comes to mind about Blobish's design and it's amazing



I really like this idea of being able to jump a whole bunch because it can be used to make really clever designs or you'd be able to hide things well within reach of areas but the player would have to be willing to explore high in the air.

This seems like it'll be a really nice rompy game.
Originally posted by Ninja Boy
What comes to mind about Blobish's design and it's amazing

I really like this idea of being able to jump a whole bunch because it can be used to make really clever designs or you'd be able to hide things well within reach of areas but the player would have to be willing to explore high in the air.

This seems like it'll be a really nice rompy game.


funny

--------------------
surprise!!!
Blobshi looks like it would get on great with that cat.

You've hit the nail right on the head Ninja Boy. I want the levels to be more open and rompy with plenty of reason to still explore.
You'll need to search for coins and lives still in which the next update is somewhat relevant.



Like Yoshi Island and a few of the Wario Land games we see that "Mario" can't die by normal means.
Attacks and Contact from enemies will knock "Mario" back.

It's a quite a bold change but I have many reasons for it.
For starters it means only certain things can kill like lava or spikes and the famous bottomless pits.

Also I don't want players with no power-ups to feel like the hack is been unfair to them if they reach an area with tricky enemies.

It means that dying is not really a huge issue and as the levels get harder and you master the triple jumps you'll be fine at getting around tougher levels and terrain.

If people want to be cheap and try to just run through and tank the hits then I can't stop them.
With wanting the levels to be bigger I did not want to player to feel like they had less to work with.

Overall I think its one of the biggest changes but hopefully with all the new additions to how "Mario" acts it'll work well.
That's gonna be interesting not really taking damage from enemies and just getting knocked back.
I hopefully aim to achieve what YI does so the levels are still challenging and there are plenty of things that can kill "Mario" for good.



Ignore the Red Shoes for now but I've finished setting up the palettes so I can implement Silhouette Themed levels into the hack.

An added bonus is that now I can change the players colours to suit what level they are in.
I won't do it all the time but for dark levels it'll be nice to reduce the players colour a bit.

I've done Silhouette Levels in previous hacks but I have never done them in my "Mario" hacks so I look forward to making some.

Next update should be about Player 2 and who that should be as I was thinking "Luigi" but maybe something more unique would work better.
I'll have some options for people to choose from and see what people think.
In my opinion YI works well with not dying from enemies because when you get knocked back it takes you a bit to gain control again so you have to watch enemy placement.


This last GIF showcases the Retry System which will be in the hack.
It makes it quicker to retry the level if you happen to die.

The HUD is gone for now. You can check Lives & Coins on the Map.
With that said I've done all the initial testing so the hack is moving out of Alpha and into Beta.

This just means this newer version will be the foundation of the full hack.
Once I have a level and everything good to go I'll release a demo level for people to try and get feedback on.

The next update hopefully should be something more interesting.
Have you thought about maybe making the lives and such visible when the game is paused? It'd be nice to have at least some way to check lives in a level.

Also is the retry system forced? Like if you die you automatically restart or is there a way to back out of a level if you don't feel like you are ready to take it on?
Originally posted by Ninja Boy
Have you thought about maybe making the lives and such visible when the game is paused? It'd be nice to have at least some way to check lives in a level.

Also is the retry system forced? Like if you die you automatically restart or is there a way to back out of a level if you don't feel like you are ready to take it on?


I actually changed my ideas a bit so I've took this feedback on board. I've got rid of the Retry Patch.
You'll still go back to map when you die however there will be away of leaving a level if you don't wanna try and beat it yet.
I'll show it later as it ties in with the story and how you get to each world.



Green "Mario" is playable as Player 2 (also known as "Luigi")
He was playable back in SMW1 but not SMW2 hence why he looks a bit grumpy.

The joke is that he is only 1 pixel taller than "Mario".
He will have some animations that are unique to him however.

Both brothers share the same palette row. I know most people play hacks by themselves but this was more of a personal goal of mine and I am happy that it's worked out.
That would be a fun way to switch which character you use just jumping into a bush if say they had different abilities that would help throughout the game.
Originally posted by Ninja Boy
That would be a fun way to switch which character you use just jumping into a bush if say they had different abilities that would help throughout the game.


It was something I was thinking about but who knows I might look into in the future...

I also took your feedback and am using the DKCR Status Bar.
It let's you view your Lives/Honey Coins/Lemons whilst paused as well as showing up as you collect more.

I am working on the collectibles now I'll show those in the next update in a few days time. #smrpg{y}
I've always been a fan of the DKCR status bar style and that seems like it'll fit in well with your hack.
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Forum Index - SMW Hacking - Works in Progress - Super "Mario" World 3-Mix: Luigi Time

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