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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Super Mariotroid | | | |
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KP9000 Flurry Level: 27 Posts: 223/261 EXP: 102741 For next: 13418 Since: 03-18-04 From: Wherever you saw me last... Since last post: 22 days Last activity: 2 days |
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I am just messing around with hacking SMW some and I am trying to make a Metroid based SMW hack. The first level is very similar to the beginning of Metroid 1, but things are not working out. Here's what I mean. I can get the doors to appear in front of Mario (foreground) but I wouldn't have any idea as to how to get the bubble part of the door to work. I could use the sensitivity block in the blocktool, but that would result in only part of the door to work. I have no ideas on this one... Here is another picture of another part of the level. Here, I used ExGFX for mostly everything except for Mario. The missile is the "goal ball" to end the level. I have some pretty good ideas for this hack, but I lack the skills with the blocktool to make half of the things that I want. My Idea for Kraid is to hand-draw him and use the sumo bros sprite for him. The thunderbolts he knocks down could be spikes that he knocks off (of a spiky roof) and the flames that come up and spread out could be spikes that shoot out of the floor. Question is, If I were to make a hack like this, would anybody play it? I am not too horrible with level design, and am fond with level structure for both SM and SMW. This was just to mess around with, but If i were to release a single-world demo, would you guys play it? (edited by KP9000 on 05-27-05 12:40 PM) |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 98/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Of course I would! This rocks man! Good luck with it! |
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Xkeeper 2.0 Hammer Brother Again... :P Level: 49 Posts: 600/1091 EXP: 880818 For next: 3065 Since: 03-15-04 Since last post: 5 hours Last activity: 3 hours |
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Yes. Most kickass idea ever. (600 posts, bitch. ) (edited by Bloodstar on 05-27-05 01:55 PM) |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 758/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Kickass. For the door, Ask MikeyK. He may hate me for this, but He would know how to implement a new sprite for the door, so either get help from him OR get him to do it for you. | |||
KP9000 Flurry Level: 27 Posts: 224/261 EXP: 102741 For next: 13418 Since: 03-18-04 From: Wherever you saw me last... Since last post: 22 days Last activity: 2 days |
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I looked at the blocks available in blocktool but im not sure as to how to use them. I know how to insert them, but for example, do the GFX change when "on" blocks are switched to "off"? I am trying to figure out a way to switch the door GFX off when Mario is in proximity of the door (by placing a number of on/off switches surrounding the door) but there are 2 problems with it. 1) Not sure if the GFX change or whether the block just becomes passable/non-passable 2) If i am big, I will hit 2 on/off switch blocks at the same time, defeating the purpose of the on/off switch block. knowing the door mechanics of Super Metroid, the closest way I can think of to emulate this is that when Mario touches the left bubble part of the door, all 4 tiles turn off, making the GFX turn off as well, leaving a blank tile. Secondly, there must be a seperate set of on/off blocks like this for the right side of the door, so both the left and right sides of the door does not turn off at the same time. Is anybody following me? Or have I lost you? All I am trying to get is the feel of a SM door. Does anybody have any better ideas for the door? Are there better uses for the custom blocks that anyone can think of? The actual metal part of the door is 4 blocks tall and 3 blocks wide and is made up of forground passable blocks, just for reference. |
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Rainbow Yoshi Level: 30 Posts: 155/496 EXP: 159486 For next: 6383 Since: 04-08-05 Since last post: 14 hours Last activity: 4 hours |
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Looks very awesome and no status bar probs. Idea for the door I'm sure it is possible with ASM. When mario presses the ON block the doors open. |
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eternaldragonx Red Paragoomba Level: 13 Posts: 25/57 EXP: 9521 For next: 746 Since: 07-01-04 From: translvania Since last post: 11 days Last activity: 100 days |
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very original i love it, keep it up | |||
hamtaro126 Shyguy Level: 16 Posts: 25/83 EXP: 17272 For next: 2984 Since: 05-29-04 From: hacktown, USA Since last post: 3 hours Last activity: 1 hour |
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1: Doors: REALLY need ASM! 2: You need to repalce the goal (missile) with the fire flower and change the gfx! (or palette if possible.) 3: Great levels so far! I could give you an A+, very VERY Original! |
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Alastor the Stylish Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco. Level: 114 Posts: 6513/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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Originally posted by hamtaro126Kay... Great levels? How the hell can you come to that conclusion from what's been presented? I mean, it's just two screenshots. And the first one is really ugly (That is to say, the palettes seriously need adjustment. Waaaay too blue.). And the second one is also fairly ugly, but not nearly AS ugly and shows some promise. I'm not saying this idea doesn't have promise, because eh, it could turn out pretty well. But as it stands, the palette seriously needs more variety and things need to be added, like, everywhere. If you remember, one of the things that made Metroid so great was it's atmosphere, which would appear to be missing here. I'm almost certain the moody music is missing, and all the random organic things strewn around are not pictured... And then there's the whole dealie with no enemies are shown... |
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Violent J Melon Bug Level: 41 Posts: 393/749 EXP: 479154 For next: 991 Since: 05-05-04 From: Since last post: 8 hours Last activity: 8 hours |
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Hmm...Hes got a point you know! Change the missle to the fire flower and change the address of the fireballs to straight and make them missle style. Only problem is the turning of it...Hmm...Maybe someone here knows an offset to change that? (edited by Sonicandtails on 05-29-05 07:04 AM) |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 99/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Sonicandtails The fireball actually doesn't turn, it's animated with 2 frames. He can just change the second frame to a rocket with a different fire tail so it looks like it's being propelled. |
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KP9000 Flurry Level: 27 Posts: 225/261 EXP: 102741 For next: 13418 Since: 03-18-04 From: Wherever you saw me last... Since last post: 22 days Last activity: 2 days |
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Originally posted by Kyouji CrawOriginally posted by hamtaro126Kay... Great levels? How the hell can you come to that conclusion from what's been presented? I mean, it's just two screenshots. And the first one is really ugly (That is to say, the palettes seriously need adjustment. Waaaay too blue.). And the second one is also fairly ugly, but not nearly AS ugly and shows some promise. I'm not saying this idea doesn't have promise, because eh, it could turn out pretty well. But as it stands, the palette seriously needs more variety and things need to be added, like, everywhere. If you remember, one of the things that made Metroid so great was it's atmosphere, which would appear to be missing here. I'm almost certain the moody music is missing, and all the random organic things strewn around are not pictured... And then there's the whole dealie with no enemies are shown... Thanks for the constructive criticism. This was originally a fun project just for the hell of it and I can see where you are coming from. But, this is still in its very early ages. I know there are a lot I need to do still, such as the music (how about that Solar Soundtrack? How is that coming along?) The palettes are just better than I had before and just were made this way to present the *idea* of a Metroid hack and if anyone would play it... And if anyone could propel a few ideas out there as far as the doors go. I want to turn the Sparky into a Zoomer (Ground guided) and the Sumo Bros into Kraid. The shriekbats are going to be hard because the current bats do not go straight down, they just fly down then left/right. But I think progress is coming along nicely and should have some pictures up for you guys in due time.. |
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Squash Monster New Age Retro Hippie Togateiru Fohku Kohgeki!! GRUNGE no HAMSTER otona bite Peace love and turnpike! Level: 40 Posts: 586/677 EXP: 430507 For next: 10802 Since: 03-15-04 From: Maryland (of the Country Between Canada and Mexico) Since last post: 5 hours Last activity: 5 hours |
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Mario's bats would be better for a reo (yellow flying bug thing). For shriekbats, the best I can think of would be the spikes that fall off the ceiling. The best solution I can come up with for the doors would require knowing how and where the game stores the level in RAM. Since each tile of the door should always be placed in a certain place relative to the others, you know which tile needs to be modified. Upon being hit with a fireball or whatever the triger is, a tile could change its neighbors to another tile, an animated custom block that has the door opening animation and some code that checks the frame number and changes to a teleport to level block when finished. |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 4699/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Yes, there's so much we could do if we knew how to calculate a block's Map16 address and/or coordinates. Originally posted by DisruptiveIdiot I'm pretty sure it doesn't actually use 2 frames, just flips one back and forth. |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 101/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by HyperHacker Edit: Here's a picture! I'm 100% sure it's 2 frames because I replaced it with a glowing star that twinkles instead of turns as it bounces. (edited by DisruptiveIdiot on 05-31-05 02:11 PM) |
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anders339 Goomba Level: 7 Posts: 20/21 EXP: 1342 For next: 106 Since: 04-21-05 Since last post: 138 days Last activity: 52 days |
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Finally! Mario meets Metroid! Could'nt be better! You maybe could team up with Krono with his Super Mario Explorer project or something. Anyway, nice work! Give us a demo of what you got. Please! *goes back to work with my own hack* Did you know that my hack has a new demo? *hides* |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 4794/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Er, right, I'm thinking of the flower. | |||
SePH Geldman Level: 33 Posts: 325/459 EXP: 219339 For next: 9840 Since: 06-23-04 From: Québec Caliss de libéraux Since last post: 6 days Last activity: 14 hours |
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If you have trouble hacking SM, why not bring SM into SMW! Very good idea man, I swear I'd play it even if you can't have the music in it. |
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Forte.EXE Buzzy Beetle Level: 31 Posts: 16/396 EXP: 170237 For next: 15126 Since: 07-23-04 From: DenTech City - Maverick Hunter HQ Since last post: 1 hour Last activity: 1 hour |
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Great idea on using Metroid GFX for a SMW hack. Awesome indeed. But there was another person who made a hack that was half finished with Metroid Sprites and GFX in it (I think it was called Super Star Saga or something). This would be great once a demo comes out (if you decide to give us a demo soon enough). EDIT: I found the IPS I downloaded of it before the board crashed long ago. It was called "Super Mario World: Super Star Saga. (edited by Forte.EXE on 06-09-05 04:18 AM) |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 4862/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Super Star Saga was an official game for GBA, based on Paper Mario/Mario RPG. |
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Acmlm's Board - I2 Archive - Super Mario World hacking - Super Mariotroid | | | |