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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - An early demo of my hack | |
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mikeyk

Koopa
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Since: 07-17-04

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Posted on 01-27-05 11:24 AM Link | Quote









Here's the first glimpse of what I've been working on the past few weeks. You'll see that I've made some sprite additions including the goomba, poison mushroom, hammer bro, and diagonal cannons. In addition I've replaced Caped Mario with Raccoon Mario. To go along with this I've put a P-Bar on the status bar, but I still have some work to do there to make it look better. Lastly I've made Iggy hard to beat. You can slide into him to bouce him towards the edges, and the platform stops moving every 5 hits to give you a good chance for the kill. The first 5 levels (The Yoshi's Islans submap) are completed, so give it a try.

Download the demo
Ice Ranger

Leever
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Posted on 01-27-05 11:26 AM Link | Quote
Awesome looking. SMB3 feel. Even Raccoon Mario! I'd like to see more people make good use of SMB2 graphics.

I'm downloading it now to try it out.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Since: 03-15-04
From: Blobaria
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Posted on 01-27-05 02:28 PM Link | Quote


Hammer Brothers. How it was done. TELL.
knuck

Hinox
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Posted on 01-27-05 03:01 PM Link | Quote
You know BMF, that guy knows about sprite hacking .

Awesome ASM Hacks, but needs to improve level design. =/
DahrkDaiz

Red Super Koopa

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Posted on 01-27-05 03:59 PM Link | Quote
Well, the level design leaves something to be desired, but the Raccoon suit is pretty darn cool and fighting normal Hammer Bros. rocks! I'm glad to see more people pulling off crazy cool ASM hacks. Keep it up!


(edited by DahrkDaiz on 01-27-05 06:59 AM)
Aioria

Boss Bass
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Yes I will!! ;D

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Posted on 01-27-05 06:05 PM Link | Quote
awesome!

hammer brothers??? HOW????!!!! *evil grin*
blackhole89

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Posted on 01-27-05 07:34 PM Link | Quote
Amazing, just amazing. I never saw such great asm hacks so far.
Yet, I must admit, while trying to beat Iggy (after an hour or so I actually managed to, without cheating and using the racoon suit only), I thought several times about how I was going to cut you in little pieces and flush them down the closet. ;;;

Level design is good, Exgfx is not present, the rest rates an A+.

Have fun,
~Blacky.


(edited by blackhole89 on 01-30-05 09:12 PM)
Smallhacker

Green Birdo

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Posted on 01-27-05 07:39 PM Link | Quote
LNFDKNJGKLEHKNEH! NO! THAT IS NOT POSSIBLE!!!!


By the way... I have got two suggestions:
1: Replace the squished goomba gfx in your hack with the beta squished goomba gfx.
2: Mario looking towards the camera and Mario looking up haven't got racoon ears.
Karadur

Fire Snake



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Posted on 01-27-05 08:20 PM Link | Quote
I never thought Iggy Koopa could be so hard to beat I still haven't finished that level, but I thought I'd give my comments in here anyways.

While you're Racoon Mario, if you duck, you all of a sudden lose your ears This is pretty much the same thing Smallhacker said in his other post, except the was another condition I noticed it happened in

The Hammer Brothers are a really nice addition I wonder if it would be possible to make the Fire Brothers or possibly even the Boomerang ones That would be neat to see. Racoon Mario is also cool It looks and feels awfully weird to be using a powerup like that in an SMW game It feels almost exactly like how it worked in SMB3 to me.

I've found no big problems in any of the levels I've played through yet, and that's always good. I didn't notice much ExGFX, but the graphics in the game right now, to me, are really good. Overall, this demo is very good. Nice work on it

It also looks like BMF might have some competition now
Juggling Joker

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Since: 03-15-04
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Posted on 01-27-05 08:52 PM Link | Quote
I look forward to playing this when I get home tonight, I'll post some thoughts when I get the change.
PumpkinPie
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Posted on 01-27-05 11:14 PM Link | Quote
.


(edited by CheesePie on 01-27-05 02:15 PM)
Xkeeper 2.0

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Again... :P
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Posted on 01-28-05 02:13 AM Link | Quote


How long did implementing that raccoon Mario take? Looks like it took a long time to implement? (Most of us also probably want to know HOW it was done... )

I've finished the hack up to the Iggy battle, which is DAMN hard might want to ease that up later.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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LOL FAD

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Posted on 01-28-05 03:03 AM Link | Quote
Holy cow poop, that's cool! Just the raccoon suit alone is pwnery, and then you went and added Hammer Bros and all this other crazy stuff. Nice!
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.


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Posted on 01-28-05 03:07 AM Link | Quote
Wow. This looks quite the cool. *Kyouji Craw goes to check it out

Edit: It was... Meh =/ The level design leaves quite a bit to be desired, and you didn't really do anything new graphics-wise. As for the ASM hacks, they're very cool, but they're not at all innovative; it seems like you put them in just for the sake of putting them in.


(edited by Kyouji Craw on 01-27-05 06:33 PM)
(edited by Kyouji Craw on 01-27-05 08:58 PM)
Ice Ranger

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Posted on 01-28-05 05:17 AM Link | Quote
After playing it, the level design is poor and the Iggy battle was a little too difficult for the time limit given.

On the plus side, the hammer brothers are great as well as the Raccoon suit. Kinda surprised me when I fist stomped a goomba and it was squished.

Think you could change the sound of the hammers thrown a bit though? Sounds kind of weird to hear the yoshi gulp.
Golden Yoshi

Pokey
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Posted on 01-28-05 06:42 AM Link | Quote
Very good job, this demo was great. All the ASM advancements were great. I actually thought the level design was quite good, not the best I've ever seen, but still, nothing really I can complain about. The mix between the SMW and SMAS graphics is a bit awkward, but for the most part it works. Well, that's not really the highlight of your hack anyway, the ASM stuff is. I'm looking forward to further releases of this hack, keep it up!
jmr

Paratroopa
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Posted on 01-28-05 07:14 AM Link | Quote
wow...
I just finished it... and... I HATE YOU...
I don't know what I was more frustrated with, the difficulty of the boss, or my own SMW gaming skills (or lack thereof)! Might I suggest:
a) increasing the time limit. b) decreasing the length of the box.
c) increasing the "5-hit pause". d) decreasing the number of fireballs.
Although, I must admit... it's impressive what you have done.

I agree that the level design is not the best, but this is an early demo. A little time and effort, and I bet that it'll improve. (I did like the most airship portion. Good job!)

The added sprites and ASM are pretty spectacular in my opinion, but as Kyouji Craw said, the seem to be there with no real purpose. The switch from cape to racoon is great. It's nice to see a fresh change such as this. Although, the physics seem to be a bit off... but I'm just picky.

Added graphics, well, there's not much in this department. However, I don't think that graphics are the main showcase of this hack!

Keep up the good work, and looking forward to future releases!
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.


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Since: 03-15-04
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Posted on 01-28-05 07:21 AM Link | Quote
Eh, the boss wasn't too difficult if you had a strategy. For me, I just hit him every time it looked like he was gonna pull out something, until the fifth time, when I jumped on him and walked back a short bit and hit him with fireballs until the pause ran out then nudged him with the slide. He was so close to the edge that the next time it leaned down he was easy to knock off.
HabsoluteFate

Red Paratroopa
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Posted on 01-28-05 05:49 PM Link | Quote
First of all, good ASM changes! The boss level as others have said is too hard...especially for the first boss....I was so frustrated I just gave up...I would highly recommend perhaps increasing the amount of time the platform is idle for and perhaps while it is idle also make the fireballs idle....if they already are I didn't notice...i was too busy getting killed
Second of all...I found the first two levels (the ones around yoshi's house) to be too hard...especially for first levels....had this been any other hack i would have stopped playing right there and then because they didn't seem to bring much new to the table graphic wise and were too hard....The Mushroom and hammer brothers is definetely a welcomed addition....
personally i think people are wrong....you shouldn't spend your time updating the levels and editing the graphics to make the game better...I think your talent is more suited towards ASM level changes and I think you should try and come up with some other ones....if you intend on making a complete game out of this I would suggest perhaps teaming up with someone else...perhaps two others...one known for their good level designs and the other known for their good EXT Graphics.....perhaps you could even open source what you've done...sure a lot of people are bound to copy what you've done if you open source it but i think it would help everyone out and some people would learn to make ASM changes from them and in the long run everyone would benefit from better games....(Personally i like that idea...especially from the lack of interest of my open source project)

Just my 2 cents!

By the way...related but not really...I'm currently working on a mario game....when completed the game should work under these platforms: windows, GBA, xbox, and perhaps even in Java....some of it is working under the GBA right now since it is the most limiting in terms of graphics capabilities of the 4 and i would like the game to feel/look the same under all platforms...the game will be a combination of Mario 1, 2, 3,and SMW...I didn't want to start it's own thread to mention this because although it will incorporate SMW stuff it's not really a hack of SMW and this is the SMW forum after all...i can probably provide screen shots if people want them but right now it looks like an exact replica of level 1-1 of SMB1 so nothing exciting there...I haven't worked on animation yet (next on my list) but still the project i've been the most exciting about doing so far...
mikeyk

Koopa
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Since: 07-17-04

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Posted on 01-28-05 09:28 PM Link | Quote
Hey guys, thanks for your posts. It seems the biggest problems that people had was the the level design wasn't that great and it seems that the ASM hack were thrown in for no reason. I can see where you guys are coming from. I'm pretty much a noob to LM, these were the first levels that I've ever designed, so I'm sure if I keep at it level design will improve. In addition, this demo pretty much was something to just show off that ASM that I've been working on. The levels were designed so people would get a chance to see my new sprites. The Iggy battle was again used just to show how a boss could be changed. It wasn't my intention to keep him that difficult, especially if he appeared at the end of world 1.

HabsoluteFate:
Teaming up with someone that is great with great level design is something that I would really consider doing since I enjoy doing ASM more than making levels. I want to start trying to code some sprites from scratch. So far, I've just been using existing code and modifying it slightly. I think now I have a good enough understanding of how sprites work to write it on my own, giving me total control of how they behave. If someone else were in charge of level design, this could be something I could really focus on.

skateboarder11:
Raccoon Mario actually was prety easy to implement. I actually started off looking for a way to disable the cape swoop so people couldnt just breeze through levels once they got a cape. After I did this, I started thinking about how similar to Raccoon Mario he already was, so I just had to add a few lines of relatively simple code to make the player have to tap the button instead of holding it. What took the longest was changing all the graphics, which, as some of you have noticed, I haven't completely finsished.
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