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05-21-24 12:15 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Super Mario's Treasure Hunt - Playable Demo New poll | |
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Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 11-15-06 10:37 AM Link | Quote
And now with the opening movie figured out, I'm ready to release the first demo of the game to the public. As most first demos go, it only features the first world, but that's still a solid 4 or 5 levels, depending on how you count them.

Now I'm still getting the hang of this thing, so this world features no custom graphics and follows a standard "Yoshi's Island" theme. But at least it's a redesigned "Yoshi Isle". Now that I know how to make worlds, the next ones should be more interesting. But for now, you should still be able to enjoy this. Here are some screenshots just for you!



So the plot premise is that Mario is on the high seas searching for treasure when he crashes his ship into a reef near Yoshi Isle. It's a pretty basic plot to simply get the game moving, but hey, it's a Super Mario game. Plots are not primary.

So anyway, here's the demo. Feel free to post constructive criticism, reviews, tips, goodies you found, etc. Hope you enjoy it!

Attachments

SM Treasure Hunt (demo v5).IPS (113010b) - views: 95
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6303 days
Last view: 6303 days
Posted on 11-15-06 11:19 AM Link | Quote
I'll give this a try, since I have some free time today. Screens look decent enough though, the title got my attention quick since I did a graphics hack of Atlantis No Nazo called Mario's Treasure Hunt.
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6302 days
Last view: 6302 days
Posted on 11-16-06 12:09 AM Link | Quote
Yellow switch: A switch palace where you can easily die! (I did, in fact). These are always fun.
The Shipwreck: Not much going on here. I honestly don't know if I would have thought to use Yoshi unless I read the hint.
Yoshi's House: I like the idea of one free save. Maybe put a couple more of these in other worlds, but not too many... Also similar to the Top Secret Area.
Monty Moleville: Monty Moles have always annoyed me... oh well. Nice coin obstacle course!
Musical Lake: Most of this level ran painfully slow. Remove some sprites please. Also, the ending sequence of the level looks funny with the Layer 3 water. Maybe there should be a pipe at the end of the level, taking you to a separate area with no water where you can exit the level.
Warp Pipe Point: Ordinary but enjoyable. Being chased by a Super Shell... was fun. I also fell to my death the first time I tried activating the keyhole.
Green Yoshi Nest: Nice place to get a Yoshi, I assume the other colors will be in the different worlds. You should put a secret at the top of the level that can only be reached by eating the blue shell and flying up.
Brass Egg Castle: I liked the 3-up moon location. Thwomp-bouncing = awesomeness (as long as it's not overused).

Overall, it's coming along great. The one-world-per-island theme works well and your overworld looks good. Keep it up!
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 11-16-06 08:36 AM Link | Quote
Originally posted by BooUrns
Yoshi's House: I like the idea of one free save. Maybe put a couple more of these in other worlds, but not too many... Also similar to the Top Secret Area.

I would have made it endless if I knew how. (So like, wherever you are, you can save your game. You just have a long walk.) I'm not sure if I'll be able to put one in every world... I'll have to see how that turns out.

Originally posted by BooUrns
Monty Moleville: Monty Moles have always annoyed me... oh well. Nice coin obstacle course!

So I'm not the only one who hates those little boogers. Also I'm happy someone liked the coin obstacle course. It was always too hard for my siblings.

Originally posted by BooUrns
Musical Lake: Most of this level ran painfully slow. Remove some sprites please. Also, the ending sequence of the level looks funny with the Layer 3 water. Maybe there should be a pipe at the end of the level, taking you to a separate area with no water where you can exit the level.

Well I'm not so sure about this... must be your computer, because for me only one small place went slow (the midway point) and the rest was perfectly fine. And my computer sucks. As for the end, yeah, I noticed that as well. I'll see what I can do.

Originally posted by BooUrns
Green Yoshi Nest: Nice place to get a Yoshi, I assume the other colors will be in the different worlds. You should put a secret at the top of the level that can only be reached by eating the blue shell and flying up.

Well I'm not sure how useful a secret would be when it was suggested by someone else and posted on a public forum.

Originally posted by BooUrns
Brass Egg Castle: I liked the 3-up moon location. Thwomp-bouncing = awesomeness (as long as it's not overused).

Thwomp-bouncing is very awesome indeed.

Originally posted by BooUrns
Overall, it's coming along great. The one-world-per-island theme works well and your overworld looks good. Keep it up!

Hooray! *goes to work on next level*
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6301 days
Last view: 6301 days
Posted on 11-16-06 12:37 PM Link | Quote
I found this game fairly amusing!
Difficult enough to be challenging, but easy enough to be fun.
Great job!

Although I detect a flaw.
In the second - to - last level, grab the key, but instead of putting it into the Keyhole, go to the pipe and back to the surface. Repeat the pipe process, and go back to the Key room. The Key's on its default position, but you have another one in your hands.
That's two keys, and I consider is as a design flaw. Either remove the possibility to escape the Key room, or modify the pipe so you can't carry anything to it.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 11-16-06 12:57 PM Link | Quote
Originally posted by Raccoon Sam
Although I detect a flaw.
In the second - to - last level, grab the key, but instead of putting it into the Keyhole, go to the pipe and back to the surface. Repeat the pipe process, and go back to the Key room. The Key's on its default position, but you have another one in your hands.
That's two keys, and I consider is as a design flaw. Either remove the possibility to escape the Key room, or modify the pipe so you can't carry anything to it.


I actually found that in my initial testing, and decided that the only way it would happen would be if the person specifically wanted to do the glitch. I don't see it happening to the casual player.

Plus I have to weigh having two keys together to trapping someone in the key room or using an inappropiate transition scene... but if you think it's a really big deal, I'll remove the way out.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6301 days
Last view: 6301 days
Posted on 11-16-06 04:09 PM Link | Quote
Great.
What's the excpected release date for the next demo?
I'm burning to play more!
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 11-16-06 04:50 PM Link | Quote
Uh... whenever the next world is done. I've already got one level finished and learned basic sprite editing so, I estimate in one or two weeks.


(edited by Joshua368 on 11-16-06 03:51 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 11-17-06 09:16 PM Link | Quote
Okay, so, uh, status report:
One new level built, new island built, various bugs and such fixed

Also, pipe exit at Musical Lake = Fixed

But the secret in Yoshi Nest isn't gonna work. For some reason I can't figure out, the baby Yoshi will only disappear for the big Yoshi when vertical and horizontal scroll are turned off. Otherwise they can appear together and... strange things happen.

So that's that. Anybody else have something to say?
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6314 days
Last view: 6301 days
Posted on 11-17-06 09:33 PM Link | Quote
About that Key mentioned... I don't really care about that. Here's a good way to stop it, though:
When exiting the Key room, instead of warping back to the original level, make the player warp to a DIFFERENT level, only it looks THE EXACT SAME. The Pipe leading to the Key will be a normal pipe instead of an exit-enabled one, thus preventing you from going back in to experience the Double-Key Effect.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 11-17-06 10:24 PM Link | Quote
Hmmm... well, that's an interesting idea, but there's a problem with it.

Say a player explores the little tube room (pushing against all possible tubes) and accidentally exits. Oops. So they circle back around but for no apparent reason they can't reenter unless they die or win. I don't want that inconvenience.

Plus I'd have to make two new rooms, becaue of the cave with the flashing shell. Not worth the effort and space, methinks.
Sonicandfails

910








Since: 11-17-05
From: Mass

Last post: 6301 days
Last view: 6301 days
Skype
Posted on 11-23-06 11:17 AM Link | Quote
I must say I am thoroughly impressed. The levels are a bit challenging, but hey, nothings perfect! I like the new overworld, I have seen some pretty failure level overworlds out there, you though made a nice one. Perhaps we should have Alastor come in here and try it out, he likes to poke fun at overworlds...

The new title screen is a nice touch also, simple, but different. The "Apostrophe S" after Mario though should go I believe, although, I'm not so hot with punctuation... I just remember something about "Apostrophe S" meaning something along the lines of ownership. Eh. Whatever
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 11-23-06 01:14 PM Link | Quote
Originally posted by Sonicandtails
The new title screen is a nice touch also, simple, but different. The "Apostrophe S" after Mario though should go I believe, although, I'm not so hot with punctuation... I just remember something about "Apostrophe S" meaning something along the lines of ownership. Eh. Whatever


The 's is grammatically correct. It could be removed because it's a title, but it still is Mario's treasure hunt. So I'm fine with having the hunt be Mario's rather than having it named after Mario.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 11-30-06 01:01 AM Link | Quote
Well, it's been a while since I last gave you guys an update, so here it goes. The new world isn't quite done yet, so there's no new demo, but I got some images!

Since the demo, I have created six new levels. Three more and the world is complete. Also, there is a sort-of Star Road you can reach, but it isn't exactly usable yet.



Screen 1: Welcome to what is predominantly called Drought Valley. It'll be your second island, and it is mostly based along a desolate wasteland theme. There are still quite a few hardy creatures that survive... and they aren't friendly. If only the river would flow again.
Screen 2: The highlands of drought valley are wrought with danger. Even the midway points can be tricky at times!
Screen 3: Night can fall, but it isn't much relief to the parched lands. Plus nasty bob-ombs come out at night. ...what could be the purpose of this large maze?
Screen 4: The only new level added to Yoshi Isle (world 1). It takes place in the bay and comes after the castle. It seems to revovle around that little Yoshi tyke. If you don't hate them now, you will soon...

Aside the levels shown here, there is a beach level, a treasure cavern, and a ghost house built. I hope to have a playable version soon.
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