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05-02-24 09:18 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Second Reality Project II Status (+new Trailer) New poll | |
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FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6285 days
Last view: 6297 days
Posted on 12-19-06 08:25 PM Link | Quote
Yeah, it's a while since I posted some information about my hack,so I would like to give some information about the actual status.

About the hack:
The hack is almost finished now and will probably be finished in the next few days/weeks (I just need to create a single level-segment, updating the end credits and beta-testing).
The hack itself contains 91 levels and 109 exits. The levels for itself are most of the time very "big" compared to the typical SMW-level. From the lenght, they have more from a Yoshi's Island-level. You can find a lot of hidden stuff here and there, dozens of bonus rooms and so on. There are also a few levels, where you can go different roads. Sometimes, the second route is more hidden and harder to beat, but it will lead to a secret exit. There are a lot puzzles in the hack as well, but with one major exception near the end of the game they aren't on the normal route, which means the secret levels are usually more puzzling than the normal ones, but very often they are also more "special".

Unlike my first hack, this time it's not neccessary to find all the hidden Switch Palaces to beat the final boss, but it could be helpful to find them nevertheless. If you stay just on the normal route (without finding any secret exit) you can complete the game after 55 levels. But in that case, you would leave out 36 additional levels. You see, there is much to explore.

About the worlds...
nothing outstanding here:
World 1 is the typical grassland-World,
World 2 is the typical Forest-World,
World 3 is the Beach and the Desert,
World 4 and 5 aren't really themed. Here you can find Ice-, Canyon-, Cheese-level and whatever.
World 6 is the Venom Underground World, which contains some of the first levels I did for this hack.
World 7 is the typical futuristic Base-World, with some underground parts (World 7 covers two submaps).

The story:
A One-Eyed Big Boo called Zycloboo wants to conquer the Mushroom Kingdom, and like Bowser in my first hack he wants to use the power source from another dimension called the Second Reality to get to his goal. To get Mario out of sight (or maybe for some other reasons?) he warps Mario and his Castle in the Second Reality. Mario's only chance to stop Zycloboo is to find the Power Supply station, which can give him the power he needs for the task - or at least that's what Zycloboo told him, heeheehee!

Some other things you should know...
I know that I have quite a few different graphic styles in the hack. I wouldn't do it this way if I would start a hack today, but what done is, is done, and frankly I don't care that much about that. I really enjoyed taking the GFX from some of my alltime-favourites and creating some levels with that, so it doesn't bother me much. ^^
Maybe you know my first hack, and if yes, you already know that I like long and challenging levels. The difficulty-level in this hack is almost the same as in the first one, I would say, but I'm not very sure about that.But I think, everything is possible here, even without savestates (But it's nothing wrong to use them, since the levels are very long - too bad, that you can only have one midway point, that really sucks). So, if you like to simply run from the left to the right in some short levels to beat the game after one day of playing, that's definetely not the right hack for you. This one needs time if you want to find everything.


Last, but not least
For a few months (at the time I released the first trailer I did for this hack) I thought I would be finished, but I decided to wait with the release until Blocktool Omega comes out (I just would like to have an opportunity to get rid of the damn slowdown before releasing it) - shortly after that Sprite Tool gets a public release, so it was a good decision to wait. So I took the chance in the last few months to create a few additional levelparts with the custom sprites and inserting some of them in already finished parts as well. Overall, not much, but I don't wanted much, only a very few. So, with the exception of one level-part, I'm finished (again), or at least I think, I am (again) , so I had a weird idea (again) to make a trailer for the hack (again). This time it tells you more about the plot and shows much more from the actual hack than my first trailer I did a while back.

I uploaded both of them on YouTube, so I hope you enjoy, and don't take them too seriously (and sorry, if there's some engrish )
Trailer 1
Trailer 2
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6343 days
Last view: 6283 days
Posted on 12-19-06 08:46 PM Link | Quote
Dude! The trailer was kind of cheesy, but a really awesome kind of cheesy. I really liked the weird talking, and the eyes in the water, and stuff like that. This hack looks really cool and it looks like you're putting a lot of thought and creativity into your level design. Some of the colors (brown on orange?) and sprite rips were kind of eye-hurting, but everything else was amazing.

This looks awesome. Can't wait.
Madman200

Scarfy


 





Since: 07-21-06
From: Swifton

Last post: 6282 days
Last view: 6282 days
Posted on 12-19-06 09:15 PM Link | Quote
You have GOT to be kidding on this one. Many look-alikes on this and moving 2nd layers that just look right!

Advanced graphics, mobility water, suicide P-Balooning, Kirby, Dark Matter, Top-Bottom Saw, and getting cheated out of the princess in the first trailer alone!

The 2nd trailer had a good opening scene, and I get caught up on looking at the details to there I don't make that much attention to tracking it, but there is one thing that bothers me:

When you have the vines poking out of the ground at high speeds, they tend to disappear under a "transparant" mist. That's not too good.


But I am still very interested in playing, oh yes, I can assure you that.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6296 days
Last view: 6282 days
Posted on 12-19-06 09:38 PM Link | Quote
A few things:

1: The voices were too much. I can live WITHOUT that, okay? I just... can't stand it.
2: TEACH US HOW TO DO WHAT YOU DID!!!!
3: Nice ExGFX. I was amazed when I say Green Hill Zone and Labyrinth Zone. Oh yeah, and Scrap Brain Zone.
4: Nice one with Peach. "YOU LEFT ME ALL ALONE IN THE MUSHROOM KINGDOM, MARIO!! NOW YOU SHALL PAAAAAAAAYYYY!!!!" That's what's going through my mind when Mario gets dropped down the pit (and it looks like Peach did it!)...
5: ...DARK MATTER. Man, I LOVED that boss! Too bad the creators of Kirby DECIDED TO GET RID OF HIM ONCE AND FOR ALL IN KIRBY 64.

Oh well. Nice. I can't wait to play the finished product.
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6311 days
Last view: 6283 days
Posted on 12-19-06 09:42 PM Link | Quote
Zycloboo's voice was pretty much the most hilarious thing I have heard in a while. I'm really looking forward to playing this finished product. It's only been how many years since you started this hack? A good while before I showed up on Acmlm's, which was about 4 years ago.
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6288 days
Last view: 6283 days
Posted on 12-19-06 10:39 PM Link | Quote
Words cannot express how much I liked those trailers. That had to be some of the best stuff I have seen in a long time. There were so many things in there that I have never seen before - such as that huge saw. The Zycloboo was pretty friggin fantastic, I gotta say. I really hated the little Boo's voice though

If I had to criticize, it would be on the difficulty. It just looks really tough. There was one part in the second trailer that especially stuck out to me - you have to spin jump on a ball and chain over lava to the right to get on a one-space wide platform. It just looks .. nasty.

I still really want to play this though, and I wish you the best of luck with it.
Joshua368

Shyguy








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

Last post: 6305 days
Last view: 6283 days
Posted on 12-19-06 10:54 PM Link | Quote
It sounds like it'll be a bit too much on the hard side... if what you say about length is true, then I'll probably have to end up using save states all over the place, and I really don't like having to do that. But ah well.

It still looks very awesome and fun, and I can't wait to play it. I really liked Zycloboo in the second trailer. Hilarious!

Although some of the sprite mixing was bothersome, Kirby + Mario = Win. I want to ride some Kirbys!

Very creative, very unique, looks very fun, but also very hard. I'll definitely play through this as soon as you release it.
Bloodstar

660
blue boar boobies
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42


 





Since: 11-17-05

Last post: 6283 days
Last view: 6282 days
Skype
Posted on 12-20-06 01:36 AM Link | Quote
I liked the voices in the second preview, actually... As well as the BG music in both of them.

Was that a save state loaded message I saw...?
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 12-20-06 08:15 AM Link | Quote
Oh dear god, yes.

I would never have even come here if it hadn't been for Second Reality.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6283 days
Last view: 6282 days
Posted on 12-20-06 12:38 PM Link | Quote
Stunning.
Absolutely stunning.

I await this hack very much.
Surlent

Koopa
Back to the roots








Since: 11-18-05
From: Berlin, Germany

Last post: 6294 days
Last view: 6294 days
Posted on 12-20-06 03:15 PM Link | Quote
The last demo already was incredible (Especially "Extra 5" rocked; I never thought such a simple trick with disabling vertical scroll with "the thing" below - I don't want to spoil the fun), though it was not finished, it was more than good - though it was very challenging.
I absolutely loved the Deku Tree level. The ways you need to take - actually I never expected things like this.
As for those two trailers - who has not played the last demo from TSRP II yet - grab it; but maybe it even is better to wait for the "real thing" (full version). And prepare to take a lot of time for this. Some of the secret stuff is more than well hidden ...
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6287 days
Last view: 6283 days
Posted on 12-20-06 04:21 PM Link | Quote
First off I am very excited about this hack. I've been waiting for this game which seems like forever. But I'm am a little pissed you decided to post a trailer, but no screen shots. I am unable to enjoy the trailer because to the low specs of this crappy computer I am forced to use. Any chance of posting any SS?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6285 days
Last view: 6297 days
Posted on 12-20-06 07:13 PM Link | Quote
Thanks so far for all the nice words, guys! So, now a few replies...

Originally posted by Radiation
Some of the colors (brown on orange?) and sprite rips were kind of eye-hurting, ....


Yeah, that's a big problem of mine and actually one of the reasons why I needed so much time with finishing the hack. At the time I started this hack I was an absolute newbie when it comes to GFX/ExGFX-things etc. So my first tries were kind of crappy and I even screwed up some GFX. And because I have some problems with seeing colors right, I just put up some weird palettes in mostly every level I did at that time. Thanksfully a lot of people said to me, that all that stuff would look awful, so later in 2004 or so I decided to look at all the old stuff I had so far and I started fixing it. That would mean mostly changing the palettes and edit and change some graphics as well, and with a few exceptions it worked very well I think, but it took time. And for some things I decided to leave it this way because it would be too much work to fix it.
What else can I say, it's only a hack.

Originally posted by Madman200
When you have the vines poking out of the ground at high speeds, they tend to disappear under a "transparant" mist. That's not too good.


Yeah, I noticed that, and I was very annoyed by this, too. I could simply leave out the layer3-mist to fix the problem, but I like the mist too much.

Originally posted by pikaguy900
DARK MATTER. Man, I LOVED that boss! Too bad the creators of Kirby DECIDED TO GET RID OF HIM ONCE AND FOR ALL IN KIRBY 64.
Yeah, I love that boss, too, since I played Kirby's Dreamland 2. Nightmare never did it for me- maybe it's because I played Kirby's Adventure a long time after KDL2, but whatever may be the reason for that, I still prefer Dark Matter as a final boss in a Kirbygame. Maybe he just disappeared from the Kirby-games, because he accidently got stuck in the Second Reality.

Originally posted by Juggling Joker
It's only been how many years since you started this hack? A good while before I showed up on Acmlm's, which was about 4 years ago.

Yep, I started hacking that a very short time (only a few weeks I think) after finishing my first hack, which was 2002 actually.

Originally posted by Joshua368
It sounds like it'll be a bit too much on the hard side...

I can't really judge the difficulty level, because
1.) I prefer it on a little harder side, and
2.) I created all the levels, so when I'm beta-testing it, I know exactly what's coming.

But... I tested the hack soo often, and almost everytime I play this I find a few things here and there which I could make easier, so compared to old demo releases, the levels for itself will be easier because of some minor level design changes, added power-ups and midway-points and so on. Btw, I just finished the last level-segment I needed to to, so the -hopefully- final Beta-test starts, and I think, I will still find a few things which I could make easier. Overall, I like it hard, but fair.

Originally posted by Bloodstar
Was that a save state loaded message I saw...?
Probably not, since I have no idea what you are talking about. I hope you doesn't mean the question mark which appears after Mario hit the switch? That's just added for the trailer, and doesn't appear in the game (it wouldn't fit there... )

Originally posted by Surlent
who has not played the last demo from TSRP II yet - grab it; but maybe it even is better to wait for the "real thing" (full version)

Yep, I would suggest to wait for the full hack. The last demo is three years old and really, really outdated.

Originally posted by Chaos Force
Any chance of posting any SS?
Screenshots will follow, but probably not this year. During the upcoming beta-test I will take new screens, the ones on my site are outdated as well, so I would like to have them updated, of course. I didn't took any screenshots so far, because I don't like taking screens from SNES9x (is there even an option for that? - coudn't find one) - but since SNES9x could record the avis, I used SNES9x lately. But I will beta-test the hack in ZSNES which means I have a good chance of making screens. I will test it in ZSNES for another reason as well: For a year or something like that I heard about that 7k-m16-feature in LM and decided to use it, and as a result I had that 7k-m16-glitch all over the hack in almost half of the levels in LM. I decided to get them out, and someone said it could be done by simply saving the "infected" level again. At the beginning it worked, but later... oh well, it was really going worse and no chance in sight to get the glitch out of the hack, and I decided to use SNES9x. Shortly after that, I was finished with the hack (but I decided to wait, as I said in my first post) ...until Sprite Tool came out. I got back to the hack, and during creating and testing new levels I tested it one time in ZSNES as well and I noticed that all the glitches were gone for whatever reason - I hope it stays that way but I will find out soon enough.


(edited by FPI on 12-20-06 06:17 PM)
Bloodstar

660
blue boar boobies
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42


 





Since: 11-17-05

Last post: 6283 days
Last view: 6282 days
Skype
Posted on 12-20-06 07:43 PM Link | Quote
Originally posted by FPI
Originally posted by Bloodstar
Was that a save state loaded message I saw...?
Probably not, since I have no idea what you are talking about. I hope you doesn't mean the question mark which appears after Mario hit the switch? That's just added for the trailer, and doesn't appear in the game (it wouldn't fit there... )

Nono, that's not what I meant. I saw one earlier in the movie... or was that a screenshot message?

If you need a beta tester, by the way, I suppose I could try to help you out there.
Joshua368

Shyguy








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

Last post: 6305 days
Last view: 6283 days
Posted on 12-21-06 12:07 AM Link | Quote
Well, now that I've already played some of your first game (which I assume was built before a decent overworld editor ), the difficulty level seems pretty good. Nothing outlandishly hard, although a few parts merited save states.

How much longer will this thing take? I thought you said you already had "one level-part" left and then just some standard final testing. That couldn't take more than a few weeks, right?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6285 days
Last view: 6297 days
Posted on 12-21-06 07:42 AM Link | Quote
@Bloodstar: Hm, I'm very sure there aren't any ingame-messages you can see in the trailer because it would be senseless to put one in the trailer because the chances you could read them with YouTube's lowquality-video are... low. But to answer your question, no, there aren't any savestate-loaded messages in the hack.


@Joshua368: The level-part is finished now, so today I will do some minor changes in some levels and changing the end credits and I'm done so far. But I would still like to wait for BlockTool Omega, because the slowdown problems are really annoying.


(edited by FPI on 12-21-06 11:03 AM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 12-21-06 08:21 AM Link | Quote
Of course there are no 'save state loaded' messages in the hack. That would just be silly and pointless.

He means the 'save state loaded' messages that the emulator displays when you load a save state, namely the one that appears at 3:01 in the second trailer ("Loaded test23-11-06.005")
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6285 days
Last view: 6297 days
Posted on 12-21-06 12:01 PM Link | Quote
lol...
now that you mentioned it.
I wonder why I haven't noticed it earlier.
It's so damn obvious.

So, in that case, Bloodstar, you are of course right.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6284 days
Last view: 6282 days
Posted on 12-21-06 05:17 PM Link | Quote
I hate to break it to you, but BTO is not coming for a while

You might be better served releasing the finished non-BTO version, then releasing a non-block-slowdown version when I finish BTO.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6285 days
Last view: 6297 days
Posted on 12-21-06 05:31 PM Link | Quote
Sorry to hear that, but thanks for the info! ^^
So I guess I will release it very soon. (when I'm finished with the testing)

So it will be some kind of a pre-final version, lol.
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