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06-03-24 06:16 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Just An Idea. Feedback? New poll | |
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Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 03-18-06 08:01 PM Link | Quote
You know how Mario 64 was different stars in the same level, with multiple levels?
What if a hack was sort of based on the same thing? You go to a level, there are two pipes. You choose which one to go through, and one activates an event when you complete it, the other pipe another event. Does anyone agree with this? Maybe have some ideas to add with this?
Deleted User
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Since: 05-08-06

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Posted on 03-18-06 08:46 PM Link | Quote
Is not a bad idea .
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Since: 05-08-06

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Posted on 03-18-06 08:52 PM Link | Quote
You know what; that's kind of cool! I say go for it.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

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Posted on 03-18-06 08:53 PM Link | Quote
Actually, this is very plausable. With a combination of the "only pass if level completed" block, secret exits, and a very small amount of easy extra coding, this is doable RIGHT NOW. The only problem, of course, would be the execution.
Glyphodon



 





Since: 11-18-05

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Posted on 03-19-06 01:09 AM Link | Quote
You could, but you shouldn't. SM64's 3D free-roaming nature would likely be slaughtered in a 2D system.

I started work on a system like that. It wasn't fun. Here's why.

Don't even try to say "Anything you can do in a 3D game can be done in a 2D game" because that's just not true. Getting from place to place is easy and fun in a traversable 3D climate like, say Bob-omb battlefield. You can pick a star and a direction and meet a number of things in a number of sequences in between. Take that to a 1-way, 2-D platformer like SMW that works because it's jam-packed with pitfalls and enemies and you realize that those two great tastes just don't taste great together.
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Since: 05-08-06

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Posted on 03-19-06 10:24 AM Link | Quote
Originally posted by Glyph Phoenix
You could, but you shouldn't. SM64's 3D free-roaming nature would likely be slaughtered in a 2D system.

I started work on a system like that. It wasn't fun. Here's why.

Don't even try to say "Anything you can do in a 3D game can be done in a 2D game" because that's just not true. Getting from place to place is easy and fun in a traversable 3D climate like, say Bob-omb battlefield. You can pick a star and a direction and meet a number of things in a number of sequences in between. Take that to a 1-way, 2-D platformer like SMW that works because it's jam-packed with pitfalls and enemies and you realize that those two great tastes just don't taste great together.



That's true but there are ways around that. Of course the roaming feature could be canned; but do it like this: He said you would go in a pipe to activate an event; wel this part is simple really; Example: "Chain Chomp Star" in course 1. Make a 2d version of the path taken to get there, and then when it's time for 8 red coins, just fanagle all the areas with eight red coins to be brought in; it's quite doable really, you just got to be clever, that's all
Chaos Force
Just drifting by...


 





Since: 11-17-05

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Posted on 03-19-06 10:39 AM Link | Quote
The Bonus Star conuter could somehow be used for the star doors. Place a block that only lets you pass if you have some many stars, and you you only get one star for completing a level....
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
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Posted on 03-19-06 12:23 PM Link | Quote
Originally posted by Fox
Originally posted by Glyph Phoenix
You could, but you shouldn't. SM64's 3D free-roaming nature would likely be slaughtered in a 2D system.

I started work on a system like that. It wasn't fun. Here's why.

Don't even try to say "Anything you can do in a 3D game can be done in a 2D game" because that's just not true. Getting from place to place is easy and fun in a traversable 3D climate like, say Bob-omb battlefield. You can pick a star and a direction and meet a number of things in a number of sequences in between. Take that to a 1-way, 2-D platformer like SMW that works because it's jam-packed with pitfalls and enemies and you realize that those two great tastes just don't taste great together.



That's true but there are ways around that. Of course the roaming feature could be canned; but do it like this: He said you would go in a pipe to activate an event; wel this part is simple really; Example: "Chain Chomp Star" in course 1. Make a 2d version of the path taken to get there, and then when it's time for 8 red coins, just fanagle all the areas with eight red coins to be brought in; it's quite doable really, you just got to be clever, that's all


i think he was more arguing that it wouldn't be fun - not that it isn't doable.

i think the idea's clever but, even if it's done well, imo it just wouldn't be as fun as a normal hack where you don't have to pass events to get to new places
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Since: 05-08-06

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Posted on 03-19-06 10:02 PM Link | Quote
Perhaps with proper use of ASM he could make a lot of levels with maybe six events; this doesn't have to be like SM64 where there are only 15 courses; then it probobly would be boring, but every event could be a whole different path or course(almost a whole level change) just put your mind outside the box and see the 3d picture of it then compress into several paths in 2D.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

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Posted on 03-19-06 10:13 PM Link | Quote
If I renember correctly, I posted the code for a third exit block, you could use it to make 7 exit per level(one will be activated when you get 100 coin(doable with some ASM) then make some area that require you X exit to go throught and, of course, a counter that keep track on the number of exit you have cleared
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

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Posted on 03-20-06 04:04 AM Link | Quote
Originally posted by Bio
If I renember correctly, I posted the code for a third exit block, you could use it to make 7 exit per level(one will be activated when you get 100 coin(doable with some ASM) then make some area that require you X exit to go throught and, of course, a counter that keep track on the number of exit you have cleared


Ah, I remember that. This is it, for those who don't know what it was. Very neat, but I never implemented it myself.


(edited by asdf on 03-20-06 03:05 AM)
(edited by asdf on 03-20-06 03:38 AM)
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

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Last view: 6346 days
Posted on 03-20-06 04:27 PM Link | Quote
Originally posted by Chaos Force
The Bonus Star conuter could somehow be used for the star doors. Place a block that only lets you pass if you have some many stars, and you you only get one star for completing a level....


But a problem with that is that the bonus counter resets when you start from the title screen, if you know what I mean.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

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Posted on 03-20-06 06:11 PM Link | Quote
then hack the game loading routine to store the number of exit in the bonus star counter
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6347 days
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Posted on 03-21-06 11:20 AM Link | Quote
So you would just change what RAM Value the bonus star counter would read from? would it update-mid game?
Glyphodon



 





Since: 11-18-05

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Posted on 03-21-06 02:43 PM Link | Quote
Guys. I've been down this road before. I even suggested using the bonus star counter as a star counter when I was trying to make it.

Skyon, in some ways the 15 levels of SM64 were a good thing. With the advent of 3D the big N rightfully decided to take a few areas and work things of all sorts into them instead of making many areas with not much more than an exit or two.

But that kind of packed level does not work as well for a 2D system, and terrible for a 2D system with structured levels like Super Mario World.

***

Now, if you all are so intent on going your star-crossed ways, I have a simple ASM-less solution.

See, the overworld, rather than the levels themselves, is quite fit when it comes to sorting wayward plumbers and sending them off where they need to be all across the Mario World. Keep the levels out of it. Simple, SMBish levels where you just have to worry about dodging that big spiked ball rather than jumping through hoops to get to the exit, can be quite effective.

So, when you finish level whatever's exit, don't open up one path but several path nubs. The next level, you add on to the path. The next level, the path is completed. With clever map manipulation, you can make things like wide paths where you need two out of three levels in the area beaten to progress. This duplicates the star gameplay, allows players to not be forced to worry about jumping through hoops, and requires no ASM at all.

"But Glyph!", you say. "What about those KEWL stars?"

Right. Because apparently those new toys and graphics and effects are all so much more important than level design. It's too bad there isn't some kind of existing star marked number in SMW that handles how many events, or perhaps exits you've found. Except there is, of course.

***

Stick with making SMW a better SMW and not a different game altogether because then you'll just end up with two separate crappy games.


(edited by Glyph Phoenix on 03-21-06 01:46 PM)
(edited by Glyph Phoenix on 03-21-06 01:47 PM)
ZTaimat

260








Since: 11-19-05

Last post: 6381 days
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Posted on 03-21-06 05:32 PM Link | Quote
What about a block tool block that increases your 'number of exits' count by one, delete itself from the game, and return ytou to the OW? In this way you can have the multiple stars in one level... And the one star you need 100 coins for can be wherever you started the level, waiting for its money.

ofcourse, this does pose a problem with the game having to figure out wich stars it has deleted and witch ones it hasn't...

OH! i know!

With some asm, make the level change its levelnumber to +1 every time you beat it. when you beat it the final time, the level tile can turn a different color signaling you have all the stars. (so you can do the 'missions' in order from 1 to 6, then the 100coin star last)

Also, the 3d terrain wouldn't really be THAT much of a problem *coughBGcough*

You can also use the ledges to cheat mountains =p


(edited by ZTaimat on 03-21-06 04:34 PM)
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