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Main - SMW Hacking - Mario's Keytastrophe New thread | New reply

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S.N.N.
Posted on 12-16-07 11:55 PM Link | Quote | ID: 71788


Beezo
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I just realized I only really posted this on SMWC, and never really here (except maybe once in July, but yeah) So yeah, I might as well show off everything I have here.

First of all, a few of you may have heard of this hack. Here is some fun facts about it to start:

-It is the first hack to feature completely custom music, all hand created
-It is currently the top rated on SMWC
-It introduces many never-before-seen contents, along with interactive characters and shit.

Here is the story, copied from the old hack thread:

The Princess has been kidnapped yet again by Bowser - however, this time, he has put a magic lock on each area to prevent Mario from continuing. It's up to him to find the key and get it to the keyhole in each level to proceed. However, the challenges quickly change when the leader of an ancient clan of musicians - The Lost Composers - awakens. For distrubing his slumber and thrashing his lands, he is bent on completely obliterating Mario. Shocking twists and a new cast of characters await you, from old explorers in caves, tothe wraiths of ruined cities.

I'm currently about 3/4 of the way through world 3, but I have been trying a certain something that has delayed my level progress for a good week or two. The newest demo is a 2-world demo with 20 exits - I am currently up to about 27 .. so yeah, it's moving along nicely.

Anyway, here are some screenshots:



Legato Shrine



Legato Caverns



The Lamentable Sea



Andante Freezecave



The Pianist's Rest



Chateau Mozart


Here is a couple of world 3 screenshots. Due to their larger size, they are in links:

Staccato Westwood
Grove of Lost Clefs
Muddy Staccato Caverns
Muddy Staccato Caverns (Interior)
Staccato Swamp

Some random info about world 3: In the second screen, the melody blocks each play a note. You will need to play a song at one point in order to proceed. In the fourth screen, the light green ropes are Tightropes. If you walk too fast, you fall through them.

Next, I will link every track I have made so far for this game. I'll list the level tracks first, and then the overworld tracks.

"Legato Homeland"
"Shrines of the Lost"
"Dissonance March"
"Castles of the Lost"
"The Mad Composers"
"Boothoven's Symphony"
"Double Jeopardy"
"Discord Bells Toll"
"Staccato Lands"
"Scourge Swamp"

And here are the 7 submap tracks:

"The Mainland"
"Andante Snowfield"
"Staccato Jungle"
"Largo Desert"
"The Musical Underwhere"
"Kingdom of Dissonance"
"Composer's Skyway"

My best of those is probably the jungle and the desert.

Finally, here are a few videos of the hack:

Title Intro + Storyline
Staccato Westwood Secret Exit
Staccato Swamp: A Quick Glance

I guess that's everything - it should be enough to warrant quite a bit of feedback from you guys. If you are regulars at SMWC, only a bit of this will be new to you - if you don't go there, then the vast majority of this will be new to you.

Hope you guys like it



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blackhole89
Posted on 12-17-07 12:05 AM Link | Quote | ID: 71789


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Overall, this looks very convincing; up to this point, nobody I know took upon actually replacing all of the BGMs. What do you mean by "interactive characters and shit" though?

As for points you should improve, I'd suggest getting rid of any original backgrounds (particularly the cave one, I always found it hideous...); also, the red gemstone in this screen looks somewhat out of place. Regarding the music, while you show a good sense of percussion, some of the melodies could use work. Excessive mid-song transition between keys produces a certain sense of randomness in some of the songs.

Other than that, I'm looking forward to a release. Keep up the good work.

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S.N.N.
Posted on 12-17-07 12:11 AM Link | Quote | ID: 71790


Beezo
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The interactive characters is actually the part that is delaying me right now. Basically, I'm having specific NPCs that follow you throughout the game and give you certain task. The one I am making right now involves a man's some falling into the swamp. After you talk to him, you return to an earlier level to recover an item you couldn't get before, and thenbring it to him - in return, he'll give you a key, which you can use to pass the level and reveal more of the story - stuff like that.

Which songs in particular could use some work? I have a feeling I know which one/ones you might be talking about, but I want to be sure - if anyone would know anything about music, it would be you.

Oh, and I guess I forgot to post the world 2 demo for those who haven't played it. It's a tad outdated - some of the songs I posted aren't in it, and some things have been changed, but most stuff is there.

Link

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Ailure
Posted on 12-17-07 12:19 AM Link | Quote | ID: 71792

Hats
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I don't think the orginal backgrounds looks ugly, but I think you should replace them anyway as they clash a bit with the foreground graphics in terms of style.

Looks good otherwise. Nice videos.

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blackhole89
Posted on 12-17-07 12:42 AM (rev. 2 of 12-17-07 12:53 AM) Link | Quote | ID: 71794


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I found Legato Homeland to be a track particularly affected by it, though it's a problem with several... also, Boothoven's Symphony appears somewhat dissonant, in particular, the citation of For Elise is off (unless that is on purpose; I think I pointed that out in a previous thread of yours before).

As for the demo, I actually haven't seen that before. I like the departure from SMW's original linear/unidirectional level concept a lot.
Another thing I'd like to point out based on that is that I always found spikes whose graphics imply points being solely at their top end being damaging upon sidewards contact (->Legato Shrine). Using blocktool and hurt block code, that can easily be fixed.

edit: What's the song in the demo's "The Cobalt Pond" from? I definitively recognize the melody...

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S.N.N.
Posted on 12-17-07 01:11 AM Link | Quote | ID: 71795


Beezo
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That's the track I figured would be affected - it was one of my first, therefore it was more experimental. I left it in, which I shouldn't have done.

Thanks for the info on the spikes, I'll have that fixed for the third demo.

Also, the underwater track is the only track I didn't make. It's from Rudora no Hihou - the Underwater City. I recently replaced it with a different track.

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blackhole89
Posted on 12-20-07 12:33 PM Link | Quote | ID: 71891


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I actually found that track to be surprisingly fitting to the underwater areas (and, for an RPG song, sounding notably good with SMW's instruments)...

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S.N.N.
Posted on 12-21-07 05:26 AM Link | Quote | ID: 71910


Beezo
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Hm. I don't know if you've seen some of my other works that I had planned on putting in some secret areas of this hack (you might have already though), but I'll post a couple from RPGs that I did here.

If anyone has feedback on them, that would be nice:

"Into the Thick of It" - Secret of Mana
"Edgar and Sabin's Theme" - Final Fantasy 6
"Lost in Forest" - Romancing SaGa

Yeah, those are three that I made a while back from RPGs, ordered from my personal best to worst. They were originally planned for Keytastrophe, but then I decided custom music might be a tad better. I've done nearly 200 songs in total, but these are some of my better ones.

They're in the form of a ZIP file, but the only real important part is the SPC. The TXT is the data itself.

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blackhole89
Posted on 12-21-07 11:57 AM Link | Quote | ID: 71913


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Into the Thick of it sounds a tad dissonant... but still, I suppose, a whole lot better than my old attempt at directly converting it from SoM with SST using the original instruments (which mostly failed hard because, lord, the ADSR of N-SPC's sample 13 butchers SoM's guitar; I hadn't written up anything to edit ADSR data at that point yet).

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OoBurns
Posted on 12-21-07 09:06 PM Link | Quote | ID: 71922


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I remember playing the World 1 demo a while back and absolutely loved it.

As much as I want to, I don't think I'll play the world 2 demo. That would just make the final release less exciting.

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blackhole89
Posted on 12-21-07 09:10 PM Link | Quote | ID: 71923


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Yeah, whether or not too frequent demos spoil too much of a hack or not used to be a well-discussed controversy... I, for my part, find it interesting to watch the separate parts of a hack evolve.

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S.N.N.
Posted on 12-22-07 06:03 AM Link | Quote | ID: 72017


Beezo
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I've got one more demo planned, but that's it. I usually do 3 for my hacks, and then wait for the release.

Also, I have a decently sized update today.



Let me cover what's up there.

LIVES: Mario's lives, obviously.
EXITS: Keeps track of your progress on the status bar now, as opposed to on the stupid title screen.
QUEST: Any quest items/collectables you get in each level will be stored here.
COINS: Coins
SCORE: Yeah, I'm completely overhauling this. After some talk and thought in IRC, I decided to set up a "shop" where you can purchase things for the game (I.E. secret levels, longer P-Switch times, different palettes, etc.) Basically like "easter eggs" It's going great so far - I've already learned how to save the score to SRAM, so reloading isn't a problem. Now I just need to make the goodies themselves.

Yep. That's all for now. Any comments/thoughts/ideas on any of this would be great

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Ailure
Posted on 12-22-07 12:31 PM Link | Quote | ID: 72021

Hats
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Posted by Santa-ojisan
Yeah, whether or not too frequent demos spoil too much of a hack or not used to be a well-discussed controversy... I, for my part, find it interesting to watch the separate parts of a hack evolve.
Sounds you could as well do like Valve, and release it in episodes then~

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blackhole89
Posted on 12-22-07 04:35 PM Link | Quote | ID: 72023


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I could imagine Valve does only pull the episode thing off because they can charge more for three separate episodes than they could if they put everything together into a single game...

Is there really so much point to show the exit count in the status bar all the time? It's not like it is something one needs to know all the time, or something that could change in the middle of a level...

Also, regarding your typeface, I'd recommend reducing the 4 pixel distance between the white dot nuclei of the colon ( : ) to a 3 or a 2 pixel one. Like this, with you having two colons above each other, the top dot of the bottom colon produces more of an impression of "belonging together" with the bottom point of the top colon than its own.

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Ailure
Posted on 12-22-07 05:29 PM Link | Quote | ID: 72024

Hats
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Posted by Santa-ojisan
I could imagine Valve does only pull the episode thing off because they can charge more for three separate episodes than they could if they put everything together into a single game...
That's debatable. It's been somewhat cheap compared to like, expansion packs but... heh.

One of the goals with episodic content was that they were going to release stuff more often. xD However, they kinda failed with that point.

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S.N.N.
Posted on 12-25-07 01:59 AM (rev. 2 of 12-25-07 02:02 AM) Link | Quote | ID: 72105


Beezo
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blackhole: To your previous question about exits in the status bar, it actually gives me an excuse to use quests involving the exits now (i.e. hey if you have the power of 25 exits you can pass this gate) .. or something like that.

Oh, I also updated it once more, and FINALLY got level names working with custom music.



I think it looks better and less cramped then before. It's also my final version of the status bar.

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blackhole89
Posted on 12-25-07 02:45 AM Link | Quote | ID: 72107


The Guardian
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I see... 'suppose that makes sense.
I definitively like the graphics on that screenshot a lot. Is there something special about the ledge extending to the right from that pillar?

I could argue the usefulness of that level name in the status bar thing here, but meh... your choice, I guess.

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S.N.N.
Posted on 12-25-07 03:39 AM Link | Quote | ID: 72109


Beezo
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Meh. I just put that up there for reference

The ledge extending from the right is a tightrope. Basically, if you walk too fast, you'll lose your balance and fall.

Here's a video of it, along with some more of that level in action. Note that it is a tad outdated (ex. made before I tweaked the status bar)





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blackhole89
Posted on 12-25-07 05:06 AM Link | Quote | ID: 72114


The Guardian
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Nice

By the way, I don't want to seem like I'm mongering details nobody cares about, but wouldn't it be a nice twist if the areas' BGMs actually exhibited the musical traits the level name implies?

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S.N.N.
Posted on 01-06-08 10:55 PM Link | Quote | ID: 72903


Beezo
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Right. I already cleared that up with you, so I'll move on the real reason I'm posting again.



For those who haven't seen it, Keytastrophe's main overworld. Took me quite a few hours to make, but I'm very pleased with how it turned out, and so are others apparently, heh. Ignore the blue 4 sign board, it's a placeholder for something I have planned.

Feedback would be appreciated

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