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Main - Posts by DahrkDaiz |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 394/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Fire and Ice Bros.
Mario in his frozen state When hit by an iceball, Mario will be pushed back and frozen. He has to press A several times to come out of it. During his frozen state he CAN get hurt! If he's get with another ice ball by frozen, his "unfreeze" counter is reset and he has to press jump even more. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 395/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
The start of World 2
http://www.youtube.com/watch?v=_vjxKOdhOHM |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 396/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Well, don't get me wrong, there's only 6 levels in world 1 (plus one challenge levels), and they're not complicated at all. I'm estimating roughly 20 minutes of content. It's meant to be soley an introductory world to introduce a lot of new concepts. As you can see from the world 2 screenshot, things are going to get a bit more non-linear |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 397/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
I decided to start a development blog for Mario Adventure 3: http://marioadventure3.tumblr.com/ |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 398/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Might as well show everyone the face behind all the rom hacks.
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 399/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
lol chill out! I'm taking a temporary break from hacking because I was getting burned out. I plan to get back into the game come November Until then I'm working on "Daisy" for Halloween |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 400/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Nope, I just cross dress for the fun of it. This was taken with a group of friends the other day. And before anyone asks, I'm straight and I'm married and my wife knows and treats it like anything else in my life. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 401/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Last year, I attempted (and successfully) to play DDR for a full 40 hour marathon in order to set the world record for longest rhythm game play session. Unfortunately, my evidence had several issues that caused Guinness to reject my claim.
I am attempting the record again this year, except this time I am doing it on doubles mode. I will be doing the attempt on 11/30 @ 5am until 12/1 @9pm in Knoxville, TN at Zuma Fun Center. The general rules are: I must started on the lowest difficulty setting (Basic). After 5 hours, I must move up to the next difficulty (Basic -> Difficult -> Expert). I am allowed a five minute break for every full hour I complete. I can bank each 5 minute break to take a longer break later on. I can use the break time in part or in whole. I cannot fail a song and I must make a all choices in the game within 20 seconds (song, options, etc). I will have an online stream of the event available on twitch.tv |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 402/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
You could patch it to not Game Over after 128 lives, but then you'd eventually reach 256 lives, which would wrap around to 0. Do you just want a fix for lives over 128? |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 403/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
The hack is still going strong...
A few of the changes so far: New enemy types: -Beached Cheep Cheep -Koopa Kids will attack with powers related to Mario's own power ups (see Ice fired by Larry) I said fuck it and ramped up the difficulty. The game was getting boring to create for so I decided to hell with people who will whine, I want this game to be harder than typical Nintendo fare. The game now revolves around open hubs: Worlds are completely open, play any level at any time. Howver, worlds are initially inaccessible. There is a "hub" stage that has 8 pipes, but in order to reach each pipe, you must use a power up that gives you the ability to reach it, such as flying, swimming for long periods or building ice bridges. You must play levels in your initial World (World 0) and collect stars. World 0 lacks all power ups. Once you collect enough Stars you can access the boss hub. Defeat a boss here and you'll immediately unlock a new power up. Go to the world transition level and use the new power up to gain access to a new world. The new world will test your skill to use whatever power up you used to access it. Once you collect enough stars in that world and defeat its boss, you'll get to go back to the Boss hub and defeat another boss. Once you gain all 8 power ups, you can use them in conjunction to fully get out of World 0 and go to the next part of the game... |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 404/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Posted by LimeMaster92Posted by KTurboPosted by LimeMaster92Posted by KTurbo Yeah yeah, bump bump because I'm cool like that. Having written programs in both WinForms and WPF, I will say that, no, programming for WPF is NOT "completely different" from programming for WinForms. The underlying difference is the user interface. They're both .NET based and employ the same concepts. WinForms is built via "drag n drop" and WPF using XAML, which, would you believe, translates to a code file, much like the *desginer.cs files of WinForms. WPF is hardware accelerated and works on a layout based method (much like how HTML elements in a browser). The hard part about WPF is getting the UI to look like what you want, but otherwise it's not that bad of a transition to make. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 405/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Unfortunately it seems the only good way to add difficulty to a boss fight is through assembly. I've modified my boom boom to have a custom routine for each world he appears to make him difficult. For example: World 1's Boom Boom uses a Star to become invincible temporarily, leaving a smaller window of opportunity to attack. There's only so much you can do through hex editing since a lot of the routines are based around how many hits they have left. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 406/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
IPS Patch for PRG0 SMB3
IPS Patch for PRG1 SMB3 |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 407/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Posted by MikeTechnoPosted by DahrkDaiz Thanks for the feedback Mike! I will certainly consider extending the time of the Starman and the other things you mentioned. As for an August release, that's not going to happen. Currently my plan is to have it completed by January 2014. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 408/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Posted by blackhole89 Thanks foe the report. The power up changing when coming back to the world wasn't intentional and a bug. I've add this to my bug list. The tile issue I am not able to reproduce in my build. It might be possible that the bug was fixed by the time you reported on it. As for the BGM, this was unintentional and mostly a result of me playing without sound on. The end product will have music set for all levels. Thanks for giving it a try! |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 409/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
I'm actually going to do a few test runs with a few beta testers and see how many coins they collect all together and base prices of items off those numbers. The same will be done for the experience points required to level up. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 410/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Posted by Yakibomb This was intentional. The idea is that hammers break bricks and stone based blocks where as the Dash attack will break spinner blocks since "normal" means simply spin them. The point of this is allow Firefox Mario the ability to access areas no other power up can. I appreciate you playing the demo and the bug reports! As for how much of the game has been rewritten? I'll attempt to enumerate the changes: -Completely rewritten solidity engine -Completely rewritten tile interaction engine -New air system that depletes based on being in water or being on other types of tiles (like space) -New experience system that will allow you to level up and gain abilities -Level names for individual levels -Game timer -Day/night timer -Day night real type palette changes -Abilities include: item reservation, defeating enemies gains coins, ability to not be harmed by spikes, slick interaction deactivated, etc. -Brand new level format -Brand new enemy format -Brand new palette format, one palette per level is allowed -Up to 256 levels supported -Brand new pointer format allowing pointers to go to any stage, up to 8 per stage, even exit to the map and any world -Brand new power ups as seen -Ice Mario turns enemies into ice blocks. Ice blocks can be carried, stood upon and they float in water -Firefox Mario can perform a dash attack that breaks spinner blocks and defeats some enemies -Frog Mario can breathe under water, can go into a "poison" state that renders him temporarily invulnerable. -Koopa Suit allows Mario to go into a shelled state. Shelled state allows you to defeat enemies and break bricks/activate blocks. -Boo Suit allows Mario to go through walls -Hammer suit's hammers break bricks and stones -Ninja Suit allows Mario to wall jump and throw stars in multiple directions. -Brand new item shop -Ability to spend coins on items -Boom Booms have different attacks/methods per world -New Exploding Koopa Troopas -New Pirate Brothers and Ice Brothers -New Pluto Ice Traps -Ice freezes Mario, doesn't harm -New weather effects, rain and snow and wind -New cheep cheep interactions that cause them to bounce when they hit land -New sea mines that explode when you are near them or when they hit something solid. -Explosions will break stones and bricks -Secret stars in every level -Brand new rotate fire and ice bars, similar to SMB1's fire bars. Ice bars freeze Mario and toss him in the direction they are moving. -New Hyper Thwomp enemy. -"floating" platforms in SMB3 have been modified to obey solidity rules, floating in water/lava, as seen in the dungeon level. -new foreground property allowing for some tiles to act as foreground -New current tile interactions -New treasure tiles that give 10 coins when the player presses B when they are on over the tile. -Enemy fire balls and ice balls interact with the world, such as melting ice blocks -Brand new Bully enemies -Brand new Pirate Boos that rob you of your coins -New blue Spinies that obey like Red Koopa Troopas -Ability to kick shells upward. Better than previous attempts as the upward motion will activate ? blocks and bust bricks. -Ability to jump from the climbing position -Small Mario's jumps differentiate from big Mario's jumps -New Invincibility effect - Rainbow rotating palette -Enemies can become invincible -In game odometer And that's all I can think of for now. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 411/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Screw up? You mean get stuck? None of the levels should ever allow you to get stuck, that would be bad design on my part |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 412/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
I HIGHLY recommend taking the time to get familiar with southbird3's disassembly http://sonicepoch.com/sm3mix/ You can open up all the asm files in something like Notepad++ and look for "BoomBoom" and visit each found instance and you'll eventually come across BoomBoom's routine and track the code that sets his Y-velocity (i.e. jumping) and modify it that way. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 413/417 EXP: 674936 Next: 36838 Since: 02-22-07 Last post: 3495 days Last view: 3415 days |
Posted by Mario_RebuenSMB3 Be careful - this is an old build of Reuben and I'm unsure if building a project in this build is compatible with the future releases. |
Main - Posts by DahrkDaiz |
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