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Main - Posts by Joshua |
Joshua |
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Red Paragoomba Level: 20 Posts: 1/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
And now it's time for you all to meet my Super Mario World hack, formerly known as Super Mario's Treasure Hunt on the old Acmlm's Board (where some of you may have played its demo).
Well, the hack has changed quite a bit since then. After finishing World 2 and releasing a second demo, I took a hiatus to work on other things. But now I've gotten back on track, completely redesigning World 1 and creating World 3. Now I might as well inform you all I hate graphic rips with a passion. So while you may run into a few custom graphics (mostly just the title so far) and custom blocks, for the most part you'll see plain Super Mario World goodness, with which I'm trying to push the envolope and see what it can do. The plot is a simple deviation from the regular plot. Mario was sailing in his ship on a treasure hunt for seven legendary egg-shaped treasures of varying worth. One night he accidentally crashed his ship into a reef near Yoshi Isle, and had to abandon it. Fortunately the island he crashed on is the first island in the chain to house an egg. The local Yoshis seem interested in the treasures as well and have wholly offered their services to Mario. Bowser is also after them and seems to be one step ahead of our heroes... It's still a work in progress and I'm not entirely sure how it'll end, but hopefully it'll be enough to keep the game going. The opening title screen, which features Mario running around on his ship just prior to its crash into the reef. The custom name graphics were a pain to insert... the innards of Super Mario World are so dang messy. Yoshi Isle. This scenic island is home of a large tribe of Yoshis and the first treasure. It's been completely redone, with Monty Moleville and Warp Pipe Point removed from the game and replaced with three all-new stages... the other levels have minor alterations as well. Look like anyone familiar? Lofty Greens, one of the new levels in Yoshi Isle. The egg was supposed to have been burried here... The story is largely told through an excessive amount of message boxes, probably too many. It is no exaggeration when I say that every level in the game has a message box, and many have two. They are spoken messages from Mario and other characters in the game, which either progress the story, introduce the level, or give a tip. Mario brings his terrible Italian accent into the game as well. His messages work best when read out loud. If you don't care for reading so much text, or can't stand Mario's accent, I suppose you could just skip most of the message boxes without much consequence. A screenshot from the last Yoshi Isle level, which comes after the castle. You have to go through a stage with a Baby Yoshi... and if it grows up too soon you won't be able to move on. The second island you visit is called Drought Valley. This is a level from it, which centers around using and protecting a super shell. Robbing graves isn't exactly the most moral thing for a treasure hunter to do, but the dead should serve the living, not hinder it. Just be polite and don't dance on the grave as you steal its treasures. Various scenes from World 2 that were shown off from my previous demo release. These are still pretty much up to date. World 3 is up high in the Sky-High Archepelago, and Mario's going to have to run up a mountain to get there... Koopa the Quick (from Super Mario 64) makes an appearance and challenges Mario to a race against his shell. I personally find this level very fun and have played it repeatedly just to test my reflexes. If you don't think you're quick enough to handle racing a koopa shell, don't worry. The level is completely optional. And that's pretty much it so far. Don't go digging around from my old two demos -- they're so outdated it isn't funny. I'll be releasing a third and final demo soon, when I finish World 3 (still have 1 and a half more levels to make). In the mean time, if you see anything you like/don't like in the screenshots, let me know. I need feedback to improve my hack. Hope you guys will enjoy it! (description mosty copied from a thread in SMW Central, so some of you may have already read this) Edit: 05/27/05 - Demo released. |
Joshua |
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Red Paragoomba Level: 20 Posts: 2/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by S.N.N. Well, the sunken ship was Mario's and it pretty much just crashed, so it isn't crawling with enemies all of a sudden. It's actually a fairly brief extra level to aid the plot (and hide a secret ) As for the yellow shell level, yeah, that section is pretty empty so you can focus on the puzzle without dying. Enemies on those multiple layers would get frustrating. There are quite a few bob-ombs right before the puzzle though. Posted by S.N.N. Yeah if you pass it or get close enough it gives you a POW Switch so you don't have to take a quitter door. Posted by S.N.N. I used plenty of bad guys, but I don't find them interesting to photograph. Hopefully once you are able to play it you'll tell me something that needs fixing. And for the rest of you, thanks for the possitive feedback as well. I hope to have a three world demo for you guys to play before the end of the month. |
Joshua |
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Red Paragoomba Level: 20 Posts: 3/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by Sonicandfails Wah, little exGFX is a preference, not a limitation! Oh wells. I could definitely try to learn a bit more about it. So I guess this community is very different from the original Acmlm's Board, huh? Because I was fairly active there. |
Joshua |
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Red Paragoomba Level: 20 Posts: 4/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by BooUrns The very edge of submaps are covered up and won't show unless you turn off some of the layers, so it's not really much of an issue. |
Joshua |
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Red Paragoomba Level: 20 Posts: 5/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by icegoom Don't bother searching for the previous demo - you'll have to play through the first two worlds again when I release the third demo (so much has changed, it isn't compatible). I've tried to tone down the difficulty a bit. The ghost house and dam now both feature check points, and I've done minor touches on difficult parts to help make it smoother. For example I removed both of the long ducking segments in the ghost house, as well as adding a hint to help lead newcomers out. I also turned off vertical scroll in the yellow koopa shell level, so that annoyance is no more. The baby yoshi level will probably be as annoying as ever though , but you no longer have music blocks keeping you from the regular exit. Oh, and I redid the secret exit in Sunken Spelunkin', as someone said that was pretty lame before (and I agreed). |
Joshua |
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Red Paragoomba Level: 20 Posts: 6/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
I'd say go for it. A unique and consistant graphic style will do nothing but good for your hack. |
Joshua |
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Red Paragoomba Level: 20 Posts: 7/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
I don't know about you guys, but I don't think the overworld is so hot. It's not an ugly mess by any means, but there's still plenty of room for improvement. The perspective seems all over the place and the land masses really need to be raised off of the ocean surface. Many of the walls and cliffs look... unnatural. There could probably be more order with the decorations rather than them being all over the place at random. More varied themes would probably help as well; other than the desert and half of the submaps, a lot of your worlds seem to simply be grasslands.
Don't mean to sound so negative, just trying to help you improve. Don't take it the wrong way. |
Joshua |
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Red Paragoomba Level: 20 Posts: 8/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
What, you don't trust SMW Central? It won't bite. |
Joshua |
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Red Paragoomba Level: 20 Posts: 9/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Eh, there's content for those who'll click the link. But it was a pretty lazy approach for Remnic. I'm guessing he'll fix it next time he visits. |
Joshua |
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Red Paragoomba Level: 20 Posts: 10/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
We already know their movesets... they were shown to be pretty much the same as their previous versions in the trailers. Although I guess this doesn't bode well for movesets of the newcomers... since they're grouping them seperately, I guess there's still hope.
They're probably saving the real juicy stuff for later. >.> |
Joshua |
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Red Paragoomba Level: 20 Posts: 11/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Pikachu was seen crawling too, seems like a new feature for at least some of the characters. |
Joshua |
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Red Paragoomba Level: 20 Posts: 12/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Yes, regular Samus is going to still be in the game. This was confirmed in Zero Suit Samus's bio in the old Brawl site.
Wish they tag-teamed this character bio with someone else like Meta Knight so it wouldn't feel so cheap. >.> But I guess they got to spread them out to make them last... |
Joshua |
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Red Paragoomba Level: 20 Posts: 13/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by NintendoFreak Nothing's wrong with SMW graphics as far as I'm concerned. There are a few custom blocks though, but I try not to overdo them. I design my levels first and if something ends up needing a custom block or custom graphics to work, I'll stick it in, but I don't put them in just for the heck of it or to make my hack "cool". But so far all the custom graphics I've used (other than the title) are simply minor tweaks to fix graphical glitches... I see you're still holding something of a grudge though... |
Joshua |
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Red Paragoomba Level: 20 Posts: 14/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by NintendoFreakPosted by JoshuaYour the only one that hated my hack called smb 1 demo.Well it still looks nice though. Nah, I was just the most vocal. So I gave you some criticism, you really need to either use it to improve your hack or forget about it already. As for your second message, no one should be threatening or downtrodding you if you try to use original SMW graphics. It's all personal opinion, really. I'll probably be releasing the demo this weekend, so you should probably hold out on any further comments until you can experience the hack in question. And this isn't the place to discuss my comments on your old hack, so let's drop that. |
Joshua |
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Red Paragoomba Level: 20 Posts: 15/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by NintendoFreakPosted by JoshuaThat hack was the most CRAPPY hack I've ever seen!Your hacks suck and so do you! That was the second worst PM I ever got! I never said that, or anything close. Either you're making it up or there's some loser out there impersonating me. Now please don't reply to this topic unless you have something to say about my hack, okay? |
Joshua |
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Red Paragoomba Level: 20 Posts: 16/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
The three world demo has now been released! Feel free to download and play through it, and then tell me what you think. Feedback is the only way I can improve.
And don't forget to rate it when you finish. |
Joshua |
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Red Paragoomba Level: 20 Posts: 17/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by icegoom Heh, that's my second favorite after the koopa race. Falling is fun. Posted by icegoom Yeah, I'm considering that the 3-Up Moon for every level idea might need to go, as it simply adds up over time. Other people's opinions on this issue would be appreciated. I'd really like to patch some sort of secondary score counter for adding up moons as some sort of currency... but I'm not sure if that exists. Posted by icegoom At one point I tried dealing with this by filling in scenary holes with blue, but I ran into complications. I'm a bit scared with message with the main palettes, as one change seems to effect several others, and something ugly could easily slip through and not get found until much later. I'm not terribly experienced in this aspect of hacking. This is still something I hope to address before the final release, but I ended up putting it off for sometime far after this demo release. Posted by icegoom Well, as the tip says, I try to make the levels have the average time + 100. In this case the average time being my little brother/beta tester. I don't want to have loads of excess time, so sorry if you're too slow. I guess that's what midway points are for. Posted by icegoom Sounds like fun. |
Joshua |
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Red Paragoomba Level: 20 Posts: 18/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by Luigi-San Hmm... I don't seem to have that problem, even when I use the demo release version. Strange. |
Joshua |
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Red Paragoomba Level: 20 Posts: 19/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by Surlent That's my goal here. Posted by Surlent Problem is coding has never been my forte, and here is no exception. I don't see anything for it in the patch download section, although that coin counter patch (that replaces score with coins) looks intriging... being a treasure hunt, something like that would fit the theme perfectly. However that doesn't solve my moon dilemma. So basically, if anybody could program an alternate point patch for that, possibly co-existing with the patch mentioned above, it would be very appreciated. But of course I'm not betting on anyone doing anything. Posted by Surlent Well, if you get too stuck I can always give hints. Which levels were they in anyway? Posted by Surlent Pretty sure this is going to be the last demo I release... can't keep releasing one every world as that'd get ridiculous. So you'll have to wait until the final release which is way far off. Unless I start hiring beta testers. ...and don't forget to rate the hack, to help it go places. |
Joshua |
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Red Paragoomba Level: 20 Posts: 20/64 EXP: 40362 Next: 2077 Since: 05-11-07 From: USA Last post: 5986 days Last view: 5920 days |
Posted by Spontaneous MadnessPosted by Tatrion No, Pikachu could crawl, and he already has a Down+B. What I find strange is that here his bow has those red laser things when he winds up, while a similar screenshot in his other bio doesn't. |
Main - Posts by Joshua |
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