Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,588,316
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-15-24 05:52 PM
Guest: Register | Login

Main - Posts by Joshua

Pages: 1 2 3 4

Joshua
Posted on 05-21-07 03:39 AM, in The Treasure Hunt (rev. 2 of 05-27-07 07:47 PM) Link | Quote | ID: 37066


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
Posted on 05-21-07 05:23 AM, in The Treasure Hunt (rev. 5 of 05-21-07 05:26 AM) Link | Quote | ID: 37122


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.
Heh. I like your overworld. Everything is in proportion, and the fact that it looks like Yoshi is really neat. As for your levels .. eh, I'm pretty neutral with them. Some look rather bland and could use some enemies (I.E. the first sunken ship, first of the world 2 screens)

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.
However, the Koopa shell race is a nice concept. I assume if you beat it to the end, it opens a switch or something?


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.
Looking good overall, but as I said, the levels could use a bit of work.

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
Posted on 05-21-07 05:46 AM, in The Treasure Hunt Link | Quote | ID: 37128


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
Wow, a hack from someone noone knows and someone who seems like a total noob at SMW hacking and seems to have very little knowledge of ExGFX...We get these all the time...


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
Posted on 05-21-07 06:39 AM, in Just to show I'm still working on this... Link | Quote | ID: 37151


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
In the top left picture, the river abruptly turns into land. You'll probably want to put a cliff or something there to separate the land from the water, or else just make the river continue to the left edge of the screen.


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
Posted on 05-21-07 03:51 PM, in The Treasure Hunt (rev. 3 of 05-21-07 03:52 PM) Link | Quote | ID: 37209


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
Oh yeah, I remember this hack. I spent forever stuck in a Ghost House level because I was too stupid to not jump out of the floor. Your level designs were really good. I'm especially remembering a level where you had to lead a flashing shell through an obstacle course and a dam that had doors leading to two sides, one flooded and one not. I really ought to go back and play through those again.

The new levels sound good. I enjoy chasing Koopa shells, so that sounds fun. If I'm remembering right, this game seemed too difficult at times, but if you've replaced some levels in the first world, that might help things out.


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
Posted on 05-23-07 12:47 AM, in Super Mario Journey startover GFX Link | Quote | ID: 37569


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
Posted on 05-23-07 05:03 AM, in Luigi's Quest 1 - The Mysterious Island (rev. 2 of 05-23-07 05:03 AM) Link | Quote | ID: 37638


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
Posted on 05-23-07 05:05 AM, in Paper Mario World discussion thread Link | Quote | ID: 37639


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
Posted on 05-23-07 04:23 PM, in Paper Mario World discussion thread Link | Quote | ID: 37727


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
Posted on 05-23-07 07:13 PM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 37737


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
Posted on 05-25-07 06:46 AM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 38263


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
Posted on 05-25-07 03:34 PM, in Super Smash Bros. Brawl Thread (rev. 2 of 05-25-07 03:35 PM) Link | Quote | ID: 38325


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
Posted on 05-26-07 12:09 AM, in The Treasure Hunt (rev. 4 of 05-26-07 12:10 AM) Link | Quote | ID: 38425


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
There's a lot of smw gfx and you should add custom sprites and custom blocks.Other than that it look's nice(Even though you insulted my hack that even Pac likes)


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
Posted on 05-26-07 07:23 AM, in The Treasure Hunt (rev. 3 of 05-26-07 07:24 AM) Link | Quote | ID: 38566


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 NintendoFreak
Posted by Joshua
I see you're still holding something of a grudge though...
Your the only one that hated my hack called smb 1 demo.Well it still looks nice though.
Edit: every one gets mad at me if I use smw gfx.I get death threat PM if i'm use them in my hack.


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
Posted on 05-26-07 08:22 PM, in The Treasure Hunt (rev. 2 of 05-26-07 08:22 PM) Link | Quote | ID: 38680


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 NintendoFreak
Posted by Joshua

That 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
Posted on 05-27-07 07:46 PM, in The Treasure Hunt (rev. 3 of 05-28-07 01:34 AM) Link | Quote | ID: 38953


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
Posted on 05-28-07 04:43 AM, in The Treasure Hunt Link | Quote | ID: 39068


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
My new favorite is the Ghost House with the bottomless pit.


Heh, that's my second favorite after the koopa race. Falling is fun.

Posted by icegoom
Getting enough lives is not really a problem, because every level has a fairly easy to snag 3-up Moon.


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
There's still the minor problem of holes in the scenery. (It really wouldn't be difficult to add a blue tone to each of the pipe palettes and make a few extra tiles to make them line up with water)

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
I will say that some of the levels have too low of time limits for my liking. (I'm slow figuring out puzzles)


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
When I finish the demo, I might come back and give my thoughts on each individual level.


Sounds like fun.

Joshua
Posted on 05-28-07 03:22 PM, in The Treasure Hunt Link | Quote | ID: 39156


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
I couldn't re-enter the first castle after finding the secret exit


Hmm... I don't seem to have that problem, even when I use the demo release version. Strange.

Joshua
Posted on 05-28-07 04:52 PM, in The Treasure Hunt (rev. 2 of 05-28-07 04:56 PM) Link | Quote | ID: 39169


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
I got through the demo; this is one of the best hacks/demos so far.
This is another example that eye candy (ExGFX) and ASM are not required to make a hack looking "good".


That's my goal here.

Posted by Surlent
These 3 up moons are no issue to me, since these could be compared to some kind of "DK Coin" for every level (that might be great idea: Sacrificing the 3 UP moon by something else, coding in flags to make them not appear once collected - and adding a branch which allows to start a specific event, like unlocking a secret world; as for Joshua's idea mentioned in a post above).


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
I still need to find three secret exits in world 3, but until now I have to admit, some of the secret exits are hidden pretty well. They are not too hard to acquire, as in terms of difficulty, but some of them ... are really only visible if you search the entire level.


Well, if you get too stuck I can always give hints. Which levels were they in anyway?

Posted by Surlent
It is very fun - I'm looking forward to the next demo ... and that ominious world six, where I have unlocked two stars into it


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
Posted on 05-28-07 07:42 PM, in Super Smash Bros. Brawl Thread (rev. 2 of 05-28-07 07:43 PM) Link | Quote | ID: 39190


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 Madness
Posted by Tatrion
It's only the B and the up B though

I'm guessing the smash B will be some sort of sword attack, but the down B? Those are typically the most unique specials... I have no idea what to call for that one.


Maybe down B results in Crawl?


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.
Pages: 1 2 3 4


Main - Posts by Joshua

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 1.216 seconds. (336KB of memory used)
MySQL - queries: 131, rows: 163/163, time: 1.197 seconds.