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CM30

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CM30 last won the day on March 22 2022

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About CM30

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    https://gamingreinvented.com

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    4983-5165-4189

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  1. Well, may as well post a few more pics of custom enemies and mechanics coded for the game! More familiar bosses I need to start work on. A demon enemy based on Mario Fusion. Falling humanoids that explode when they hit the ground. Metal Slug style aliens. Bullet Bills that target Mario with dropped sprites. A rocket/vertical rocket barrel mechanic. Free flight levels with straight fireballs. Zingers from the Donkey Kong Country series (other patterns in development)
  2. Damn, I haven't posted any updates in here for a while! Still, have a few level updates first! Red Switch Palace Getting 10 or more coins will kill you. Avoid the money like the plague! Yellow Switch Palace Those purple blocks send Mario in the directions indicated on them when enemies touch them. Be careful! Map Pics A few WIP map screens Plus the most interesting thing... stuff I'm coding myself in assembly language. Yeah, I've gotten into ASM programming a while back, and have coded many of the enemies, bosses and mechanics used in this game. For instance, the two switch palace gimmicks mentioned above were coded by me. Still, how about some new enemies? A boss I started on, but didn't add attacks for yet. Can be defeated by thrown items, and will explode when the hit counter reaches 0. A very basic enemy from Super Mario Land 2 which I coded as a test. Doesn't move, but hey, it didn't in the original game either. One of 4 familiar Zelda bosses I'm recreating in SMW's engine/ This guy jumps when you jump. Originated in Super Mario 3D World. A large shark enemy for underwater levels. Based on Super Mario 64's version. Biddybuds from Super Mario 3D Land/World. Needs death frame, finished wall detection, but otherwise nearly done. Not shown: Mini boss based on 3 Pigs from Super Mario Land 2 (rolls and gets faster if extra bit clear, rolls and jumps faster if extra bit set), thunder cloud which tries to chase the player, Mecha Cheep Cheep that explodes on hitting a wall, and a Sheikah Monk inspired by Breath of the Wild's shrine monks functionality/design wise.
  3. Thanks! Glad you like the project. Also glad you keep this place running too. It may not be active anymore, but it's got a lot of history, and it's nice to pop back in and see things that happened here before too. Would be neat if it could be revived, but I'm not sure if that's possible right now.
  4. And yeah, have a few more pictures hah: Beach Level Vanish Cap Vessel Macro Zone World 2 Fortress The above net moves, and you can press L and R to switch side. Boom Boom is in many towers and fortresses, with a different attack pattern each time (walks, jumps, flies, throws or drops bombs, shoots fire, summons clones, etc). Minecart Madness Hit switches to create paths. Bits of the track will crumble behind you. Circus Level Yes there will be a circus level at one point, similar to the ones in 3D World.
  5. Have a few more pictures I guess!
  6. And some more I couldn't upload there...
  7. And another quick update, for the exactly zero people checking.
  8. Damn this place is quiet. Still, for the few people who do visit, have some updates from my ROMHacking.net topic about this game: Plus a GFX test or two:
  9. A few more screens I forgot to post here:
  10. Well, the updates for this are mostly found on ROM Hacking.net and on Discord now, but hey, for those who still visit this place for some reason:
  11. And another late update. Don't worry, I don't only post them on this forum:
  12. Enemy GFX are being made world specific, thanks to a fantastic new sprite sheet No Body posted on MFGG. Here are some pictures of the new enemies in the GFX test levels for the game. So yeah, thoughts?
  13. This is still in development, albeit very slowly. Currently importing in resources to prepare for rebuilding many levels. Still Missing Assets for: Metro Kingdom/New Donk City level Pirate ship rocket barrel level Lost Kingdom/Forgotten Isle level Ice castle level (technically ripped them, but the resources got lost) Wooded Kingdom/Steam Gardens level Casino level Lightning Lake level Plus all of the final two worlds
  14. Well, that and how the current game's design makes lives, points, etc kind of useless. I mean, even the original game had a save feature that trivialised both of them, and getting a game over is nothing more thana pointless little annoyance that does nothing other than waste about two seconds of the player's time. Well, and it simplifies the status bar, which is neat. Either way, I'm now figuring out how to move everything into one game, so work can restart on porting over and improving the level design.
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