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CM30

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Posts posted by CM30

  1. Well, may as well post a few more pics of custom enemies and mechanics coded for the game!

     

    BossDev1.png

     

    BossDev2.png

     

    More familiar bosses I need to start work on.

     

    DemonEnemy.png

     

    A demon enemy based on Mario Fusion.

     

    FallingFigure.png

     

    Falling humanoids that explode when they hit the ground.

     

    MetalSlugAlien.png

     

    Metal Slug style aliens.

     

    BomberBill.png

     

    Bullet Bills that target Mario with dropped sprites.

     

    Rocket.png

     

    A rocket/vertical rocket barrel mechanic.

     

    FreeMovement.png

     

    Free flight levels with straight fireballs.

     

    Zinger1.png

     

    Zinger2.png

     

    Zingers from the Donkey Kong Country series (other patterns in development)

    • Like 1
  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!

     

    image3.png

     

    image4.png

     

    image5.png

     

    Yellow Switch Palace

     

    Those purple blocks send Mario in the directions indicated on them when enemies touch them. Be careful!

     

    image6.png

     

    image7.png

     

    Map Pics

     

    A few WIP map screens

     

    smw000.png

     

    smw003.png

     

    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?

     

    EarlyBoss.png

     

    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.

     

    TestSprite.png

     

    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.

     

    MiniBossTest1.png

     

    One of 4 familiar Zelda bosses I'm recreating in SMW's engine/

     

    Skipsqueak.png

     

    This guy jumps when you jump. Originated in Super Mario 3D World.

    GiantShark.png

     

    A large shark enemy for underwater levels. Based on Super Mario 64's version.

     

    Biddybud.png

     

    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

     

    KremlingChuck.png

     

    BossBass.png

     

    SharkJumping.png

     

    LaunchBassLockon.png

     

    LaunchBass.png

     

    Vanish Cap Vessel

     

    VanishCap.png

     

    Macro Zone

     

    SMLAnts.png

     

    GiantKoopa.png

     

    TrickierSection.png

     

    GiantEnemySection.png

     

    World 2 Fortress

     

    NetCastle.png

     

    The above net moves, and you can press L and R to switch side.

     

    BoomBoom.png

     

    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

     

    Minecart1.png

     

    Minecartswitchsection.png

     

    Hit switches to create paths.

     

    crumblingtrack.png

     

    Bits of the track will crumble behind you.

     

    Circus Level

     

    CircusTiles1.png

     

    Yes there will be a circus level at one point, similar to the ones in 3D World.

     

    CircusTiles2.png

    • Like 1
  5. 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

    • Like 1
  6. 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.

    • Like 1
  7. Quick mechanics update. As I mentioned before (somewhere, not sure where), this game is being modernised in terms of mechanics and what not. As a result, the following are all now gone from the game:

     

    Lives (like in Odyssey, you have infinite lives)

    Points (no score system is present at all)

    Bonus Stars (you could never reach the bonus game anyway, since Super Mario Bros 3 style goals don't give you them)

    Time (there's no timer at all)

     

    And the coin counter is going to be adjusted to give players more than 99 at  a time, for spending purposes.

    • Like 1
  8. 17 hours ago, Librarian said:

    Wow, interesting art style in that first pic. The style almost reminds me of that new yoshi game on the switch. Really cool!

     

    It's a fan tileset based on Paper Mario Color Splash. it's not the easiest to fit into a SNES title, but it looks nice, so I thought a level based on that concept could work well. It can also have the paint mechanics from said title, albeit done in a more interesting way.

    • Like 1
  9. Current progress:

     

    Forest tileset replaced again, this time should be final

    Pokey graphics replaced, look much better

    Desert tileset replaced, looks much better too

     

    And ripped a few random tilesets meant for indie projects from sites like Open Game Art, and they look fantastic as well.

     

    Actually need to get around to making levels at some point.

    • Like 1
  10. They originally couldn't interact with platforms. But when Mario Maker came out, people in the SMW hacking community realised that coding a patch for that sort of interaction was a great idea and would help a lot with interesting level designs.

    • Like 1
  11. Well, some good news. The latest version of the power up patch is finally compatible with SA-1, and is installed on this game. This means it now has the following power ups:

    • Hammer Suit
    • Super Leaf
    • Tanooki Suit
    • Frog Suit
    • Superball Flower
    • Ice Flower
    • Mini Mushroom
    • Rocket Boots
    • Propeller Mushroom
    • Bubble Flower
    • Penguin Suit
    • Blue Shell

    With the Cat Suit possibly coming in future. Pretty cool eh?

     

    I've also now got blocks that shatter when hit with a hammer, boomerang, Mario in his shell form, a superball and statue Mario falling on them, as well as ones only passable as Mini Mario and water the latter can run on. The Superball flower can also be used to collect coins from afar.

     

    Additionally, I've also added a great patch that adds platform collision for sprites, meaning sprites like enemies now interact with moving platforms, springs, etc. This has some... funny results:

     

    MNQ_00001.png.f25869411a67192ed923100a57579452.png

     

    (the grey platform falls if you stand on it directly, taking the Chuck and spring down with it)

     

    It's absolutely insane, and it makes you almost question whether this is still Super Mario World you're playing. Then again, the levels and mechanics and sprites and effects and what not in general will probably make you question the same thing, since this is... basically a new game built on the same engine with only vague mechanical similarities left.

     

    There's also a new map design in progress, various new levels (to even out the count) and a new game design expert on the testing team.

     

    So yeah, expect to hear more (and perhaps see another demo) soon.

    • Like 1
  12. Okay, seems like the level design issues with this game are a bit worse than I thought. Will probably have to redesign about 80% of the stages to make them the quality I want them to be, especially now I actually know something about game design and have swatted up on things like Mark Brown's Game Maker's Toolkit videos. Too many levels in this just don't really go anywhere or introduce/use their mechanics in interesting ways, which will be hopefully fixed soon.

     

    Next demo will have redesigned levels up to the end of the desert themed world. Then I'll figure out how to proceed from there.

  13. Okay, this is a bit morbid:

    SMW_00000.png.347c71ccfcd8f44a40da2936435d9f2e.pngSMW_00001.png.fbf695c2a016efa8126fd849a4ba5abc.pngSMW_00002.png.f7cd8a7d1bd98e6827970f3167754033.png

     

    It's a level set inside of the body of... honestly I don't know what. Some sort of demon monster?

     

    Either way, the FG is from a guy called PROX on SMBX.org, the BG is from a game called Incantation (seriously, the 'hellscape' level  there looks ridiculously out of place in said otherwise kid friendly game) and the creepy eyeballs actually blink.

     

    Will I work on this tomorrow or Gaming Reinvented tomorrow? Who knows.

    • Like 1
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