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CM30

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Everything posted by CM30

  1. And then this patch I'm going to be using: Guess what it does...
  2. Thanks! This will make it better still though: http://www.smwcentral.net/?p=viewthread&t=78990 Any SNES song... portable at the drop of a hat, complete with original samples. It works pretty freaking well too. For example, with absolutely no porting knowledge at all, you can rip Donkey Kong Country music at decent quality (cut off, because it's both a demo and I didn't loop at the right point): https://dl.dropboxusercontent.com/u/67216205/BossSampleTest.mp3 The files are too big to use it for all of them (it doesn't loop them at all, so the txts are massive), but for a few odd songs? Could be a very nice way to do things.
  3. Updated: Ignore the status bar, I'm going to fix it later.
  4. So, it's a mix between SMW and SMB 3? With NES graphics and resources? It's an interesting idea. We don't get many retro style games in this engine.
  5. Okay then. Just a heads up for everyone though; I'm currently working on my new website at https://gamingreinvented.com (affiliation with the GCN is probably coming upon launch), so I won't be posting updates since about the 3rd or 4th of June. That said, my new site will include project hosting for works like this, perhaps even with the ability to have custom layouts like that old URA Zelda site we had here.
  6. Oh, and some part 2 level concepts: Dire Desert Desert Trek Arabian Night Desert Caverns Spring Water Oasis Avoid Sunstroke! Perilous Pyramid Switch Palace Viva Las Vegas Outer Galaxy First Steps Buoy Base Galaxy Armada Attack Castle Bleck Final Destination Digital Disaster The Perfect Run Hyrule Hyrule Cliffs Royal Crypt Palace of Winds Dragon Roost Isle Stone Tower Temple Hyrule Castle Switch Palace Koholint Island Toy Land Toy Box Thrills Spring in Your Step Playroom Panic Toy Trials The Hooniversity Switch Palace The Warped Void Kitchen Island Mt Tea Pot Sherbet Land Ancient Ruins Stove Canyon SS Tea Cup Maze Woods Syrup Castle Mysterious Factory Uncanny Manor Boss: The Guardian Attacks!
  7. So yeah, some Yuga graphics for this project from Chpexo on ROM Hacking.net: Thoughts?
  8. Thanks. My probable plan at the moment is to start with an episodic version and then eventually try and port it to a non SMW engine so people can experience the whole game without changing virtual 'discs'. Either way, take this as a potentially good thing; the game will have more levels, worlds and contents with this structure (I've already planned at least ten new levels in earlier worlds and two or three fully fledged new worlds for an episodic version).
  9. https://www.youtube.com/watch?v=wxBcjmGYkD4 See about 1:04 into the video. That's... interesting, although perhaps a bit of a low blow towards the project from another Zelda fan game...
  10. Okay, to be honest, I'm not sure what to do about this game at the moment. With SMW's limitations getting in the way and being annoying, it seems like I've got only two things left as possibilities: 1. Split the game into two or three parts, ala Super Mario World the Lost Adventure (another great SMW hack series I'm playing through at the moment) 2. Or simply scrap Lunar Magic and SMW modding altogether, and turn it into a Game Maker game or something. Because at the moment, Lunar Magic, various patches and AddmusicK do not simply to be working well together, and I'm tired of the silly incompatibility issues caused by these ROM hacking tools and their lack of proper quality assurance testing. So what should I do? A, make it episodic, or B, go the Mushroom Kingdom Fusion route and drop Lunar Magic altogether.
  11. Let's not get too overhyped, there are always going to be better SMW mods out there, even if this one has a certain 'epic' feel to it. On another note, there's been some nice music released that I might use for certain parts of this game: https://www.youtube.com/watch?v=QDn_uaOEWJ0 https://www.youtube.com/watch?v=3_3jIiLhxqc I'm also waiting on some custom drawn graphics for certain bosses and levels.
  12. So yeah, postgame stuff! Well, you didn't think this game had no optional content, did you? In addition to the ten or so much more difficult secret levels scattered around the overworld (the space station, halloween, christmas, creepypasta, post apocalyptic, beehive, casino, zombie toad house, Koholint Island and warped void levels mentioned earlier), you'll also get some interesting other stuff: 1. Champion's Road/Perfect Run style level Think you're good at Mario games? Or this fan game? Well, how about this level? If you get all but two other exits, you unlock a Perfect Run style marathon level which reuses almost all the level themes you've seen since the beginning of the game, has absurdly tough obstacles to avoid... and has absolutely no checkpoints whatsoever. It has no bosses, no real 'ending'. it's just there for nutcases with too much time on their hands. 2. The Scarescraper/Pit of 100 Trials style level Think you're really good at combat? Have a 100 floor tower based gauntlet, based on the Scarescraper from Luigi's Mansion Dark Moon, the Pit of 100 Trials from Paper Mario and the Savage Labyrinth/Cave of Ordeals from the Zelda series. Every ten floors has goodies and an exit, but to truly win, you'll need to reach the roof. Capable of taking down everyone and everything you've seen so far? https://www.youtube.com/watch?v=l9jLe2orE_Y 3. Playable Epilogue You know how normal games just... kind of end once you've won and saved the world? Well not quite. Instead of playing the same stuff after beating the game, you end up in front of Mario's house with a choice; go left and get a nice rest, ending the game. Or... go right and save the world... again! Yep, the game's short (four levels) sequel is actually part of its predecessor. Cause wouldn't it be awesome if you played a real game where beating everything actually gave you a free sequel? So yes, thoughts on this stuff?
  13. So yeah... some interesting news. You know about Brutal Mario, right? https://www.youtube.com/watch?v=INa41RSwiCc Well you know how one of the best bits of the game is all the fancy custom programming and bosses and what not? I have some interesting news. I have actually managed to get carol (the maker and sole programmer behind Brutal Mario) to contribute custom sprites to this game. No, I'm not kidding. The same person who made these two awesome bosses: https://www.youtube.com/watch?v=z4hf3rLPpGM https://www.youtube.com/watch?v=HTQaiXO86Po Is willing to code sprites for this game. No word on whatever they'll be super epic mode 7 half 3D bosses with three phases each (likely not, mostly smaller stuff), but yeah. Pretty cool right? Oh, and he's not the only one contributing. I've also got at least two more decent programmers working on extra features (and in one case, whole levels), the best known SMW ROM hack reviewer helping with beta testing and semi official support from Fusion Gameworks (of Mushroom Kingdom Fusion and Mario Fusion Revival fame). On another note, horror sprites!
  14. To be honest, magic armour using actual magic already exists, it's in The Wind Waker. That said, I like this version better, because it only uses magic upon Link actually being attacked. That's a cool twist, especially if it was edited so Link would take damage or immediately drop down dead if hit when his magic was at zero.
  15. A few gimmicks in progress: Wario as a boss (will also get a few other roles in future). A bonecoaster from New Super Mario Bros Wii (goes diagonally and horizontally, still needs a room designed to take advantage of the auto scroll). Kingfin gimmick. Swim as fast as possible (when done to avoid getting hit by the rather large skeletal fish that's after you). Also coming: King Zing from Donkey Kong Country 2, involving a chase scene that involves dodging the Zingers he shoots as well as others in the area itself. A battle with a Zelda boss... on top of the moving Gyorgs from The Minish Cap. something based on this: https://www.youtube.com/watch?v=qxwyXmP4eC0 Well, it's involving dreams, so why not a level based around a Zelda game... set in a dream?
  16. Or something similar? I never got why pretty much all of them are on the open internet with zero encryption or security rather than say, on some hidden service like most other questionably legal content. It would certainly help their reliability in the long run. Then again, why don't many fan projects operate on these networks either? Seems strange, especially for mods of games like Chrono Trigger where the owners seem really keen to shut down any and all fan projects.
  17. Thanks! I'm hoping to make one of the best, most interesting Mario ROM hacks of the last few years or so.
  18. A minor update showing part of Stone Tower Temple: It's a very interesting level, even before it gets flipped upside down.
  19. Thanks! There's still a massive amount to show, but I'm gonna keep some stuff quiet until at least the first demo is released.
  20. Updated graphics for the section:
  21. As in, make it work without any glitches or game crashes? So he'd be able to hit all enemies and mini bosses with the sword beams, open doors, climb normal ladders, transform back to normal/back to Fierce Deity form anywhere on the map, use the ocarina and talk to all NPCS? Basically, I'd love to be able to play the game and use the Fierce Deity mask just as easily as the Deku, Goron or Zora one. So has that been done yet?
  22. Okay, I'm looking forward to this. But could I suggest one thing? That you at least edit the major side dungeons about as much as the main ones. Like Beneath the Well and Ikana Castle. This is because in Ocarina of Time's Master Quest, they significantly revamped both the Ice Cavern and Bottom of the Well, so it seems rather odd not to do the same for their Majora's Mask equivalents.
  23. There's a (now removed) patch on SMW Central that makes the game like an old school RPG with top down graphics and no gravity. I'm using that on a seperate ROM to assemble the level, then working on a way to only run the code via level ASM when Mario is in a certain area (read, the Hyrule Castle level). As for the different graphics... yes, because the ones I used don't have any top down poses for Mario, since they weren't made for a patch like this. So I picked a placeholder for now, and may replace them if I can have them edited to work in a top down game.
  24. Oh hey, started on a new Zelda style level. Notice anything different? Yep, it'll be a top down viewed traditional Zelda dungeon, with puzzles, Zelda enemies and obstacles and the awesome Hyrule Castle music. GFX from The Minish Cap on GBA.
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