CM30 Posted June 8, 2018 Author Share Posted June 8, 2018 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. 1 Link to comment Share on other sites More sharing options...
Librarian Posted June 8, 2018 Share Posted June 8, 2018 Cool, looking forward to seeing what you've been able to do with those paint mechanics. Link to comment Share on other sites More sharing options...
CM30 Posted June 16, 2018 Author Share Posted June 16, 2018 Quick overworld preview: 2 Link to comment Share on other sites More sharing options...
Zeth Ryder Posted July 1, 2018 Share Posted July 1, 2018 Looking great! Link to comment Share on other sites More sharing options...
CM30 Posted July 8, 2018 Author Share Posted July 8, 2018 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. 1 Link to comment Share on other sites More sharing options...
Librarian Posted July 9, 2018 Share Posted July 9, 2018 Good idea. I think it's great to combine items like lives and points into a single item, makes things a whole lot easier to balance. Reminds me of what Link Between Worlds did with the stamina and magic meter. Link to comment Share on other sites More sharing options...
CM30 Posted July 10, 2018 Author Share Posted July 10, 2018 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. 1 Link to comment Share on other sites More sharing options...
CM30 Posted October 15, 2018 Author Share Posted October 15, 2018 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 1 Link to comment Share on other sites More sharing options...
CM30 Posted October 26, 2018 Author Share Posted October 26, 2018 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? 2 Link to comment Share on other sites More sharing options...
CM30 Posted January 23, 2019 Author Share Posted January 23, 2019 And another late update. Don't worry, I don't only post them on this forum: 1 Link to comment Share on other sites More sharing options...
CM30 Posted January 26, 2020 Author Share Posted January 26, 2020 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: 1 Link to comment Share on other sites More sharing options...
CM30 Posted April 15, 2020 Author Share Posted April 15, 2020 A few more screens I forgot to post here: Link to comment Share on other sites More sharing options...
CM30 Posted May 6, 2020 Author Share Posted May 6, 2020 A few more pics: Link to comment Share on other sites More sharing options...
Zeth Ryder Posted June 19, 2020 Share Posted June 19, 2020 I don't visit these forums too often but man am I glad to see you are still working on this. Its really looking amazing! Link to comment Share on other sites More sharing options...
CM30 Posted February 19, 2021 Author Share Posted February 19, 2021 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: 1 Link to comment Share on other sites More sharing options...
CM30 Posted February 22, 2021 Author Share Posted February 22, 2021 And another quick update, for the exactly zero people checking. 1 Link to comment Share on other sites More sharing options...
CM30 Posted February 22, 2021 Author Share Posted February 22, 2021 And some more I couldn't upload there... 1 Link to comment Share on other sites More sharing options...
CM30 Posted March 4, 2021 Author Share Posted March 4, 2021 Have a few more pictures I guess! 1 Link to comment Share on other sites More sharing options...
CM30 Posted March 8, 2021 Author Share Posted March 8, 2021 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. 1 Link to comment Share on other sites More sharing options...
Shadow Fire Posted March 10, 2021 Share Posted March 10, 2021 On 2/22/2021 at 12:28 PM, CM30 said: And another quick update, for the exactly zero people checking. *lurks on a daily basis* Looks pretty good dude. And yeah, I suppose you could say the place is kinda dead, but I'll still keep it up and running. 1 Link to comment Share on other sites More sharing options...
CM30 Posted March 11, 2021 Author Share Posted March 11, 2021 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. Link to comment Share on other sites More sharing options...
Shadow Fire Posted March 15, 2021 Share Posted March 15, 2021 On 3/11/2021 at 11:41 PM, CM30 said: 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. Yeah, the main reason I keep it up and running is because of the history we have. A lot has been shared here, and it would be a shame to let it all fade into obscurity. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted June 4, 2021 Share Posted June 4, 2021 With places like discord that allow users to post pics, vids, etc. Setup several different channels for things, its kind of made using forums obsolete. That's my guess for the quietness. Also I am enjoying the progress you've been making on the project CM30! Do you have an estimate on how much of the hack is done? Link to comment Share on other sites More sharing options...
CM30 Posted December 30, 2021 Author Share Posted December 30, 2021 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. Link to comment Share on other sites More sharing options...
CM30 Posted January 16, 2022 Author Share Posted January 16, 2022 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) 1 Link to comment Share on other sites More sharing options...
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