Romhacking.net

Romhacking => Personal Projects => Topic started by: CM30 on March 22, 2014, 09:29:56 pm

Title: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on March 22, 2014, 09:29:56 pm
It's my upcoming Super Mario World hack, due to be out by about 2015 if you're lucky.  In case you don't know what I've worked on in the past, those were the brutally hard (and rather gimmicky) Mario End Game and the much easier Mario's Christmas Adventure hack, both on the main site here:

http://www.romhacking.net/hacks/1739/

http://www.romhacking.net/hacks/1727/

This one however is a bit different.  Why? Because it's kind of in the middle of the two hacks above.  Less gimmicky and ridiculously hard than Mario End Game, less easy/seasonal than Mario's Christmas Adventure.

Some information...

The Story

The story has Mario pulled inside a strange dream world when journeying back through the Mushroom Kingdom one day.  Why does this happen?  It's explained in the game itself.  But the point is, can he somehow survive a bunch of unfamiliar locales and make his way back to his home world?

Graphics

One of the big things about this game are the GBA (and beyond) level graphics.  How are these possible on a SNES?  Well, by a sheer miracle that's how.

Some examples include a level based on Castlevania Symphony of the Night:

(https://dl.dropboxusercontent.com/u/67216205/CastlevaniaClockTower.png)

Some work in progress maps based on Mario Party Advance:

https://dl.dropboxusercontent.com/u/67216205/MarioPartyAdvanceStyleMap.png

Above is work in progress. Currently ripping the tiles rather than doing much map design.

And in one level, some tiles from The Minish Cap and Four Swords Adventures: (http://And in one level, some tiles from The Minish Cap and Four Swords Adventures:)

https://dl.dropboxusercontent.com/u/67216205/minishcapexgfx.png (https://dl.dropboxusercontent.com/u/67216205/minishcapexgfx.png)

https://dl.dropboxusercontent.com/u/67216205/fourswordstiles.png (https://dl.dropboxusercontent.com/u/67216205/fourswordstiles.png)

Music

Has been decided, but not added yet.  Some music prepared includes ports of various SNES Zelda songs (sampled to the same quality as the original game's themes), some sampled Donkey Kong Country 2 music and various others.  All songs will be identical to original versions (or as close as possible in case of tunes from post Nintendo 64 era titles).

Gimmicks/ASM/Sprites

Apart from custom enemy sprites, level intros and other such things, I'm currently working with some individuals to make bosses based on characters from more recent Nintendo games (like those in Mario & Luigi Dream Team, Luigi's Mansion Dark Moon and various others).

So yeah, it's a game in progress I guess.  It's nowhere near done (only the tutorial level and parts of other levels have been finished, and ripping the other necessary graphics tiles is taking a ridiculously long time given the complexity of the sources chosen).  Thoughts on the technical side of what I have so far?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Chippy2000 on March 24, 2014, 04:44:31 pm
Are you doing this solo? Cus if you need help ask me. I can do concept art for characters and enemies if you want? I can also look up SNES hacking tools to send too?

I'm really interested and would love to help with ideas!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on March 25, 2014, 07:23:22 pm
Are you doing this solo? Cus if you need help ask me. I can do concept art for characters and enemies if you want? I can also look up SNES hacking tools to send too?

I'm really interested and would love to help with ideas!

If you're a good artist (or able to sprite characters from recent games that don't have SNES quality sprites for them), that's something we're definitely interested in.  Cause I'm not an artist, I can only rip sprites from existing games and sources.  So anyone say, interested in trying to draw 16 bit versions of content from games like Luigi's Mansion Dark Moon and Mario & Luigi Dream Team would be accepted immediately.

If course, if anyone's interested in level design, that's fine too.  I don't mind if people contribute levels, and I can even send them the right graphics, music, sprites and asm needed.
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 28, 2014, 06:28:04 pm
It's been a long time since the last update, but hey, I may as well post the ton of graphics and level updates made since then...

(https://dl.dropboxusercontent.com/u/67216205/clocktowerlevel.png)

Castlevania Symphony of the Night Clock Tower (part 2 of 3, the 3rd part is in the first post of the topic).

(https://dl.dropboxusercontent.com/u/67216205/teaser3.png)

Switch Palace

(https://dl.dropboxusercontent.com/u/67216205/teaser1.png)

Desert level

(https://dl.dropboxusercontent.com/u/67216205/ghostshipoutsidepic.png)

Ghost ship based on Rondo of Blood.

(https://dl.dropboxusercontent.com/u/67216205/genericcastletiles1.png)

Generic Castlevania castle level (all final world levels without specific graphics will use this tileset).

(https://dl.dropboxusercontent.com/u/67216205/castlevanialevelpic.png)

Alchemy lab gfx test

(https://dl.dropboxusercontent.com/u/67216205/castlemapalpha.png)

Submap based on Castlevania.  Graphics from one of the GBA games.

(https://dl.dropboxusercontent.com/u/67216205/doodlewoodsscreen.png)

Doodle Woods

(https://dl.dropboxusercontent.com/u/67216205/minishcapexgfx.png)

Hyrule themed level

(https://dl.dropboxusercontent.com/u/67216205/fourswordstiles.png)

Zelda dungeon tiles, from Four Swords Adventures.

So yeah, just a few updates.  Not shown are some other levels, some ice levels, some military themed levels or a level based on a creepypasta story I read online.  The latter is called I Hate You, and will be based on this video:

https://www.youtube.com/watch?v=Ckpp2reRJlM

There are also gonna be a few... interesting enemy sprites.  I won't say what they are here.

July 05, 2014, 03:16:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh, and some random updates:

(https://dl.dropboxusercontent.com/u/67216205/drearydepths.png)

(https://dl.dropboxusercontent.com/u/67216205/pyramid.png)

(https://dl.dropboxusercontent.com/u/67216205/ashleypic.png)

(https://dl.dropboxusercontent.com/u/67216205/clocktowergears.png)

The gears in the last pic are animated. Levels finally have sprites and content, to some degree.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 24, 2014, 07:26:01 pm
Yeah.  I'm not sure if I'm allowed to bump the topic after this time, but I have an absolutely huge amount of updates I should probably have posted earlier...

Final world map (needs gradient):

(https://dl.dropboxusercontent.com/u/67216205/betafinalmap.png)

Pyramid:

(https://dl.dropboxusercontent.com/u/67216205/diggablesand.png)

Tree Top/Inside:

(https://dl.dropboxusercontent.com/u/67216205/improvedtreezone.png)

A cave level:

(https://dl.dropboxusercontent.com/u/67216205/darkcave.png)

Arabian Night (Wario Land 4 inspired):

(https://dl.dropboxusercontent.com/u/67216205/arabiannightlevel.png)

Aftermath (nuclear winter inspired, Jazz Jackrabbit tiles):

(https://dl.dropboxusercontent.com/u/67216205/aftermath1.png)

(https://dl.dropboxusercontent.com/u/67216205/aftermath2.png)

(https://dl.dropboxusercontent.com/u/67216205/aftermath3.png)

Blizzard level:

(https://dl.dropboxusercontent.com/u/67216205/snowing.png)

Note: Will get layer 3 background.

Level 1:

(https://dl.dropboxusercontent.com/u/67216205/level1.png)

(https://dl.dropboxusercontent.com/u/67216205/morelevel1.png)

Level 2:

(https://dl.dropboxusercontent.com/u/67216205/level2-1.png)

(https://dl.dropboxusercontent.com/u/67216205/level2-2.png)

Level 2 bonus room:

(https://dl.dropboxusercontent.com/u/67216205/level2-bonus.png)

Shop:

(https://dl.dropboxusercontent.com/u/67216205/shop.png)

Chomp Volcano:

(https://dl.dropboxusercontent.com/u/67216205/chompvolcano.png)

Jeez that's a lot of screenshots.  And that doesn't even count stuff like the new underwater levels (not shown), the other Wario Land inspired levels or anything else of the sort.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on August 25, 2014, 02:12:14 pm
Great usage of tilesets!
I'm actually using a lot of these in my current Mario World hack myself.

Have you heard of effect tool?

http://www.smwcentral.net/?p=viewthread&t=73388

It allows you to make easy hdma effects (gradients, brightness, parallaw scrolling, wave effects, etc.) for easy insertion with uberasm.

(http://s18.postimg.org/hrfeoonrt/bgmulti.png[img])

(http://s27.postimg.org/q02ju3rqr/bgdialog1.png)

(http://s16.postimg.org/ybkasdsth/bgimage.png)

(http://s28.postimg.org/le1h5t64d/brightsimple.png)

(http://s1.postimg.org/fj41wwqbz/wavex.png)

(http://s8.postimg.org/stbrf8hfp/windowimage.png)

You've already got a great look going for this hack and hdma, now that it's so easy, just adds that extra bit of visual flair to your levels.

and if you aren't too hot on using uberasm manually, THIS new addon for lunar magic

http://www.smwcentral.net/?p=viewthread&t=73510

(http://i.imgur.com/PAqS7pN.png)

With the addons, you can now just copy and paste any uberasm code into your level directly from within lunar magic. The only time you directly have to patch uberasm seperately is if the code effect tool gave you specifies between level main code and level init code.

The addon also has a cool function of making layer 3 MUCH easier to use also.

(http://i.imgur.com/d0AmNnt.png)

Just thought I would mention these awesome new tools. It makes little things that add a lot of flavor to your hack very easy to implement.

Last compliment: I also love it when castlevania maps make their way onto the overwold! Keep up the good work!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 25, 2014, 04:53:16 pm
Don't worry, I'm using effect tool and uber ASM already, the hdma used in aftermath was generated via those tools, as were a few level effects.

The layer 3 one will also be used, mostly for the few levels in which either gimmicks or plain difficult to use tilesets force the useage of layer 1 and 2. Haunted Halloween (using Jazz Jackrabbit haunted graphics) will probably need it, as will the blizzard level.

And thanks for the compliments/other comments, much appreciated!  For that, may as well post these new pictures, from a level called Military Nightmare:

(https://dl.dropboxusercontent.com/u/67216205/militarynightmare1.png)

(https://dl.dropboxusercontent.com/u/67216205/militarynightmare2.png)

(https://dl.dropboxusercontent.com/u/67216205/militarynightmare3.png)

(https://dl.dropboxusercontent.com/u/67216205/militarynightmare4.png)

(https://dl.dropboxusercontent.com/u/67216205/militarynightmare5.png)

If they look familiar, it's because I was given them by JudgeSpear, the creator of Mushroom Kingdom Fusion and Super Mario Fusion Revival, and said tiles were used in a level in said game called Military Warzone.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on August 26, 2014, 02:56:53 pm
All of this looks really promising! How many levels were you planning on making this hack?
Also, the mario party advanced map and custom bosses also? missed those the first time but awesome! Wish I knew people that could make custom bosses, ha ha. oh well. Good luck! I hope you see it out  to completion.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 26, 2014, 04:32:34 pm
Quote
All of this looks really promising! How many levels were you planning on making this hack?

About sixty or so levels.  I don't have an exact number, but going on thirty of those have been shown in some form already.

Quote
Also, the mario party advanced map and custom bosses also? missed those the first time but awesome! Wish I knew people that could make custom bosses, ha ha. oh well. Good luck! I hope you see it out  to completion.

Custom bosses are not that difficult a thing to include in SMW hacks.  SMW Central has tons of them:

http://www.smwcentral.net/?p=section&s=smwsprites#filter

Additionally, I've also got a ton from Japanese sources (like much of Brutal Mario's ASM) and exactly one person who is willing to make bosses and sprites specifically for this game.

So yeah, hope that helps.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Grimlock on August 28, 2014, 11:54:40 pm
Nice graphics modifications! Looks like it's going to be a pretty fun hack.  :thumbsup:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 29, 2014, 07:07:44 pm
Nice graphics modifications! Looks like it's going to be a pretty fun hack.  :thumbsup:

Thanks, your comments are most appreciated.

There's a lot more cool stuff I haven't shown off yet though.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: NinjaTurtle82 on August 29, 2014, 09:02:00 pm
Wow, even if it's going to be a hard game, I can't deny how awesome those levels look, especially the levels based on the Castlevania games. Those just made my day.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 29, 2014, 09:12:22 pm
Wow, even if it's going to be a hard game, I can't deny how awesome those levels look, especially the levels based on the Castlevania games. Those just made my day.

You'll be happy to know it probably won't be a ridiculously hard game.  I plan to keep the difficulty at a reasonable level this time around, having learnt from my mistakes in a few past past projects.

And hey, thanks for the positive feedback!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Grimlock on August 30, 2014, 09:41:00 am
You'll be happy to know it probably won't be a ridiculously hard game.  I plan to keep the difficulty at a reasonable level this time around, having learnt from my mistakes in a few past past projects.

And hey, thanks for the positive feedback!

That's good to know, personally I most enjoy nice graphics modifications with mild difficulty in a hack.  Really though it's best to have a variety of difficulty, every now and then throw in a difficult level or area.  The art of level design creating an immersive atmosphere is most important, of course balancing difficulty is part of level design.  BUT the one thing that trumps all is "fun factor", as long as you think it'll provide a fun, interesting, entertaining experience then your good to go.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 30, 2014, 07:46:44 pm
That's good to know, personally I most enjoy nice graphics modifications with mild difficulty in a hack.  Really though it's best to have a variety of difficulty, every now and then throw in a difficult level or area.  The art of level design creating an immersive atmosphere is most important, of course balancing difficulty is part of level design.  BUT the one thing that trumps all is "fun factor", as long as you think it'll provide a fun, interesting, entertaining experience then your good to go.

Well, I hope you won't be disappointed here.  The difficulty is reasonable (with the odd more difficult level here and there) and the atmosphere is very, very different to anything in any SMW hack ever made.

Some new stuff:

(https://dl.dropboxusercontent.com/u/67216205/jellyfishbay1.png)

(https://dl.dropboxusercontent.com/u/67216205/jellyfishbay2.png)

(https://dl.dropboxusercontent.com/u/67216205/factorylevel.png)

(https://dl.dropboxusercontent.com/u/67216205/industrialfactory2.png)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on August 30, 2014, 10:39:54 pm
oh wow, that last screenshot! GRAVY!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 31, 2014, 01:23:57 pm
Nice that you like it!  The tiles are the same as used in a MKF level called Industrial Nightmare.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on August 31, 2014, 06:02:23 pm
You seem to be getting a lot of graphics from pc mario engine games. I also saw your list of suggestions on hacking ideas.

The castlevania sotn 16 bit hack could probably work using something like super metroid as a base. That community is great at manipulating the physics in that engine so I assume it could actually be done. Some color compromises would have to be made but, as you've said, shown, and done, it's possible. Some of the bosses might need to be downscaled but who knows when shit like this is possible:

http://youtu.be/Xx-oNUud0Qk?t=7m5
EDIT: for some reason, this link is borked. Go to 7:50 for my example.

I'm more interested in your suggestion of using metal slug assets from mario fusion. Do you really think there's enough room for all the exgfx that would be required to do that in Super Mario World? I honestly don't (shit, I couldn't even get Mario's Wacky Worlds foreground graphics to fit) but there was one level in the unfinished ASMT2 that kinda proves me wrong, seen here:

http://youtu.be/1ViJxBRF3O0?t=6m10s

The other two (Wario Land 4 and Super Mario Country) seem easy to do, with compromises of course but yeah, they could be done. For proper Wario graphics, you will either have to do one of two (maybe three) things though.

Option A (aka, easy option): Use powertool. You can make the character about doubly as big and use independent exgfx for player graphics, but there's a downside. It glitches out the yoshi berries (not the biggest of deals to make new ones though in lunar magic using exanimation) and the upwards walking animation on map. They both still work but they look wrong and, even If you replace the berries, the visual glitch on the map is so annoying that when I use powertool in my hacks, I tend to lean towards not even using an overworld. That may just be an example of how bad my OCD is moreso than how bad the glitch is though.

Option B (HARDEST option): Create custom asm code for how the player graphics are read. I'm not capable of this nor can I give you any helpful suggestions past knowing that that's possible. I know, I suck.

Option C (the big maybe): Wait for dyzen to be finished. It's new and it seems amazing. The patch uses a new method for dynamic sprites which sounds bad (all those dynamic sprites made already are useless with this) but it's more than that. Not only will dyzen allow you to convert those sprites manually, but it will also let you create your own dynamic sprites (or NON-dynamic. That's right. The SMW hacking community may finally get that long sought after sprite creator tool). How does this help you with making a playable Wario? Well, from the creator's last post concerning what will be released in two months (not sure why two months specifically. Is another c3 around the corner, ha?), it may replace power tool also:

"- Support for your own player (only the graphic routine)."

Unless I'm taking that out of context? I hope I'm not though, because as is, power tool is amazing for being able to add new types of Mario gameplay, but it's simply incomplete. Like 85% done and, as far as I can tell, Bio, the creator, said he was going to fix those things but has gone under radio silence on it since then. It's a shame. So far, I've made custom Cat Suit Mario suit, Bunny Suit Mario and a new Frog Suit as well. They all work amazingly well in gameplay but yeah, to get that capability, power tool asks you to scarifice too much, in my opinion.

Anyways, good luck on this, sir! I hope you eventually realize all of your mario world dreams. If you need busy work help ripping graphics, hit me up. I'm actually really good at that, ha.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 01, 2014, 05:18:20 pm
You seem to be getting a lot of graphics from pc mario engine games. I also saw your list of suggestions on hacking ideas.

The castlevania sotn 16 bit hack could probably work using something like super metroid as a base. That community is great at manipulating the physics in that engine so I assume it could actually be done. Some color compromises would have to be made but, as you've said, shown, and done, it's possible. Some of the bosses might need to be downscaled but who knows when shit like this is possible:

http://youtu.be/Xx-oNUud0Qk?t=7m5
EDIT: for some reason, this link is borked. Go to 7:50 for my example.

I'm more interested in your suggestion of using metal slug assets from mario fusion. Do you really think there's enough room for all the exgfx that would be required to do that in Super Mario World? I honestly don't (shit, I couldn't even get Mario's Wacky Worlds foreground graphics to fit) but there was one level in the unfinished ASMT2 that kinda proves me wrong, seen here:

http://youtu.be/1ViJxBRF3O0?t=6m10s

The other two (Wario Land 4 and Super Mario Country) seem easy to do, with compromises of course but yeah, they could be done. For proper Wario graphics, you will either have to do one of two (maybe three) things though.

Option A (aka, easy option): Use powertool. You can make the character about doubly as big and use independent exgfx for player graphics, but there's a downside. It glitches out the yoshi berries (not the biggest of deals to make new ones though in lunar magic using exanimation) and the upwards walking animation on map. They both still work but they look wrong and, even If you replace the berries, the visual glitch on the map is so annoying that when I use powertool in my hacks, I tend to lean towards not even using an overworld. That may just be an example of how bad my OCD is moreso than how bad the glitch is though.

Option B (HARDEST option): Create custom asm code for how the player graphics are read. I'm not capable of this nor can I give you any helpful suggestions past knowing that that's possible. I know, I suck.

Option C (the big maybe): Wait for dyzen to be finished. It's new and it seems amazing. The patch uses a new method for dynamic sprites which sounds bad (all those dynamic sprites made already are useless with this) but it's more than that. Not only will dyzen allow you to convert those sprites manually, but it will also let you create your own dynamic sprites (or NON-dynamic. That's right. The SMW hacking community may finally get that long sought after sprite creator tool). How does this help you with making a playable Wario? Well, from the creator's last post concerning what will be released in two months (not sure why two months specifically. Is another c3 around the corner, ha?), it may replace power tool also:

"- Support for your own player (only the graphic routine)."

Unless I'm taking that out of context? I hope I'm not though, because as is, power tool is amazing for being able to add new types of Mario gameplay, but it's simply incomplete. Like 85% done and, as far as I can tell, Bio, the creator, said he was going to fix those things but has gone under radio silence on it since then. It's a shame. So far, I've made custom Cat Suit Mario suit, Bunny Suit Mario and a new Frog Suit as well. They all work amazingly well in gameplay but yeah, to get that capability, power tool asks you to scarifice too much, in my opinion.

Anyways, good luck on this, sir! I hope you eventually realize all of your mario world dreams. If you need busy work help ripping graphics, hit me up. I'm actually really good at that, ha.

Thanks for your post!  Unfortunately, most of the stuff I posted in ROM Hacking Ideas were just that... ideas.  Things I think are possible and would be interesting, but which haven't been done yet and which I wouldn't have the time to do.

As for your comments...

Wario graphics have actually been done.  A friend of mine on Youtube made a hack called Wario Land SNES (or similar), which had a 32 x 32 pixel Wario player going through a whole game based on Wario Land 1, complete with the same overworld, graphics, music, enemies and bosses.

https://www.youtube.com/watch?v=LalzpPnfDGw

He also ported this Wario Land Shake It theme song. I use in my own hacks as a switch palace song:

https://www.youtube.com/watch?v=A7af_ukDWK4

As for Wario Land 4 specifically... Well, I ripped just about every background from the game, about 3/4 of which are now on SMW Central.   Whole areas based on the game exist in my past mods, with some being based on...

Crescent Moon Village
Hotel Horror
Toy Block Tower
The Big Board
Domino Row
Doodle Woods
Pinball Zone
The Curious Factory
40 Below Fridge
Arabian Night
Mystic Lake
Entry Passage
Golden Passage

etc

I've also failed to rip tiles from Wildflower Fields and Monsoon Jungle.  The former because I just couldn't get them to look nice/work well in SNES palette/tile limits, the latter because the tiles don't seem to follow a logical 16 x 16 grid. 

As for whether Metal Slug tiles fit... well, yes:

(http://bin.smwcentral.net/u/10295/metalslugstuff.png)

There's also a whole level in Mario's Christmas Adventure with Metal Slug Advance content:

https://www.youtube.com/watch?v=eiOR0dlUSCU

For Castlevania Symphony of the Night content, I'll probably use some of it in the final world in this game, but not remake any exact levels.

Quote
You seem to be getting a lot of graphics from pc mario engine games.

I don't get this.  Do you mean the Jazz Jackrabbit stuff or the Castlevania Rondo of Blood stuff?

Quote
Unless I'm taking that out of context? I hope I'm not though, because as is, power tool is amazing for being able to add new types of Mario gameplay, but it's simply incomplete. Like 85% done and, as far as I can tell, Bio, the creator, said he was going to fix those things but has gone under radio silence on it since then. It's a shame. So far, I've made custom Cat Suit Mario suit, Bunny Suit Mario and a new Frog Suit as well. They all work amazingly well in gameplay but yeah, to get that capability, power tool asks you to scarifice too much, in my opinion.

I plan to use PowerTool, if possible.  Whether AddMusic K will allow it is another question entirely, since it's mostly only been designed with Lunar Magic, BlockTool, SpriteTool and itself in mind, screw anything else.  I really want Hammer Mario and Tanooki Mario and stuff in this game.

Quote
Anyways, good luck on this, sir! I hope you eventually realize all of your mario world dreams. If you need busy work help ripping graphics, hit me up. I'm actually really good at that, ha.

Thanks!  Out of curiosity, do you have any examples of graphics you've ripped?  Because if you're up for some really hard stuff to rip, there are those tiles from Jazz Jackrabbits Haunted and Holiday Hare expansion packs I want to use:

https://www.youtube.com/watch?v=w3VCPNt0A2Q

https://www.youtube.com/watch?v=TD0d3nIvNjI

I've resigned myself to considering the backgrounds impossible to have on a SNES, but the foregrounds seem possible if you can manage the colours.  My Hellfire Haunt and Aftermath tilesets are from this series. 

On the other hand, if you want something more reasonable, well, maybe some stuff from a few more obscure SNES games could help.  I'm using the graphics from the mansion level in Bonkers for a world 6 or so boss level, so those could be nice to see ripped, if only to save me some time. Maybe same with the haunted house tiles from Tiny Toon Adventures:

https://www.youtube.com/watch?v=_YOtntm86Ww

But I guess it depends what's possible.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on September 01, 2014, 08:23:42 pm
Wow, those metal slug rips...those are amazing.

When i was talking about pc mario engine games, I meant like mushroom kingdom fusion.

As far as examples of my graphics ripping, here's a few:

(http://i45.photobucket.com/albums/f99/Jonesy4774/a_00002.png)

This one is ripped from Super Princess Peach. I finished it a literal day after I found someone else version on smw central. Youll notice little differences in mine, like the black outline around the trees with definition or that said trees can merge with the foreground.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00004.png)
(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00005.png)

These are ripped from a Super Mario 3D World tileset on MFGG. It needs palette work but it's ok.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00002.png)

I ripped this background from Super Ghouls n Ghosts.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00001.png)

I ripped this background from Bad Dudes the arcade game for my hack, Super Mario Bros. The Movie: The Game.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00000.png)

I ripped this foreground from Sonic 1.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00003.png)

And this last one, I ripped from Ryu's Stage in Street Fighter II.


Lemme see what I can do with Jazz Jackrabbit 2 and Tiny Toons...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 02, 2014, 03:01:37 pm
Wow, those metal slug rips...those are amazing.

When i was talking about pc mario engine games, I meant like mushroom kingdom fusion.

As far as examples of my graphics ripping, here's a few:

(http://i45.photobucket.com/albums/f99/Jonesy4774/a_00002.png)

This one is ripped from Super Princess Peach. I finished it a literal day after I found someone else version on smw central. Youll notice little differences in mine, like the black outline around the trees with definition or that said trees can merge with the foreground.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00004.png)
(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00005.png)

These are ripped from a Super Mario 3D World tileset on MFGG. It needs palette work but it's ok.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00002.png)

I ripped this background from Super Ghouls n Ghosts.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00001.png)

I ripped this background from Bad Dudes the arcade game for my hack, Super Mario Bros. The Movie: The Game.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00000.png)

I ripped this foreground from Sonic 1.


(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00003.png)

And this last one, I ripped from Ryu's Stage in Street Fighter II.


Lemme see what I can do with Jazz Jackrabbit 2 and Tiny Toons...

Nice graphics rips!  Pretty amazing if I say so myself, especially the Sonic 1 and Street Fighter graphics.

But yeah, if you want to help (or anyone else wants to help), the halloween and christmas graphics from Jazz Jackrabbit can be found here:

http://jazzjackrabbit.net/DJ/WebJCS/

They're called 'Haunted House' and Holiday Hare (although Holidaus would be a good alternative for the second if it's utterly impossible).

Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on September 03, 2014, 12:45:24 am
JEEZUS, THESE JACKRABBIT GRAPHICS ARE HUGE!
Got em ripped to bin format but, so far, my colors are way off ( I can fix that easy enough) but yeah...I dont know if this will even START to fit, ha. Not a bad exercise in crazy, though...
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 03, 2014, 04:28:43 pm
JEEZUS, THESE JACKRABBIT GRAPHICS ARE HUGE!
Got em ripped to bin format but, so far, my colors are way off ( I can fix that easy enough) but yeah...I dont know if this will even START to fit, ha. Not a bad exercise in crazy, though...

Yep.

That's what is difficult about ripping them... they use a 32 x 32 grid instead of a 16 x 16 one.

They could theoretically be resized to 16 x 16, but that would take forever and be hard as hell given the detail present.

Ah well.  The haunted house ones are at least possible to assemble easily enough (as in, once ripped).  The Holiday Hare ones?  God knows.  Maybe the site I linked didn't do a perfect job of ripping them, but even assembling those tiles is the stuff of nightmares!

September 04, 2014, 04:33:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
World 2 castle preview:

(https://dl.dropboxusercontent.com/u/67216205/gravitygauntlet1.png)

(https://dl.dropboxusercontent.com/u/67216205/gravitygauntlet2.png)

Bonus points if you can name the original game!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 13, 2014, 03:36:45 pm
Well, it's been a while.  But oh well, some new stuff:

(https://dl.dropboxusercontent.com/u/67216205/magic.png)

Experimenting with reverse gravity (in one level) and screen flipping (in another).

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00000.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00001.png)

Level based on Spring Man's level in Mega Man 7.  Gimmick being that enemies will also be affected by springs.

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00002.png)

Early preview of world 4 castle, water themed.

(https://dl.dropboxusercontent.com/u/67216205/ricebeach.png)

Based on Rice Beach in Wario Land (background from Wario Land 4).

(https://dl.dropboxusercontent.com/u/67216205/castleofillusiontiles.png)

Tiles from Castle of Illusion. Unlike in my previous work, these ones will be animated like in the original game.  I might also try and get the cake graphics from that game as well, along with the Christmas inspired ones from World of Illusion.

Edit: Beta title screen:

(https://dl.dropboxusercontent.com/u/67216205/superawesomebetatitle.png)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 24, 2014, 05:05:50 pm
Bump, to show a few miscellaneous things:

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00003.png)

(https://dl.dropboxusercontent.com/u/67216205/bossintro.png)

Three guesses what the second one is for.

As for other stuff... well, Lunar Magic 2.3 just came out.  So I'm gonna take advantage of its new overworld capabilities (two more gfx files per map!) and its built in support for layer 3 backgrounds/graphics.  Like for heavy rain and snow on top of photo realistic level backgrounds without sacrificing anything...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: yoyotheyoshi on September 25, 2014, 04:55:01 am
That all looks pretty amazing, coming along nicely. I can't wait to see more. :)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 28, 2014, 06:03:43 pm
That all looks pretty amazing, coming along nicely. I can't wait to see more. :)

Thanks, it's much appreciated.  Some minor updates:

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00000.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00001.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00002.png)

Tiles for first picture from Actraiser 2, used at end of forest castle level.  Second and third picture show semi final part of clocktower level in final world, tiles from Symphony of the Night.

Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: drunkenjesus on October 07, 2014, 01:37:48 am
backgrounds look really varied and impressive, hoping that a demos released soon, backgrounds are cool but gameplay's the most important part of a hack for me.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on October 07, 2014, 06:21:00 pm
backgrounds look really varied and impressive, hoping that a demos released soon, backgrounds are cool but gameplay's the most important part of a hack for me.

Don't worry, the gameplay's always being kept as the main priority.  It's one of the reasons the game/hack is taking a while, because I'm trying to make the level design fun and the graphics look nice at the same time.

Thanks for your feedback.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on October 17, 2014, 09:23:33 pm
Unfortunately, unless I can get help with some ASM for a few sprites/bosses, this game likely won't be finished.

It'll still be released in some form (likely a demo with all normal levels and about 50% of the bosses included), but... my last two ASM coders have left the hobby altogether and I now need to find a replacement or something.

Sorry about that.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: 607 on October 19, 2014, 02:56:11 pm
Unfortunately, unless I can get help with some ASM for a few sprites/bosses, this game likely won't be finished.

It'll still be released in some form (likely a demo with all normal levels and about 50% of the bosses included), but... my last two ASM coders have left the hobby altogether and I now need to find a replacement or something.

Sorry about that.
Aw, I'm sorry to hear that  :(
I hope things work out.
If they don't though, you should indeed be sure to still make a release of it, even if it's incomplete.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on October 19, 2014, 03:47:16 pm
Aw, I'm sorry to hear that  :(
I hope things work out.
If they don't though, you should indeed be sure to still make a release of it, even if it's incomplete.

Don't worry, there will be a release of this game, even if it has to be in demo form.  I'm not going to disappoint people by not releasing an actual game.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on November 09, 2014, 06:20:25 pm
Some very minor updates:

Lost Vikings themed puzzle level (background is from Meteos on DS):

(http://talknintendo.com/uploads/gallery/category_2/gallery_1_2_7258.png)

(http://talknintendo.com/uploads/gallery/category_2/gallery_1_2_4285.png)

(http://talknintendo.com/uploads/gallery/category_2/gallery_1_2_9155.png)

Starting a level based on Drill Dozer:

(http://talknintendo.com/uploads/gallery/category_2/gallery_1_2_1147.png)

Other updates coming soon will be the first castle (with a new tileset from an unexpected arcade game) and redone ice cavern and 'dark' cavern levels.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: drunkenjesus on November 09, 2014, 09:24:52 pm
Unfortunately, unless I can get help with some ASM for a few sprites/bosses, this game likely won't be finished.

It'll still be released in some form (likely a demo with all normal levels and about 50% of the bosses included), but... my last two ASM coders have left the hobby altogether and I now need to find a replacement or something.

Sorry about that.

Your project would be way more appealing to people with the skills to help if it was mostly done so that way they knew their effort would be put to good use, so releasing a demo like you mentioned asking for help would probably work out well
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on November 10, 2014, 03:26:10 pm
There are two reasons this project hasn't had a demo yet:

1. The levels made are not in any logical order.  The status is basically most of world 1, most of world 2, some of world 3, much of world 4, much of world 5, etc.  I like to have demos feel like they could be 'complete' rather than skipping over a bunch of stages.

2. Not polished enough yet.

There's also another one (trying to keep attention low until the release date), but there's a really good reason for that.
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on November 20, 2014, 06:29:42 pm
And hey, a few updates:

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00004.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00005.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00006.png)

Demo should be available by Christmas, with up to seven worlds of content.

November 27, 2014, 06:04:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
It's not over yet.  Some new updates:

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00007.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00008.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00009.png)

New 'dark' sprite graphics, for evil levels and ghost houses.  Skulls are from Castlevania, clowns from a Castlevania DS game and ground skull things from Guardian Legend.

The ghost skulls are obviously Boos, the ground skulls are obvious Goombas and the clown is a custom sprite.

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00010.png)

Big Chomps.

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00013.png)

Bigger Chomps

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00014.png)

Incoming Chomps

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00016.png)

Early part of Hands On Hall level, with Japanese aesthetics.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on December 08, 2014, 06:12:48 pm
Oh look, minor gfx updates:

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00017.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00018.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00019.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00020.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00021.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00023.png)

(https://dl.dropboxusercontent.com/u/67216205/MariosNightmareQuest_00024.png)

Yay for Wario Land 4 tiles on SNES!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on December 24, 2014, 01:58:48 pm
Bump for some pre Christmas level and graphics updates:

(https://dl.dropboxusercontent.com/u/67216205/hellfirehaunt1.png)

(https://dl.dropboxusercontent.com/u/67216205/hellfirehaunt2.png)

(https://dl.dropboxusercontent.com/u/67216205/w1castle3.png)

(https://dl.dropboxusercontent.com/u/67216205/w1castle1.png)

(https://dl.dropboxusercontent.com/u/67216205/w1castle2.png)

(https://dl.dropboxusercontent.com/u/67216205/darkcave.png)

(https://dl.dropboxusercontent.com/u/67216205/icecave1.png)

(https://dl.dropboxusercontent.com/u/67216205/forest1.png)

And a more Christmas themed update:

(https://dl.dropboxusercontent.com/u/67216205/christmas1.png)

(https://dl.dropboxusercontent.com/u/67216205/christmas2.png)

Yes, a Christmas themed level with content from Jazz Jackrabbit and Daze Before Christmas.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: 90s Retro Gamer on December 30, 2014, 11:36:47 pm
Looks good. I like it when people mod the graphics in SMW. Haha that would be awesome if you got ahold of Jazz Jackrabbit graphics.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on December 31, 2014, 07:04:18 am
Looks good. I like it when people mod the graphics in SMW. Haha that would be awesome if you got ahold of Jazz Jackrabbit graphics.

I did get Jazz Jackrabbit tiles.  The Christmas ones are from the first Holiday Hare expansion, the graphics for 'hell' are from a hell themed level in one of the games (or maybe mods) and the tiles for Aftermath are from a Jazz Jackrabbit custom graphics resource site.

I also plan to use the haunted house tiles for the halloween level:

https://www.youtube.com/watch?v=mbqqWn7NEjM

Either way, you've not seen nothing yet.  The screens in this topic only show a tiny sample of the levels and their themes...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Bahamut ZERO on January 02, 2015, 06:43:27 pm
Usually I don't get hyped for SMW hacks but from the looks of those screenshots, this looks crazy good! Can't wait for a demo/release, as this looks waaaaaay more awesome then most of the stuff I've seen trolling around SMW Central (though there are some amazing hacks over there)

And Super Mario Bros. The Movie: The Game = WHERE IS IT!?!?!?!?!? lol. Seriously though, it's about damn time someone did this. :) Mario even looks like the guy from the movie, it's great.  I don't know which project I'm more excited to see, as the mental image of a john leguizamo sprite for Luigi just popped into my head.

All in all, keep up this insane awesome-train a-chuggin. I'll definately play the hell out of both.
 
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on January 03, 2015, 08:36:40 pm
Thanks!  Glad that you like it.

Also, for anyone interested, an overworld preview:

(https://dl.dropboxusercontent.com/u/67216205/overworldpreview.png)

That's only the first five worlds, of course.  The Toad Houses are (in most cases) placeholders for other level tiles.  And the levels themselves have a fairly high amount of content.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on January 04, 2015, 04:41:24 am
Duuuuuude, that is a BEAUTIFUL world map. Like, official Nintendo level world map.
Very good job!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on January 04, 2015, 06:05:16 pm
Duuuuuude, that is a BEAUTIFUL world map. Like, official Nintendo level world map.
Very good job!

Thanks!  Some submaps I designed:

(https://dl.dropboxusercontent.com/u/67216205/desertworld.png)

(https://dl.dropboxusercontent.com/u/67216205/forest.png)

(https://dl.dropboxusercontent.com/u/67216205/hauntedworld.png)

On another note... the music in the game is absolutely incredible.  Here are some videos of the songs I'm using:

https://www.youtube.com/watch?v=FI3mpI41fuY

https://www.youtube.com/watch?v=kYE6Ai8KXaw

And downloads for the rest (don't think the porter has a Youtube channel)

http://www.smwcentral.net/?p=section&a=details&id=10366

http://www.smwcentral.net/?p=section&a=details&id=10370

http://www.smwcentral.net/?p=section&a=details&id=10374

http://www.smwcentral.net/?p=section&a=details&id=10369

http://www.smwcentral.net/?p=viewthread&t=76280 (IL MANIERO SPETTRALE theme, cold, mansion)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on January 19, 2015, 04:48:15 pm
Some updates:

(https://dl.dropboxusercontent.com/u/67216205/ghostship.png)

(https://dl.dropboxusercontent.com/u/67216205/palace1.png)

(https://dl.dropboxusercontent.com/u/67216205/palace2.png)

(https://dl.dropboxusercontent.com/u/67216205/palace3.png)

And some idea updates:

Beehive related level: Complete with barrel cannons, pegs (from King of Swing), Zingers, cartoony DK enemies and maybe a chase scene involving King Zing.

Bridge to Hell:
A bridge level, a bit like Silent Span in Mario Fusion Revival or the bridge in Mario End Game.  Except with the gimmick of the level getting darker and more gloomy as you proceed.

[Inside of a creature]: Mentioned in my tileset request topic, but yeah.  You know the drill.

Abandoned Toad House: A trek through a Toad House that's fallen into decay after a monster attack.  Maybe with ghostly undead Toads as enemies, for the creepy factor.


Royal Crypt: A mix of the level from the Minish Cap, the Bottom of the Well and the Shadow Temple from Ocarina of Time.  You get to use the Lens of Truth to reveal hidden obstacles and fake walls and floors by pressing the L or R button.


[Something from the Wind Waker]: Not sure what, but some level or another.  I was considering something based on either Dragon Roost Cavern or the Wind Temple, but it's unknown yet.

Stone Tower Temple: Based on Majora's Mask, with the gimmick being able to flip the building upside down.

Hyrule Castle: Self explanatory, references Link to the Past/Between Worlds, Twilight Princess, etc.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on January 19, 2015, 05:16:26 pm
Wow, this hack seems like it is very promising.  :thumbsup:
Is this hack compatible with bsnes or a real console?

I'm asking because some other hacks I've seen are sometimes unplayable or have issues with
sound and/or graphics and I'd really like to enjoy this one on the proper thing (or bsnes).
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on January 19, 2015, 06:13:20 pm
Wow, this hack seems like it is very promising.  :thumbsup:
Is this hack compatible with bsnes or a real console?

I'm asking because some other hacks I've seen are sometimes unplayable or have issues with
sound and/or graphics and I'd really like to enjoy this one on the proper thing (or bsnes).

It's not done, but from my testing with BSNES, I haven't encountered any issues.

For instance, here's part of level 1 on BSNES, with no graphical (or sound) problems:

(https://dl.dropboxusercontent.com/u/67216205/bsnestest.png)

This was taken in the accuracy version of the emulator.  Should be good enough for a SNES.  It should also be (mostly) fair in terms of difficulty.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on January 20, 2015, 09:49:45 am
Cool, I'm glad it works flawlessly. Now I just can't wait to play it!  :banghead:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on January 20, 2015, 04:19:22 pm
Cool, I'm glad it works flawlessly. Now I just can't wait to play it!  :banghead:

Thanks!  It will be good when it's done, just keep in mind that a game like this one takes a pretty long time to finish.  Especially given how for the most part, I try and rip every single tileset and enemy sprite graphics set myself.  And then have to design a level which is actually fun to play rather than merely technically impressive (the issue with many 'fancy' hacks in the last decade or so).
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on February 04, 2015, 06:29:57 pm
A few... minor updates:

(https://dl.dropboxusercontent.com/u/67216205/ToadHouse.png)

A Toad House.  One of these will not be quite as it seems...

(https://dl.dropboxusercontent.com/u/67216205/Illusion1.png)

(https://dl.dropboxusercontent.com/u/67216205/Illusion2.png)

(https://dl.dropboxusercontent.com/u/67216205/Illusion3.png)

Illusion level (ghost house).  In these rooms, a Yoshi's Island/New Super Mario Bros style tunnel effect has been implemented; going nearly a fake wall causes it to disappear until you exit the other side.

(https://dl.dropboxusercontent.com/u/67216205/illusion4.png)

(https://dl.dropboxusercontent.com/u/67216205/illusion5.png)

Part 2 of the above level.  Note the use of layer 1 and 2, which alternate in interactivity.  So it appears Mario goes between the background and foreground, like Donkey Kong Country Returns or Tropical Freeze, or Wario Land for Virtual Boy.

(https://dl.dropboxusercontent.com/u/67216205/icecastle1.png)

(https://dl.dropboxusercontent.com/u/67216205/icecastle2.png)

(https://dl.dropboxusercontent.com/u/67216205/icecastle3.png)

(https://dl.dropboxusercontent.com/u/67216205/icecastle4.png)

Ice castle level.  Melt the blocks and water to progress, before solving a ridiculously complex puzzle and fighting a certain ice themed boss from the Paper Mario series.

(https://dl.dropboxusercontent.com/u/67216205/jumpingBossBass.png)

Watch out, Boss Basses can jump vertically now!

(https://dl.dropboxusercontent.com/u/67216205/RiceBeach.png)

(https://dl.dropboxusercontent.com/u/67216205/RiceBeach2.png)

More Rice Beach.

(https://dl.dropboxusercontent.com/u/67216205/watercastle1.png)

(https://dl.dropboxusercontent.com/u/67216205/watercastle2.png)

(https://dl.dropboxusercontent.com/u/67216205/watercastle3.png)

Part 1 of the water world's castle.  Watch out for Super Mario Land skeleton fish and sea horse type enemies!

(https://dl.dropboxusercontent.com/u/67216205/watercastle4.png)

More of the water castle, aka the sewers.  Not shown; a giant fish that chases Mario and tries to blast him with fireballs (or in a few cases, run him over).

And some level spoilers:

Spoiler:

Abandoned Toad House: Explore a Toad House... which has fallen victim to a zombie apocalypse.  Can Mario avoid zombified Toads and Mario enemies in the creepy, dark looking pastiche of a bonus game?  May contain disturbing content, like enemies with half their face missing.

Oh God No: Part based on this creepypasta:

https://www.youtube.com/watch?v=ZVYZpZrtomE

Part based on the Nightmare in a Coma idea from the Brutal Mario wiki (from a hoax about a non existent demo):

http://brutalmario.wikia.com/wiki/Cave?oldid=4442

Part based on a creepy bad future where no Mario and Luigi meant Bowser took over the Mushroom World and reduced it to a barely populated, dark, miserable wasteland.

It's... an interesting experience.

Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on February 11, 2015, 04:40:47 am
Seems like you are doing some good progress! Don't you have an idea of when will be possible for us to play a demo, no matter how limited it may be?  :happy:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on February 11, 2015, 05:58:46 pm
Seems like you are doing some good progress! Don't you have an idea of when will be possible for us to play a demo, no matter how limited it may be?  :happy:

A demo should be available by about the middle of this year.  This is because I plan to make sure the demo has a significant amount of content, akin to the Brutal Mario demos and stuff you can find online (rather than being a mere one or two world sampler).

It will probably have the first five worlds (the normal levels for the grass land worlds, ice world, ocean world and military war zone area), the secret levels for the military war zone, grass world and ocean world, the desert world in its entirely, the forest world with the exception of the secret level and boss, most of the toy land world and most of the haunted forest world.  The clocktower level should also be available for a final world preview.

It will probably not have the final world (for the most part), the final boss or ending, most secret levels or the Hyrule themed world, because the technical side is rather complicated.

And because I'm considering what to do for the Hyrule Castle level, including whether to turn it into a top down view Zelda game mixed with shoot em up mechanics rather than platformer (mostly because of the limited tilesets).

But a demo will be out this year, once I've got Talk Nintendo and Wario Weekly sorted out.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on February 12, 2015, 10:09:04 am
That's lots of content for a demo!!!  :o Seems more like a near-release beta right?
It just came to my mind...
How hard is it to add MSU-1 music tracks to it? Do you think you can handle that?  ::)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on February 12, 2015, 02:26:59 pm
There's an MSU1 patch available, and I'm planning to release an alternate version that uses it.  It would have a more limited soundtrack, but it would have much higher quality songs, likely the following:

Spoiler:
https://www.youtube.com/watch?v=WprkcmGPcNM

https://www.youtube.com/watch?v=R39c41csXtA

https://www.youtube.com/watch?v=1cG_J9rcefw

https://www.youtube.com/watch?v=H2gnscqwcro

https://www.youtube.com/watch?v=nQD0AgAv3fw

https://www.youtube.com/watch?v=oJVZubxRAG4

https://www.youtube.com/watch?v=FCeU1GPOKIE

https://www.youtube.com/watch?v=OYc_Vosp9_Y

https://www.youtube.com/watch?v=3SfS7CnvDu0


You may notice a slight pattern... it's because I really like Mario & Luigi Dream Team, and modern 3DS games in general.  Maybe a little too much:

https://www.youtube.com/watch?v=gqbfK23Rv6E

Other than that... there are a lot of fancy things I plan to include really.  A new and very different status bar, a different pause menu, a sound test, a different bonus for 100 coins, a different bonus game, shops, a level up system, custom power ups... Heck, I'd love to add someone like Wario as an extra playable character, though that could be overly difficult.  Either way, I do like shiny things, and MSU1 is definitely possible.

Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on February 12, 2015, 04:52:14 pm
Okay now. This is officially epic!  :thumbsup:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on February 20, 2015, 09:21:28 pm
Some minor updates:

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/blizzard1.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/boomboom.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/japanesehouse.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/krool.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/piranhaplant.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/rebelbase1.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/rebelbase2.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/rebelbase3.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/tank1.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/tank2.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/tank3.png)

There's still a lot more to show, believe it or not.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on March 04, 2015, 04:15:50 pm
Well, another late content bump:

(http://talknintendo.com/img/toylandmap.png)

(http://talknintendo.com/img/toyland1.png)

(http://talknintendo.com/img/toyland2.png)

(http://talknintendo.com/img/toyland3.png)

(http://talknintendo.com/img/toyland5.png)

As you can see, mostly pictures of the toy themed world.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: tryphon on March 04, 2015, 06:12:01 pm
Mario in Castle Of Illusion ???
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: MathUser2929 on March 05, 2015, 09:47:10 am
Really great graphics. Keep up the good work.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on March 05, 2015, 10:32:00 am
My first complain, lol  :P

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/krool.png)

It would look much better if it were a real pixel art sprite.  :'(
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on March 05, 2015, 03:15:05 pm
Mario in Castle Of Illusion ???

Yep. The graphics are going to be animated too.

Maybe I might use some of the enemies from that game's Toy Land level too, and the gravity flipping.

Really great graphics. Keep up the good work.

Thanks.  The screenshots are still only about 40% of what's in the game though.  The more interesting stuff is yet to come.

My first complain, lol  :PIt would look much better if it were a real pixel art sprite.  :'(

Good luck with that.  I'm nowhere near good enough to try and convert K Rool's boss sprites into pixel art equivalents, and you're probably not gonna find too many people willing to go that fair either (especially as this is a really complex boss with a lot of graphics frames).

Still, I plan to at least make it look fancy; the boss can apparently animate the background at about the halfway point in the battle.  So I'll try and use that trigger for thunder/lightning and missile style explosions in the background.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on March 05, 2015, 05:27:03 pm
K. Rool looks fine.
The whole hack is a mish mash of pixel art styles so it works.
Can't wait for the finished product!
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on March 09, 2015, 06:55:19 pm
Thanks!  On another note, someone released a really cool music port recently, and its being used here.  Guess what it is?

https://www.youtube.com/watch?v=I7UC_qAXNQg&feature=youtu.be

Yeah, Luigi's Mansion Dark Moon music on a SNES. Thank you music porter on SMW Central!  I've also requested the theme for Treacherous Mansion, hopefully that gets ported as well.  That's this one, if you've forgotten:

https://www.youtube.com/watch?v=1cG_J9rcefw

But yeah, other stuff is more important.  Next up, fixing the graphics in a few levels and working on some others.


March 13, 2015, 11:06:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Starting on a Zelda level:

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00000.png)

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00001.png)

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00003.png)

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00004.png)

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00005.png)

It's not 2D platformer style Zelda either.  Oh no, this level will basically be a full scale traditional Zelda dungeon starring Mario/Luigi.

There'll be keys to find, blocks to push, items to use, spike traps to dodge, Wizrobes firing magic, Darknuts and Link to the Past style soldiers to fight and a big boss battle at the end vs some Zelda character or another, maybe Ganon/Ganondorf or Vaati.

All while this music blares out the speakers:

https://www.youtube.com/watch?v=_uR7doemZD0

It's quite the cool finale to a world in which Mario explores Hyrule, conquers the darkest crypt using the Lens of Truth, climbs Stone Tower Temple and buys items from Ravio in the shop.  With a few references to Link's Awakening, the Oracle games, Twilight Princess, Skyward Sword and The Wind Waker in there for good measure.  Yes, it's completely against Zelda canon, but it's a dream, okay?  Like Hyrule Warriors?
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: SC on March 16, 2015, 09:59:19 pm
Starting on a Zelda level:

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00000.png)

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00001.png)

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00003.png)

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00004.png)

(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00005.png)

It's not 2D platformer style Zelda either.  Oh no, this level will basically be a full scale traditional Zelda dungeon starring Mario/Luigi.

There'll be keys to find, blocks to push, items to use, spike traps to dodge, Wizrobes firing magic, Darknuts and Link to the Past style soldiers to fight and a big boss battle at the end vs some Zelda character or another, maybe Ganon/Ganondorf or Vaati.

All while this music blares out the speakers:

https://www.youtube.com/watch?v=_uR7doemZD0

It's quite the cool finale to a world in which Mario explores Hyrule, conquers the darkest crypt using the Lens of Truth, climbs Stone Tower Temple and buys items from Ravio in the shop.  With a few references to Link's Awakening, the Oracle games, Twilight Princess, Skyward Sword and The Wind Waker in there for good measure.  Yes, it's completely against Zelda canon, but it's a dream, okay?  Like Hyrule Warriors?

What the Hell, man?! How have you achieved that? Who coded all that awesome stuff into SMW?!  :o
Somehow, there's a romhacking hero involved?  ::)

You gotta be trolling me...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Grimoire LD on March 16, 2015, 10:09:43 pm
It is definitely an odd choice to make, especially since SMW's engine is not optimized for this... at all, but if you feel you can make it work without it feeling clunky or bizarre than I would love to see this part of the project finished.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on March 17, 2015, 06:44:49 pm
It is definitely an odd choice to make, especially since SMW's engine is not optimized for this... at all, but if you feel you can make it work without it feeling clunky or bizarre than I would love to see this part of the project finished.

It shouldn't feel that clunky or bizarre.  Although trying to implement some bosses that work in this style could be challenging.  Anyone know a really good ASM coder?

And the patch for this type of level has actually been around a few years now.  It's just that no one's ever really done anything interesting with it before.  I mean, this was its debut back in 2009:

https://www.youtube.com/watch?v=_iH9pZI1-UM

Since then... nothing.  No one even considered a Zelda or Secret of Mana or Pokemon style level based on this engine before.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on March 30, 2015, 06:36:45 pm
A few updates.  Progress is a bit slow, but still:

Toy Land level preview:

(https://dl.dropboxusercontent.com/u/67216205/toylevelpreview.png)

The picture does not do it justice to be honest.  Cause about half the tileset animates.

Some of Stone Tower Temple:

(https://dl.dropboxusercontent.com/u/67216205/stonetower1.png)

(https://dl.dropboxusercontent.com/u/67216205/stonetower2.png)

(https://dl.dropboxusercontent.com/u/67216205/stonetower3.png)

(https://dl.dropboxusercontent.com/u/67216205/stonetower4.png)

Gonna try and edit some of the Zelda GFX to be more 2D like.

Next up?  A level based on this, probably:

https://www.youtube.com/watch?v=c7cNkNsLQAY
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 16, 2015, 05:00:31 pm
Minor proof it's not entirely dead:

(http://nintendo3dsdaily.com/media/wariobosspic.png)

(http://nintendo3dsdaily.com/media/platform.png)

(http://nintendo3dsdaily.com/media/kingfin.png)

Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on April 16, 2015, 05:36:40 pm
Is that a boss?
Have you used all the entire palette on it? If there was a way to better blend those shades of colour...
But I guess it would require an incredible amount of work for an HDMA effect on it or using another type
of Super Famicom graphic with more available palette colours, like BG? Not feasible, it seems.
Looks too cartoonish, though maybe I am worrying for nothing and it looks good when playing.

Anyway, that Wario sprite seems suspicious, too. :thumbsup:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 16, 2015, 05:42:49 pm
Is that a boss?
Have you used all the entire palette on it? If there was a way to better blend those shades of colour...
But I guess it would require an incredible amount of work for an HDMA effect on it or using another type
of Super Famicom graphic with more available palette colours, like BG? Not feasible, it seems.
Looks too cartoonish, though maybe I am worrying for nothing and it looks good when playing.

Anyway, that Wario sprite seems suspicious, too. :thumbsup:

I'm trying to set up the Wario graphics as we speak, although I'll probably have to exanimate it as well, cause no SNES sprite on the planet can have as many frames as Wario did in Wario Land 4 with only about 2 ExGFX files.

As for the Kingfin boss sprites... keep in mind that:

1. That's a test room, so it doesn't look as menacing as the actual environment.

2. It's one of those sprites which wasn't really drawn for a SNES game, so trying to make it's colours work exactly right is pretty difficult. It's also the only sprite of said boss I could find, so hey, I'm going with what's available.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Grimlock on April 18, 2015, 01:14:32 pm
I just wanted to say your project is looking pretty awesome  :thumbsup:.  I've always liked crossover themed graphics hacks.  I'll be watching this one & looking forward to its completion!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 21, 2015, 07:00:28 pm
I just wanted to say your project is looking pretty awesome  :thumbsup:.  I've always liked crossover themed graphics hacks.  I'll be watching this one & looking forward to its completion!

Thanks!

A demo will hopefully be made available in about two months.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on April 21, 2015, 10:14:15 pm
Excellent news! I was hoping for that since I saw this awesome project! :crazy:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 25, 2015, 06:57:14 pm
A few minor ExGFX showcases:

(http://bin.smwcentral.net/u/10295/MariosNightmareQuest_00001.png)

(http://bin.smwcentral.net/u/10295/MariosNightmareQuest_00002.png)

Zombified enemies, as from here:

http://www.supermariobrosx.org/forums/viewtopic.php?f=31&t=5566

Creepy eh?  Also, I may have carol, the maker of Brutal Mario, helping with some programming for this project. Which is quite cool given that Brutal Mario is one of the most well known mods out there:

https://www.youtube.com/watch?v=INa41RSwiCc
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Tenkarider on April 26, 2015, 03:38:02 pm
Wait a second... Carol might help you?!?
I thought he left SMW hacking scenario and for that reason never finished Brutal Mario World...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 26, 2015, 04:33:57 pm
Wait a second... Carol might help you?!?
I thought he left SMW hacking scenario and for that reason never finished Brutal Mario World...

He has definitely not left SMW hacking.  I've been in talks with him for a few months now.  Heck, he released a new demo of Brutal Mario complete with a new level 1-1 about a week ago:

http://brutalmario.wikia.com/wiki/1-1_Demo

I've been working to supply some ExGFX for Luigi's World levels, and just discussing the future of Brutal Mario in general.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Tenkarider on April 26, 2015, 09:28:15 pm
Wow, that's even recent! will be finally the time to see finished his masterpiece?

Even your work sounds nice, anyway.
Except custom map, did you also worked on custom sprites/bosses/etc. until now?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on April 27, 2015, 05:56:35 pm
Hey, I am Thirteen1355, from the Brutal Mario Wiki. I was curious about your hack, so I went to look for it here.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 27, 2015, 06:28:05 pm
Wow, that's even recent! will be finally the time to see finished his masterpiece?

Even your work sounds nice, anyway.
Except custom map, did you also worked on custom sprites/bosses/etc. until now?

I'm not the programmer for the game.  That job used to go to dahnamics, and is now split between a few other people on SMW Central.  But yes, lots of exclusive sprites and bosses and resources are being coded right now, and quite a few equally impressive ones have already been added.

Hey, I am Thirteen1355, from the Brutal Mario Wiki. I was curious about your hack, so I went to look for it here.

Hey, nice to see you here!  What do you think about the hack/game from the pictures provided?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Tenkarider on April 28, 2015, 09:33:55 am
is there some screenshot that shows some sprite/boss?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on April 28, 2015, 11:26:27 am
It looks really good, from what I have seen!

I will certainly give it a try when it is out!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 28, 2015, 06:05:20 pm
Thank you!  Wonder if this game will ever end up with a wiki at one point, ala Brutal Mario and Mushroom Kingdom Fusion!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on April 29, 2015, 08:33:29 am
If Carol helps with your programming, it will certainly end up on the Brutal Mario wiki!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 29, 2015, 05:06:09 pm
If Carol helps with your programming, it will certainly end up on the Brutal Mario wiki!

That will be absolutely awesome.  I mean, it can be like how the VIP series got an article there for the same reasons...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on April 30, 2015, 02:09:41 pm
Exactly!

Carol has contributed to the VIP series, too!

Does Raocow actually know of Brutal Mario's existence?
I think he never let's played the game.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 30, 2015, 04:42:42 pm
Exactly!

Carol has contributed to the VIP series, too!

Does Raocow actually know of Brutal Mario's existence?
I think he never let's played the game.

He knows.  He doesn't like it much:

Quote from: raocow
Also Brutal' Mario's level design is shit.

So I doubt he'll ever play Brutal Mario.  He probably will play this game though.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on April 30, 2015, 04:47:04 pm
Hmm, but maybe he will like the new levels?
Who knows?

And I hope he will let's play your hack (and maybe even Brutal Mario someday).
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on April 30, 2015, 04:56:17 pm
Hmm, but maybe he will like the new levels?
Who knows?

And I hope he will let's play your hack (and maybe even Brutal Mario someday).

I assume that's why carol hasn't released a full version yet, right? To use the criticism he's gotten over the years to make a fun as well as impressive, asm-wise, hack? That's the impression I got from the little tiny demos hes released lately but maybe I'm just being a wishful thinker...either way, AWESOME that carol is helping you, CM30!!! Can't wait for the end result!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 30, 2015, 05:46:22 pm
I assume that's why carol hasn't released a full version yet, right? To use the criticism he's gotten over the years to make a fun as well as impressive, asm-wise, hack? That's the impression I got from the little tiny demos hes released lately but maybe I'm just being a wishful thinker...either way, AWESOME that carol is helping you, CM30!!! Can't wait for the end result!

Well, I did give him a link to a review (by myself) which criticised Brutal Mario's level design.  Perhaps he's learnt from that.

But yeah, I'm excited for what kind of stuff he'll code too.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 01, 2015, 11:10:06 am
Hmm, I think the level design wasn't that bad. Only the first and second Worlds weren't really well designed. After those Worlds, the level design increased.

That's what I think.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Tenkarider on May 01, 2015, 02:08:33 pm
Hmm, I think the level design wasn't that bad. Only the first and second Worlds weren't really well designed. After those Worlds, the level design increased.

That's what I think.

I agree.
Still it's hard to notice flaws in the level design, after you start crossing the other worlds, which are extremely cool in most of their aspects... too much busy to enjoy the game (yet i dunno if that's a good thing or not  :P)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 01, 2015, 04:12:06 pm
To be honest, I can see why the later levels might not be seen as brilliantly designed.  They're fun, and they're better than the early ones by far.  But they're still often a bit flat and overly linear, even with the nice graphics, music and programming stuff.

But hey, carol's new demo levels are fantastic, and the level design in this Mario hack will hopefully be even better.  I plan to make a game that not only looks and feels awesome, but has awesome level design too.

On another note... should I replace the typical grass tiles in this game with these?

http://mfgg.net/index.php?act=resdb&param=03&c=1&id=31202

It's Kopejo's new grass land tileset... and given that he made the grass land tileset I use in this ROM hack, I'm almost tempted to update to his new version of the sprite sheet.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on May 01, 2015, 06:42:32 pm
That new tileset looks awesome but could you show a side by side, comparing the two?
The hills with eyes in the new set are GREAT tho. TAKE those, even if you keep the rest of the tiles the same as before.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 01, 2015, 06:51:48 pm
The current one I'm using:

http://mfgg.net/index.php?act=resdb&param=02&c=1&id=29835

The new one:

http://mfgg.net/index.php?act=resdb&param=02&c=1&id=31202
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 02, 2015, 05:12:27 am
Hmm, I like the old one more, but the new one looks more 'Mario-ish.'
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 02, 2015, 03:01:49 pm
I prefer the new one, too. :thumbsup:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 02, 2015, 07:28:11 pm
Okay then, I can switch the tilesets at a later time.

More important however is trying to redo the less interesting levels in the game, since a few stages (mostly early game, but a few midgame ones too) feel like they could be designed in more interesting ways.

Edit:

So, anyone interested in contributing to this ROM hack?  We currently need the following:

1. Anyone capable of porting music, so we can get songs from more recent games (as well as custom compositions) included.

2. Anyone willing to draw original graphics, for the many things out there that don't have any sprite sheets or tilesets available.  This is especially true of the Hyrule World, since 2D platformer style Zelda graphics are extremely rare.  As are sprites of ununusal enemies like Ocarina of Time and Majora's Mask minibosses.

3. Anyone willing to make actual levels, since well... there are quite a few blank spots that need to be designed and older levels that need improving.

So yes, anyone interested?  I'd rather not have to do just about everything myself, again.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 03, 2015, 02:36:23 pm
A Hyrule world?!
Insane!!

You mean with porting music: inserting music, or giving music a SMW soundfont?
Which character sprites from Zelda do you need?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 03, 2015, 02:39:51 pm
A Hyrule world?!
Insane!!

You mean with porting music: inserting music, or giving music a SMW soundfont?
Which character sprites from Zelda do you need?

Mostly porting music, since I can insert music easily with AddMusicK.

As for character sprites... somewhat complex ones.  Namely:

http://zeldawiki.org/Ganon

http://zeldawiki.org/Garo_Master

http://zeldawiki.org/Gomess

http://zeldawiki.org/Vaati

http://zeldawiki.org/Yuga
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 03, 2015, 03:03:45 pm
Yeah, I already expected you can insert music without any problems. It is really easy with those new Addmusics.

Vaati is always cool.

But Yuga? Meh... I'm not into the new Zelda stuff.

Majora's Mask enemies/bosses are a great idea, I think. But maybe you should replace Yuga with Agahnim.

I will look what I can do for sprites.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 03, 2015, 03:33:43 pm
I was going to include Aghanim as a boss, but I thought four bosses in one level was too many.

And I like more modern Zelda games, including Link Between Worlds.  So I referenced them whenever needed.  This entire Hyrule area is basically a 'one level per Zelda game' shout out world.  You've got the first level as a reference to Zelda in general, Four Swords and Four Swords Adventures.  You've got the Royal Crypt to represent both Minish Cap and Ocarina of Time.  Stone Tower Temple is obviously based on Majora's Mask.  Dragon Roost Isle will be a Wind Waker reference, Hyrule Castle a reference to A Link Between Worlds, Ocarina of Time, A Link to the Past and The Minish Cap in one level and a bonus level will be based on Link's Awakening.

More levels may come in the future.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Bobolicious81 on May 03, 2015, 04:02:00 pm
22 years later, Link's Awakening is still my favorite 2D Zelda (and 2nd favorite overall after Wind Waker)
Is it going to be in color? Personally, I think it would be awesome for it to have the original green pea-soup palette  :happy:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 03, 2015, 04:24:40 pm
22 years later, Link's Awakening is still my favorite 2D Zelda (and 2nd favorite overall after Wind Waker)
Is it going to be in color? Personally, I think it would be awesome for it to have the original green pea-soup palette  :happy:

To be honest, it's likely it'll be in colour, since the rest of the game is and it'd look even more weird to have a monochrome level in a game with colourful, detailed graphics.  But maybe I'll have the green pea soup palette as a gimmick.  Like, the world changes when you hit a switch, and it also switches between colour and green monochrome graphics at the same time.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 03, 2015, 06:28:09 pm
Hmm, alright.

Link's Awakening is the best 2D Zelda game, Majora's Mask being the best 3D, I think.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 03, 2015, 07:05:21 pm
To be honest, it's likely it'll be in colour, since the rest of the game is and it'd look even more weird to have a monochrome level in a game with colourful, detailed graphics.  But maybe I'll have the green pea soup palette as a gimmick.  Like, the world changes when you hit a switch, and it also switches between colour and green monochrome graphics at the same time.
That's a great idea! You think it will be easy to implement?
Regarding sprites for the Zelda world: would it be reasonably technically possible to replace Mario with Link on that world, maybe even including some skill (though the latter would probably involve lots of ASM :-\)?
I'd like this hack to be as epic as possible! I hope I am not making you feel pressed, though. :P
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 03, 2015, 07:49:25 pm
That's a great idea! You think it will be easy to implement?
Regarding sprites for the Zelda world: would it be reasonably technically possible to replace Mario with Link on that world, maybe even including some skill (though the latter would probably involve lots of ASM :-\)?
I'd like this hack to be as epic as possible! I hope I am not making you feel pressed, though. :P

Colour switching isn't too difficult, it's on/off switch activated exanimation.  I literally replicated the effect in about five minutes just now.

Probably not going to replace Mario with Link on a single world map.  However, if anyone ever invents a multiple playable character system, I'll consider a Mushroom Kingdom Fusion style ensemble cast with Link as a potential alternate playable character. So you'd have Mario, Luigi, Wario, Link and maybe someone else.

And you'd be able to play through everything with whoever you choose.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 04, 2015, 09:48:26 am
I see...
I wonder if doing some research on the SMB2 remake (inside the All Stars package) would be a good starting point to getting that done later on SMW?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 04, 2015, 01:39:23 pm
I see...
I wonder if doing some research on the SMB2 remake (inside the All Stars package) would be a good starting point to getting that done later on SMW?

Probably not, the code in these games isn't exactly something you can transfer (it's been attempted, but rarely worked).  And even if so, I'm not a programmer, so it'd be up to my collaborators.

So, anyone out there know enough about SMW hacking that they want to help out?  We've got loads of beta testers, but pretty much barely anyone else...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 04, 2015, 04:34:11 pm
Probably not, the code in these games isn't exactly something you can transfer (it's been attempted, but rarely worked).  And even if so, I'm not a programmer, so it'd be up to my collaborators.

So, anyone out there know enough about SMW hacking that they want to help out?  We've got loads of beta testers, but pretty much barely anyone else...
Ah, yes. I should have guessed someone else attempted that before.
Well I am not a spriter, nor a SPC700 music programmer or Super Famicom ASM guru. I could help if it were a RISC MIPS R3000 like the PlayStation, but...
I guess my only way to support you here will be to judge your creative and design work on the hack until I try a demo.

You might want to create a topic in the Help Wanted Ads (http://www.romhacking.net/helpads/) section, though.
You might have some luck if you ask for help there, or even other romhacking forums (specially SMWCentral).
Though you probably guessed that already.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 04, 2015, 05:51:02 pm
I've added a quick ad, although I'm not sure how much it'll help.

As for SMW Central, I've asked there quite a bit.  Unfortunately, given the obvious places to ask have been used, I guess the only thing left is to start approaching some of the last well known names in the community and asking for contributions.  I suspect that might not go as well as hoped.

Where do all those big projects get teams anyway?  Like, Newer Super Mario Bros Wii, Mushroom Kingdom Fusion or whatever others there are?
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 05, 2015, 06:04:14 pm
Well, both Kingdom Fusion and Newer Wii aren't SMW hacks. Maybe it is just harder to find people in that category.

May 05, 2015, 07:31:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Is double-posting allowed here?

I have just seen your review of Super Mario World The Lost Adventure Episode 3. I have played the first two episodes, which were pretty good. I look forward to playing this one!
Title: .
Post by: Chpexo on May 07, 2015, 02:57:28 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 07, 2015, 05:00:47 pm
Hey I read your help wanted ad and would like some more details on the pixel art and music. What particular type of art would you want from Luigi's Mansion and the newer Zelda games? I am also a music composer I can make some .spcs for you but I have no idea how to even use AddMusicK; it's also not very friendly to use. If you have the MIDI files I can surely make some .spcs for you you so a music porter can look at it. The music composition should take a little under an hour if the MIDIs can import into my program but the art should take some time depending on how much you want and how complicated it is.

I'm after boss sprites for some of the following characters and bosses:

http://www.mariowiki.com/Tough_Possessor

http://zeldawiki.org/Yuga

Unfortunately, because no sprite sheets or ripped models exist, it's proving pretty hard.  Maybe the 3DS game hackers out there could find some of the original resources to base the new graphics on, but it's most likely anyone interested will have to draw their own versions based on screenshots and videos.

What's more, each sprite would have to:

A: Use no more than 15 colours and transparency

B: Fit into some variant of a 16 x 16 collision box.  So either 16 x 16, 16 x 32, 32 x 32, 48 x 48, 64 x 64, etc.

Still, if there's a bright side, it's that there's no particular set up needed for the graphics, nor a minimum/maximum number of frames (since the sprites haven't been coded yet).

As for music, it's mostly SMW ports I'm interested in. MIDIs can be directly translated to ports fairly easily, and having an SPC doesn't really help here.
Title: .
Post by: Chpexo on May 08, 2015, 11:11:51 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 09, 2015, 06:45:32 am
I think it won't be hard to find a sprite for Yuga. When he changes himself into a painting, he is in 2D! You could use his painting sprite.
http://zeldawiki.org/File:YugaDrawingALBW.png
Title: .
Post by: Chpexo on May 09, 2015, 02:26:50 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 09, 2015, 03:22:26 pm
I got bored. The painting sprite was easy enough to reproduce. I might just do a 360 and help you out with the project more!

(http://i.imgur.com/yfcyv6x.png)

Hey, that looks pretty good! Definitely a good wall merge/teleport sprite for a boss!

In other news, I'm probably going to have split this hack into parts, because technical limitations are making it too difficult to fit everything in one ROM.  So unless I remake the game as a non hack (which is perhaps a bit beyond my skill level), it's plausible this hack will have to go the Super Mario World the Lost Adventure route.

Still, don't feel too sad.  Regardless of what happens, this change will lead to more levels and content, to make either each part feel more complete or to fill out a 150 odd level fan game.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 09, 2015, 05:15:44 pm
Heh, you remember my Brutal Mario edit? I couldn't put that massive work of Carol into one ROM, so that one was in three parts, too.

That Yuga sprite looks very good! It gives me a real Snes feeling!
Title: .
Post by: Chpexo on May 09, 2015, 06:06:22 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 09, 2015, 06:25:19 pm
Looking good!  All I need now is one that faces different directions and doesn't look paint like, for before he attacks. *

* The different directions are because it's this level:

(https://dl.dropboxusercontent.com/u/67216205/DarkHyruleCastle1.png)

Also, what kind of intriguing concepts are planned for this game's later worlds?  Find out... at a later date.  Just a hint; space levels aren't as rare as they were before, and some of the other levels in that world are even stranger and more over the top than that.  Or for another hint, each section (or if it becomes a full fan game, each main part of the game) ends in an epic disc final boss style battle.

Either way, it will be one long string of 'freaking hell, what just happened?' as it approaches the endgame...
Title: .
Post by: Chpexo on May 09, 2015, 09:31:08 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 10, 2015, 08:14:45 am
Okay, that looks great!  Good job!  I'll definitely use it, and get a boss made based on it.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 10, 2015, 11:48:33 am
Great!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 10, 2015, 01:34:51 pm
Awesome! Chpexo's spriting skills are very nice.
His pants are indeed blue. It's just the game's lighting settings that make it look like green sometimes.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 10, 2015, 03:43:34 pm
So yes, I'm still planning some new levels and concepts for this, but I'm not going to work on them for a while now.  I will say however that it's likely part 2 might make up for the original lack of content with a space themed world and another still under classification.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 10, 2015, 03:45:05 pm
Space is always a thing.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 10, 2015, 04:06:00 pm
Space is always a thing.

Especially in ROM hacks and fan games.

But is cyberspace usually a thing in those?
Title: .
Post by: Chpexo on May 10, 2015, 06:06:14 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 10, 2015, 06:49:40 pm
Hmm, cyberspace is a thing in Mega Man.

It would be cool to have such a thing in SMW. Although I think how it is carried out is what counts (I am getting stuck with my grammar here).

I rather have a water world with beautiful graphics, custom or from other Snes games, than a boring cyberspace level without anything unique. But the concept of cyberspace is a cool thing. Although cyberspace can pretty much be anything inside a computer realm. I remember the Lost Adventure (part 1 I think) having a cyberspace level. VIP 5 certainly has one too.

I like water worlds :D
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 10, 2015, 08:08:29 pm
I hate hate hate water worlds, usually. :P
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 11, 2015, 05:44:55 am
*Sigh*...

Poor water worlds. Everyone hates them...

Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 11, 2015, 05:01:27 pm
There's already a sort of water world.  It's world 4.

That said, it's deliberately designed so only a few levels are entirely water based, with two out of five or six in said world being more beach/shore levels.  Because SMW's swimming mechanics aren't very good.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 12, 2015, 05:18:47 am
Yeah, the mechanics were decent.

Shore/beach is also a great water-based theme!

Are you using DK Country graphics? Those are the best platformer graphics the Snes can offer!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 12, 2015, 04:41:35 pm
Yeah, the mechanics were decent.

Shore/beach is also a great water-based theme!

Are you using DK Country graphics? Those are the best platformer graphics the Snes can offer!

Unfortunately, I'm mostly not using Donkey Kong Country graphics in this project, simply for stylistic reasons.  They look amazing, but they also kind of clash a lot with 16 bit graphics, so I'm avoiding them unless I have to (K Rool as a boss is one of the exceptions here).

As for future plans... well, I might make one of the later worlds based on Kitchen Island from Wario Land 1 and 2.  So you'd have levels based on Mt Tea Pot, Sherbet Land, Stove Canyon, SS Tea Cup, Uncanny Mansion, Mysterious Factory, Parsely Woods/Maze Woods and Syrup Castle.  Note the lack of Rice Beach; this is deliberate because I already have a Rice Beach level elsewhere.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 13, 2015, 06:10:23 am
Sorry, I have never played the Wario Land games.

Yeah, Donkey Kong Country graphics don't always fit in.

Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 13, 2015, 03:54:33 pm
Sorry, I have never played the Wario Land games.

Yeah, Donkey Kong Country graphics don't always fit in.

As someone who runs WarioForums.com (http://warioforums.com), this disappoints me.  I mean, the Wario Land games are some of the greatest 2D platformers ever made, and to be honest... I'd probably put some of the better ones above even the best of Yoshi's Island or the NES/SNES era Mario games.

Wario Land 4 was probably my best influence ever.  Seriously, the way every little detail was made different in each level and how each level was filled with fresh ideas and original graphics and music and what not... that's what I took inspiration from for much of this game and my past works.

As for Donkey Kong Country... it pains me not to include so many references to this great series (though Zingers, King Zing, Kaptain K Rool, maybe Squawks and a few others are included in NPC roles), but the graphics not only go against the general aesthetic of pretty much every other SNES game out there, but are also extremely difficult to rip and assemble, perhaps more so than anything else on a 16 bit system.  If you want a nightmare, try and take one of the tilesets based on the games from SMW Central and make a level out of the 2 or 3 whole map16 pages of almost impossible to decipher tiles.  Pretty much the only 'usable' one is the old bramble tileset, and even that looks ugly as heck in its currently ripped form.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 13, 2015, 05:53:21 pm
Yeah, you are certainly right about the DKCountry thing. Although the VIPs did do a pretty good job.
https://www.youtube.com/watch?v=oM6Nt_Ggg8s&list=PL60AF7858BFACA212&index=11
Jesus, Raocow...
Ah, I hear Powell!

I will give Wario Land a try once, but not now. It looks pretty good. The best platformer to me is still Mega Man, though.
And I really don't like Yoshi's Island. It is probably not a bad game, but it is not my game. Did you already know I don't like SMW itself either? I like Mario Bros. 3 much more. They removed so much cool things from that game in SMW.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 13, 2015, 06:36:41 pm
True, although the VIP versions of the Donkey Kong Country levels are significantly toned down from the originals tileset wise.  I mean, I used their Toxic Tower tileset before, and while it was pretty good, it still looked a bit off because of that.

But yeah, give Wario Land a try!  The people on my site can recommend a good one to start with.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 13, 2015, 07:28:48 pm
Heh, I don't think so!
I will start with 1 and end with 4 so I exactly get to know which one is the best!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 13, 2015, 08:21:05 pm
Heh, I don't think so!
I will start with 1 and end with 4 so I exactly get to know which one is the best!
But you'll have to play first Mario Land 1 and 2, or else you'll miss its deep storyline! :P

Yeah, Wario Lands are awesome! The first one I saw was 3, and then later got to play 4. I have played them all at least a couple times since then.
And yeah, as you said, SMB3 had much more innovative and/or interesting ideas than SMW.
Yet SMW was a brilliant, colourful and shiny technical/gameplay launch demo for the Super Famicom.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 14, 2015, 06:21:59 am
Ah, Mario Land 1+2.

Alright!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on May 14, 2015, 06:11:51 pm
Heh, I don't think so!
I will start with 1 and end with 4 so I exactly get to know which one is the best!

Don't forget the hidden gem that is Wario Land for Virtual Boy!!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 14, 2015, 06:22:22 pm
Don't forget the hidden gem that is Wario Land for Virtual Boy!!

Also known as that game every sane person wishes would be finally added to the Virtual Console... yet which Nintendo seems to completely ignore for no real reason.

God, I actually want to try that game on day.  Legally if possible.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Bobolicious81 on May 14, 2015, 06:27:55 pm
Sigh...seems like a no brainer to add the few Virtual Boy games to the 3DS virtual console...
So much wasted potential...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on May 14, 2015, 09:30:29 pm
Also known as that game every sane person wishes would be finally added to the Virtual Console... yet which Nintendo seems to completely ignore for no real reason.

God, I actually want to try that game on day.  Legally if possible.

Holding your breath on Nintendo's virtual console is a good way to die lol but I agree. You'd think the 3DS would have gotten Virtual Boy vc on LAUNCH but yeah, Nintendo gonna Nintendo.

If you ever decide to try the non-legal (im not gonna call emulation illegal. It may be the only thing I view as a gray area in life) approach, I cannot reccomend retroarch highly enough. With the right shaders, there's NOTHING it cannot accomplish. Since I've delved deeply into messing with it's settings, I have almost completely stopped playing new video games anymore. The old games look SO close to what I remember as a child, big and majestic on my HD screen, I could cry.

That, mixed with THIS:
http://www.neogaf.com/forum/showthread.php?t=1040125

and I'm officially done with paying for something subpar nor willing to play the waiting/hoping game when it comes to MANY retro classics I'm sure will never be released. I mean, the Wii had 8 years and a monster userbase and they STILL only got a solid percentage of greats up (No yoshi's island or star fox is a SIN. I know, super fx copyright bs, blah blah, whatever. FIX IT. PAY WHATEVER RANSOM YOU NEED TO TO GET THOSE GAMES UP!). They have no incentives really to release them all nor do they seem concerned with that.

NOW, if they ever told me that all my wii u purchases would transfer to the next console, I'd be onboard, bad fps and colors be damned, but until then, Im in love with retroarch.

I mean, look at this crt fidelity
(http://i.minus.com/iTtRbQQcBz9Re.png)

(https://d.maxfile.ro/quzrjzsbqy.png)

Soooooo beautiful...
and with that, I will allow this thread to right itself to the topic of your awesome hack!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 16, 2015, 07:07:13 pm
RetroArch is?
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 16, 2015, 07:19:08 pm
Seems to be some sort of multi system emulator.  Personally, I'm sticking with seperate ones for each system (like ZSNES, SNES9X and BSNES for SNES games and SMW hacks).

Back on topic... no this isn't dead.  Just on a short break until I get some other stuff done, with an aim of releasing something by late June and more in the coming few years.

May 20, 2015, 06:07:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So... remember this.  My plan for this game is that part 1 will be ready by June 28th, hopefully in time for C3 this year.  This should include the first seven worlds, about 60 or so unique levels and some of the best production values on the SNES.

Epic?  You bet it'll be!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 21, 2015, 06:01:29 pm
That part thing is actually even better, just because it means not everything can be stuffed into one ROM; there is so much!

Just like Final Fantasy 7.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 21, 2015, 06:24:19 pm
You forgot the best part; these parts aren't just their own games, they're intrinsically linked.

There's a world in part 2 unlocked by opening the path in part 2, going back to part 1 with the same save file, beating a secret level that's now accessible and then going back to part 2 when on the new submap.

This is possible because in a SNES emulator, you can use the SRAM and save state files from one game and then use them on a completely different one. God knows how anyone could adapt that to a console (I assume it'd work a bit like Banjo Kazooie's scrapped 'Stop n Swap' mechanic), but it's interesting.

On another note... part 1 is more cheerful, part 2 is partly post apocalyptic and part 3 is more dramatic and endgame like (because it is the final world).  This is because at the last level of part 1, Mario fails to stop a dimensional collapse level event and the world gets mostly obliterated (well okay, it's a dream world so it's all fake, but eh go with it).  The very first level you start on is the destroyed ruins of the previous first level, with a mostly depressing atmosphere and maybe this music:

https://www.youtube.com/watch?v=e056R97svz8

The levels actually start falling apart more and more as you get through the second part of the game.  And then a ridiculously overdramatic boss battle occurs...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SunGodPortal on May 21, 2015, 06:36:57 pm
Quote
This is possible because in a SNES emulator, you can use the SRAM and save state files from one game and then use them on a completely different one. God knows how anyone could adapt that to a console...

Easy. SNES Powerpak gives you the option to choose which save file to load.

I do this with Zelda hacks all the time. Had a demo that wouldn't play correctly and I wanted to explore the game further so I loaded an original ALttP ROM where I switched the contents of some chests, got what I needed and then went back to playing the hack with the new save file with the items I wanted.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 22, 2015, 05:04:27 pm
Easy. SNES Powerpak gives you the option to choose which save file to load.

I do this with Zelda hacks all the time. Had a demo that wouldn't play correctly and I wanted to explore the game further so I loaded an original ALttP ROM where I switched the contents of some chests, got what I needed and then went back to playing the hack with the new save file with the items I wanted.

So it is possible.  Nice to know.

Maybe it can be useful for anyone who actually wants to try this on real hardware.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 22, 2015, 07:22:53 pm
I want to remind you it is Stop 'N Swop, not Stop 'N Swap.
You know Banjo Kazooie, the first game I ever played. That's good.
Wow, that part stuff is indeed possible! Maybe I could have used it in my Brutal Mario edit.

I recently just switched from Super Metroid Redesign (a complete map/gameplay/ASM overhaul of Super Metroid) to an improvement hack of the original (Project Base, very cool). The almost end-game SRM file worked just fine.

To be honest, I don't really like Majora's Mask final hours for a post-apocalyptic theme.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 22, 2015, 09:39:05 pm
I want to remind you it is Stop 'N Swop, not Stop 'N Swap.
You know Banjo Kazooie, the first game I ever played. That's good.
Wow, that part stuff is indeed possible! Maybe I could have used it in my Brutal Mario edit.

I recently just switched from Super Metroid Redesign (a complete map/gameplay/ASM overhaul of Super Metroid) to an improvement hack of the original (Project Base, very cool). The almost end-game SRM file worked just fine.

To be honest, I don't really like Majora's Mask final hours for a post-apocalyptic theme.

As someone who also likes the Banjo Kazooie series (well, the first two), I agree they're great games. I've actually got the Witchyworld song included in this mod somewhere.

For the part stuff, yes it is cool.  I'm surprised no actual games or mods ever used it.  Seems like a really easy way to have multiple disc games on a SNES.

If you don't like the use of the Majora's Mask song, then don't worry about it, the only place it's used is in a destroyed level in part 2 of the game.  Maybe for some other minor uses, like a 'running of time' theme in Stone Tower Temple.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 23, 2015, 07:19:17 am
Oh, not Nuts and Bolts!!!

Don't worry too much about the MM song. It is just one level. It is a good song, but I just have the feeling it doesn't fit with a post-apocalyptic theme.

Witchyworld was a fun one. I have never seen something as beautiful as Jolly Roger's Lagoon.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 23, 2015, 08:01:50 pm
Oh, not Nuts and Bolts!!!

Don't worry too much about the MM song. It is just one level. It is a good song, but I just have the feeling it doesn't fit with a post-apocalyptic theme.

Witchyworld was a fun one. I have never seen something as beautiful as Jolly Roger's Lagoon.

I may actually make the theme park level loosely based on Witchyworld as well as using the music.  Got to have a few Rare references in there.

As for the post apocalyptic music not fitting, I think it does.  I just wanted something different.  Cause the nuclear meltdown level already uses the other 'post apocalyptic' theme I had; Hollijolli Village from Mario & Luigi Partners in Time:

https://www.youtube.com/watch?v=Zb4bz4kkNhM

So yeah.  On another note, I've now been working on my new website, https://gamingreinvented.com.

Why is this relevant?  Because one of the features I have planned in future will be fan project hosting, for automated websites for fan games, ROM hacks, fan films, etc.  One of those will be for this game, with forum discussions about it (most of which will be in the supporter only forums).

I also plan to open up a git repository or some sort of version control system for the games.

Should be cool, right?  If you like the idea, we'd love your support!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 24, 2015, 05:50:31 am
Just checking your site for a bit, and it has quite a few interesting things.

But was Ocarina of Time 2D actually completed?
I thought it was cancelled a long, long time ago?!

I want that game!

The Partners in Time songs sounds good.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 24, 2015, 07:24:51 am
Just checking your site for a bit, and it has quite a few interesting things.

But was Ocarina of Time 2D actually completed?
I thought it was cancelled a long, long time ago?!

I want that game!

The Partners in Time songs sounds good.

Ocarina of Time 2D... is an interesting case.

There's literally been about 20 attempts at it.Out of those, about ten lost interest, one or two got legal notices, one author faked their death in a car accident to get out of it and a bunch of others collapsed as people walked away from the project.  It's kind of like the Defence Against the Dark Arts class in Harry Potter; absolutely everyone who attempts it is cursed.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 24, 2015, 01:00:12 pm
Heh, I heard about the fake car accident while doing my 'homework' on the internet.
I have seen two projects of it. Though the beta restoration project would have been even cooler.

I like Majora's Mask more than Ocarina. The best Zelda game in my opinion.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on May 24, 2015, 01:56:42 pm
Heh, I heard about the fake car accident while doing my 'homework' on the internet.
I have seen two projects of it. Though the beta restoration project would have been even cooler.

I like Majora's Mask more than Ocarina. The best Zelda game in my opinion.

Better than a link to the past? I dunno about that...
The beta restore is something I keep hoping someone else will start back up. Maybe not that proper n64 plugins are being worked on again, thereay be more interest in 64 hacking? We can all dream...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 24, 2015, 02:26:09 pm
Better than a link to the past? I dunno about that...
The beta restore is something I keep hoping someone else will start back up. Maybe not that proper n64 plugins are being worked on again, thereay be more interest in 64 hacking? We can all dream...

There was actually a few attempts at resuming the URA Zelda project in the last few years or so.  Not sure if any are still going, but it's possible the project is gonna make a comeback.  Will that please you?

I even remember coming across one on the GCN in the last few months, a revival if you will.

I have seen two projects of it. Though the beta restoration project would have been even cooler.

If Zeth wasn't a sociopathic jerkass, then we'd still have such a project...

Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 25, 2015, 09:11:51 am
Sorry, but I found A Link To The Past to be the most bland game in the series, except for the original.

Link's Awakening: Best 2D Zelda. Period.
A Link To The Past. I have played the game twice (I even uploaded dungeon playthroughs on Youtube) and I have to say the game is just bland. Repetitive music, boring design. Weak story (or no story, actually).
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 25, 2015, 11:49:51 am
There was a Game Boy styled Ocarina of Time 2D game at one point.  You probably would have liked that if it was ever finished.

Either way, for Mario's Nightmare Quest, you'll still like the Zelda world regardless of what game you like.  I mean, there's a Koholint Island level for the Link's Awakening fans, and a Hyrule Castle level for the Link to the Past fans and others based on the Wind Waker, Ocarina of Time, Majora's Mask, Minish Cap, etc.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on May 25, 2015, 03:49:02 pm
Sorry, but I found A Link To The Past to be the most bland game in the series, except for the original.

Link's Awakening: Best 2D Zelda. Period.
A Link To The Past. I have played the game twice (I even uploaded dungeon playthroughs on Youtube) and I have to say the game is just bland. Repetitive music, boring design. Weak story (or no story, actually).
Yeeeeeah, I'm kinda of the sort that thinks Zelda having a story is a baaad idea. It has always taken away from the game in my opinion. The music and design of a link to the past are more subjective but I'll admit, links awakening is a hairs width away from being my favorite also. The fact that elements of it were drawn from twin peaks only makes it that much more awesome. To be honest tho it sounds like you don't like mainline zelda., more so the one off side stories.

Tho obtuse, I'd still take a link to the past over any and all of the 3d ilk but yeah, I'll stop now. This is so very far off topic. Thank you cm30 for adding in elements for all fans!!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 25, 2015, 04:23:56 pm
Yeeeeeah, I'm kinda of the sort that thinks Zelda having a story is a baaad idea. It has always taken away from the game in my opinion. The music and design of a link to the past are more subjective but I'll admit, links awakening is a hairs width away from being my favorite also. The fact that elements of it were drawn from twin peaks only makes it that much more awesome. To be honest tho it sounds like you don't like mainline zelda., more so the one off side stories.

Tho obtuse, I'd still take a link to the past over any and all of the 3d ilk but yeah, I'll stop now. This is so very far off topic. Thank you cm30 for adding in elements for all fans!!

Don't worry about it, it keeps the hype going while the game is on hiatus.

Once late next week is upon us, I should finally have new material about the game to post in this topic.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 25, 2015, 05:32:17 pm
Yippee!

Hmm, I do like A Link To The Past, but only the gameplay. And even that doesn't always work well: Pegasus Boots you can't control, irritating ice floors.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on May 25, 2015, 06:00:24 pm
Yippee!

Hmm, I do like A Link To The Past, but only the gameplay. And even that doesn't always work well: Pegasus Boots you can't control, irritating ice floors.

Imposed gameplay limitations surely are the divide in most games. Your posion is my candy. I can see where you're coming from though, I just personally like the the limitations and Im sure Im not alone. Personal preferences are just that tho; personal.

I dunno. I think I've just been reading too many zelda forums lately praising majora's mask as the best zelda game ever. In a lot of ways, I agree. It's still the most original Zelda game SINCE a link to the past in the way that it adds a lot of new gameplay and shifts around the normal pacing most zelda fans are used to. These are all amazing tweaks but I just dont see zelda existing as it is now without a link to the past. It was the template for almost everything Zelda moving forward (ocarina of time may as well be a 3d remake to me).

A lot of what gets me about the majora's mask praise lately are people clamoring for a sequel set in termina using the mask system. While it probably wouldnt be a horrible game, why does it seem like no fan base anymore for anything can be satisfied with 1 of something? Why can we not just enjoy what we do have without trying to drip it dry until there's nothing left? the reason the concepts in mm were so fresh were because zelda had never done them before. For a sequel, that draw wouldnt exist...its just sad to me is all.

The worst is when people start talking about changing link entirely because the storyline says link is just an avatar. I could not disagree with this more. Not only is link more iconic as a single character moreso than any other nintendo mascot save mario, but it also shows how Nintendo bludgeoning together a haphazard storyline to try and please fans was a bad idea from the get go. The lore was NEVER the main focus of the developers, moreso just a way to get link into more crazy scenarios and for fans to take it so seriously to the point of changing zelda games into something that doesnt even represent zelda to me anymore is strangley infuriating. I wish I could time travel their brains back to 1988 when there were only two zelda games and they were drastically different to show them that the story really meant very little aside from the premise set up just to make you adventure in the first place. Past that, you were on your own. Up until Ocarina, that's pretty much all zelda games were and, as much as I love OoT, i feel like it ruined a lot of what made zelda zelda for me and the series still hasnt really course corrected itself. A link between worlds was kind of a nudge in the right direction tho I will say, and, to end this all on a hopeful note, Zelda U is looking MIGHTY interesting in that regard.

tldr: I love all the zelda games outside of cd-i and ds renditions. You aren't wrong in any opinion you have stated, I just have a weird apprehension to zelda fans online anymore.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 25, 2015, 06:23:47 pm
I always found Majora's Mask a good game because of the time reset and how it massively improves replay value.  I mean, what's the biggest problem about the structure of most Zelda games?  My opinion is that it's how 'dead' the dungeons become once you've cleared them, and how hard it is to quickly replay part of the game that you enjoyed.

Majora's Mask fixed that.  You reset time, you got to try any dungeon or sidequest you wanted again without losing your items or abilities.

And I thought that was great. Why should I have to start a whole new save file and replay 20 hours of gameplay just to get to try something I enjoyed all over again?  Why didn't Wind Waker or Twilight Princess add something like a per dungeon or per sidequest reset button?

I don't like the idea of a direct Majora's Mask sequel though.  It reminds me of the constant demands for stuff like Mario Sunshine 2, Mario Galaxy 3, etc.  Part of what made those great was how they were original and different.  They were unique.  Nothing before was like them.

A sequel in the direct sense is just lazy.  Let's not beat a dead horse and overuse the same world, characters and ideas in a mission pack like way.  Instead, let's try and get a new Galaxy style revolution.  A new Majora's Mask style revolution, etc.  Something that's as great for fans now as those games were for fans then.  Something which uses its only creative new ideas in interesting ways, tells a new story and has new characters, levels, etc.

And someone tell that to Hollywood too.

Back to SMW modding though... I'm probably gonna use these great ports in the space world:

https://www.youtube.com/watch?v=Lcg773BEILA

https://www.youtube.com/watch?v=Jh52qgkK1Ek
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 26, 2015, 11:46:54 am
I actually like the 'main' (Triforce, Ganon) Zelda games, but I like LA and MM more. It is just coïncidental that they both don't have anything to do with the main story.

And I agree with CM30: The replay value was wonderful. Not many people know the final boss room actually have Deku Flowers in the floor, allowing the player to try to defeat the final boss with Deku Link only!

I haven't found a Youtube video of it yet, unfortunately.

Heh, I remember using the Buoy Base sample for my SMW hack.

The soundfont really sounds like FF6! They sound really good!

Though I don't think Gusty Garden sounds very space-like. Buoy Base fits really well, though.
Could you maybe use this one in the game (not specifically for Space World):
https://www.youtube.com/watch?v=pUEStNge8s0
https://www.youtube.com/watch?v=ti2Kkd3VIT4&feature=youtu.be

Talking about ALTTP, I made this simple edit of the boss theme in Hyrule Magic:
https://www.youtube.com/watch?v=BPTlAcu_eMw
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 26, 2015, 02:15:54 pm
The Lufia one sounds familiar.  Probably cause Mushroom Kingdom Fusion uses it.  Same with the trailer for the game:

https://www.youtube.com/watch?v=rD7VWxHGU4o

But it's a nice music suggestion regardless.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 26, 2015, 02:26:51 pm
I did send you two songs, if you didn't notice.

I have never played Lufia, but I sure like the song.

Wow!
I have heard of MKFusion, but I didn't know it was... THAT!!!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 26, 2015, 02:38:25 pm
The other one is also pretty cool, though it sounds more like a good castle song.  Maybe I'll save it til part 3.

And Mushroom Kingdom Fusion is pretty cool.  The makers of the game have been sending some graphics every now and then, and have said they'll post a trailer of this ROM hack on their Youtube channel.
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 26, 2015, 02:48:14 pm
That's great!

But I have heard it doesn't run really well in Windows 8, and that they are rebuilding the game from the ground up?!

May 26, 2015, 03:08:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh, but wait!

This is one of those cancelled things?!

No!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 26, 2015, 03:18:14 pm
The game is being rebuilt.  Don't worry about it.  A new guy called Ferguelion is redoing it with a new engine and remade levels.

http://www.fusiongameworks.net/smf/index.php/board,56.0.html

They're also probably fixing it for Windows 8.

But this is getting really, really off topic now...

We so need some new people commenting in this topic!
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 26, 2015, 03:51:26 pm
Yeah, it is pretty sad other people aren't here.

May 28, 2015, 11:28:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Still no one else...?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 29, 2015, 03:43:13 pm
Either way, just a few days before I can continue this.  And just about two days before I hope to officially launch my new gaming website.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 29, 2015, 03:54:17 pm
Yeah!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Bobolicious81 on May 29, 2015, 05:01:03 pm
I'll be waiting with baited breasts.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 30, 2015, 11:54:16 am
I'll be waiting with baited breasts.

I have no idea if that's a joke or a typo.

Huh?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Bobolicious81 on May 30, 2015, 12:46:37 pm
I have no idea if that's a joke or a typo.

Yes. Yes it is.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 30, 2015, 01:43:39 pm
Yes. Yes it is.
Which of the previous two choices? I guess both. :P
Sorry, I didn't get it at first so I had to search for it and I found this:

(http://store.trollart.com/image.php?type=D&id=651)

LOL

@CM30:
Can't wait to play a demo or something! :P
What's your design/hacking roadmap right now?
Can you provide a list of features (such as gameplay innovations like wall-jump, custom bosses, imported SPC music tracks or MSU-1 support, etc...) to expect or something? ::)

PS: I think there's been too much off-topic lately here... :'(
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 30, 2015, 06:07:43 pm
Roadmap?  It's currently on hiatus until my new site launches.  So til about Monday, which is also my birthday.

After that, I have one important date planned for the game:

June 19th

Also known as SMW Central's C3 date.  A time where Mario modders and fan game and indie makers show off their work.  I plan to release the first demo at that point.  I was hoping for all of part 1 to be complete, but... one guy has put his level on hiatus til exams are over and I think my programmers are on a day off or something.

Quote
Can you provide a list of features (such as gameplay innovations like wall-jump, custom bosses, imported SPC music tracks or MSU-1 support, etc...) to expect or something? ::)

Feature list for part 1 (demo):

All custom graphics for every level (where necessary)
All custom soundtrack, most sampled
Custom sprites/enemies in most levels
Custom bosses for every castle or world boss level.  Some (maybe a decent amount) of simple custom mini bosses in between.
Custom blocks
Custom map/overworld
Custom status bar
Custom Mario/player graphics
Maybe some sort of health system
About 50 decent levels, most of a reasonable length and difficulty level (with a few hard secret levels)

Be patient.  It's about two weeks til you'll get a demo.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on May 30, 2015, 06:43:56 pm
Wow, these two weeks are going to feel slow, boring, tedious, and painful... with both the waiting for this heavily content-packed demo and my own real-life duties.
But it will be a fun (and hot...) summer after that!!! :woot!: :crazy:

I wished for something more specific on that list, but I guess that will be secret and you don't want to spoil it to us. :-X

BTW, what will you expect us to report/criticize (if anything) from the upcoming demo?
And most importantly... am I asking too many questions? :P
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 30, 2015, 07:34:02 pm
Wow, these two weeks are going to feel slow, boring, tedious, and painful... with both the waiting for this heavily content-packed demo and my own real-life duties.
But it will be a fun (and hot...) summer after that!!! :woot!: :crazy:

I wished for something more specific on that list, but I guess that will be secret and you don't want to spoil it to us. :-X

BTW, what will you expect us to report/criticize (if anything) from the upcoming demo?
And most importantly... am I asking too many questions? :P

If I posted more details, people would literally know everything about the game, from start to finish.  I've already just about gave away at least half of what would have otherwise been major level/game plot twists...

But there will be lots of cool stuff to discover.  After all, every time I give away a plot detail or level summary, that just inspires me to add two or three more to make up for it!  It's already gone from fairly simple to ludicrously complex, but that's just because I like have a large number of wham episode style moments that shock the player more and more as the game goes on.

I welcome any feedback.  Any.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 31, 2015, 03:23:36 pm
Oh, it is gonna look very interesting now!

Those breasts are both beautiful and disturbing.

And the hack... Well, not disturbing, only beautiful!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on May 31, 2015, 05:12:10 pm
Oh, it is gonna look very interesting now!

Those breasts are both beautiful and disturbing.

And the hack... Well, not disturbing, only beautiful!

Well, the game is a bit disturbing as well.  After all, it still has:

A level set in the aftermath of a nuclear meltdown
A Toad House inhabited by the undead with many killed Toads
The ruins of the Mushroom Kingdom after a war has reduced it to ruin and ashes
Ghostly enemies that look disturbing as hell.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on May 31, 2015, 05:26:41 pm
I actually took those things in consideration after writing my last post :)

Nonetheless, it will be beautiful!

Exams, yeah. Can be pretty disturbing too.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on June 01, 2015, 09:56:29 am
I hope you submit all this custom stuff to smwcetral tho Id understand if you didn't....but I hope anyways!!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 01, 2015, 02:00:32 pm
I hope you submit all this custom stuff to smwcetral tho Id understand if you didn't....but I hope anyways!!

I will.  I submitted everything from Endgame earlier this year.

Heck., this should prove how much I submit my graphics there:

http://www.smwcentral.net/?p=submissions&user=10295
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Jonesy47 on June 01, 2015, 02:15:05 pm
I will.  I submitted everything from Endgame earlier this year.

Heck., this should prove how much I submit my graphics there:

http://www.smwcentral.net/?p=submissions&user=10295

I meant more specifically the custom sprites/hacks but deeee-YAAAAAAMN, you have contributed a LOT of custom graphics!! Good Job! I think Ive unknowingly used a few of these before lol.
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 01, 2015, 05:18:58 pm
I meant more specifically the custom sprites/hacks but deeee-YAAAAAAMN, you have contributed a LOT of custom graphics!! Good Job! I think Ive unknowingly used a few of these before lol.

The sprites are usually publically released anyway.  ASM is not my strong point.

For those made on request, I usually ask any coders to release them to the public after the game has been released.

June 06, 2015, 09:19:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Level 1 is being upgraded:

(http://www.gamingreinvented.com/forum/index.php?media/marios-nightmare-quest-level-1-part-1.12/full&d=1433639846)

(http://www.gamingreinvented.com/forum/index.php?media/marios-nightmare-quest-level-1-part-2.11/full&d=1433639846)

(http://www.gamingreinvented.com/forum/index.php?media/marios-nightmare-quest-level-1-part-3.10/full&d=1433639846)

(http://www.gamingreinvented.com/forum/index.php?media/marios-nightmare-quest-level-1-part-4.9/full&d=1433639846)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 07, 2015, 04:15:06 am
Looks awesome!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 07, 2015, 04:28:08 pm
Sigh, I don't want to keep updating, but hey:

(https://dl.dropboxusercontent.com/u/67216205/NewLevel2.png)

(https://dl.dropboxusercontent.com/u/67216205/NewLevel2Screen2.png)

(https://dl.dropboxusercontent.com/u/67216205/NewFortress.png)

(https://dl.dropboxusercontent.com/u/67216205/NewFortress2.png)

I'm going to fix the status bar later.  There's a much more urgent issue to fix first.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 07, 2015, 04:54:23 pm
And that issue is?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SunGodPortal on June 07, 2015, 04:59:02 pm
Quote
And that issue is?

Above the time, I believe. I didn't notice it at first either. :)
Title: .
Post by: Chpexo on June 07, 2015, 05:20:17 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 07, 2015, 06:00:29 pm
(http://i.imgur.com/2xuvffq.png)

*cringes*

Fixed.  I think they need a better zoom level on this map16 editor, it's pretty hard to see minor pixel perfect mistakes like that one.

Title: .
Post by: Chpexo on June 07, 2015, 06:11:27 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 07, 2015, 06:16:57 pm
They're by a user called Kopejo on Mario Fan Games Galaxy:

http://mfgg.net/index.php?act=resdb&param=02&c=1&id=31202

http://mfgg.net/index.php?act=resdb&param=02&c=1&id=31248

I'm pretty much using all his graphics in this game now.  His item and pipe graphics are as great as the above tilesets.

Other than that, other graphics I'm using in the game are by a few other people.  Like this Shikaternia guy, who made a whole ton of nice SMB 3 styled tiles:

http://mfgg.net/index.php?act=resdb&param=02&c=1&id=30023

Mario Fan Games Galaxy is really making this game awesome.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 08, 2015, 04:19:59 pm
Great, just great!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 08, 2015, 06:17:03 pm
Redid Piranha Forest level graphics:

(https://dl.dropboxusercontent.com/u/67216205/redonepiranhaforest.png)

It's now a ton more vibrant and fancy looking.

Should be done with world 1 in the next few days now.  The castle will be easier, since I don't plan to change any graphics or level concepts whatsoever.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 09, 2015, 12:49:37 pm
Beautiful!

How does World 1 castle look?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 09, 2015, 06:13:58 pm
It's this level from earlier:

(https://dl.dropboxusercontent.com/u/67216205/w1castle3.png)

(https://dl.dropboxusercontent.com/u/67216205/w1castle2.png)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 10, 2015, 07:34:19 am
Oh wow!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 11, 2015, 06:12:16 pm
I have also now integrated this song into the game:

https://www.youtube.com/watch?v=QDn_uaOEWJ0

It's the new boss theme!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 12, 2015, 08:01:09 pm
Oh, wow!
This one is really good!

A great edited version of the original!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 13, 2015, 06:05:17 pm
Some airship (World 2 fortress) pictures:

(http://gamingreinvented.com/forum/index.php?media/marios-nightmare-quest-airship-1.17/full&d=1434233039)

(http://gamingreinvented.com/forum/index.php?media/marios-nightmare-quest-airship-2.18/full&d=1434233039)

(http://gamingreinvented.com/forum/index.php?media/marios-nightmare-quest-airship-3.19/full&d=1434233039)

(http://gamingreinvented.com/forum/index.php?media/marios-nightmare-quest-airship-4.20/full&d=1434233039)

The background animates, a bit like in Super Mario Bros 3.  This is followed by a vertical climbing section on airships and masts and rigging, and then a battle with Tryclyde.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 14, 2015, 09:00:05 am
Looks hard, like an Airship level should be.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 19, 2015, 05:15:55 pm
Well, this tool is gonna make things a bit easier for this project:

http://www.smwcentral.net/?p=viewthread&t=78990

Just stick in an SPC file, and out comes a fully sampled music port which plays the original song in SMW format.  Doesn't really loop the song (so it uses a ton more space), but it's good enough for the odd one off song, like something epic from the Donkey Kong Country series or Final Fantasy.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 20, 2015, 09:40:20 am
Wow, that's pretty interesting.
So you can insert every Snes song into your hack?

That's great!

Ihad many Spc's, but I converted them to Mp3 with Chun-Yu's tool.

FantasyAnime has many Spc soundtracks of the well known Snes Rpg's.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 20, 2015, 06:59:48 pm
Wow, that's pretty interesting.
So you can insert every Snes song into your hack?

That's great!

Ihad many Spc's, but I converted them to Mp3 with Chun-Yu's tool.

FantasyAnime has many Spc soundtracks of the well known Snes Rpg's.

Kind of, yes.  They're not perfect ports (probably because they don't loop them properly and the tool doesn't let you cut off the intros in some cases), but you pretty much get extremely nice versions of the original songs that you can insert into the game at a drop of a hat.

I'm probably going to add some SNES songs that haven't been ported with samples.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 22, 2015, 02:56:58 pm
I really like that!

But are they sounding like the SMW songs as well?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 22, 2015, 06:25:37 pm
Yes.

On another note:

(https://dl.dropboxusercontent.com/u/67216205/floodedfortress1.png)

(https://dl.dropboxusercontent.com/u/67216205/floodedfortress2.png)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 23, 2015, 04:10:51 pm
Huh?

Is it underwater?

And is part 1 released?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 23, 2015, 05:36:19 pm
Not yet.  Had no real time to get everything done.

Of course, I also so want to include the new custom power ups and morph abilities released at C3... in at least one part.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 24, 2015, 03:18:43 pm
C3?
Title: .
Post by: Chpexo on June 24, 2015, 07:24:09 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on June 25, 2015, 09:48:46 am
This has been bothering me for a while, the HP border doesn't have a wooden texture. Do you have an extra palette at hand or a brown to use? What's also bugging me is that the coin palette in the HUD shares the palette with the health meter, meaning the coin constantly changes color. I assume you're low on color :-/

I'm going to fix the status bar later.  There's a much more urgent issue to fix first.

So it will eventually be fixed, I guess.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 25, 2015, 04:00:22 pm
To be honest, I might not even use that health bar.  It's not AddMusic K compatible at the moment, so I might change to another one with a different style/layout. Like Mega Man health or Metroid health or Super Mario Bros 2 health or a standard health bar.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 25, 2015, 05:04:46 pm
But what does C3 mean?

Does it resemble E3? Isn't it something from SMWCenral I recently saw on their home page?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 25, 2015, 06:28:01 pm
Okay, this is freaking awesome.

Now testing the power ups patch from SMW Central and it's fantastic!  Now I'll be able to hopefully use the following powerups in this game:

Hammer Suit
Raccoon Leaf
Tanooki Suit
Blue Shell
Boomerang Flower
Ice Flower
Rocket Boots

Seriously.  As per a test ROM:

(https://dl.dropboxusercontent.com/u/67216205/test_00000.png)

(https://dl.dropboxusercontent.com/u/67216205/test_00002.png)

(https://dl.dropboxusercontent.com/u/67216205/test_00003.png)

I also want to use these morph sprites:

http://www.smwcentral.net/?p=viewthread&t=79034

Cause god, imagine Yoshi's Island style transformations and custom power ups in one game!

If you thought this game couldn't get more epic, you thought wrong!

On another note, I'll soon be posting the game on the projects system on https://gamingreinvented.com.  So if you want to follow progress, sign up and wait for it to be posted.  It'll probably have a URL like https://gamingreinvented.com/project/marios-nightmare-quest.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 26, 2015, 04:34:46 pm
Wow! Just wow!
This looks really aweson!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Grimlock on June 26, 2015, 11:59:21 pm
Okay, this is freaking awesome.

Now testing the power ups patch from SMW Central and it's fantastic!  Now I'll be able to hopefully use the following powerups in this game:

Hammer Suit
Raccoon Leaf
Tanooki Suit
Blue Shell
Boomerang Flower
Ice Flower
Rocket Boots


This is very impressive, my interest in your hack is now at an entirely new level!  My time to play hacks is rather limited so most end up on my "might" play list.  This one is definitely now on my "will" play list.  Keep at it, I'll be looking forward to your release!  :thumbsup:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on June 27, 2015, 05:31:06 pm
This is very impressive, my interest in your hack is now at an entirely new level!  My time to play hacks is rather limited so most end up on my "might" play list.  This one is definitely now on my "will" play list.  Keep at it, I'll be looking forward to your release!  :thumbsup:

Same here, I am playing completely different games at the moment (I am not really into SMW hacks at the moment) so most hacks will get on a 'might play' list for me too. But I am really waiting for this one. :)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 09, 2015, 07:27:41 am
Because it's not dead:

(https://dl.dropboxusercontent.com/u/67216205/treetops.png)

(https://dl.dropboxusercontent.com/u/67216205/ghostship.png)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on July 10, 2015, 07:55:18 am
That ship!!

Can you climb the anchor chain or are they part of the background :)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 10, 2015, 03:34:18 pm
Only decoration unfortunately.  The ship's weird shape means that giving it collision detection isn't possible.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on July 12, 2015, 05:21:19 pm
Doesn't matter. Just a question. :)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 16, 2015, 06:19:20 pm
Either way, this game gets closer and closer to completion, at least for part 1.  The chapel level is gonna be interesting, that's for sure.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on July 20, 2015, 10:23:21 am
I love chapels/churches/Mad Monster Mansion.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 24, 2015, 10:23:25 pm
Few quick teasers of other levels:

(http://bin.smwcentral.net/u/10295/factorypreview.png)

(http://bin.smwcentral.net/u/10295/hotel1.png)

(http://bin.smwcentral.net/u/10295/hotel2.png)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on July 26, 2015, 02:31:47 pm
Hotel Mario?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 29, 2015, 05:49:36 pm
Hotel Mario?

Nope:

https://www.youtube.com/watch?v=_QDI0Ff4VSA


Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on July 31, 2015, 02:01:57 pm
Ah, it's Wario Land 4!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 31, 2015, 07:10:56 pm
You should have probably figured out that there's a reason I put so much Wario Land 4 stuff in my works.  And that's because to me, Wario Land 4 is one of the greatest platformers or games of all time.

As of now, I've used the following Wario Land 4 level GFX and themes in End Game:

The Curious Factory
Forty Below Fridge
Pinball Zone
Toy Block Tower
The Big Board
Domino Row
Crescent Moon Village
Hotel Horror
Golden Passage

And these ones in Nightmare Quest part 1:

Palm Tree Paradise
Mystic Lake
Monsoon Jungle
Toxic Landfill (planned)
Forty Below Fridge
Toy Block Tower
The Big Board
Doodle Woods
Domino Row
Hotel Horror

With Arabian Night planned for part 2.  So yeah, pretty obsessed.  So much so that I've literally only got four levels out of eighteen that I haven't used GFX or ideas from...

And I'll probably end up including something from each of the last four somewhere in the later parts of this game...

But yeah, fan art, fan fiction (before), board games, ROM hacks, sprite rips, Wario forums, Wario music on Youtube, Wario discussion on other sides... I am pretty much close to obsessive about that game.

In other news... expect a possible delay between part 1 and part 2, because I'll probably take a break then. 
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 01, 2015, 08:08:53 am
Yeah, you've been working hard, so I understand.

August 02, 2015, 02:15:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
https://www.youtube.com/watch?v=dmGl0Fp2jUM&list=PLpSo90iafonPQTEg0YiZX6HrkL6S6X7Kt&index=1

Wow, this hack is wonderful!!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 06, 2015, 06:13:48 pm
Demo should be available on August 24th 2015 at the Nintendo Community Fan Game Convention:

http://nintendocfc.com/

I was hoping for a full release, but a demo with a couple of levels missing seems more plausible.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 07, 2015, 05:17:49 pm
Great!

If, in my opinion, it is a good hack, I will make a video walkthrough for it and put it onto Youtube. I am playing SMW Hacks at the moment, so I am into it!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 09, 2015, 07:26:53 am
Great!

If, in my opinion, it is a good hack, I will make a video walkthrough for it and put it onto Youtube. I am playing SMW Hacks at the moment, so I am into it!

Thanks!  What is your Youtube channel by the way?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 09, 2015, 05:41:14 pm
https://www.youtube.com/playlist?list=PLpSo90iafonPQTEg0YiZX6HrkL6S6X7Kt

My VLDC 8 playlist, on my channel.

Unfortunately, my video's don't get watched much. Probably because I don't put my own head in my video's.

Also, the song you are going to use in your hack:
https://www.youtube.com/watch?v=UrloRALNVsQ&list=PLpSo90iafonNhXrOaMqIxBJe9nJmhq_bb&index=9
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Grimlock on August 09, 2015, 10:56:56 pm
Demo should be available on August 24th 2015 at the Nintendo Community Fan Game Convention:

http://nintendocfc.com/


Where's this convention going to be held?  I followed the link but I couldn't find any specifics other than the date.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 10, 2015, 02:20:15 am
Where's this convention going to be held?  I followed the link but I couldn't find any specifics other than the date.

It's an internet convention.  The site is the convention.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 18, 2015, 11:51:55 am
How is it going?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 18, 2015, 12:24:21 pm
You can decide for yourself very soon.  But here's a picture showing part of a level in progress:

(https://dl.dropboxusercontent.com/u/67216205/ghosthouseplace.png)

Graphics from Tiny Toons Adventures, a very, very nice looking game for the SNES.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 19, 2015, 08:25:38 am
Tiny Toons Adventures? Don't know that one.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 26, 2015, 08:01:35 pm
It's very shortly going to be released as a demo, but... a few last minute pictures:

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/mansionpic1.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/mansionpic2.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/mansionpic3.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/mansionpic4.png)

(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/mansionbossroompic.png)
Title: .
Post by: Chpexo on August 26, 2015, 08:27:37 pm
.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Isao Kronos on August 26, 2015, 09:14:30 pm
I think it's Ashley from the Wario Ware games.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 27, 2015, 06:45:18 am
I think it's Ashley from the Wario Ware games.

Yes, that is correct.

(https://dl.dropboxusercontent.com/u/67216205/ashleypic.png)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 27, 2015, 03:55:48 pm
Scary.
Reminds me of Yume Nikki.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 27, 2015, 06:25:36 pm
You be your own judge of that:

https://www.youtube.com/watch?v=UWB8J6YxVXQ

https://www.youtube.com/watch?v=ErsBgNP_lbY

https://www.youtube.com/watch?v=TaP71uICuYM

^ random WarioWare videos!

And updated:

(https://dl.dropboxusercontent.com/u/67216205/ashleyboss1.png)

(https://dl.dropboxusercontent.com/u/67216205/ashleyboss2.png)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 29, 2015, 01:02:10 pm
So it seems it is not from Yume Nikki :)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 30, 2015, 07:22:34 pm
Demo 1 is now out:

https://gamingreinvented.com/forum/index.php?resources/marios-nightmare-quest-part-1-demo-1.15/

A quick preview, in case you need some reasons to download:

(https://gamingreinvented.com/forum/index.php?media/grassy-plains.49/full)

(https://gamingreinvented.com/forum/index.php?media/reverse-gravity.47/full)

(https://gamingreinvented.com/forum/index.php?media/a-mansion-level.44/full)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: drunkenjesus on August 31, 2015, 05:35:58 am
Really interested to finally try this out so I ran through all the levels that I could & here are some notes;

Glitches:  The toad house boxes sometimes glitch if you walk while hitting them,  In it never rains the floating platform guy(dunno his name) floats directly into a block and that causes a glitch & near the end if you try to go under that 1 block high flipping boxes sections you can get stuck, glitch, & die. In the first castle if you accidentally blow the explosive early you get stuck & it's pretty difficult to not get hit when you blow it at points. Sometimes the note blocks graphics glitch, it's most notable in the first ghost house but I'm pretty sure I saw it in other places as well.  Dying in the ghost house or beating via either exit is freezing the game for me so I can't progress past that.  Some of the bullet bills act strangely like firing backwards or the graphics are in the wrong direction.  Seems some of the midpoint respawn points have graphic glitches to the left when restart at them.  One or two of the ! block columns have glitched firebar graphics in the level they're in.

Suggestions:  Their seems to be a bit of an excess of tight corridors, random bullet bills & firing enemies, and multiple hit enemies to sort of artificially ramp up the difficultly I expect hacks to be more difficult than the original games but I felt their were a bit too many cheap deaths in my runthrough.  Inversely of that the typical hack cliche of precise platforming isn't present at all I'm not a fan of overdoing it but you'd expect some tricky jumping sections every now and then in a platforming game.  I liked all the additional power-ups and didn't really run into any bugs with them but it seemed a bit overkill to have so many but no real level specific uses for them & having the raccoon leaf and cape really doesn't make sense unless theirs really long sections you have to fly across with the cape later in the game.

Overall: Graphics were the high point of this imo everything looked really great & I liked all the imported things from other mario games.  Most of the ASM hacks seemed to be really well done & some of the bosses could use some polishing up but I was really impressed with the pirate crocodile boss.  Wasn't the biggest fan of some of the level designs but for a demo it was pretty substantial and showed a lot of promise.  Didn't really like that I had to register at your site just to try the demo I could see doing a site exclusive release for a finished hack but not for just a demo.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 31, 2015, 09:38:10 am
Really interested to finally try this out so I ran through all the levels that I could & here are some notes;

Thanks for your feedback, it's excellent.  I hope when the final version is done, you'd be interested in a review, since you seem to be pretty good at pointing out the good and bad points of a hack.

But more in depth:



Glitches:  The toad house boxes sometimes glitch if you walk while hitting them,  In it never rains the floating platform guy(dunno his name) floats directly into a block and that causes a glitch & near the end if you try to go under that 1 block high flipping boxes sections you can get stuck, glitch, & die. In the first castle if you accidentally blow the explosive early you get stuck & it's pretty difficult to not get hit when you blow it at points.


The Toad house boxes glitch I know of, and I'm trying to fix the custom blocks so they don't do this.

The Amazin Flying Hammer Bro will be moved up in It Never Rains, as well as in a few other levels to prevent this.

The 1 block high flipping boxes I didn't know of, thanks for pointing it out. That will also be changed.

And the explosives?  Yeah, I'll try and make them harder to hurt yourself with, though I'm not sure what to do about them exploding early or being lost forever.  Maybe I'll come up with a generator or something that respawns them.


Sometimes the note blocks graphics glitch, it's most notable in the first ghost house but I'm pretty sure I saw it in other places as well.  Dying in the ghost house or beating via either exit is freezing the game for me so I can't progress past that.  Some of the bullet bills act strangely like firing backwards or the graphics are in the wrong direction.  Seems some of the midpoint respawn points have graphic glitches to the left when restart at them.  One or two of the ! block columns have glitched firebar graphics in the level they're in.


Huh, that ghost house bug definitely needs to be fixed.  What emulator did it occur in?

If you need to go past that point for now, it doesn't seem to break in ZSNES.  I'll test the level in BSNES a bit later, then SNES 9X.


Suggestions:  Their seems to be a bit of an excess of tight corridors, random bullet bills & firing enemies, and multiple hit enemies to sort of artificially ramp up the difficultly I expect hacks to be more difficult than the original games but I felt their were a bit too many cheap deaths in my runthrough.  Inversely of that the typical hack cliche of precise platforming isn't present at all I'm not a fan of overdoing it but you'd expect some tricky jumping sections every now and then in a platforming game.  I liked all the additional power-ups and didn't really run into any bugs with them but it seemed a bit overkill to have so many but no real level specific uses for them & having the raccoon leaf and cape really doesn't make sense unless theirs really long sections you have to fly across with the cape later in the game.


Thanks for pointing this out.  I have to admit, the amount of random Bills and other enemies is higher in the endgame parts, which the military world accessible by going right is one of.  But I'll try and make sure less of them are there, so there are less cheap deaths.

The amount of platforming sections is lower because as weird as it sounds, the intention here was for an easier game, not the precision platforming of most Mario ROM hacks.  Which is why I should look into reducing the number of enemies in some places.  But there should be more platforming in parts 2 and 3, and less enemy overuse in the final version of part 1.

The power ups may come across as overkill, but it's a more a throwback to the style of SMB 3.  Basically, in the olden days, power ups were... just that.  They didn't have puzzle utility, they were to make you feel like a god as you killed everything in sight.   Nowadays, it seems like design is more about 'balance' and puzzle solving and what not, and I'm not sure I prefer that.  Basically, they're deliberately overpowered.


Overall: Graphics were the high point of this imo everything looked really great & I liked all the imported things from other mario games.  Most of the ASM hacks seemed to be really well done & some of the bosses could use some polishing up but I was really impressed with the pirate crocodile boss.  Wasn't the biggest fan of some of the level designs but for a demo it was pretty substantial and showed a lot of promise.  Didn't really like that I had to register at your site just to try the demo I could see doing a site exclusive release for a finished hack but not for just a demo.

The bosses are still being worked on, especially in terms of sprite graphics.

The level design will hopefully get better, given that I've also got a pretty well known ROM hack reviewer as a beta tester:

https://www.youtube.com/user/SMCslevelengine

As for the demo, it's not site exclusive, it's also on NCFC:

http://nintendocfc.com/booth.html?id=80

That should be a guest usable download link.  Sorry about pushing the sign up to download stuff, it's just a (somewhat lame) attempt to promote a site that's currently in development.  I do the same thing for music downloads and other stuff.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: drunkenjesus on September 01, 2015, 09:39:52 am
And the explosives?  Yeah, I'll try and make them harder to hurt yourself with, though I'm not sure what to do about them exploding early or being lost forever.  Maybe I'll come up with a generator or something that respawns them.

Really after the first one it wasn't that big of an issue once you figure out how to get the jump right, if you could maybe increase the time or something that'd probably help, because if you get accidentally get trapped between it and the wall its pretty much impossible to get out of the way in time.  The respawning aspect is more or less just so it falls in line with mario games, in SMB3 they just had a pipe that looped you back in the levels that you needed to use a turtle shell the break through or had to fly somewhere.

Huh, that ghost house bug definitely needs to be fixed.  What emulator did it occur in?

If you need to go past that point for now, it doesn't seem to break in ZSNES.  I'll test the level in BSNES a bit later, then SNES 9X.

SNES9X for the Wii, I'll try the other snes emus on RetroArch Wii or on a PC later

Thanks for pointing this out.  I have to admit, the amount of random Bills and other enemies is higher in the endgame parts, which the military world accessible by going right is one of.  But I'll try and make sure less of them are there, so there are less cheap deaths.

Yeah even SMB3 kinda used that exclusively in the last world to ramp up the difficulty so I don't mind it too much, it just gets a bit aggravating jumping over something then blindly getting hit by a bullet bill or kicked shell in early levels before you get a chance to rack up lives.

The amount of platforming sections is lower because as weird as it sounds, the intention here was for an easier game, not the precision platforming of most Mario ROM hacks.  Which is why I should look into reducing the number of enemies in some places.  But there should be more platforming in parts 2 and 3, and less enemy overuse in the final version of part 1.

The power ups may come across as overkill, but it's a more a throwback to the style of SMB 3.  Basically, in the olden days, power ups were... just that.  They didn't have puzzle utility, they were to make you feel like a god as you killed everything in sight.   Nowadays, it seems like design is more about 'balance' and puzzle solving and what not, and I'm not sure I prefer that.  Basically, they're deliberately overpowered.

Totally understandable design choices, I've always really hated the Cape though.

As for the demo, it's not site exclusive, it's also on NCFC:

http://nintendocfc.com/booth.html?id=80

That should be a guest usable download link.  Sorry about pushing the sign up to download stuff, it's just a (somewhat lame) attempt to promote a site that's currently in development.  I do the same thing for music downloads and other stuff
It does help keep people up to date as I see you've updated it 3 times since I played it so I'll give it another go here whenever I get a chance since their looks to be a good amount of levels that I wasn't able to access.  But for something like this it'd probably a good idea to post a public and site exclusive link since a lot of people may be hesitant to sign up to a site to try it.  Looking forward to the completion of this as imo theirs very few full length hacks of SMW that take the game in a different direction properly most are either vanilla redressings or just gimmick based.
Title: Re: Mario\'s Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 01, 2015, 11:52:18 am
Really after the first one it wasn't that big of an issue once you figure out how to get the jump right, if you could maybe increase the time or something that'd probably help, because if you get accidentally get trapped between it and the wall its pretty much impossible to get out of the way in time.  The respawning aspect is more or less just so it falls in line with mario games, in SMB3 they just had a pipe that looped you back in the levels that you needed to use a turtle shell the break through or had to fly somewhere.

If you need to go past that point for now, it doesn't seem to break in ZSNES.  I'll test the level in BSNES a bit later, then SNES 9X.

SNES9X for the Wii, I'll try the other snes emus on RetroArch Wii or on a PC later

Yeah even SMB3 kinda used that exclusively in the last world to ramp up the difficulty so I don't mind it too much, it just gets a bit aggravating jumping over something then blindly getting hit by a bullet bill or kicked shell in early levels before you get a chance to rack up lives.

Totally understandable design choices, I've always really hated the Cape though.
It does help keep people up to date as I see you've updated it 3 times since I played it so I'll give it another go here whenever I get a chance since their looks to be a good amount of levels that I wasn't able to access.  But for something like this it'd probably a good idea to post a public and site exclusive link since a lot of people may be hesitant to sign up to a site to try it.  Looking forward to the completion of this as imo theirs very few full length hacks of SMW that take the game in a different direction properly most are either vanilla redressings or just gimmick based.

The thing with the explosives in castle 1 is fixed.  There's now a reset door in each section, which resets that specific small area in case you lose the detonator.

The ghost house bug will be checked then.  Not sure while it'd crash, unless the music is breaking.

The random bullets is also kind of because the areas with that generator are in an active war zone.  If there's ever a place you expect to randomly get shot, it's probably a war zone.

The cape is probably rare in this version.  But it might be more common in part 2 or 3.

And yes, the public and site exclusive links are both posted for the most part.  I just thought it'd be a neat way to boost sign ups.

September 05, 2015, 09:17:27 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note that a couple of fixes have been released for this demo, in the form of updates.  If you haven't, try going to the download link again and redownloading:

https://gamingreinvented.com/forum/index.php?resources/marios-nightmare-quest-part-1-demo-1.15/

http://nintendocfc.com/booth.html?id=80
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on October 23, 2015, 06:08:08 pm
Well, I uploaded some videos:

http://www.youtube.com/watch?v=8dVNVdj6J0Q

https://www.youtube.com/watch?v=Vv0J3nJVl4k

https://www.youtube.com/watch?v=T8tK_6Qkdok

I can also say that a more 'final' version of part 1 could be done by the end of the year.  We're just deep in the middle of beta testing at the moment.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on November 01, 2015, 06:31:04 pm
Well, it's been a while, hasn't it?  Either way, I plan to continue this game shortly, since I want part 1 in a mostly finished state by the end of the year (as not to delay parts 2 and 3).
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on November 28, 2015, 05:48:22 pm
This game is now a Fusion Gameworks project!  Yes, it stands alongside Mushroom Kingdom Fusion, Super Mario Fusion Revival and the Mega Man Day in the Limelight series!

http://www.fusiongameworks.net/smf/index.php/board,58.0.html (http://www.fusiongameworks.net/smf/index.php/board,58.0.html)

But there's a small price.  Namely, because it's now at Fusion Gameworks, I will not be updating this topic, or any other topic on any other site this was posted on except my own.  So you can find any updates in one of two places:

1. Fusion Gameworks

2. Gaming Reinvented

No others.  Over and out.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 11, 2016, 07:26:12 pm
Well, I said I wouldn't update this topic.

But hey, I changed my mind. Fusion Gameworks is a tad quiet at the moment.

Ice level:

https://www.youtube.com/watch?v=erQPsMbNETg

New enemy GFX:

(https://gamingreinvented.com/media/Chapter1_00000.png)

(https://gamingreinvented.com/media/Chapter1_00004.png)

(https://gamingreinvented.com/media/Chapter1_00005.png)

(https://gamingreinvented.com/media/Chapter1_00006.png)

(https://gamingreinvented.com/media/Chapter1_00007.png)

(https://gamingreinvented.com/media/Chapter1_00008.png)

New beta overworld GFX:

(https://dl.dropboxusercontent.com/u/67216205/zeldasubmap.png)

Some GFX for a pyramid level that's half complete:

(https://dl.dropboxusercontent.com/u/67216205/Chapter1_00009.png)

(https://dl.dropboxusercontent.com/u/67216205/Chapter1_00012.png)

So yeah, not dead.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Bahamut ZERO on July 12, 2016, 05:10:27 pm
Is this still a Mario World hack? I ask mainly because of how extreme the Overworld looks and the fact I haven't the foggiest what a Fusion Gameworks is.

Insane amount of detail in those pyramid level graphics!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: SC on July 13, 2016, 09:33:35 am
Aye! That looks awesome! :thumbsup:
I thought the project was dead, so I am glad you updated!
Now if only you could give some expected date (month?) for a new beta or final release...
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Grimlock on July 13, 2016, 09:52:55 am
Looking great!  Out of curiosity, why not have and upkeep project threads on multiple sites?  It's the best way to get your work more exposure.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 13, 2016, 12:21:00 pm
Is this still a Mario World hack? I ask mainly because of how extreme the Overworld looks and the fact I haven't the foggiest what a Fusion Gameworks is.

Insane amount of detail in those pyramid level graphics!

Yeah, still a SMW hack.

The pyramid graphics are from Indiana Jones on the SNES:

https://www.youtube.com/watch?v=oP_xnYteP2Q

They were also used in Birabuto Bash in Mushroom Kingdom Fusion:

https://www.youtube.com/watch?v=YB00HO2Mtzk

Talking of Mushroom Kingdom Fusion, Fusion Gameworks refers to the site for that game, Mario Fusion Revival, Mega Man Day in the Limelight and this ROM hack. Aka:

http://fusiongameworks.net/smf/index.php

They provide quite a bit of promotion for the game, and sometimes help with graphics and things.

Aye! That looks awesome! :thumbsup:
I thought the project was dead, so I am glad you updated!
Now if only you could give some expected date (month?) for a new beta or final release...

Next beta could be within the next few months or so. Maybe with the desert and toy themed worlds.

Looking great!  Out of curiosity, why not have and upkeep project threads on multiple sites?  It's the best way to get your work more exposure.

I am.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Sephirous on July 14, 2016, 02:33:34 am
Reminds me of the concept for Super Mario's Wacky Worlds.
The unreleased Mario World 2.  :)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 15, 2016, 04:58:16 am
You mean the Egypt like area and its style? I guess it's a bit like Wacky Worlds in that sense.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 25, 2016, 08:11:58 pm
Well, few updates I'll be showing soon, like the new food level I'm working on, plus the christmas level and hopefully the casino level.

Also added new map GFX, but not gonna post them here. Find them for yourself in the actual game, there needs to be some secrets left!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 07, 2016, 08:39:21 pm
Well, new K Rool battle setup (old):

https://www.youtube.com/watch?v=KoBP6pbAz_g

And the meltdown sequence from the current version (with animation):

https://www.youtube.com/watch?v=nE-sNiVQSyw
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 07, 2016, 08:48:55 pm
Hey, I thought you took the hack to a different engine?

It seems you're using SMW again.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on August 08, 2016, 04:46:49 am
Hey, I thought you took the hack to a different engine?

It seems you're using SMW again.

My idea was that there would be a two or three part SMW version and then a single part standalone game version somewhere down the line.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on August 08, 2016, 07:25:31 am
Ah, alright!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 08, 2016, 05:35:53 am
Well, got a few new pictures I didn't post:

(https://gamingreinvented.com/media/mouserstunned.png)

(https://gamingreinvented.com/media/christmas.png)

Not much, but it's not dead yet. There is the possibility this game will be at NCFC 2016.

However, I do have some bad news as well. Namely that thanks to real life matters I need to be focused on, it is unlikely this game will be finished for quite a while now. Hence part 2 is currently on hiatus, and will remain as such for the next few years or so. Sorry for anyone who expected it more quickly, but with a bunch of websites and a business, this is honestly just not as big of a priority any more.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: MathUser2929 on September 08, 2016, 08:30:31 am
I like the christmas tree graphic. That'll be great to play at christmas. You should release this on christmas day.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 09, 2016, 11:27:03 am
I like the christmas tree graphic. That'll be great to play at christmas. You should release this on christmas day.

The graphics are a really nice tileset on SMW Central.

And funny enough, this level is meant to be a level you play at Christmas. It's a sort of... remnant of the game's earlier days. Where each secret level is a special holiday themed level with its own (non serious) ending. But the halloween one turned out to not work too well with the tileset chosen, and I didn't find any fitting easter graphics, so the idea got scrapped.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on September 30, 2016, 06:41:15 pm
Just so you know, Last Impact is out (the hack by Kaze Emanuar)!

I didn't knew you interviewed him.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on October 01, 2016, 11:15:59 am
Just so you know, Last Impact is out (the hack by Kaze Emanuar)!

I didn't knew you interviewed him.

I know. But until the controller arrives, I won't be able to play Last Impact. N64 games do not work well with keyboard controls.

And yes, Kaze Emanuar got an interview:

https://gamingreinvented.com/interview/lets-interview-kaze-emanuar/

As for the game the topic is about? It's currently somewhere in limbo at the moment.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on October 02, 2016, 06:38:11 am
Isn't the topic mainly about Last Impact? That game was released two days ago. I had the honor of beta testing the game.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on October 02, 2016, 11:42:14 am
Isn't the topic mainly about Last Impact? That game was released two days ago. I had the honor of beta testing the game.

No, this is the Mario's Nightmare Quest topic. Look at the titles and what not.

The Last Impact topic is here:

http://www.smwcentral.net/?p=viewthread&t=75119


Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on October 02, 2016, 12:02:55 pm
Ah, I thought you were talking about the topic of the interview itself ::)
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on October 02, 2016, 12:40:10 pm
Ah, I thought you were talking about the topic of the interview itself ::)

In which case... it's sort of about Last Impact, but not entirely. We covered every hack he'd worked on.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on January 26, 2017, 08:06:30 pm
Quick proof this project isn't as dead as a dodo:

(https://gamingreinvented.com/media/picture1.png)

(https://gamingreinvented.com/media/picture2.png)

(https://gamingreinvented.com/media/picture3.png)

However, another actual demo might be a while off.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on January 26, 2017, 08:59:14 pm
Wow, sure looks great!
Keep up the hard work :D
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on January 27, 2017, 05:22:45 am
Wow, sure looks great!
Keep up the hard work :D

Thanks! More screens and footage will be coming throughout the year.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on February 05, 2017, 04:54:28 pm
Not as if it matters, but last GFX update for a bit:

(https://gamingreinvented.com/media/space1.png)

(https://gamingreinvented.com/media/space2.png)

(https://gamingreinvented.com/media/space3.png)

Found them on a free sprites archive. You know, one of those meant for indie developers building games to release on Steam or the likes. Surprisingly, they work amazingly in Super Mario World hacks!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on February 05, 2017, 04:57:59 pm
Wow, these graphics work exceptionally in SMW. They remind me of Mega Man!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on February 06, 2017, 07:52:15 am
Wow, these graphics work exceptionally in SMW. They remind me of Mega Man!

Yeah. The original sprite sheet actually had a lot more than this, but I decided to stick with what I could get looking thematically coherent in one level.

http://opengameart.org/content/space-merc

Either way, definitely sprites I'd recommend if you're making a Metroid or Mega Man hack. Or if you're doing something else with a space theme.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on July 28, 2017, 10:29:42 am
Well, this has been a while!

But hey, may as give some updates none the less. Firstly, I have some bad news.

Put simply, I was storing my latest version of the mod on an SD card which I've seemingly now misplaced. So unless I can find it easily (or my backup is up to date), it seems like some progress made be lost for this game.

However, that doesn't mean the game is cancelled. Oh no, I'm actually planning to release a new demo in the next few months or so, I just need time to finish a few more levels before doing so.

As a result of this, you may be able to find the project at the Nintendo Community Fangame Convention in October 2017:

http://forum.nintendocfc.com/showthread.php?tid=544

So yeah, just letting everyone know the status of this project.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 07, 2017, 07:59:26 pm
Oh hey, I redid the main overworld map here:

(https://gamingreinvented.com/wp-content/uploads/2017/09/NightmareQuestNewOverworld.png)

More linear than before (the path going up after the third level is a secret exit path unlocked from the other end), but I think it suits the game's more linear progression a bit better.

I've also replaced some of the music, and will switch the game over to PIXI (a new sprite editor allowing for level specific sprites) soon.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Thirteen 1355 on September 08, 2017, 08:17:12 am
Looking good!  :happy:
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 08, 2017, 02:58:52 pm
Thanks! Other updates are coming soon.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: para on September 11, 2017, 02:12:06 am
This looks really cool!

That's a great idea using open source original sprite work like that.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 12, 2017, 07:31:20 am
This looks really cool!

That's a great idea using open source original sprite work like that.

Thanks! I'm trying my hardest to look for more interesting resources to use here, to make this game stand out from the hordes of Super Mario Bros 3 style mods out there.

Well that and because it stops content ID problems. Don't want people who play this for a Let's Play to see their videos get demonetised for 'copyrighted content', so I'm avoiding as many default Nintendo graphics and songs as possible here.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on September 30, 2017, 07:06:23 pm
Quick update: Currently learning a bit of ASM to make this game better, since I realised that the chances of me getting all the necessary blocks, sprites and level ASM without it are slim to none. Current progress is average, with about 20 custom blocks taken care of on day 1 or so.

Next update will be to try and code some level ASM and generators, before moving to full custom coded sprites of various kinds.

As far as graphics are concerned, those are progressing too. Now have the perfect background graphics from Actraiser 2 for the forest castle, which is being redone to look more like Stormrook (the gold one) rather than the dark/spotlight focused one I'm currently using.

More layer 3 backgrounds now exist too.

Edit: Update on the update. Have figured out how to make custom blocks, as well as basic sprites and generators/level ASM.

Some stuff that's already done is:

Unfreezing a level by hitting a fireplace with a fireball
Custom On/Off Blocks with special block behaviours based on their status
Doors that only open when all Dragon Coins are collected
Switches that flood/drain the level (this has been done a million times now, but it was easy none the less).
On/Off Switches activated by enemies
Blocks that are either spiky on bottom or on top based on Switch status (ala Yoshi's Island)
Enemies moving Mario by hitting certain blocks
Platforms only usable if Mario/Luigi are on Yoshi
Proper power up filters
Mario teleporting to the screen exit if Yoshi eats all berries on screen
Or jumps on all enemies without touching the floor
Barrel Cannons that explode after using them
A system that kills Mario the second he gets any points in the level
A storm cloud that tracks Mario on screen and tries to blast him with lightning

And a few other minor things of that nature. Currently trying to get proper bosses and more complex enemy sprites working, with multiple attack phases and patterns.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 27, 2018, 05:17:44 pm
Okay, it's been a really long time since I gave an update on this.  But yeah, here goes:

First, I've been redesigning many of the levels here, hence the delay since the last demo. That's because I've been studying game design a bit more, and have tried to keep to the 4 step level design style mentioned by Mark Brown in his videos on Super Mario 3D World and Donkey Kong Country Tropical Freeze in this game too.

Secondly, I've also gotten a few new testers who'll help make this one of the best SMW mods ever. Who are they? Well, I'll say this much:

They're people with experience in game design, including an ex Nintendo employee turned YouTube game design critic. So now I'll get actual feedback about every aspect of the design, as held to the standards of a professional product released by a real company.

Finally, some new graphics have been added, and can be seen here:

(https://gamingreinvented.com/media/SMWmod1.png)

(https://gamingreinvented.com/media/insidebody.png)

(https://gamingreinvented.com/media/underwatertemple.png)

(https://gamingreinvented.com/media/SMWmod4.png)

(https://gamingreinvented.com/media/SMWmod3.png)

Obviously the level design isn't present in these pictures (they're just graphics test setups), but yeah, that should give you an update to what's going on idea wise.

So what do you think of it now? Are you interested in seeing how this hack could progress from here?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Sephirous on April 27, 2018, 11:44:18 pm
This is very appealing.  :thumbsup:

This game has been catching my eye now for awhile, I can't wait to see how it turns out!
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: Midna on April 28, 2018, 08:34:19 am
Man this hack just keeps looking better and better. Styling the Banzai Bill after its appearance in the Super Mario World cartoon is a neat touch. That HUD is impossible to read in a few of your screenshots, though. Hopefully it's just temporary though.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on April 28, 2018, 01:11:33 pm
This is very appealing.  :thumbsup:

This game has been catching my eye now for awhile, I can't wait to see how it turns out!

Thank you!

Man this hack just keeps looking better and better. Styling the Banzai Bill after its appearance in the Super Mario World cartoon is a neat touch. That HUD is impossible to read in a few of your screenshots, though. Hopefully it's just temporary though.

The HUD is temporary. Still deciding whether it'll look like SMB 3 or NSMB Wii, and will fix the colours when I've decided.
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 07, 2018, 06:48:41 pm
Well, this thing isn't technically dead yet:

(https://www.the-gcn.com/community/uploads/monthly_2018_05/SMW_00006.png.4cac41c13084b06c01fd8b44f60c2500.png)

(https://www.the-gcn.com/community/uploads/monthly_2018_06/SMW_00001.png.121f2a61144b1c5ab6d546a38004dfa2.png)

(Ignore status bar or level setup, they're just the GFX being used for the new forest and desert stages).

And I'm learning enough ASM for interesting level mechanics, as well as reworking various levels.

However, it's quite a large project, and probably not one that's ideal to handle alone (especially alongside the Gaming Reinvented redesign). So, is anyone here interested in helping out? Someone who can make graphics in the style of Kopejo's tiles and the ones in tools like Mario Unimaker would be great to have on this project, since that's the 'default' here.

And music porting/composing is something I can't do either, so if anyone's good at that, I'd love to have your help too. Quite a few songs from recent games that need to be ported to the SNES for this.

So yeah, any takers?
Title: Re: Mario's Nightmare Quest (currently in graphics ripping stages)
Post by: CM30 on June 18, 2018, 06:35:19 pm
Few small map updates:

(https://www.the-gcn.com/community/uploads/monthly_2018_06/SMW_00003.png.b6b771480f18325d63817d15f14593cd.png)

(https://www.the-gcn.com/community/uploads/monthly_2018_06/SMW_00004.png.b3c94938e880e1fd41762f65b606d3d9.png)

(https://www.the-gcn.com/community/uploads/monthly_2018_06/SMW_00005.png.3b809619d94ae5036aa852e14059c44b.png)