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Messages - DahrkDaiz

Pages: [1] 2
1
Personal Projects / Re: Project Mario Adventure 3
« on: May 10, 2013, 05:35:38 am »
Also, to make this hack one of the greatest of all time, is it at all possible to hack in a proper save function?  To my knowledge, SMB3 only needs to keep track of 3 major variables.
  • What world is Mario in?
  • Did he beat the mid-castle? If so, the lock disappears, providing a shortcut.
  • What items does he have in his arsenal?

Like Lenophis was pointing out, Mario Adventure does have a save feature, so not having one in this is unacceptable. :)

3
Personal Projects / Re: Project Mario Adventure 3
« on: May 04, 2013, 06:09:00 pm »
I appreciate the offer but I actually have a few beta testers that have been giving me excellent feedback. So far the consensus is that the game is much easier than the original. My goal has been creating interesting, not difficult, levels. This is why there are so many new aspects: some gimmicks may appear once or twice, but it will shale up the typical hop and bop formula.

4
ROM Hacking Discussion / Re: Mario Adventure bugfixed
« on: May 03, 2013, 12:59:33 pm »
Wow, thanks guys for all your hard work for getting my hack to run properly on real hardware! I do apologize though for my then lack of knowledge that ended causing the hack not to run on real hardware in the first place. Would any of you be interested in testing our Mario Adventure 3 on actual hardware so I can fix any problems before a final release in 2014?

5
Personal Projects / Re: Project Mario Adventure 3
« on: May 03, 2013, 12:51:13 pm »
It's been a rather long while since I last made a post, but I wanted to let everyone know that my project is still going strong! here's a sampling of my current progress:

-Brand new block definition engine built from scratch
-Revamped the tile solidity engine and made the solidity of a tile and it's interactions settable on a per-tile bases (applicable to entire tile sets).
-Set up multiple fireball and iceball tile interaction (i.e. fireballs turn ice blocks into background tiles, ice balls turn tops of water into ice blocks, etc). Settable on a per-tileset basis.
-Set up P-Switch changes (up to 8). I.e. when a p-switch is active, tile A will act like tile B. Applicable on a per-tileset basis.
-Slopes were removed in favor for a more robust tile interaction engine.
-The new tile engine allows for 5 enemies on screen at once without slow down.
-Note blocks are gone.
-SMW style spin blocks are in.
-Any block can be a power up, breakable brick, harmful, water, etc.
-New enemies include: Pirate Bros., Pirate Boo and Hyper Thwomp

Rather than post more screenshots, here's a few videos:

http://www.youtube.com/watch?v=ZxNVUMHf1tM
http://www.youtube.com/watch?v=jBgJR3jhBaw
http://www.youtube.com/watch?v=-QTSJcEzSv4

6
Personal Projects / Re: Project Mario Adventure 3
« on: January 28, 2013, 09:44:25 pm »
And as much as I love your work and your game. Ramping up the difficulty may be this hacks downfall.

More often than not, hack are way too overly difficult. Just look at Zelda 3 Parallel Worlds. They even had to come up a newer version of the game, because the original was too difficult.

However you can increase the challenge in the game, but like someone else said there is a fine line between changing and unfair. 

I always say this:

Its better to make a game too easy rather than too hard. If a player plays an easy, but fun game then they may want to play more of it, but if they play a very difficult game, they may never play it again.

Well by ramping up the difficulty, I only mean in terms of what the game was at. Unlike my first hack, I will push the game through private testers and make necessary changes where needed (a jump too hard? add a few extra blocks, too many enemies? remove one). While I like the element of surprise still, I don't want the player to feel cheated. That's why really tricky situations will present minimal risk but big reward. For example, if an area is particular tough, you won't be required to go through it, but if you do, their will be great rewards.

7
ROM Hacking Discussion / Re: NES glitches that i dont understand
« on: January 21, 2013, 07:09:22 am »
The limitations of the NES has been discussed thoroughly already, but I'll address the max velocity "bug" regarding the palette not updating. This isn't so much a limitation of the NES as it is a math problem.  If Mario is moving at 15 pixels per frame or slower, you won't get this issue.

During the update, it detects the right edge of the screen within a level by column of the tile map. It grabs that block and updates the character value and updates the palette accordingly (it only checks for a position within a 16 pixel range, makes sense, reduces execution time). In this is situation, you get your normal artifact situation. If you move faster than 16 pixels, you begin to skip entire blocks, thus, if your screen's ridge edge is on block 4, next frame it's on block 6. The game never updates the palette in relation to block 5 because the right edge's value was never within block 5's range.

Regarding solving this glitch, there's a much simpler way that the game already uses for the maps: sacrifice a few sprites with the highest priority and use them as a border on the right side.

8
Personal Projects / Re: Project Mario Adventure 3
« on: January 16, 2013, 06:40:59 am »
If you're going to have the Bullet Bills that emerge from the edge of the screen, please put in the Bullet Fire sound effect. It somewhat makes it easier and less cryptic to know when an oncoming Bullet Bill is present.

I know you said you no longer care about the difficulty, but please make sure it's real difficulty (in that the deaths/damages are from player error and carelessness) that's in the game rather than fake difficulty, which Mario Adventure 1 featured quite a lot of.

Owch, it's hard to hear criticism about your work, but I do agree, Mario Adventure 1 had a tendency to be difficult due to the game, not the player. I hope that my level design has vastly improved. I used to increase difficulty by increase the "chance" and "magnitude" factor. Random enemies and more enemies. There is none of that this time. Here's an example:



In this situation, you have 2 Koopas moving up/down and one moving left/right. If you fail one of your jumps, the bottom is solid, allowing you to climb back to the top and retry this specific area. It can be difficult, but any mistake here is due to your own timing.

There are several situations that may "surprise" a player but only on the first time the come across it. For example: a Cheep Cheep jumps from puddle to puddle. Then you come across a situation where there's only one puddle and the Cheep Cheep jumps out of it and starts to bounce on the floor. That may surprise the player the first time, but it's predictable and you can return to the area with new knowledge. Later on in the level you see the same scenario with slightly different parameters/level layouts. Granted, there won't be lives in this like in the last game, but dying will reduce EXP, so I'll have to be careful not to set up situations that cause people to die over and over again.

Anyways, thanks for the feedback about my old projects. I really do strive to learn from my past mistakes, and others', in order to bring a satisfying game to all SMB3 lovers. I do want to throw some "stupid hard" levels in the game, but, this will be something the expert players have to seek out, not something you're forced into.

When he did finish this hack, he will go back to work Mario vs Luigi?

I will not. Mario vs Luigi's data is long gone and picking the project back up would be near impossible for me.

9
Personal Projects / Re: Project Mario Adventure 3
« on: January 12, 2013, 06:32:20 am »
Cool little monochrome world.
The night stage brings up the question: day and night cycle?  -or not this hack ;*)

Day and night cycling is in this hack! And it happens in real time now, rather during stage transitions.

10
Personal Projects / Re: Project Mario Adventure 3
« on: January 11, 2013, 10:26:00 pm »
The hack is still going strong...









A few of the changes so far:

New enemy types:
-Beached Cheep Cheep
-Koopa Kids will attack with powers related to Mario's own power ups (see Ice fired by Larry)

I said fuck it and ramped up the difficulty. The game was getting boring to create for so I decided to hell with people who will whine, I want this game to be harder than typical Nintendo fare.

The game now revolves around open hubs: Worlds are completely open, play any level at any time. Howver, worlds are initially inaccessible. There is a "hub" stage that has 8 pipes, but in order to reach each pipe, you must use a power up that gives you the ability to reach it, such as flying, swimming for long periods or building ice bridges.

You must play levels in your initial World (World 0) and collect stars. World 0 lacks all power ups. Once you collect enough Stars you can access the boss hub. Defeat a boss here and you'll immediately unlock a new power up. Go to the world transition level and use the new power up to gain access to a new world. The new world will test your skill to use whatever power up you used to access it. Once you collect enough stars in that world and defeat its boss, you'll get to go back to the Boss hub and defeat another boss.

Once you gain all 8 power ups, you can use them in conjunction to fully get out of World 0 and go to the next part of the game...

11
Personal Projects / Re: Project Mario Adventure 3
« on: September 09, 2012, 12:11:22 am »
Only bad from the perspective of having to redo all that work ;*)

It actually hasn't been so bad at all. I only recreated 1 level and I've completed 4 levels in 2 days. Doing levels is MUCH faster than it used to be and now I have a LOT more flexibility than before!

12
Personal Projects / Re: Project Mario Adventure 3
« on: September 05, 2012, 09:18:12 am »
I'm probably not going to recreate the levels as they were. I solved many problems I had faced before, so I should be able to design levels in the original vision I had when I started the project. I also reduced the number of tools I was using from 5 to 2 (NESASM and Reuben).  And everything about the game is stored outside of the rom complete since Rebuen keeps everything except for the source separated from the rom.

13
Personal Projects / Re: Project Mario Adventure 3
« on: September 04, 2012, 10:17:49 pm »
So I have some sad news guys. I had to scrap all of my levels :( It's because I resurrected the Reuben project and made it work for my hack:

http://www.youtube.com/watch?v=WolBzFcMBq4

Pretty much enabling me virtual freedom to do whatever I want to the game at this point.

14
Personal Projects / Re: Project Mario Adventure 3
« on: August 27, 2012, 06:49:15 pm »
Something just doesn't look right with those conifers. They don't look like conifers that would appear in a Mario game to me. In the Wii Mario game the conifers resemble in shape mushroom caps that are stacked on top of each other.



Here is a quick edit to maybe inspire you with alternative shapes that could form a conifer. The tiles I used are on the upper left corner.

Please see the same game you refer to:


15
Personal Projects / Re: Project Mario Adventure 3
« on: August 27, 2012, 11:34:06 am »
Honestly, I can't give an easy button. I haven't touched the original rom in so long that the addresses for my project are vastly different from the addresses of a standard SMB3 hack. I modified the disassembled source to get my affect.

16
Personal Projects / Re: Project Mario Adventure 3
« on: August 27, 2012, 09:26:28 am »
This looks ridiculously awesome... so many crazy new abilities.
I wonder... any way to throw in a "Bullet Bill" power up? Like...
Mario would turn into a Bullet Bill for a short time and be able
to just zoom around killing stuff kinda like the "Missile"
ability from Kirby & The Amazing Mirror on the GBA.

See the Fire Fox Mario "dash". Pretty similar idea.

Oh, and if moar elements from SMB2 could be brought in...
Every time I see those plants on the ground I always
think "Man, I wish I could actually pick those up."
That's probably asking a lot though.

Patience my child, you'll see SMB2 stuff coming soon enough 8)

Oh and what's this about a Mouser Suit?
Like... Mario turns into the Mouser sprite
from SMB2 and can throw Bob-Ombs?
Duuuuuuude... megusta so hard.

Also the Bunny Ears power up from Super Mario Land...

The Mouser suit was Luigi vs Mario (Mario Adventure 2), it won't happen in this hack. I've also exhausted all power ups I care to put into t he hack (Fire, Ice, Raccoon, Fox, Frog, Koopa, Boo, Sledge, Ninja, that's 3 more power ups than the original SMB3, I think 9's plenty lol)

Although, there will be items that can be bought and used on the map screen to provide other effects.

Did you ever concider Nija Mario being able to run behind the background?  That would be a neat way to bypass barriers.

I thought about having enemies not attack Ninja Mario at night, being in the shadows and all. I believe this would break the power up and make him way too powerful.

And just in case anybody's missed my blog updates:






17
Personal Projects / Re: Project Mario Adventure 3
« on: August 23, 2012, 03:34:17 pm »
So I decided to start a development blog for this project. http://marioadventure3.tumblr.com

18
Personal Projects / Re: Project Mario Adventure 3
« on: August 13, 2012, 07:25:47 am »
Silly question, but does getting hit by a fireball instantly max out the 'unfreeze' counter?

No, fireballs will harm Mario in a frozen state.

http://www.youtube.com/watch?v=_vjxKOdhOHM

The start of World 2

19
Personal Projects / Re: Project Mario Adventure 3
« on: August 10, 2012, 09:52:50 am »
I really just need the sprites to be redone. So the style of the Goomba looks excellent :)

Fire and Ice Bros.


Mario in his frozen state


When hit by an iceball, Mario will be pushed back and frozen. He has to press A several times to come out of it. During his frozen state he CAN get hurt! If he's get with another ice ball by frozen, his "unfreeze" counter is reset and he has to press jump even more.

20
Personal Projects / Re: Project Mario Adventure 3
« on: August 08, 2012, 10:04:31 pm »


The start of the "Challenge" levels begins. Challenge levels are special levels with strange rules in order to complete, inspired by the original "Desert Dares" in Mario Adventure, these levels are meant to be oddities and somewhat short. They aren't required, but if you complete them, you get a lot of rewards.

So for this first one, you play SMB's 1-1 with an extended ending. The catch? The right button is constantly held down. Left doesn't work at all. It's these kinds of "bizarre rules" I'll use for these kinds of levels, just to have fun.

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