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Author Topic: Mario's Nightmare Quest (currently in graphics ripping stages)  (Read 44842 times)

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #280 on: January 26, 2017, 08:06:30 pm »
Quick proof this project isn't as dead as a dodo:







However, another actual demo might be a while off.
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Thirteen 1355

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #281 on: January 26, 2017, 08:59:14 pm »
Wow, sure looks great!
Keep up the hard work :D

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #282 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.
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CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #283 on: February 05, 2017, 04:54:28 pm »
Not as if it matters, but last GFX update for a bit:







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!
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Thirteen 1355

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #284 on: February 05, 2017, 04:57:59 pm »
Wow, these graphics work exceptionally in SMW. They remind me of Mega Man!

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #285 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.
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CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #286 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.
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CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #287 on: September 07, 2017, 07:59:26 pm »
Oh hey, I redid the main overworld map here:



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.
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Thirteen 1355

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #288 on: September 08, 2017, 08:17:12 am »
Looking good!  :happy:

CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #289 on: September 08, 2017, 02:58:52 pm »
Thanks! Other updates are coming soon.
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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #290 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.

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #291 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.
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CM30

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Re: Mario's Nightmare Quest (currently in graphics ripping stages)
« Reply #292 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.
« Last Edit: October 16, 2017, 06:26:10 pm by CM30 »
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