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Messages - CM30

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1
Personal Projects / Re: Mario's Nightmare Quest
« on: February 22, 2021, 09:22:44 am »
Since my level design update got buried cause of slightly bad timing, I'm just gonna say that the game is about 40-50% complete at this time, and that I've sent a short teaser out to my testing team to get feedback on the game's design and what not. Once the feedback has been received and acted on, I'll start thinking about a short demo or something as well.

2
Personal Projects / Re: Mario\'s Nightmare Quest
« on: February 14, 2021, 06:41:12 pm »
Okay, may as well give another quick update.

Just been working on some ASM code for this game, mostly for blocks and stuff.

This includes remade net blocks which can be passed through based on whether you're in front or behind a climbing net, plus the switch status.

And remade ghost ship blocks that now work with the Vanish Cap/Invisible Powerup sprite found here:

https://www.smwcentral.net/?p=section&a=details&id=24495

Might try and remake the Metal Cap using that a base too.

But yeah, no new screens yet, sorry.

February 21, 2021, 06:25:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh hey, actual design updates.

World 1 Castle



Seems fairly standard so far...



But you eventually come across this locked door. You'll obviously need to find a key (not that doing so is very hard in this level).



You'll later come across bricks that Thwomps can smash through...



Including some that take out the platform you were going to use. Guess that makes it a tad tougher now...



After a simple puzzle involving a POW, a locked door and a Thwomp, you get here, where you have to quickly race under these Thwomps (there is way more than enough time).



Bowser Statues debut here. The next one needs to be used to cross a lava pit, but it's initially too high. What to do? Wait, the Thwomp near it will smash the bricks, and drop it to a lower level!



Yes, still using that Brutal Mario esque XanBie boss from the other demo. Eh, it works, and for the most part the early bosses in this game are not going to be coded from scratch anyway.

Vanish Cap Vessel



Oh hey, a ghost ship!



Hmm, how do I get past this fence?



Oh I can go and get a Vanish Cap (from Mario 64) and use that to pass the grate (and avoid enemies). It does have a flickering effect, but you can't see it in a still picture.

The weird blocks are unpassable with said item, which is another mechanic. So you have to know when to use the Vanish Cap and where to go with it.

Either way, eventually you'll reach a wall with no clear path forward. Go back and fall down any pit (there will likely be a visual cue for this)...



And you arrive at the second level of the ship, with a tide that goes up and down (and eventually a Boss Bass that uses said tide).

That's the other major 'gimmick'. There are three floors (dry, partially flooded and completely flooded), and the only way to make progress on each is to go to the other floors and go back and forth to bypass obstacles. As you can imagine, it gets... fairly complicated. Good luck finding the secret exit!

3
Personal Projects / Re: Mario's Nightmare Quest
« on: January 24, 2021, 03:31:42 pm »
Some more updates:

Desert Oasis GFX Showcase

Some graphics being used for an oasis level in future. Water not added yet.







Castle Level?

Part of a level inspired by an area in Super Paper Mario, with an intriguing main mechanic. Can you figure out what it is?








4
Personal Projects / Re: Mario\'s Nightmare Quest
« on: January 13, 2021, 09:37:08 am »
It continues! Yep, while I've been quiet on this project due to YouTube stuff, it's not dead. In fact, I've been continuing development recently, with the goal of getting the final game done by sometime in 2021.

Here's a quick preview of a level I'm working on:




With the gimmick being that lightning electrifies the water and makes it dangerous to swim in for a while, as well as breaks wooden logs to open new paths or create obstacles.

It's gonna be an interesting stage for sure!

January 17, 2021, 01:53:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Have a few new level screenshots!

Ripsaw Rage

The second part of this level takes place in the treetops with Grinders.







It's pretty standard for the most part, but later you have blocks/objects that can be destroyed by Grinders. Like this bridge!



Lightning Lake

If lightning from the Sumo Bros or generators hits the water, it's electrified for a few seconds and will damage Mario if he touches it.



It can also damage or destroy log platforms:



So you have to be super careful:


5
Personal Projects / Re: Wario Land 3 LUA-hack
« on: December 20, 2020, 03:47:57 pm »
Worked on something wild for several months, and it's completed.

https://www.youtube.com/watch?v=Zg2J41d_Bac


I had to do some romhacking to help me out, so this hack isn't 100% LUA based anymore.

This is seriously impressive Blanchon! The fact you've managed to implement a shoot em up style section in Wario Land 3 is just insane, especially given its got unique enemies, a boss, animations, etc.

6
Personal Projects / Re: Mario\'s Nightmare Quest
« on: October 09, 2020, 03:50:34 pm »
Well, this has been a while hasn't it?

Either way, I'm just gonna give an update on this project, since it's now resumed development and I'm hard at work adding to it on a new ROM.

Basically, I've decided the next update/demo... will almost certainly be done by the end of 2020. That probably won't include the final boss due to its complexity, but it'll include most other things nonetheless. By doing this, I'll hopefully be able to get a finished version out by 2021, and put the game to rest after 8 years in development.

Sorry for any delays, I did not expect it to take this long in the slightest!

October 14, 2020, 11:15:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I've now started fixing up this game to work with the DKCR status bar, including the Piranha Plants in this level:







Yeah, that took a lot of graphics switching to get them to fit with the new status bar.

7
Personal Projects / Re: [WIP] Toad's World 2 (SMW Hack)
« on: September 24, 2020, 05:27:19 am »
I love what I've seen in screenshots and videos of this hack so far, it looks absolutely amazing and nails the DS game esque style you're going for here.

The overworld looks great too, especially with the custom sprites and effects you've added here.

However, I'll have to actually test the game a bit to make a judgement on how well the level design holds up here. That's always been a weaker element of the first Toad's World, and while the screenshots you showed me elsewhere look more promising, it's not easy to tell without actually playing a few levels.

Either way, good luck with the game!

8
Personal Projects / Re: Ganymede (Super Mario World hack)
« on: August 22, 2020, 05:48:51 am »
I've probably said this before, but this is one of the most impressive Super Mario Word hacks I've seen in a long time. Like, you genuinely cannot tell this is a ROM hack in a lot of ways, and the graphics are so outstanding that it doesn't even look much like a SNES game either.

So yeah, I'm definitely interested in trying this one out when it's released.

9
Probably the most unrealistic idea ever, but I think it'd be interesting to see some of the 'modern' Paper Mario games reimagined as mods of the original or Thousand Year Door, with the settings and story beats of the new games redone with the old style gameplay/battle systems/NPC variety of the earlier ones.

Imagine exploring Prism Island and fighting the Koopalings like in Color Splash, except with proper partners, an RPG style battle system and mechanics more like the Thousand Year Door.

Or going from Origami King in the Thousand Year Door's engine, complete with partners like Professor Toad and Bobby getting full movesets/overworld abilities and the battles against bosses like the Legion of Stationery being traditional RPG style ones.

That would utterly amazing, and it'd be much more like the kind of Paper Mario games fans want overall.

10
Personal Projects / Re: Wario Land 2 Extended (Wario Land 2 rom hack)
« on: June 29, 2020, 07:48:34 pm »
Looks great to me! Been hoping for some more Wario Land series hacks for a while now, especially with people like Blanchon and SSP doing great work on Wario Land 3 and 4 respectively.

Seeing a full length Wario Land 2 hack will be awesome.

Regardless, have you also considered mentioning it on Wario Forums, its Discord or the Wario subreddit? Think quite a few people may be interested in learning about this project there...

11
Personal Projects / Re: Mario's Nightmare Quest
« on: June 23, 2020, 06:33:46 am »
Thanks Thirtreen 1355!

On another note, due to the ambitiousness of the project, I've decided to start looking for other team members.

So if you're interested, here's who we need for the game right now:

Level Designers

We need some more level designers able to design levels in the way Nintendo does in games like Super Mario 3D World and Donkey Kong Country Tropical Freeze, utilising 4 step level design as the core design principle there.

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

Graphics Artists

The project also needs a few more artists too, namely ones who can either create foregrounds in the style of MFGG's Kopejo and Super Mario Unimaker:

https://mfgg.net/index.php?act=user¶m=09&uid=7380

Or sprite graphics in the style of SMB 3 on the SNES/GBA.

Music Composers/Porters

Another thing that we'd appreciate would be some musicians willing to port or compose music for the game.

That's because a few themes don't really have appropriate background music right now, and a few bosses later on will need the appropriate background music for their battles.

ASM Programmers

Finally, while it's not super important (since I've been learning ASM for a while and am handling a lot of the coding duties myself), it might be nice to have a few more programmers on board too, just to speed up the development of certain mechanics planned for the game.

12
Personal Projects / Re: Mario's Nightmare Quest
« on: June 22, 2020, 08:33:59 pm »
Just posted a few HUB world updates:

Plus an updated part of a minecart stage:







(click to view large minecart stage image)

13
Personal Projects / Re: Mario's Nightmare Quest
« on: May 06, 2020, 06:19:48 pm »
i love it when you post new screenshots, it looks great

Thanks! I always make sure the screenshots in every update stand out from the last set, and look as fancy as possible.

Though these are going to be quite tame compared to the more... interesting level designs in development.

14
Personal Projects / Re: Mario's Nightmare Quest
« on: May 06, 2020, 05:03:14 pm »
Well, here are a few more screens:

Intro



Deep Woods (part of Steam Gardens Level)



Treetops (part of Ripsaw Rage level)




15
Love the new cracked wall graphics there, those make it much easier to tell which walls you can destroy in the game.

Not sure about the tree ones though. Maybe it's just me, but I couldn't see a difference between the burnable and non burnable ones at all, whether on my phone or desktop computer. If you can vary the palette a bit more, that'd help a lot!


16
Personal Projects / Re: Wario Land 3 LUA-hack
« on: March 16, 2020, 04:01:19 pm »
As I said on YouTube, this is super impressive. Adding a new enemy into the game like this is insane, as is getting a working NPC system working as well.

Kudos. This hack looks like it's gonna be amazing when it's done!

17
Personal Projects / Re: Mario's Nightmare Quest
« on: March 10, 2020, 07:29:05 pm »
Just posted a few more screens on SMW Central that I should post here too:







So, thoughts on them?

18
Personal Projects / Re: Mario's Nightmare Quest
« on: February 18, 2020, 06:16:12 pm »
Forgot to post a few other updates here a while back:






19
Personal Projects / Re: Mario's Nightmare Quest
« on: January 11, 2020, 08:40:29 am »
Wow, cool to see this hack is still running. I notice that a few posts ago, Mario looks like he does in All Stars, while in the latest pics he looks like his SMW self again.

He's going to look like he does in All Stars. It's just that the development ROM I use for making levels at the moment doesn't have the custom powerups patch applied, since said patch seems to clash with PIXI and GPS and makes it kinda unstable. I also have an additional ROM used to test graphics/mechanics (without levels included), and that doesn't have most of the patches usually applied either.

So don't worry, the SMAS graphics are still being used for Mario.

20
Personal Projects / Re: Mario's Nightmare Quest
« on: January 11, 2020, 06:06:14 am »
It's a bit late, but here are a few more screenshots of this project that I posted on Discord recently:






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