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Messages - DahrkDaiz

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Personal Projects / Re: Koopa Kingdom Escape (New Demo 12/27/2014)
« on: December 29, 2014, 06:18:04 am »
Few pretty minor flaws I noticed, one of the frames of the koopa marios jump animation is off, the ice boo? guy that freezes you kinda looks off it'd probably look better if his face animated with the color animation, going back to small mario after being hit could get annoying in sections where you need a specific power-up to get an item or pass through a level, firefox mario seemed to lose his special attack after beating a level?

The Koopa Mario animations are indeed incomplete. This is due to... I'm lazy and keep putting it off lol. The Boo freezes you for a second because in Pac-Man, eating a ghost temporarily freezes you. I'll tweak the ghosts a bit more so it feels a bit better. As for Mario going small when getting hit - this actually won't last. One thing not shown in this demo is the badge system. As you collect cherries, you buy badges in the game. The first badge that you can buy (and rather quickly) is to stop reverting to small Mario when hit.

As for FireFox Mario loosing hose special attack - that shouldn't go away. I'll have to investigate this bug.

Quote from: Vanya
I noticed I consistently fell through the winged red koopa in stage 3(?).
Also it was frustrating having the key Bowser drops fall into the lava, so you should probably have it spawn next to the door or at least in a fixed position. Oh, and landing on it and having Mario kick it automatically sucks if it's on the edge and again falls into the lava.

That difficulty curve on these sample stages stings! Yeowch!!\

And the pac-man style bonus stage was awesome!! The only thing is that Mario's speed was a little too fast and made it difficult to maneuver through close consecutive corners. Slowing that down a bit should help and make it feel a bit more like pac-man to boot.

The diagonal moving Koopa Troopa has an odd hit detection issue that I still need to fix. The lava issue has been something that no one had pointed out to me until this demo release. I plan to simply remove the level entirely once Bowser is defeated. And I apologize for the difficulty spike! These levels are pooled across several worlds so hopefully the difficulty spike isn't so bad! Also, the addition of badges should make certain levels easier. Once the game is complete and goes into final testing, I'll modify the game as needed to temper the difficulty.

Personal Projects / Re: Koopa Kingdom Escape (New Demo 12/27/2014)
« on: December 27, 2014, 09:13:53 pm »
Necro bump!

It's been a long time since I've done a major update regarding the progress of this hack. So yes, it's still going and yes I do plan to complete it. The last demo was more of a prototype so I've decided to release a brand new demos - 9 levels from the what the finish product will be plus a bonus "fun" level that's similar in style to which bonus levels will be created in. There's a few rough edges here and there still, but what you see in this demo will be what you get in the final (with a finish product of course).

So here we go. The patches below are named after the rom they go with.

KKE - Super Mario Bros. 3 (USA).ips
KKE - Super Mario Bros. 3 (U) (PRG0) [!].ips
KKE - Super Mario Bros. 3 (U) (PRG1) [!].ips

Start of a Strategy Wiki with a few pages explain some basic things.

Personal Projects / Re: Koopa Kingdom Escape (formerly MA3)
« on: June 27, 2014, 08:42:28 am »
I appreciate the feedback about the title.

Here's my monthly update with screenshots:

Some of the latest additions include:

-Experience is gained twice as fast when you're Small Mario now
-Brand new enemy "Freezie" added, a throw back to Mario Bros. These enemies will freeze Mario and freeze the surface of water
-Frozen tops of water can be burst through, even if you're small, preventing situations of being trapped
-Brand new enemy "Swoosh" added. They can be stationary or chase Mario. They breath in, pulling Mario, and blow out, pushing Mario around
-Major clipping issues fixed. Things like wall jumping from the original SMB3 were fixed (this was fixed due to other issues caused on another levels)
-World 1 complete
-World map now reflects day/night cycle
-World map and level now have different parallax scrolling backgrounds depending on time of day. Clouds show in the day, stars at night. If weather is active, there is no parallax background.
-On the map screen when you move over a level, the stars collected for that level and the level name are displayed
-Lakitu was modified to always stay at the top of the screen, so as you move, he moves up with the scroll
-Brand new enemy called "Veggie Guy" that can pull up vegetables from the grass and toss them at Mario. No, Mario cannot pull up veggies.

I am currently running at 45% complete and plan to release a new demo once I hit 50%.

Personal Projects / Re: Project Mario Adventure 3
« on: May 15, 2014, 03:28:52 pm »
Necro update GO! Yes, this project is still being worked on (quite a bit actually). Here's a few screen shots.

So I've taken a strong cue from SM3DW's design. Every level pretty much uses some sort of gimmick that's used through out the level over and over. Rather than apply "MORE BADDIES N HARDER JUMPS" it's "new enemy, new game concept, barrage you with new things all the time!" With that said, here's a few of the ideas that are being used:

-producer/destroyer blocks. This sort of work like the SMW conveyor blocks where one will eat blocks and the other will produce blocks. These can appear separately, have two speeds and can draw a single path, toggle back and forth on the path or have a eater/producer follow the same path.

-one block high paths no longer kill Mario. However, if you're pushed into a solid wall, you will die

-ceiling blocks extended infinitely up. Basically, if there's a block appearing at the top of a stage, if you try to jump over it, the game will act as if the wall goes up forever, so no more jumping over walls to skip chunks of levels. I did this because the alternative was produce invisible walls or coin blocks, I felt this was more natural

-Spikes now throw spiked balls that bounce along the ground and destroy bricks and stone. They will also kill enemies in the way

-Hidden Stars can dynamically show based on different conditions, such as activated P-Switch, enemies being cleared from a room or candles lit in an area

-Giant Chomps now have a "horizon" animation and fly upwards before falling down, eating away at the ground

-Chained Chomps are now tied to a block that if destroyed will allow them to bounce around freely

-Missile Mark are modifications to the homing Bullet Bills that will follow Mario in all 8 directs and explode when they come in contact of a solid wall

-explosions that destroy bricks/stones now have a 3x3 area explosion coverage

-some levels have water buoyancy, which means you will float to the top automatically. The only ways around this are either using the Frog suit or holding an item to increase your weight, allowing you to sink

-new level mechanic, rhythm based block changes. As the song is played, you will keep a "beep beep beep blip" where the blip initiates a change in what blocks are solid and not solid

-new level mechanic, timed levels where the timer starts out low and requires you to seek out clocks as you play the level to increase your remaining time

-new level mechanic, key collection scenarios. Collection all key tokens in a level will produce a key that you use to unlock a door found in the level.

-hidden coin blocks can now be hidden blocks with power ups

-subcon was redone to work like it does in SMB2. You enter a door and are given a few seconds to explore the subcon area that is one screen long and mirrored. Once the time runs out, you're immediately pulled back to the other world

And oh gods so much more I'm forgetting! As of right now I have approximately 20/63 levels complete. I'm progressing at ~1 level every 2 days and I have a beta tester going through every level and offering up initial thoughts with bug reports. Unfortunately, no release date still :P

Personal Projects / Re: Project Mario Adventure 3
« on: January 23, 2014, 10:57:25 am »
First: this is quite a feat. Excellent stuff.

Second: I had some glitching during the Big Bertha fight where after the water drained, I was left standing in the middle of the air (where the water had been).

Thoroughly enjoyed that demo; please do keep up the great work.
Do you recall with version of SMB3 you patched to? PRG0 or PRG1?

Thanks for the feedback!

Slightly late for this, but I've encountered several cases where hitting a ? block causes you to lose your power-up and shrink. Not sure if it's a timing thing because it only happens sometimes. I've also encountered some of the previously reported issues like the air meter going down when you're not in water.

I'm honestly not a big fan of the un-mario like mechanics in this Mario game, like being unable to crouch under things or the limited air meter when in water. Maybe if it was a character other than Mario it would be easier to swallow.

Aside from that the power-ups are very nintendo-like, and the art is nice. It's a shame there isn't an NES emulator with graphic pack support, I'd love to play it with less dithering.

Yeah there's a clipping bug when moving upwards into a block at times. It won't be there in the final release. Being unable to uncrouch from a one block high area will be addressed in someway other than getting hurt. The reason it is like this now is because there's a Boo powerup that allows Mario to go through walls. The intention was for Mario to die if his body becomes stuck inside of a wall. I'm working on alternatives to the current implementation.

As for the air meter, it won't go away, but you regain air much faster by simply swimming to the top of the water now.  I try to be very careful on how I use the air mechanic, so at the very least adjustments will be made as the result of yours and other people's feedback regarding this and other mechanics in the game.

Personal Projects / Re: Project Mario Adventure 3
« on: January 22, 2014, 10:15:44 am »
For those who've played the hack, I've created a post play survey to help improve on the project and get a general sense of where it should be heading:

Thanks to everyone who responds!

Personal Projects / Re: Project Mario Adventure 3
« on: January 16, 2014, 08:48:48 pm »
Yeah, that's one hurdle I Was having a hard time getting over. I will attempt to make the tile simply solid from the top only.

Personal Projects / Re: Project Mario Adventure 3
« on: January 13, 2014, 09:54:44 am »
I don't know if it's a glitch but here goes:
When I was playing the first level (nearest stage) I entered the pipe where there's a poisonous mushroom, and got back up into the pipe, but then there was a serious problem with the scrolling as the Y scroll is bounded above.
Or is that intentional?

...Crap, I may have patched the IPS to a non [!] ROM. If the glitch doesn't appear in correctly patched files, then apologies.

This is not intentional. You're actually supposed to destroy the mushroom by jumping on it (or throwing a fireball, shell, etc at it). Going back up the pipe wasn't supposed to be possible.

Personal Projects / Re: Project Mario Adventure 3
« on: January 12, 2014, 10:11:22 am »
It's finally ready! The second demo for Mario Adventure 3 is ready to play! This demo basically includes all of World 1 but lacks a lot of things that are yet to be shown off. I won't even begin to go into all the changes, just play it and hopefully you enjoy it!

Click here to download manual and patches for SMB3 PRG0 and PRG1

Personal Projects / Re: Project Mario Adventure 3
« on: November 23, 2013, 07:55:11 pm »
I'm a little worried about the blackout-theme levels. You have absolutely no reference or idea as to where a candle could be, and the player could spend a lot of time looking for it, and you need fire power to light it. I can see this as being a very frustrating point for players.

I'm way ahead of ya. Most of the candles will be along the ground so that a stray fireball could easily ignite it, not to mention there are at least two candles on screen at any time. So while the screen may go dark on the player, if they just light candles continuously, they shouldn't have a problem.

HOWEVER... if during the beta testing this theme is a common issue and frustration, I will simple adjust the mechanic until the difficulty is reasonable :)

Personal Projects / Re: Project Mario Adventure 3
« on: November 23, 2013, 11:28:25 am »
Do the exploding koopa shells clear blocks too, like a bomb would?


Personal Projects / Re: Project Mario Adventure 3
« on: November 22, 2013, 05:59:25 am »
I like the addition of the Yoshi's Island-esque falling Chomps, but the appearance of just a zoomed in sprite appears to clash with the rest of the art.

I agree, I think I ultimately left them like that temporarily until I took the time to scale them properly.

Man, you must be one serious 6502 guru to get all this done.

Won't too many rotating blocks on one horizontal scanline cause flickering?
There's only audio for this one.

Nope, the game actually just replaces the block with an animated tile rather than a sprite. There's a set of timers used to replace those blocks at the specific x/y coordinates. This same code is used to produce the lit candles that go out.

Personal Projects / Re: Project Mario Adventure 3
« on: November 21, 2013, 08:58:46 am »
Just an update for people who don't follow my progress on Facebook:

The project is still going strong, albeit, delayed. The initial January 2014 release won't happen due to the amount of time I actually get to work on the project. However, I'm still making progress:

Recent changes and features include -

-Fire Snakes leave a trail of fire on the ground as they hop around
-Ninja Bros. enemy coded in - throws stars in 8 directions and will attempt to dodge you
-Giant Chomps that eat through the ground
-Red and green springs
-Keys that can be carried and used to unlock doors
-Ice blocks now float in water and can be stood on top of
-Levels that dim to all black until you use a fireball to light a candle temporarily, making the room visible until the flame goes out
-Trip wires that, when touched, can activate Bullet Bill turrets, cannons, explosions
-Sparks from SMB2 coded in
-New type of Bullet Bill generator that fires at you from 8 directions
-SMW style spinner blocks
-New Mushroom Bank that allows you to deposit coins, these coins will earn interest as you play through. This is good to do since some enemies in the game can quickly steal your coins (Pirate Boos).
-Rotating Fire Bars from SMB1 and new Ice Bars that will freeze and toss Mario around
-New level theme "Sky Castle"
-Reverse water falls that move up
-Frog Mario is now "Poison Frog" Mario. This allows him to temporarily coat himself in a poisonous film that makes him invincible. However, this uses your air supply very quickly and takes time to regain.
-Probably a lot more changes that I've forgotten

And now, images!

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. :)

Personal Projects / Re: Project Mario Adventure 3
« on: May 08, 2013, 09:31:18 pm »

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.

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?

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:

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.

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