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Author Topic: Koopa Kingdom Escape (New Demo 12/27/2014)  (Read 71457 times)

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #100 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.

Trax

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Re: Project Mario Adventure 3
« Reply #101 on: January 18, 2014, 04:22:10 pm »
Very impressive work, DahrkDaiz. I look forward to see more levels. I really dig the Koopa Shell powerup...

My bug report so far:

When in Ninja power, if you flip jump from a wall and grab a vine, Mario continues to flip instead of switching to the climbing animation...

Sometimes, when a cherry is picked, the tile stays with the cherry animation. I don't know exactly why. I think it does that with coins as well, although it's rare...

I also found a bug with the Ice Flower powerup and the air meter. I'm not 100% sure how it happens, but I think that if you are underwater and emerge from the water through a iced surface (water frozen by the ice ball), the air meter doesn't stop decreasing and you die. As if the "out of water" signal is not triggered...

Zoinkity

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Re: Project Mario Adventure 3
« Reply #102 on: January 19, 2014, 12:58:48 pm »
Totally forgot to praise you in that last bug report.

The powerups are golden!  Seriously, the koopa shell one is really neat.  Love the level design too.

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #103 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:

https://www.surveymonkey.com/s/VN33NW7

Thanks to everyone who responds!

keithisgood

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Re: Project Mario Adventure 3
« Reply #104 on: January 22, 2014, 01:05:57 pm »
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.

Sappharad

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Re: Project Mario Adventure 3
« Reply #105 on: January 22, 2014, 07:58:05 pm »
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.

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #106 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.

Lenophis

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Re: Project Mario Adventure 3
« Reply #107 on: January 23, 2014, 10:59:51 am »
I like the aspect of being crushed inside a wall, but the detection just seems like it needs to be tweaked some. :thumbsup:


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keithisgood

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Re: Project Mario Adventure 3
« Reply #108 on: January 23, 2014, 12:36:00 pm »
Do you recall with version of SMB3 you patched to? PRG0 or PRG1?

Sorry, I didn't bother checking. I patched the PRG0 ips onto a copy of Super Mario 3(USA).nes in my games folder and it seemed to work. I could check on it.

DahrkDaiz

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Re: Project Mario Adventure 3
« Reply #109 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

Vanya

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Re: Koopa Kingdom Escape (formerly MA3)
« Reply #110 on: May 15, 2014, 09:38:53 pm »
Those are some really interesting gimmicks and new mechanics. Can't wait to try this out with all the new stuff.

OneCrudeDude

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Re: Koopa Kingdom Escape (formerly MA3)
« Reply #111 on: May 23, 2014, 02:40:47 pm »
Sorry for the post to an old thread, but I want to say this looks good.  Of course this is your project, but I personally think "Koopa Kingdom Escape" is a kinda clunky name.  What about something like "Escape from the Koopa Kingdom", as a sort of homage to the "Escape from ..." movies?

DahrkDaiz

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Re: Koopa Kingdom Escape (formerly MA3)
« Reply #112 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%.

CyberFox

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Re: Koopa Kingdom Escape (formerly MA3)
« Reply #113 on: June 28, 2014, 10:58:40 pm »
Why not call it Mario Adventure 3: Koopa Kingdom Escape ?

Jonesy47

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Re: Koopa Kingdom Escape (formerly MA3)
« Reply #114 on: June 29, 2014, 01:40:06 pm »
Not sure if this is the reason but possibly because Mario Adventure 2 was never completed?

DahrkDaiz

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Re: Koopa Kingdom Escape (New Demo 12/27/2014)
« Reply #115 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.

























Vanya

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Re: Koopa Kingdom Escape (New Demo 12/27/2014)
« Reply #116 on: December 27, 2014, 10:19:13 pm »
Sweet! This is really looking like a great hack.

drunkenjesus

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Re: Koopa Kingdom Escape (New Demo 12/27/2014)
« Reply #117 on: December 29, 2014, 12:14:02 am »
Great work dahrkdaiz, do you mean 9 levels including the intro and bonus game or did I miss something?

The introduction level and the pac-man style bonus game were really impressive, also seemed that you really improved the ninja power up, it's a lot easier to wall-jump upwards now, the block breaking chuckers and fire snakes on ice could lead to some interesting levels

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?

Vanya

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Re: Koopa Kingdom Escape (New Demo 12/27/2014)
« Reply #118 on: December 29, 2014, 02:25:44 am »
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.

DahrkDaiz

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Re: Koopa Kingdom Escape (New Demo 12/27/2014)
« Reply #119 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.