News: 11 March 2016 - Forum Rules

Author Topic: Mario's Nightmare Quest  (Read 170871 times)

CM30

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Re: Mario's Nightmare Quest
« Reply #320 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?







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CM30

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Re: Mario\'s Nightmare Quest
« Reply #321 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!
« Last Edit: February 21, 2021, 06:25:18 pm by CM30 »
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CM30

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Re: Mario\'s Nightmare Quest
« Reply #322 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.

March 01, 2021, 07:05:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another update everyone!



Now the castle level has blocks Magikoopa magic blocks can break



Which you have to use to your advantage...



I also have some pictures of a sky level involving the Cloud Flower. Only said form can stand on clouds:



Oops...



A NSMBU style level in development? Hmm



Oh hey a candy themed level!



More candy related stuff!
« Last Edit: March 01, 2021, 07:05:30 am by CM30 »
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CM30

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Re: Mario's Nightmare Quest
« Reply #323 on: March 04, 2021, 01:22:26 pm »
Since the last post got auto merged cause I was slightly off on the timing, have a few new pictures:



Ptooies are pretty neat.



As are Snailicorns from the original New Super Mario Bros.



You can probably guess what the main mechanic here is, right?

(also the random green block will give you infinite Fire Flowers in case you get hit/run out, but I haven't added graphics for it yet).



More of the same I guess.



As per many games, you have to be careful not to thaw out the Munchers here.



Using dolphins in a fortress level? Unusual, but original I guess.



More of the level. Yes, it's an ice themed Urchin and Dry Bones.



As you'd guess, Fryguy is the boss here.
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CM30

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Re: Mario's Nightmare Quest
« Reply #324 on: March 12, 2021, 01:38:14 pm »
Oh hey, even more updates! God I need to hurry up with this lol.

Beach Level











Vanish Cap Vessel



Yes, new Vanish Cap graphics!

Macro Zone









World 2 Fortress/Tower



This section has a huge net that moves with the screen, and you can switch side with L and R.



Minecart Madness





You can hit switches to create or reveal paths.



Watch out! Parts of the track will crumble underneath you!

??





Wonder what these tiles are based on?
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DavidtheIdeaMan

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Re: Mario's Nightmare Quest
« Reply #325 on: March 12, 2021, 02:26:43 pm »
Amazing work CM,keep it up. :)

CM30

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Re: Mario's Nightmare Quest
« Reply #326 on: March 12, 2021, 08:12:51 pm »
Amazing work CM,keep it up. :)

Thank you!

May as well include some pics from another tileset ripped for this:







Yep, more Paper Mario style graphics for a secret level.
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Re: Mario's Nightmare Quest
« Reply #327 on: July 24, 2021, 12:38:48 pm »
Well, it's been a while, so have a few more screens and graphics pictures:

Graphics







Three more tilesets ripped for levels. The first two are by PROX on Super Mario Bros X.org, the other one is from Mario Fan Games Galaxy. They'll be used for later game levels.

Levels

Red Switch Palace

In this level, getting 10 or more coins will kill you. So err... avoid the money!







Yellow Switch Palace

Meanwhile here, blocks affect Mario's movements when enemies hit them, and make him jump, spin jump, move in a certain direction or die respectively, based on the icon.





Progress

Finally, as for a progress update... well it's been on hiatus a lot due to other things going on, but I do want demo 2 out by the end of the year.

Meanwhile the full version will hopefully be done someday, but I have no idea when exactly.
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DavidtheIdeaMan

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Re: Mario's Nightmare Quest
« Reply #328 on: July 24, 2021, 12:47:34 pm »
Those look dang beautiful!

Im dying to play this rom hack,keep up the great work CM. :thumbsup:

CM30

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Re: Mario's Nightmare Quest
« Reply #329 on: July 24, 2021, 01:00:27 pm »
Those look dang beautiful!

Im dying to play this rom hack,keep up the great work CM. :thumbsup:

Thanks David! I hope you'll be able to experience the hack soon, or at least a demo of some sort.
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Lucas Dext5r

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Re: Mario's Nightmare Quest
« Reply #330 on: July 24, 2021, 02:56:14 pm »
This hack is getting really attractive, I hope I can play it soon ;)! I'm passionate about Super Mario World hacks, although I only know how to program for Mortal Kombat 2, 3 and Ultimate on the SNES. I wonder what it would be like to put a new scenarios for these games :laugh:. Good luck!

CM30

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Re: Mario's Nightmare Quest
« Reply #331 on: July 25, 2021, 08:53:03 am »
This hack is getting really attractive, I hope I can play it soon ;)! I'm passionate about Super Mario World hacks, although I only know how to program for Mortal Kombat 2, 3 and Ultimate on the SNES. I wonder what it would be like to put a new scenarios for these games :laugh:. Good luck!

Thanks Lucas! Hopefully you'll get to try out the demo for this hack soon enough!
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CM30

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Re: Mario's Nightmare Quest
« Reply #332 on: December 18, 2021, 08:50:58 pm »
Well this has been a while!

But I've now continued working on this project, and started building things like an overworld map too.

Have a few WIP pics of the map here:







And if you want to contribute to the project, there's now a channel on my Discord server here:

Mario's Nightmare Quest (Gaming Reinvented Discord Server)

So yeah, thoughts?
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Re: Mario's Nightmare Quest
« Reply #333 on: December 27, 2021, 10:46:06 am »
Well, time for another quick update! More coding work has been done on this, with plans to get the project mostly done/potentially 100% complete by the end of 2022.

Some recent additions include Sheikah Monks based on BoTW, enemies inspired by Super Mario Land 2 and the NSMB series, Munchers that one shot both Mario and enemies and turn into anti coins when a silver P-Switch is used, high and low gravity switching, switches changing when all enemies on screen are defeated, Mario Kart style random item boxes and code to switch Mario's form with L + R.

Many more mechanics are in development, though finishing levels is probably a priority, hah.
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CM30

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Re: Mario's Nightmare Quest
« Reply #334 on: January 04, 2022, 12:37:36 pm »
Oh hey, have a few screenshots of enemies and mechanics I've been coding for this game:



Playable solo Yoshi mechanic. Get knocked off, area restarts via teleport



A Skipsqueak from Super Mario 3D World. Jumps when the player does.



Sushie (shark) from Super Mario 64/New Super Mario Bros.



Early work on Biddybuds from Super Mario 3D Land. Comes in flying and normal variants based on the extra bit.



A WIP mini boss based on a familiar foe from Ocarina of Time...



A WIP mini boss based on a familiar from The Wind Waker...



Another WIP boss, based on the main villain from Super Paper Mario.

(these are in very early stages)
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CM30

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Re: Mario's Nightmare Quest
« Reply #335 on: January 14, 2022, 09:36:50 pm »
Well, let's have another ASM/mechanics update!

Here's a demon like creature inspired by Mario Fusion:



Fiery humanoids that explode upon hitting the ground:



Metal Slug style aliens:



Special Bullet Bills that drop normal or custom sprites on Mario whenever he's underneath, and explode upon hitting walls:



A space rocket mechanic for certain levels...



Free vertical and horizontal movement with straight fireballs gimmick:



Zingers from the DKC series, since I thought the ones found elsewhere didn't fit the style of this game:





So yeah, thoughts?
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DavidtheIdeaMan

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Re: Mario's Nightmare Quest
« Reply #336 on: January 14, 2022, 09:39:14 pm »
Oh I can't WAIT to play this rom hack,Im hyped! ;D

CM30

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Re: Mario's Nightmare Quest
« Reply #337 on: January 15, 2022, 12:38:27 pm »
Oh I can't WAIT to play this rom hack,Im hyped! ;D

Thanks David! I have so many awesome ideas I want to work on and include in this hack, so stay tuned for even more crazy level design ideas, gimmicks, game mechanics, custom enemies and bosses, etc.

Hopefully I can get another demo out by the end of this year too.
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DavidtheIdeaMan

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Re: Mario's Nightmare Quest
« Reply #338 on: January 16, 2022, 08:41:12 pm »
No prob CM30! ;D

I can't wait to see what ideas you'll come up with,I think this hack & Extra Mario World are going to be my highest SMW rom hack hacks I want to play so badly! :)

CM30

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Re: Mario's Nightmare Quest
« Reply #339 on: January 20, 2022, 05:32:30 am »
No prob CM30! ;D

I can't wait to see what ideas you'll come up with,I think this hack & Extra Mario World are going to be my highest SMW rom hack hacks I want to play so badly! :)

Thank you so much! I'm still getting used to this SNES programming stuff, so progress is kinda slow there, but I've now worked on (and in some cases, finished) a few more sprites:

Juggling clown from Castle of Illusion:



Tatanga (tracks Mario's Y position, follows screen, takes damage from projectiles and fire):



Sea mines (explode when touched/hit with fire):



Giant fishbone:

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