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Mario's Enigmatic Tales 1 - The Betrayal [REVAMP!]

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Awesome level, but what does the Black Magikoopa do?
I don't even know what I'm actually doing anymore... will I ever finish a hack?


Originally posted by RainbowShell
Awesome level, but what does the Black Magikoopa do?


That's a secret, bro, but I swear, what he does will turn this castle quite interesting...





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New Update: I finally have done coding the boss of #11 Shadow Showdown!

Previa:

#11 Shadow Showdown Boss (sorry for the bad quality)





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Couldn't you add more attacks besides "go left and right and throw hammers and fire every now and then"? It also has a very poor sense of progression since it only shows it in how fast it goes (which is minor) and the attacks it uses (which are not exactly common). I also think it takes too many hits to take.
Suika Ibuki - 25107
Originally posted by MercuryPenny
Couldn't you add more attacks besides "go left and right and throw hammers and fire every now and then"? It also has a very poor sense of progression since it only shows it in how fast it goes (which is minor) and the attacks it uses (which are not exactly common). I also think it takes too many hits to take.

WHAT WHAT WHAT???
Many peoples make a post showing off the bosses, so saying this is a poor sense of progression is a horrible thing, did you know how many time take to make an awesome boss like this??? In special when you have stuff to do IRL.
Walk left and right, throw hammers and fire is a way so much stuff, i really don't think you need put more than this(in special if you look at many custom bosses on the Sprites section, really this one is awesome).
I liked this boss and how it is long, SMW battles take nothing more than 10 seconds to be finished, and this one take 1 min.I liked how you made it trow hammers on 3 directions instead of one(which is 3 actions in one, but i dunno), let me see... This boss has 4 actions(walk, trow hammers, trow fires on the player direction, and trow many stuff but each stuff to one thing)!!!! THAT'S SO AWESOME, good job!
Please keep this HP, seeing how the boss has many actions i think this HP is not only ok, but you need of this.
Again good job and keep the hack nice like this.
Confuse grammar but that doesn't matter
#unbanMB980
Suika: just because something was hard to do it doesn't mean it's immune to criticism, otherwise the creator wouldn't post it over here in the first place. You wouldn't play a game that sucks because the author didn't have time to make it better.

Mostly dropped in to say that, but since I'm here I've got to say something about the boss. I'd be interested in seeing it doing some more varied moves like maybe jumping around or other cool stuff that comes over your mind that doesn't involve throwing things, but it's your call. In the end, it's not something I'd call spetacular, but it's nicely done still. I think it does have a sense of progression, as the moves seem to get harder as the battle goes on, but this is a rather quick video so I can't tell for sure. Great job regardless.

Ya, I'm still looking forward to this hack's final release #smw{:peace:}
It's easily the best thing I've done
So why the empty numb?


Originally posted by Koopster
Suika: just because something was hard to do it doesn't mean it's immune to criticism, otherwise the creator wouldn't post it over here in the first place. You wouldn't play a game that sucks because the author didn't have time to make it better.

Mostly dropped in to say that, but since I'm here I've got to say something about the boss. I'd be interested in seeing it doing some more varied moves like maybe jumping around or other cool stuff that comes over your mind that doesn't involve throwing things, but it's your call. In the end, it's not something I'd call spetacular, but it's nicely done still. I think it does have a sense of progression, as the moves seem to get harder as the battle goes on, but this is a rather quick video so I can't tell for sure. Great job regardless.

Ya, I'm still looking forward to this hack's final release #smw{:peace:}


Well, I'd like it to jump too, but the thing is, I'm still having trouble coding jumps using the state-pointer mode of boss coding. And you see, the sense of progression of these bosses I coded are somewhat similar of the original SMW ones, which was intended for this hack by default.

And I have to agree with Koopster in this one: I knew this boss wouldn't be spetacular, but, for my poor 65c816 ASM skills, it was worth the trouble. At least, I managed to create something of my own to my hack.

Regarding the hack completion: I'm planning to release the full version this year. Perhaps, when C3 comes...





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Well, seeing the monstruous difficulty and length I've put in #11 Shadow Showdown, I had an idea based in Brutal Mario: I used the 5-Yoshi Coins trick before boss room to create a second checkpoint, which door is available from the midway entrance. I achieved this by using (for the first time, and successfully at (almost) first shot) ObjecTool (seriously, this patch ROCKS.). The images below show what I'm saying:


(Before I collected the coins)


(After I collected the coins)

Planning on using this in #12 Peach, the Foul, but adding a third (and more difficult) checkpoint: Using the same idea, but for the lucky ones who find the invisible 1-up. What do you think?





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Yeah, I think that's a pretty good idea, but can't you just use the multi-midway points? You have put in other custom stuff, after all.

EDIT: How do you do a Halloween name change?
I don't even know what I'm actually doing anymore... will I ever finish a hack?


Originally posted by RainbowShell
Yeah, I think that's a pretty good idea, but can't you just use the multi-midway points? You have put in other custom stuff, after all.

EDIT: How do you do a Halloween name change?


It was indeed a good idea, but the multi midway patch is not compatible with newer versions of Lunar Magic; that's why I thought doing something like this easier.

OFF.: Go to Edit Profile -> Holiday Name Display (or something that sounds similar)





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I also believe it is a good idea, but please, PLEASE can you actually correct the palettes? Once? I've said this MANY, MAAAAAAAANY times (and not just me), yet you still do it. The background should be darker than the foreground; not vice-versa!


Originally posted by S.R.H.
I also believe it is a good idea, but please, PLEASE can you actually correct the palettes? Once? I've said this MANY, MAAAAAAAANY times (and not just me), yet you still do it. The background should be darker than the foreground; not vice-versa!


Just saying: I still don't see the utter necessity of FG having lighter colors than BG. I'm starting to think that somebody here is being a bit palette-nazi. I could think about changing the palette, but I won't because of two reasons:

1) I could change this and two or three people would be satisfied... but the atmosphere would not be something I wanted for this level, specifically.

2) If FG was meant to be lighter than BG all time, then blame the original SMW. Except if you think that, in the first room of original Bowser's Castle, the FG isn't darker than BG (which I doubt, honestly).

Anyways, thanks for the feedback. I'd suggest, however, to think about what I said. This is starting to sound like those long, un-necessary dialogs involving SNES9x, BSNES and ZSNES emulator users.

And, to end my comments, a note: as I started this hack being a bit blind (seriously, I was half-blind), the problems with palettes were natural. The thing is, I could always release a second version, later, with corrected colors. Now, having a better eyesight (thanks to surgery), I can promise that Mario's Enigmatic Tales will have less palette issues.





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Originally posted by Fierce Deity Manuz OW Hacker
Originally posted by S.R.H.
I also believe it is a good idea, but please, PLEASE can you actually correct the palettes? Once? I've said this MANY, MAAAAAAAANY times (and not just me), yet you still do it. The background should be darker than the foreground; not vice-versa!


Just saying: I still don't see the utter necessity of FG having lighter colors than BG. I'm starting to think that somebody here is being a bit palette-nazi. I could think about changing the palette, but I won't because of two reasons:

1) I could change this and two or three people would be satisfied... but the atmosphere would not be something I wanted for this level, specifically.

2) If FG was meant to be lighter than BG all time, then blame the original SMW. Except if you think that, in the first room of original Bowser's Castle, the FG isn't darker than BG (which I doubt, honestly).

Anyways, thanks for the feedback. I'd suggest, however, to think about what I said. This is starting to sound like those long, un-necessary dialogs involving SNES9x, BSNES and ZSNES emulator users.

And, to end my comments, a note: as I started this hack being a bit blind (seriously, I was half-blind), the problems with palettes were natural. The thing is, I could always release a second version, later, with corrected colors. Now, having a better eyesight (thanks to surgery), I can promise that Mario's Enigmatic Tales will have less palette issues.


Its primarily a matter of preference, dude. Go with what you want, but due know that on Point 2 of your response, you do not have to go what Nintendo does. Not every design choice Nintendo went with was good for the games they create.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


Originally posted by S.R.H.
The background should be darker than the foreground; not vice-versa!

This should not be considered a "rule" of sorts. You must consider where the light source is located. For instance, Manuz mentioned the first room of Bowser's Castle. It was perfectly fine the way it was, because of the candles in the BG. They were the light source, and they were obviously closer to the BG than the FG, so it's logical the BG should be lighter than the FG in that case.

My suggestion to the author would be to add some sort of light source in the BG (candles, ghost house lamps), so it'd be technically right AND it'd still fit the chosen atmosphere (and even make it cooler :>). Dunno if it would be something beyond the limits of the "vanilla" style of this hack, though.

But tbh, it's not a big deal. Sometimes the small issues (those that don't affect the gameplay much) actually make a hack feel more unique and memorable.


New screenshots of the second-to-last "level" - Extra Info Agency. Now, only #12 Peach, the Foul stands in my way to complete this hack and start Mario's Enigmatic Tales 2!

Enjoy the screens:

EXTRA INFO AGENCY





















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huh, isn't that level a secret? I find a level giving info about the hack.. useless. I think you should reward the player, at least with a mushroom there.
The credits look fine. I think getting all exits is a good enough reward, but a 1-UP or something would be nice there.


S.R.H and Wormer21: don't worry, I'll put a 1-UP there. But it will a invisible one. 9th world, so challenges are a must, do you agree?

Well, I finally got some cool ideas for the final tower: #12 Peach, the Foul! For the main part, I will use default palettes. But the surprises will come inside 9 themed, scary rooms... be prepared #smw{>:)}

Anyways, some preview images:

#12 Peach, the Foul







(Peach's hate can be scary, sometimes, don't you agree?)





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Yeah, I think a hidden 1-UP would work. It may make a player interested for exploration.

Anyway, I like the castle so far. These dead Mario statues look quite funny and unique. Nice work.


@Wormer21: I decided to put an invisible 1-Up inside Extra Info Agency. I didn't put a moon because Puzzly Plague Lair already has one.

Now, I decided to do a light reshading in the Yoshi Coin checkpoint boulder, and I added via ObjecTool another checkpoint boulder, that checks if you found the hidden 1-UP (given the 4 hidden points).
The gimmick of checkpoints will be rather simple: You can try to find each hidden 1-UP checkpoint in rooms 1-4 and, if you die after you got the 1-UP in room 4, the next time you enter the castle you can take a pipe directly to it. Midway Point is right next to room 5. Rooms 5-9 will contain one Yoshi Coin each. So, after you collect all Yoshi Coins, you can warp directly to pre-boss rooms if you start level over or enter in the midway point.

Some images:





EDIT: The numbered rooms will be the 9 themed rooms this castle will have. Take a look at the time limit #smw{>:)}





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