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

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Well, I started to design the final tower, with a rather cool idea: I'll call each nine rooms 'misfortunes'. Each room has its secret (which adds to the life checkpoint or the YCoin checkpoint) and is world-themed. And, before each room, there will be a message, which tells the player about the 'theme' of the misfortune. Now, some images:

#12 PEACH, THE FOUL - PRE-MISFORTUNE 1











#12 PEACH, THE FOUL - MISFORTUNE 1













#12 PEACH, THE FOUL - PRE-MISFORTUNE 2



#12 PEACH, THE FOUL - MISFORTUNE 2











#12 PEACH, THE FOUL - PRE-MISFORTUNE 3



#12 PEACH, THE FOUL - MISFORTUNE 3


(Preview)

I hope, now, that my palette work is better than previous levels.





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These look awesome, but how did you get more than two messages in the same level?
I don't even know what I'm actually doing anymore... will I ever finish a hack?


Originally posted by RainbowShell
These look awesome, but how did you get more than two messages in the same level?


Using this. Truth is, this cost me some ASM tricks to get it to work with the 1-UP and YCoin checkpoints.

Now, some more screenshots: Misfortunes #3 to #6 are done, and I started misfortune #7:

#12 PEACH, THE FOUL - MISFORTUNE #3




(Believe me, even Big Mario pass here)



#12 PEACH, THE FOUL - MISFORTUNE #4









#12 PEACH, THE FOUL - MISFORTUNE #5













#12 PEACH, THE FOUL - MISFORTUNE #6









#12 PEACH, THE FOUL - MISFORTUNE #7








('cause one Magikoopa isn't fun enough #smw{>:)} )





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The level looks nice so far! It seems to provide a good challenge to the player, and definitely works well as a final level, both design-wise and aesthetic-wise.


Thanks for the comments, Aeon.

Now, some more updates: I'm done with misfortune 7, and I made a video showing some gameplay. You can watch it here.

Now, a preview of misfortune #8 ambiance: darkness, low gravity and reversed controls #smw{>:)}

#12 PEACH, THE FOUL - MISFORTUNE #8 PREVIEW







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Mario hanging himself is still pretty funny, now we'll have plenty of dead Marios that one day faced this castle once and for all!

Jokes aside, this is turning out to be one of the most awesome levels ever made so far. I like how you've reintroduced previous gimmicks in a way that's harder and fun at the same time, although not sure if there's something hidden in that little corridor at 2:18... If there isn't then you should remove it. Great job regardless.

That latest room will give the talk for sure, as long as you make it fun somehow.

EDIT: ddd grammar
Windowless ride, feeling alive
Are you alive or just breathing?
I feel that spot could hide a 1-UP or a power-up there, but it's not intentional. Anyway, I like it a lot. Not unfairly difficult, but also not easy at all. It feels challenging at some spots, but still fun. Good work.


New update: since the spotlight caused some slowdown, I decided to go with a windowing HDMA. Now, a video:

Misfortune 8





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That light is quite big. I've a suggestion - because the spotlight has been removed, this level looks a little bright besides the darkness away from the middle of the screen. You can try some palette changing to make the FG/BG darker, as it would fit the atmosphere much better. You don't have to though.

Good use of the low gravity.


Originally posted by Wormer21
That light is quite big. I've a suggestion - because the spotlight has been removed, this level looks a little bright besides the darkness away from the middle of the screen. You can try some palette changing to make the FG/BG darker, as it would fit the atmosphere much better. You don't have to though.

Good use of the low gravity.


You're right, indeed. That leads to the first update of three:


Level mode 11 is awesome #smw{>:)}

Second update: New misfortune #9 message after suggestions in IRC:



Third update: Preview of what expects the player in misfortune #9. Which leaves #12 Peach, the Foul as the hardest non-kaizo level I've ever designed in the last ten years:


As you see, I'm not joking #smw{>:)}

Originally posted by Mario
MAMA-MIA! #smw{T_T}






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And I thought the low gravity gimmick was pushing the difficulty.

One question though, how do you expect the player to react fast enough to get between the spikes?


Originally posted by MercuryPenny
And I thought the low gravity gimmick was pushing the difficulty.

One question though, how do you expect the player to react fast enough to get between the spikes?


About this concern, I put the difficult at bay. You see, Layer 2 Smash 3 is kinda slow, so the player will have time to react to everything I threw here. Just saying that I could pass this room with small Mario after a maximum of 2, 3 tries.

Only a small word: misfortune #9 is complete. Now, only the boss (will be a beta boss) and a Beta version of the final game will be available, in time for C3. I'll decide later if I'll code or not Peach, as I'm being lazy with ASM recently.





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I know this is a bump, but I just wanted to address a problem:

In Misfortune 8, the darkness covers up the status bar which I think you should be able to see at all times. My opinion, but still.

Also, when is this going to be finished? I saw that you posted a beta on the Hacks section, but what about the full version?
I don't even know what I'm actually doing anymore... will I ever finish a hack?
Hey Fierce Deity Manuz OW Hacker! ForthRightMC there! I like this hack and I played it several times to find the changes! Think about a missing boss for level #12 Peach, The Foul and everything will be fine.
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed


Originally posted by RainbowShell
I know this is a bump, but I just wanted to address a problem:

In Misfortune 8, the darkness covers up the status bar which I think you should be able to see at all times. My opinion, but still.

Also, when is this going to be finished? I saw that you posted a beta on the Hacks section, but what about the full version?


I'm aware about the problem with status bar in Misfortune #8. Thing is, I completely suck at HDMA, and I used Effect Tool for that matter, so I don't know exactly how to fix.

For your second question: I will release the final version as soon as I get some new Koopalings and Peach done. I've already coded Iggy, but there are 7 bosses there to code. Which is an extremely slow process, given the huge amount of ASM this involves.

Originally posted by ForthRightMC
Hey Fierce Deity Manuz OW Hacker! ForthRightMC there! I like this hack and I played it several times to find the changes! Think about a missing boss for level #12 Peach, The Foul and everything will be fine.


I'm aware of this. I still have to code Peach, as Maxx's Newbie Boss won't fit to the level. I need something more challenging, more random-like.

PS.: Iggy is done. 7 bosses left.





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OK.

First and foremost, welcome back to this thread.

By the powers that be, I finally got the resolve to revamp and improve Mario's Enigmatic Tales. I won't ever forgive myself if I don't complete this hack properly.

So, with this in mind... the revamp is already started. Since I lost the resources some time ago, I began the work as soon as I got them back.

For now, I know there are some bugs in the original hack, and I'd like to hear opinions on these bugs, if you find them. Bear in mind, however, that some of them are already in my list, as follows:

- Add a proper flashlight effect for Misfortune 8 in #12 Peach, the Foul
- Check that strange Yoshi bug in Lame'n'Sour Bones
- Some boss rooms have screen issues (WiP)

Some things I already did:

- Recoded Iggy, Morton (already modified its shell routine, thanks LX5 (?)) and Roy (Morton based, more difficult)

- Recoded all the normal chuck squad so they don't need an insane amount of hits to go down, especially at Sliphell Stronghold and Deathbringer Burrow;

- In Dino Humus Plains: reshaded the bushes so they fit better aesthetically:



- In Earthy Mole Grotto: Adjusted block placement to avoid a glitch:



- In Muncher Hole Panic: unfair Framal Block placement corrected (Yoshi discrimination):



- In Urchin Putrid Lake: Added 100 seconds to the time, and corrected the placement of the Urchin guarding the secret exit:



- In Yellow Flight Wrath: Another unfair Framal Block placement corrected:



Now, the TODO list:

- Code some decent bosses: Lemmy, Ludwig, Wendy, Larry, Bowser and Peach;

- Recode Master Chuck and Shadow Mario Sosia so their movements are more natural and they're less unfair (idk if I want or not to make Master Chuck be 32x32 instead of 16x16);

- Adjust the multiple midways in all castles, Sliphell Stronghold, Deathbringer Burrow and Master Chuck Dojo;

- Add post-boss cutscenes for all the bosses, including the chuck squad;

- Add pre-boss cutscenes for Bowser and Peach;

- Convert all misfortune messages from #12 Peach, the Foul to cutscenes;

- HEAVY PALETTE REWORK in almost all levels. For this, I'll need opinions from the players; all help will be greatly appreciated;

- Revamp of Extra Info Agency. Maybe, show more content.

Remember: all help is welcome. I'm in a need of opinions in how to improve this hack so it could be considered at least for a featured nomination.

Thank you all.





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Good to hear that you will improve your hack, actually this hack was one of the hacks that gave me inspiration to Create the Classic Mario World series when I was a begginer and noob at SMW hacking.

From the things you listed,one that I will mostly apreciate is the insertion of multiple midway points in castle levels, from world 6 onward the castles start to get bigger and bigger but with only one midway point, that felt more like artificial dificulty to me.
Good luck with the hack#tb{:D}
Check out my profile to see a list of SMW Hacks I made and where to find the latest and best version of them.
Thanks for playing and have fun!
Clique no meu perfil para encontrar a lista de minhas hacks feitas até o momento.


Well, while I'm finding myself too lazy to code the remaining bosses, I've come to do some palette revamps, as I had some serious sight issues when I started this hack, and this was reflected in my color choices. Some screenshots:















Please note that I likely won't change the palettes of world 4 levels as much as I've done with other worlds; it's a chocolate world, after all. I'll stick most to just reshading the chocolate colors in those levels.

Problems aside, I'm still open to suggestions. Palettes, bosses, fixes, name it. I'm all ears.





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Update: I started to design the post-battle cutscenes for each boss. Now, I present the Red Chuck post-boss cutscene:











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New Update: Another cutscene done (Morton, this time), Roy boss inserted and... I started to code Lemmy. Until now, his graphic routine is almost complete, and soon his behavior will be coded too. Images:

Cutscene (small typo: there's a missing 'O' somewhere that I've already fixed):







The new Roy boss room:



Lemmy show!



Suggestions?





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