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Foxtrot Uniform

Kaizo

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You know what? I think that at this point I should just stop estimating things to be my final whatever since the future is wildly unpredictable and I may gain inspiration and/or motivation when I least expect it, so I guess this is postscript season sort of. I probably shouldn't just assume inspiration will not strike anytime. This is NOT because of “ZOMG, if I lost any subscribers, I gotta win them back!” I think the release of Item Abuse 3 might have made me a little less bored of SMW hacking and given me back some inspiration. Hacks/levels that I waited a long time for and have been excited about seem to have that kind of power on me. I suppose Mario vs. the 4th Wall can still serve as a punching bag if you're mad at me for whatever reason.
I also kinda wanted to experiment with the wall-jump patch and then this hack was born.
Part of the reason I didn’t want to SMW hack anymore is because of the feeling of slacking and not feeling particularly useful IRL, and having recently gotten hired for something (pay isn’t really that much but it’s a lot more than what I was making before) I feel a little more like I’m allowed to reward myself every so often.
Some screenshots:
Intro

Once I thought of this premise, I started to have fun. The hack's name is also the same as the name of a chapter in Half-Life Opposing Force that is considered that one level.
It's the one with the Voltigore tunnels.

Tall Tall Mountain

Named after one of my least favorite 3D platforming levels ever. Probably going to be the first level.

Yes, wall-jumping.
Rocket Barrel Rush

Probably will be faster paced than DKCR, and this is just the first half. I can't wait to start designing the second half...

The star will kill you. I think this is a different Rocket Barrel sprite than the one ShinyPikablu used.

Possible Sonic special stage reference.
As for what the difficulty is like, my intention is to play it without slowdown but kinda push the boundary. No inhuman timing or hard glitches are required, nor will there be item/power-up juggling.
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This sounds like a fun hack. You have to watch out for breaks involving walljumps in the first level, since you're planning to use it in creative ways. The rocket barrel gimmick seems to be used very well from the screenshots themselves (I see you got inspired by that one recent hack that relies around the same sprite).
Windowless ride, feeling alive
Are you alive or just breathing?
hey look you made another hack

Seems like a cool concept, as far as I can tell. Although what do you mean by "experiment with the wall-jump patch"?
Originally posted by Sixcorby
Seems like a cool concept, as far as I can tell. Although what do you mean by "experiment with the wall-jump patch"?

Cuz Tall Tall Mountain will be mainly about using that, and I like to exercise my brain.

Also, there will be a level inspired by Battletoads. I have been watching various Battletoads playthrough videos to see what I could be inspired by in SMW's engine and make creative uses for.

Originally posted by Katerpie
You have to watch out for breaks involving walljumps in the first level, since you're planning to use it in creative ways.

Well, I would need another wall on the other side since it's like SM64/NSMB.
AFAIK you can't carry items or be on Yoshi while wall-jumping (which makes this one idea I had moot). Well, you can toss an item, wall-jump, then catch it and repeat, but I feel like that's too stupidly hard, at least for the first level. So after the shell parts is a door.
But still, I agree. If worse comes to worst, I could disable grabbing items entirely.
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Due to the gimmicky nature of this hack I feel like deciding on a set linear level order will be next to impossible so I think there will be some degree of choice. The OW design will be inspired by Megaman and Bass. After beating the first level you have a choice between more levels and if you beat one of those levels it opens up a couple more levels, and all of them have to be beaten in order to access the final stage. I think after the first stage, the video titles might go by the numbering scheme "stage 2A/2B" for example.


Dopefish from Keen 4. Drawing him in a space restricted to Boss Bass's tilemap combined with my kinda good but not extraordinary pixel art makes for an interesting challenge. He looks so young.


Eating Mario.

Also, this is only my first time using GPS, and it is way easier and faster than BTSD.
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#tb{^V^} Haha a baby Dopefish

Megaman disappearing/appearing blocks. Can't wait to use these to greater potential but right now just a warm-up. Sorry about the framerate, I just wanted to demonstrate the blocks in action, which I can't really do with a still. Also, it's probably not possible as it is.

Wind Tunnel Woes, the level that was meant to be inspired by the Squawks part of Animal Antics. Those wavy lines mean that Mario is being blown either up or down.
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disappearing/appearing blocks ?
I think Panga has something used in World of Pain?

Now the screenshots look good, the second bit strange
You were talking about attempting to pitch the disappearing/appearing blocks idea multiple times on IRC, and I can't say I wasn't expecting it to happen. Hopefully it will be implemented in a neat way as you progress further through the level. Are you going to mark the non-solid state with outlines to make it more obvious or leave it blank?

I'm digging the gimmick on the second screenshot; it doesn't seem really hard to do once you know when to react to those wavy blocks.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Katerpie
Are you going to mark the non-solid state with outlines to make it more obvious or leave it blank?

Leave it blank, but I will put coins to make them easier to land on.
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Deathwater Oasis. The poison water drains your timer, and you need that Rip Van Fish. Not really based on any specific level but the draining time limit is kinda like in the Sonic games when you stay underwater for too long.

One that I am kinda excited about, Turbo Snake Pit.

A mash-up of Turbo Tunnel and...

Snake Pit! Inspired by Battletoads, the DKC series, as well as my own style that isn't inspired by any particular game. Also, that particular block train moves extra fast.

I think Dopefish Dilemma and either one of the above 2 levels will be on the fork right after the first level.
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How many levels will have the hack?
How do you make poison water?
Block-o-land or Miragia (the Mega Man level)

Kinda leaning toward the latter.



Clearly I did not just throw wall-jump in there just for the heck of it. Oh, and this part is slow auto-scrolling.
Due to organization and stuff, it probably would make more sense to hold off on showing videos of this hack until YOLOshi's Island is completed.
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Are these the framal blocks?

(looks p cool, by the way)
The 3 screenshots looks funny, easy walljump for beginners :D
Originally posted by TheAbusefreakhacker0
The 3 screenshots looks funny, easy walljump for beginners :D

What's so funny about them, the fact that it's 'that one level' injected with steroids? And yes, easy wall-jump for beginners and non-TASers.
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Thinking on taking a break from my YI hack, and I recently got an urge to think about this hack again.

Making Yoshi grow by feeding him only 3 things. One of the few glitches this hack will actually require.

Part of the second half of the first stage.
Drilling Excursion

Was originally part of Luigi's Challenge but decided it would be too hard to make a non-Kaizo version of this gimmick (directional coins in layer 2 levels erasing tiles) so I scrapped it. Since it was already pseudo-Kaizo anyway some stuff might stay similar.
One of the only levels that doesn't feature any particular inspiration (yes, even the last level will feature a reference). But that could change. I guess I could say it's vaguely reminiscent of the Valley Ghost House secret exit.
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Originally posted by Sokobansolver


I'm not including that particular set-up actually. That was just an unfinished mini puzzle.
A couple more up to date screens from Drilling Excursion:



Building up.
This stage takes advantage of the coin snake going thru layer 1 tiles in layer 2 levels. It will not go thru layer 2 tiles.
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Kaizo