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Mario in the Mirage Machine: Secrets of Subcon (On hiatus)

Thanks for the comments you guys! I really appreciate it. ^^

Originally posted by RainbowShell
Looks cool, but what does the memory album do exactly? Is it a replacement for "Special Items"?

Yes the Memory Album is a replacement for Special Items. I may change it back to Special Items, that way keys and other unique items don't take up battle item storage space.

The Memory Album in the menu is probably redundant, since it could just be a unique area instead. Throughout your adventure you're going to be collecting memories of Mallow and other characters, which'll basically be cutscenes you can view at any time after you collect them. I plan for some to be funny, some to be important and needed to advance the story (like one could tell you where a secret area is, or say a kid Mallow lost a toy then you have to watch the memory cutscene to locate it, then you can find it and return it to him to advance the plot. Those were just examples, but it's used for stuff like that). Anything that really comes up I'll likely put in (still writing the script!).


Here are some interiors I made (This is for you Niamek).

(Click to enlarge)

The top one is a shop and cafe, and the other is a library. It's not really done but it's almost there.
The library was planned because it was going to host tips and other beginner related stuff the player should know (like battle mechanics, treasure chests, etc). An idea I had was the player could go up to the bookcase and find a book, and for example it'd read "CQC and Self-Defence For Dummies. Engage?" and you'd get sucked into the book and engage in a tutorial battle. Probably going to cut it to save time, though!
:)

Looking at your interior level, here is my thoughts. Pleas note that I put a lot of text. I scrutinized the levels in details. :) I have an eye on details.

EDIT: Rereading what i wrote, it might sound yours interior ar enot good. Quite the contrary, they are really good, I just want to help you improve them so it will be better. :)

For the top levels(Coffee + Shop):

->I really like the bottom right part, well packed. But the small tables is weird to me. I feel they are put there just for filling that place.
->The thingy that separate the bottom right from the rest needs to be revised, I think. First, it's not symmetrical. Second, if you do use the same thing like the left one, you should redraw all of it so it from the "same thing". Hope you'll understand... The left one looks like it's from a perfect square to a modulated shape with no apparent transition...
->The upper right exit needs some error correction. ^^ The floor doesn't match
->I love how you made that section with the mismatching floor, but is it necessary? Maybe you should simplify the form a little bit? I realized that every single level Nintendo did with this game is mostly simple form with packing the most stuff they could inside the space. EDIT: I take back what I wrote. It your hack anyway, you want to do it like that, do it like that. :o) It looks really good anyway. However, I have a new concern
->The wall that is "outside" the playing area looks like an inside wall rather than an outside wall.. You know what I mean? It's a detail and can be ignored. ^^
->three clock in one spot? I think you can change that. :) A warm fire is a great thing to have in a cafe. :)
->The "thing" near the 3 clocks looks like it's a big block with no use. :(
->You seems to have a lot of empty space where you tried to reduce with tables... how about reducing the walk path like you suggested with my first level of my hack?
->I love mario's clothes there, but I think it would be better if they were closer to the shop. Like it sells clothes. Right now it just hangs somewhere.
->Where is the spot to order the drinks for cafe? if it's from the shop, it's a long walk. :o) The coffee would be cold after all that walk. :o)
->And lastly, all those woods thingy on the wall. I think you should remove some of them.


For the library:

-> The boxes piles(right and left) are not well drawn. You need to revise that.
->Since books holders has books on both sides, it might be a better idea to but books on the 2 holder on the bottom right.
->I'd remove the table near the bottom left entrance.
->Again the wood things on the walls.
->I like the one heigh box of the books holders, feel less square, but I think the one in the dead center should be squarer.
->And lastly, I think you should remove the napkins(how is that called?) from the tables and put chairs. I dislike the napkins in a library since you don't eat there. :o) Chairs for reading of course. :o)

as for the concept:

I also had this kind of idea too. :o)
So if I understand well, the library is going to give hints for the player to advance plus give tutorials and finally revisit the story. Is it planned to force the player to visit and touch at least one book in your story so the player understand the importance of this library? I think it's important.


It's cool, I didn't think you thought my stuff was bad, but thanks for saying that. Thanks for the support! You're so awesome. You really got into this! This actually really helps, thank you.

I like your thinking, some of your ideas amuse me, but I totally understand where you're coming from. :) :D I agreed with most of what you've said. Here are some comments:

Originally posted by Niamek
For the top levels(Coffee + Shop):

->I love how you made that section with the mismatching floor, but is it necessary? Maybe you should simplify the form a little bit? I realized that every single level Nintendo did with this game is mostly simple form with packing the most stuff they could inside the space. EDIT: I take back what I wrote. It your hack anyway, you want to do it like that, do it like that. :o) It looks really good anyway. However, I have a new concern
->The wall that is "outside" the playing area looks like an inside wall rather than an outside wall.. You know what I mean? It's a detail and can be ignored. ^^

That whole area was kind of weird. That top area is an exit. I had to make a custom tile to even get it to look right! What a bother it was. Don't understand how I missed the floor tile. #smw{o_O}

Originally posted by Namiek
->three clock in one spot? I think you can change that. :) A warm fire is a great thing to have in a cafe. :)

I agree. A warm fire is a great thing to have in a cafe. :)

Quote
->The "thing" near the 3 clocks looks like it's a big block with no use. :(
->You seems to have a lot of empty space where you tried to reduce with tables... how about reducing the walk path like you suggested with my first level of my hack?

This area was trying to fit the snow village I had partially made, but never finished. I should reduce it slightly.

Quote
->Where is the spot to order the drinks for cafe? if it's from the shop, it's a long walk. :o) The coffee would be cold after all that walk. :o)

It's suppose to be at the table with a cloth on it, but I could change it. Thanks!

Quote
->And lastly, all those woods thingy on the wall. I think you should remove some of them.

Woods thingy? Oh I know what you're talking about.


I agree with all you said about the library.

Originally posted by Namiek
->And lastly, I think you should remove the napkins(how is that called?) from the tables and put chairs. I dislike the napkins in a library since you don't eat there. :o) Chairs for reading of course. :o)

I agree, you wouldn't eat at a library...
And it's not called a napkin, it's called a table cloth. #smw{;)}

Quote
as for the concept:

I also had this kind of idea too. :o)
So if I understand well, the library is going to give hints for the player to advance plus give tutorials and finally revisit the story. Is it planned to force the player to visit and touch at least one book in your story so the player understand the importance of this library? I think it's important.


The library was only a place for tips, nothing more. It would have no significance to the plot at all. If you've ever played FF3/FF6, there is a library at the beginning of the game with a bunch of NPCs that teach you the ways of battling, but did nothing otherwise. This place would do just the same
.
Here are the tips I came up with that I was going to put in the library (You can snatch these up for your library if you like):
- Attack Up! increases all damage by 50%.
- Defense Up! reduces incoming damage by 50%.
- Buffs last indefinitely, except Red Essence, which lasts either 3 or 5 turns.
- Buffs must be cast before invincibility, or else they will not work.
- Blocking does not further decrease damage when Defense Up! is active.


Also just to mention, these levels are not a priority right now, but when I get back to working on these levels, I'll definitely use what you've given me to fix them! Really, you're awesome!
EDIT: Drew all battle frames, now just need to finish the expressions before I go ahead and implement them all.

Probably should put this off until I fully implement it... but I'm just so eager to show this off!
What do you guys think of this? Keep in mind this is just a test. It isn't fully implemented, it's just the tip of the iceberg. But it's slowly surfacing.
:O Wooooo



He's part of Bowser's extended family, he is the brains behind Bowser, he's...

"Hocus pocus!"




Ka...
Wait, where'd he go?!
Well, he's Batman not Batman, he's KAMEK!


Kamek is the mage character of this story. You might be thinking, "Kamek? What about Mallow, they're both mages!" Mallow will take Geno's place as the second jack-of-all-trades after Mario, and also be a supporter+glass-cannon like Geno. Kamek will be the main spell caster and crowd controller. They're both going to have important roles for the party, and I'm hoping they'll both turn out to have their own useful niches!




That boss is one of the Birdo species that'll appear in Chapter 2.

Victory Animation:

His victory is kind of silly, he actually disappears from the screen when you win. Should I keep it?


Spell Cast:



His STARTING SPELLS are:
Recoveration: Greatly heal and restore status of an ally. More powerful than HP Rain, but costs more FP.
Sugar Crash: Chance to zonk all foes, and deal BIG DAMAGE!


I'm thinking for each spell Kamek casts, he says some magic words beforehand. Good idea? Or should I reserve it to the spell description?

He will equip
robes
.


EDIT: I have a dilemma here with making his animations. I want to include this as his normal spell cast animation in the first section of the sequences with all his other base battle frames, but I'm kind of running out of room to put it. This animation and the victory together take up 16 frames (7 victory + 9 cast), but I only have 12 frames I can use... So I have these options:
-Change the spell animation and make a new one. I'd cut down the frames to 5 and keep the victory animation. I would move the animation I have now to another sprite index/animation index. OR
-Change the victory animation and make a new one. I could just make it look like he chuckles, or he could nod, but I'd only have 3 frames + his camera facing frame to work with.

Either way I can make it work.

SOLVED - I am going to cut the victory animation slightly, and keep the spell cast animation. I'll make him flicker away in his victory.

EDIT2: Something different:

Image from Chapter 2, Subcon desert. If you don't have a keffiyeh on each party member then they start to passively lose HP until it drops to 1.
Wow! What i've read it sounds great! Keep up with the great job. :)


Looking back at the 2 screenshots with the pokey pokey,

the sand has some cutoffs.


Thanks! I appreciate the lookout.

Originally posted by Niamek
Looking back at the 2 screenshots with the pokey pokey,

the sand has some cutoffs.

It does cut off. I kind of got lazy. :( I will try to fix it now.

EDIT: I have some questions for anyone that wants to answer. They don't all have to be answered --

1) Does this a good animation for defending in battle? Is it clear that what he's doing is a magic barrier?


2) Should his item command animation be him taking it out of his sleeve, or him holding his wand upward?
Originally posted by Yakibomb
Thanks! I appreciate the lookout.

Originally posted by Niamek
Looking back at the 2 screenshots with the pokey pokey,

the sand has some cutoffs.

It does cut off. I kind of got lazy. :( I will try to fix it now.

EDIT: I have some questions for anyone that wants to answer. They don't all have to be answered --

1) Does this a good animation for defending in battle? Is it clear that what he's doing is a magic barrier?


2) Should his item command animation be him taking it out of his sleeve, or him holding his wand upward?


Seriously, your pixel drawing is amazing... You'll have to teach me some things for my next project!

It looks more like magic than a barrier.

Since he is a magician, it could be both, but here is the problem: Items are not infinite. Holding his want upward would make this weird.


Originally posted by Niamek
Seriously, your pixel drawing is amazing... You'll have to teach me some things for my next project!

It looks more like magic than a barrier.

Since he is a magician, it could be both, but here is the problem: Items are not infinite. Holding his want upward would make this weird.

Thanks. I agree, it would be weird. So I came up with this. :)


Abracadabra, Hocus Pocus, Shalala Banana! Presto, an item!
I'm in heaven? I'm already dead? I'm confused, wonder why? Because this animations are perfect! You're putting a lot to the project, like people so that when they start something, continue to the end!
Can I make a suggestion?
How about the Magikoopa have a spell that sends rain barrels or falling several thunder enemies? It would be very interesting to see such an attack
And a question, you want to keep the Lazy Shell (Armor)?
Originally posted by DarkFeposo
I'm in heaven? I'm already dead? I'm confused, wonder why? Because this animations are perfect! You're putting a lot to the project, like people so that when they start something, continue to the end!
Can I make a suggestion?
How about the Magikoopa have a spell that sends rain barrels or falling several thunder enemies? It would be very interesting to see such an attack
And a question, you want to keep the Lazy Shell (Armor)?

Seriously, I feel the same way! I'm so excited for this hack! So yes, you might be dead, and in heaven! Because SMRPG HACKERS EXIST!
I have all the spells for Kamek planned out, and unfortunately they're all going to be recycled or altered slightly, except one'll be completely original. Thank you for the suggestions though. I may change the Lazy Shell armor's name, but keep the overall spirit of the item in another one.

Hmm, so here is a quick reality update and something to think about. Back in January when I first revealed Yoshi I said I would check in on myself in several months to see where the project stands. I wanted to go far with this, but now I'm realizing I'm not the best guy when it comes to execution of a project (unless the case is killing the project, I'm at good at that). The truth is the process has been so slow I haven't actually developed anything playable within the past few months. The things I have done are:
- A handful of rooms I have currently are at 70% completion
- A part of a dungeon (MK)
- Some enemies are done
- Yoshi and Kamek are about 75% complete.
- Ally spell list is done. Spells are glitchy but functional.
- Areas, major bosses and enemies are planned.
- Rough outline on where the player goes and where the story turns.

So what's the hangup? Well for one I took a month off, so that took time. For the game, mostly, the story script. I want the levels to reflect the character development, and vise-versa. I'm not sure how developed or deep I want the character development to go. Currently there is no script except for some basic ideas. I have one main plot point though: "You visit the mind as if it were a dream." This is important to the fabric of the story, as what you see in Mallow's dream world is what Mallow thinks about and who he is. I want the levels to also reflect that. There are going to be some things that appear within the levels, like water (Mallow's subconscious, emotion), a flood or swimming underwater (Going through Mallow's emotional state in Tadpole Pond), walking downstairs (Descending into Mallow's subconscious or his background thoughts), stuff that I've seen even in my own dreams.

I also want the levels to be mixed up with memories, for example, one thing I was going to include were talking islands in Tadpole Pond. Frogfucius could've said something like "I've gotten wisdom from the islands, it's like they've lived and talked to me for thousands of years," and young Mallow could've interpreted it as they're truly alive and can communicate. It might seem far-fetched but I thought that would be something an old wise frog would tell his grandson, and he would believe it too. :D So in the story, you'll actually encounter talking islands because it was part of Mallow's life at that point in time. (I'm actually running this by because I'm not sure if it's a good idea or not! Need c+c on this please)

So... To sum it up, I'm making the levels around the script and story, and the difficult part is how deep/developed it could be. I don't want to screw up Mallow's character. :( Once I get the story and all the memories shaped up I'll start on the levels. But for now, I'm still writing and thinking of ideas.
Do you have great ideas! I think you should be a writer hahaha
I loved the idea of the memories of Mallow, combined with the very title
Thanks DarkFeposo! :)

Ummm, not really sure where to put this, so I'll put it here. I have some bad news, and good news. First, the bad news. I'm putting this hack on hiatus because I realize I'm not putting all the work I need into making this something really functional...

Now the good news. I'm making a new hack!... I think think this is good news. It'll be something less ambitious so I can practice planning, scripting, and executing. I'm making a deadline too, something realistic with the amount of work I plan on putting in. I'm planning for it to come out within the month of May! I'll post details on it when I get most of the main game set up, then once I've created everything up to the final boss I'll call some of you to ask if you want to beta test it before it's officially released! ^^

So, rest for a little bit, Mario in the Mirage Machine. I'll be back for you again, some day.
Peace!Layout by Erik557 & LDA.
Thank you!








My Hype : 84713621783612783&%
I want see you new hack ^^
Originally posted by Yakibomb
Thanks DarkFeposo! :)

Ummm, not really sure where to put this, so I'll put it here. I have some bad news, and good news. First, the bad news. I'm putting this hack on hiatus because I realize I'm not putting all the work I need into making this something really functional...

Now the good news. I'm making a new hack!... I think think this is good news. It'll be something less ambitious so I can practice planning, scripting, and executing. I'm making a deadline too, something realistic with the amount of work I plan on putting in. I'm planning for it to come out within the month of May! I'll post details on it when I get most of the main game set up, then once I've created everything up to the final boss I'll call some of you to ask if you want to beta test it before it's officially released! ^^



I absolutely get what you are getting right now. I did exactly the same thing in the past. ^^ No worries, that's absolutely normal! #ab{:)}


I started to support this, this hack looks great! I love the new things that have been added, like Yoshi and the new areas. I will play it when it will come out! #smw{:peace:}
@Yakiboo I am a collector of Mario RPG custom sprites, any chance you'd be willing to let me have a sheet of your Yoshi sprites? They are extremely well done and although I have no current project planned I'd love to add them to my collection.


Here ya go. If you plan to redistribute these, please give credit to Yakibomb (as Yakiboo is my holiday name).

Keep in mind, all walking frames are not custom; Only customs include the Victory (peace), Sleeping/Fear/Mute, Fainted/Fallen, Egg, and Recoil.

Please check MFGG.net for Kamek/Magikoopa.
Thanks, that's two more for my collection, now I just have to wait for justin3009 to finish his sixth character hack and I'll be able to add the as extra characters.