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Super Mario Logic (Game Finished!)

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Remember when I said I was working on this? Well, I'm serious about it ;)

Here are new improvements on current levels while I go through the entire game eliminating cement block spam.















This looks great! I like the title logo idea you metioned earlier.
Keep up the good work! #wario{^_^}
This is temporary
Well, I've stomped out as much cement block spam as possible from the whole game. Still diligently working on the game. Fixed an overlooked block today and fixed a bunch of minor things. Currently on Bowser's castle and trying to get the teleport blocks working.

Here are some more levels where I got rid of the cement blocks.







I've been working on my game non-stop for the last several days. Out of school and no work so this has been my job. I have to get this thing finished!

I fixed cutoff on one level (rope with grass edge corner)

I got started on making Bowser's caster (the 8 doors one)

Got teleport blocks to work, but need to also make them remove coins and powerups

Came up with an interesting boarder for a level that you can see here:



Getting this level to look like this took a ton of work. Those horizontal pipes are actually on the background layer and so there are invisible solid blocks on the FG layer acting like they are the pipe on the BG layer!

Again I was trying to get rid of the cement block spam and so this was my solution for this level.

I also got an idea on how to eliminate the final eliminating cement block spam and that is the rope graphics. You will see.
:)

I finally have all the levels linked up so that you can play the game from start to finish in one continuous game. The 1st level will eventually lead to the last level. This is a first because the ending levels were always just a unfinished mess.

I also did tons of other miscellaneous stuff and I can't remember. Can't wait to finish up more stuff tomorrow!
I think you can add a coin where the invisible mushroom jumps out as a hint - I got stuck there. :(
Today I accomplished:

- fixed the teleport blocks on Bowser's castle so that they reset the power up status and coins.

- Added the custom coin passable blocks to most of the Bowser Castle levels.





- Made an transition from the second to last level to the final level with a secondary entrance. This way if you don't beat or have to reset the boss you don't have to go back and do the second to last level over again.



- Fixed misc stuff

- Changed to Fastrom (probably should have done this sooner) And I don't know if this is going to mess up anything either. Was this a good idea? Will it hurt the hack in anyway?

- Fixed some easy but over looked goal spheres that I didn't think had the right graphics.


Just a few things that I need and requests:

- Need to know how to add the goal sphere in a level where it has the correct graphics yet somehow remap it because other sprites are also used in the same level and if I change their graphics to the goal sphere the goal sphere will look correct they the enemies won't.

- Need to know how to select the intros to the levels on a level per level basis. Like ghost house intro, castle intro. I need to know how to assign them and change them or remove them.

- I need to remove the score from displaying after touching the goal sphere. I have a patch that removes everything except like two zeros and I want those zeros removed but I dont know how.

- I need a block which ends the level like the goal sphere, but also disappears when touched and glitters as well. Basically a block version of the goal sphere.

- I need the urchin to always move vertically no matter what X position it is in. The wall detecting type.

- I have some levels where I just have 1 tile of a rope. Tile 105 to be exact, but if you just lay down one tile of rope in the air it has cutoff. I need to find a graphic to make it not have cutoff.


Special request:

- A block which disappears in a puff of smoke after you jump off of it or WALK off of it. Apparently checking if mario walks off of it is much harder because the jump off block already exists.

@Berkay

If I put a coin there then finding the mushroom may be too easy. I'll see if a bunch of people complain. If enough people complain then I may add a coin.
Got the keyhole block working (see general help asm section). This is literally my very first block and I'm very happy about it. I took two other custom blocks and combined the code with some new code to create it. I'm actually surprised this block didn't already exist.

The reason for this custom block is because I needed an invisible keyhole in one of my levels and I needed it to be a block because the screen already had too many sprites on it causing slowdown so instead of adding another sprite I added a block which does the same thing.

Also worked on the rope boarders, but need an opinion on it. How does this look compared with the cement blocks? Have a different but better idea?



Also fixed a block witch allowed you to drop a sprite in it stopping the player from beating the level.

[edit]I wrote which wrong HAHAHAHHAHAHA.
I say rope. The cement block one looks a little dull. Anyways, great work! #smw{^_^}
This is temporary
Fixed a bunch of my levels with a custom sprite which acts as the goal sphere.

For the longest time there were levels which didn't have a proper goal sphere and just had a level end block.

Now this is fixed for the most part.

https://www.youtube.com/watch?v=wGpwu0DhsCs&feature=youtu.be
Even though I haven't been posted any updates I've still been working hard on finishing the game. What I can't believe is just how difficult it is to complete an actual game. Keep in mind one reason why making this game is hard is because its my very first complete rom hack and first time really getting into Lunar Magic.

I'm basically learning as I go. When I started this project all I knew was the bare bones of LM. My skill set was reduced down to just using the add objects and sprites function, but now I can do tons more.

So now on to the progress. Thanks to Von Fahrenheit and others this stage now allows diagonal movement on the vine which is actually the net yet doesn't allow mario to hit the vine/net.

I know its just a small detail and that I probably could have just passed over that, but in this game I am super picky because I consider this my masterpiece work so I want everything to be as professional as it can be. :)




In this ice level I replaced the cement blocks with ice/cave blocks for a better look, however there were a few cement blocks still visible due to the limitations of the cave blocks. After thinking about it for a while I went ahead and made some custom cave blocks an order to eliminate the cement blocks completely while still striving to look vanilla. Can you spot the custom blocks?




I've been striving to eliminate cement block spam in my levels and tried to go with a rope boarder. After many hours I got the rope boarder into the game, but I still think the cement blocks look better overall. So even though this might be a neat boarder I don't think I will put it into the final game.






Now I'm currently working on the yoshi berry transparent fix. I found out how to make the yoshi berry transparent by deleting the green background in YYCHR and so I thought that was the end of it and that I accomplished it. It turns out that its not that easy, after yoshi eats the berry the original tile is replaced with a green new tile. So then I had to track down that new tile and make that transparent, but that particular tile is also used for many of the backgrounds as filler. So now I'm fixing the backgrounds in the levels which were affected.

Why am I going through all that trouble? Because now I can place berries anywhere I want and not have to worry about stuff looking messed up. See in the pic below. I can now have a berry on light green or dark green or on a half and half part of a bush.



For example this is what the background looked like after making the berry transparent.




Once I accomplish some more things I will try and release another beta version. Much has changed since the original beta. And just for everyone who is following, I will NOT give up on this project and I will work on this game until it gets 100% finished!
For the last problem, you can use ExGFX instead of GFX.
At least it's a different story from BOWER KIDNAPPED PEACH!!!
Eh?
Originally posted by Final Theory


Nah, that rope border is ten times better than those ugly cement-blocks. Looks (and shows) you put more effort in to the level.
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

I've got to agree that the rope border looks nicer than cement blocks.
Fixed the berries so that they now have a transparent background and can be placed anywhere!

Thanks to Berkay for the exgfx hint, you just saved me hours of work.

Also fixed the no yoshi intros by disabling them. There is one ghost house which has a no yoshi intro and needs to be swapped with a ghost house intro. If anyone knows how to do that let me know.

To do list:

- block that ends level and sparkles

- fix rope graphics

- solid block that sparkles and transports player

- possibly a stand alone sparkle sprite

- sea urchin vertical

- implement creating eating block

- stationary magic koopa end of game

- fix yoshis tongue in a castle level

- possibly use some level int asm to start the player off at a certain location when they die.
Originally posted by Final Theory

Also fixed the no yoshi intros by disabling them. There is one ghost house which has a no yoshi intro and needs to be swapped with a ghost house intro. If anyone knows how to do that let me know.


Wouldn't the player start without yoshi already, so its pointless then.

Originally posted by Final Theory

- stationary magic koopa end of game
- fix yoshis tongue in a castle level


For magikoopa (I think that's what you meant), just use a GFX edit, and for yoshis tounge, use EXGFX.
Please, SomeGuy712x...
PLEASE!!!!!!!!!
List of my SMWC ranks
My hack:
To change Yoshi Disabled intros, you need to change the regular header slots (Purple Poison Mushroom). Just change the slot to Ghost House 1 or 2. I don't think it matters which.
Special Announcement!

Super Mario Logic Beta 2.0 is now available!



Download Link Below

http://bin.smwcentral.net/u/22015/Super%2BMario%2BLogic%2BBeta%2B2.0.ips


This is a major improvement over the original beta release.

- Lots of cement blocks have been replaced with graphic boarders

- Game is playable all the way to the end

- Around 20 levels included that were not possible to play in the original beta

- Custom goal sphere sprites replacing the end level blocks

- Tons of small improvements


Please check out this current beta and let me know what you think. There are still some things which need to be fixed. I probably know about the issues too, but don't necessarily know how to fix them. So if you see something that obviously needs fixing then please just help me fix it if you can.

I don't mind if you post walk throughs to the levels in this thread so long as the video links are unlisted (not public). Once the game is 100% finished then you can post public ones. The reason for this is because I don't want people thinking that the game is finished when its not.

A BIG thank you goes out to everyone who has helped me make this game. There have been many of you guys who have provided code and tips which have been indispensable to the completion of this game.

Also I listened to the feedback that I got form the original beta and made some adjustments. So feedback is welcomed. :)

The game is still not 100% finished though, but I am committed to finishing it. This will NOT be an abandoned project.
Hello Final Theory.

I've read the first page of posts then jumped to last page.

It feels weird to know that I'm the first tester to come and comment after your second Beta release.

I've completed 14 puzzles so far, but I'm stuck in this cave level. Guess the right move is too fast for me. We can discuss it in PM if you want.

Also some details remain but you surely already know : No-Yoshi scenery before GhostHouse-themed level for instance,...
Several things to note:
-I see that you still have a little bit too much cement blocks.
-You put a block in the last tile in LM so in the two-coin level, I can't see where I'm standing after the victory.
Please, SomeGuy712x...
PLEASE!!!!!!!!!
List of my SMWC ranks
My hack:

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