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Touhou Mario 2

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I'm speechless… the UFO system, the overworld, the spell declarations and "absorbing" the score when you clear a spell, everything just looks so perfect.
Also, it's nice to see that some of the spells' difficulties have been a bit toned down and that you have another means of attack than just jumping, so the spells aren't impossible in SMW-style.
Speaking of the overworld, I love the little UFOs flying around, as well as the whole layout and graphics. The idea of a top score is very neat as well.

The only criticism (and it's very minor) I really have is that a green [P] item seems kind of random. Maybe you could replace it with a 1UP star like in Touhou, since they both sort of add one star to your life meter? But it'd understand it'd be confusing, so leaving it like that is okay too.

I have two questions:
Will other stages have a midboss?
What was that Nazrin card? Is it sort of like a Yoshi Coin, except there's only one per level? (I don't mind waiting until release to find out!)
EDIT: Upon rewatching the video and noticing the little red card icon on the overworld, I think my question was a bit pointless, since the answer was obvious. Also, I want to add that Nazrin's sprite's frame where she's "attacking" (like the frame when she shoots bullets) looks slightly weird, I find.
EDIT 2: I'm talking about this sprite, and all of the ones where her face is more towards the screen and less towards the side:

The sprite by itself is fine, but I find it looks slightly strange in-game, when it's right after the other sprite. Don't worry about it too much though.
(Gosh, sorry I'm editing my post so much...)

But wow, it's really, really amazing. Good job!

Wow, I must say, nice effects in the overworld! And Nazrin`s attacks still look as impressive as ever, even with the SNES limitations. Also, one thing (well, actually, three things): I see that you guys are gonna add moves from the 3D Mario games (like Super Mario 64 or Super Mario Galaxy 1/2), so I want to know this: how many times do these moves come into play, will Yoshi be in the game with the Flutter Jump (or have its special moves from Galaxy 2) and which other mechanics are you guys gonna add? Really, though, I can definitely see the game probably being with the likes of Carol`s works, both being as famous and being as heavily edited as possible. This is some awesome shit right here, and I really want you guys to continue this. Peace. #smw{:TUP:}
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Hey, uh, could someone help me out here? My jaw is stuck to the floor.

This first level looks amazing, I'm really impressed with all the ASM put into this. The graphics look very nice to say the least. I love the UFO gimmick you have going here. All the little custom animations and such look very neat and unique. The OW looks very nice too, especially with the floating airship. I saw the boss fight already (in the video Vitor posted two years ago), but it looks even better now that you can collect points from the bullets like in the original Touhou games. Do points actually matter in this game though? I ask because the point meter is still there.

This all looks very nice, and I can't wait to see more and play this hack when its finally released.
It all does look very amazing. You two have out done yourselves!

I'm not going to repeat what everyone else said, so I'm going to say something else, something regarding the OW. The cliffing into the water looks rather weird, I guess it is not properly aligned. Might want to fix that.
Your layout has been removed.
Yeah, I agree with the others. This looks pretty amazing. All the various ASM hacks... Perhaps the hack of 2016 (if it gets released this year, of course).

Originally posted by Undertaker
Do points actually matter in this game though? I ask because the point meter is still there.

For the optional high score hunt. Hey, Touhou does it too and this hack is a crossover of it and SMW.
I was been a bit busy on real life issues so sorry for not replying earlier.

Originally posted by TvGameSmwSmbx
I really love the animation in the Overworld nice job

also I really would like to see more of the levels looks like now

Edit: I almost completely forgot to say this you two to start a business and make in Japanese

because to tell you the truth you have real talent of make project is awesome

the next thing is do not give up and creating ROM hacks you're really good at this

Edit: 2 I almost completely forgot to tell you this when this smw hack is finished you forgot to make a manual guide so people don't get confused of the buttons on this game just want to tell you about that


Thanks for the compliments. I don't know if we will show more levels to don't spoil the project in the end. After all, more important to finish a hack is to keep the surprise factor for everyone. The hack won't be really that fun if you know how all stages will be later.

I don't know any bit of Japanese, so it's unlikely to we make a Japanese version of the hack or start doing other Japanese work any soon, if I understood you properly.

I will avoid making guides about the hacks, I'm gonna make it pretty much intuitive just like SMB3. In any case, I may make a few guides inside the hack itself, so everything you need to know is simply play the hack and have fun.

Originally posted by Pokopo708
I'm speechless… the UFO system, the overworld, the spell declarations and "absorbing" the score when you clear a spell, everything just looks so perfect.


Thanks. That must mean I'm doing the job well =)

I think when you have enough programming knowledge and you want to work on such project, you should implement your codes as not an extension but as a part of the whole game. It should feel natural, smooth and not something new that feels disconnected from the rest. Wakana is pretty important at this because his music, level design, graphical choices, etc., gives me enough freedom to do that, without excessive clashing or discontinuity.

Of course the game won't be 100% perfect because if we keep with perfectionism on everything it will end up never getting released. But I hope it will give an enjoyable experience for most kind of players.

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Also, it's nice to see that some of the spells' difficulties have been a bit toned down and that you have another means of attack than just jumping, so the spells aren't impossible in SMW-style.


Yup, rebalancing will be fundamental to the whole game work well, since it's a hard type and in a unusual style. The spells must be tricky but not impossible (most of the time) to dodge. I hope to bring more ways to fight the bosses other than just shooting or jumping.

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Speaking of the overworld, I love the little UFOs flying around, as well as the whole layout and graphics. The idea of a top score is very neat as well.


Thanks, the overworld is really one thing I want to change, since it's a part not really hacked ASM-wise.

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The only criticism (and it's very minor) I really have is that a green [P] item seems kind of random. Maybe you could replace it with a 1UP star like in Touhou, since they both sort of add one star to your life meter? But it'd understand it'd be confusing, so leaving it like that is okay too.


Dunno, I will see it with Wakana. It looks fine for me since it gives a feel that it's the old and good 1-up except for Touhou. And we have to take in consideration the limited SP1 space...

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I have two questions:
Will other stages have a midboss?


Probably. Each boss demands a lot from me and Eevee (the boss artist) but I know it's an important aspect of the hack to make it feel non-linear in the whole scheme.

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What was that Nazrin card? Is it sort of like a Yoshi Coin, except there's only one per level? (I don't mind waiting until release to find out!)

EDIT: Upon rewatching the video and noticing the little red card icon on the overworld, I think my question was a bit pointless, since the answer was obvious. Also, I want to add that Nazrin's sprite's frame where she's "attacking" (like the frame when she shoots bullets) looks slightly weird, I find.
EDIT 2: I'm talking about this sprite, and all of the ones where her face is more towards the screen and less towards the side:

The sprite by itself is fine, but I find it looks slightly strange in-game, when it's right after the other sprite. Don't worry about it too much though.
(Gosh, sorry I'm editing my post so much...)

But wow, it's really, really amazing. Good job!


Who knows? About the GFX issue I will see with Wakana. And thanks again for the feedback!

Originally posted by Theultimate12
Wow, I must say, nice effects in the overworld! And Nazrin`s attacks still look as impressive as ever, even with the SNES limitations. Also, one thing (well, actually, three things): I see that you guys are gonna add moves from the 3D Mario games (like Super Mario 64 or Super Mario Galaxy 1/2), so I want to know this: how many times do these moves come into play, will Yoshi be in the game with the Flutter Jump (or have its special moves from Galaxy 2) and which other mechanics are you guys gonna add? Really, though, I can definitely see the game probably being with the likes of Carol`s works, both being as famous and being as heavily edited as possible. This is some awesome shit right here, and I really want you guys to continue this. Peace. #smw{:TUP:}


Thanks! Probably it won't have much special moves from the players, but who knows? Everything can change. But one thing that will be slight notable will be the small but interesting changes from Luigi's to Mario's physics. The abilities between the two will surely slight change how one or another will fight each boss.

Originally posted by Undertaker
Hey, uh, could someone help me out here? My jaw is stuck to the floor.

This first level looks amazing, I'm really impressed with all the ASM put into this. The graphics look very nice to say the least. I love the UFO gimmick you have going here. All the little custom animations and such look very neat and unique. The OW looks very nice too, especially with the floating airship. I saw the boss fight already (in the video Vitor posted two years ago), but it looks even better now that you can collect points from the bullets like in the original Touhou games. Do points actually matter in this game though? I ask because the point meter is still there.

This all looks very nice, and I can't wait to see more and play this hack when its finally released.


Thanks, your post really helps Wakana and me with more motivation. It's really tough to we manage everything well and I'm glad you liked it.


Originally posted by amhunter
It all does look very amazing. You two have out done yourselves!

I'm not going to repeat what everyone else said, so I'm going to say something else, something regarding the OW. The cliffing into the water looks rather weird, I guess it is not properly aligned. Might want to fix that.


I didn't really get it what you meant but I will tell Wakana about it since he was the responsible for the initial OW design.

Originally posted by MarioFanGamer
Yeah, I agree with the others. This looks pretty amazing. All the various ASM hacks... Perhaps the hack of 2016 (if it gets released this year, of course).

Originally posted by Undertaker
Do points actually matter in this game though? I ask because the point meter is still there.

For the optional high score hunt. Hey, Touhou does it too and this hack is a crossover of it and SMW.


Thanks. I don't know if this can be the hack of the year or like, pretty sure there's various hacks that a good chunk of the community seems to have a better preference on, like the SMWCP2 and the featured WIP hacks by the Staff. But I will do my best to make it good to whoever play it!

And yeah, you're right about the score thing. I think the scores should be used more since it's a "fun fact" statistic and some people like to make play to reach the highest score possible.

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Oh and talking about OW, I'd like to reveal this:



That's the (supposed) bonus OW. It does not have anything different yet, so no UFOs nor flying ships yet for example.

I'm not sure if it is good or not, I have no idea what different to put on it. Currently the player can walk around it like RPG and then pick the bonus stage he/she wants to play. The little blue diamonds (and yellow/red dots) are supposed to be the playable bonus stages, but I don't think they look good currently (and lot of levels have them hidden currently).

Also as it's the whole OW, it can be a bit frustrating to the player sees all stages? I was thinking on splitting it in several submaps but Wakana does not have a opinion currently.

So, any feedback or suggestion about it?
GitHub - Twitter - YouTube - SnesLab Discord
Originally posted by Vitor Vilela
Oh and talking about OW, I'd like to reveal this:

*snippy snippy!*

Jeez. This is among the many creations on here that I see and go "this doesn't even look that much like Super Mario World anymore." Which isn't at all a bad thing. It just looks very vibrant and full of pretty decorations, with no real bland spots within it. My only gripe about it would be that I personally feel you guys should change the ghost house graphics into something with more of an actual house look to it. ...unless they're supposed to be ghost houses, in which case you might as well just leave them like that.

I like the look of it so far. I don't really feel splitting it into several submaps is really necessary, but that's your guys' call.
I will agree that the Nazrin sprite is very dated. You're best trying to see if your primary graphics designer can redesign her.
The overworld looks amazing! Even without all the UFOs flying around, it's really well designed! I like the fact that a lot of locations are easily recognizable (Bamboo Forest of the Lost and Seija's castle are the most obvious). It also doesn't clash with the feel of the game at all. Personally, I think one large bonus overworld is nicer than several submaps, but that's your decision. The blue dots are a bit hard to see when you have a global look of the overworld, but I feel like they'd be easier to see when you're actually playing. Maybe you could add the square background like the ones on the main map (unless you're trying to mark a difference)?

I love the upside-down fortress for Seija. #w{xD}

Originally posted by Vitor Vilela
Dunno, I will see it with Wakana. It looks fine for me since it gives a feel that it's the old and good 1-up except for Touhou. And we have to take in consideration the limited SP1 space...
You're right, I wasn't thinking from a technical perspective. It's fine if you leave it as is. It would be a lot of unnecessary coding to have it display different graphics. And the parallel between the Mushroom and 1UP Mushroom is a very good point.

Originally posted by Vitor Vilela


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Oh and talking about OW, I'd like to reveal this:



That's the (supposed) bonus OW. It does not have anything different yet, so no UFOs nor flying ships yet for example.

I'm not sure if it is good or not, I have no idea what different to put on it. Currently the player can walk around it like RPG and then pick the bonus stage he/she wants to play. The little blue diamonds (and yellow/red dots) are supposed to be the playable bonus stages, but I don't think they look good currently (and lot of levels have them hidden currently).

Also as it's the whole OW, it can be a bit frustrating to the player sees all stages? I was thinking on splitting it in several submaps but Wakana does not have a opinion currently.

So, any feedback or suggestion about it?


Okay, Holy Crap this looks good so far. I think using several submaps would be a good idea. It might help players keep track of what stage is where, y'know? c: Either way though, yeah, it's looking nice.
Welp, there hasn't seemed to be any topics discussed on this post for a while now, so I guess it's time to start one. So we have Mario and Luigi, who could be called our equivalents to Reimu and Sanae. Hmm...i'm not sure how difficult or easy this would be, especially at this point, but if you want an equivalent to Marisa, why not throw in Wario? Would make sense given his reputation for stealing things, relying on strength, how easy it seems to ship him with other characters, and of course his rivalry with Mario. Maybe make him unlockable. Either that or a boss thrown in there sorta like Bowser in the last game. It would be neat either way. ^^
That's certainly an interesting idea. I don't know though if that will be viable. Adding another character implies a completely new storyline, modifying existing one to add Wario (or maybe Waluigi too), changing bosses behavior, bosses dialogues, powerup behavior, etc. But I will give a try once the hack is nearby done. I won't promise though.

About hack progress, we haven't done much other than bug fixing, level design updates, graphics update, etc. However I'm nearby done coding Kagerou and once I finish her I may record a video of the fight to show for you guys.
GitHub - Twitter - YouTube - SnesLab Discord
Originally posted by Vitor Vilela
That's certainly an interesting idea. I don't know though if that will be viable. Adding another character implies a completely new storyline, modifying existing one to add Wario (or maybe Waluigi too), changing bosses behavior, bosses dialogues, powerup behavior, etc. But I will give a try once the hack is nearby done. I won't promise though.


Well, I hadn't figured it would be the easiest thing. Just an idea to have out there is all. Even if it's not as a playable character though, I would really like to see Wario involved in this game in some way shape or form. Beyond the comparisons to Marisa, it just seems like this is something he'd get involved with. Seeing a ship flying through the air, Wario would likely either think of treasure and head off to get whatever loot he can find, or Captain Syrup, mistaking the Palanquin for one of her ships, and head off to potentially pay her back for all the trouble she's caused him before (most recently the end to Wario Land Shake it.) Dunno how doable it would be at this point, but it's an idea I've had in my head for a while now. ^^;

Originally posted by Vitor Vilela
About hack progress, we haven't done much other than bug fixing, level design updates, graphics update, etc. However I'm nearby done coding Kagerou and once I finish her I may record a video of the fight to show for you guys.


Oh neat! A video would be appreciated, yeah!
As promised, Kagerou is mostly done and you can watch her video now by clicking this link.

Screenshots for sauce:







Kagerou is the first bonus boss I coded. That means, outside the Undefined Fantastic Object gameplay. So for these reasons I wanted something different. So the idea was to make the player have another way to hit the boss instead of jumps or fireballs. And then I had the idea of using turn blocks, however that didn't work due of the pseudo 3D foreground which would generate lot of cut-off if I decided to place these blocks there. Instead, after reviewing the entire sprite section I found that old YI Sprite Pack and remembered that there was some interesting spawning sprites. So I found a little plant that spawns stuff, which I forgot the name and that balloon which carries items. So that's it, I went with the balloon and made it carry yin-yangs (goombas), which would be used to attack Kagerou. Simple but an interesting way of using them in a generator.

Together with that, Kagerou features a complex graphics system, where most of her frames are dynamically uploaded and it support multiple sizes (32x40, 64x32 and 32x64, though that last one is unused), and high frame rate, making her frames very smooth to look. A huge thanks to Eevee for taking the challenge of drawing way more frames than usual and making this system possible.

Kagerou also features that awoooo (roar) SFX, which made possible by Wakana, by inserting the SFX in Kagerou's theme. To the SFX don't cut-off, I put a special code on AddmusicK to it play on channel #4 instead of #6/#7.

Oh and the attacks. Her non-spells are pretty easy while the spell cards are tough enough. Since it's hard to hit her, she has only 6 HP (most bosses have 9 HP), however even with that the challenge is hard enough for a medium difficulty bonus boss. I may make some revision on the attacks later though, as I always do with the other bosses.

The spell effects are simple. Wavy + slow BG scrolling with palette change (which was all made by me, so blame me if you think my red colors are bad, heh).

That's all I guess.... I hope you guys enjoy it. Be sure to put some feedbacks or compliments, it motivates a lot me to keep going.
Three words:

HOLY. FUCKING. SHIT.


Honestly, the only problems I have with it is the "wolf" (I guess) looks a bit basic, and the balloon's GFX feels slightly out of place. Even still, like the other bosses, this is kind of going beyond epic at this point. It almost makes me jealous... But luckily Mellonpizza is awesome too.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

There aren't any words for how amazing this is... it's such a perfect recreation of Kagerou's boss fight. And Wakana really did a good job with that "Awoo!" sound effect, I didn't even know the SNES sound engine could handle such a clean, high-quality sample!

Just like the Nue sprite, Kagerou's sprite has a very SMW feel to it while also keeping the DDC feel, it's a nice combination. Also, I actually enjoy the red palette for her spells, I find it very fitting, and it's not eye-searing at all (at least, for me.)

I adore the attention to detail, such as the "charge-up" sparkles that Kagerou absorbs before each wave.

Also, in case you need any, here are random suggestions for diversifying hitting the boss:
-Having to use a springboard to be able to hit the boss
-Having to time an ON-OFF switch/P-Switch press so a shell or something falls on the boss
-Having to use fireballs, except with gimmicky ground, so for example, disappearing tiles that don't let the SML-style fireballs bounce up, or something similar to those Bullet Bill-direction-changing tiles (no idea if that' even reasonably doable with fireballs, but Yoshi's Island does have something similar that changes Yoshi's eggs' direction, so maybe it could be combined with Turn Blocks instead)
-Having to reflect some sort of projectile the boss shoots
-Survival spells

Not as amazing as the boss Vitor made, but I also want to show something.

YT - SPC

This will be used when fighting Marisa. Yaa, she's going to take her revenge on the defeat from Touhou Mario 1.

Thank you also @Daizo @Pokopo708 for the feedback. We'll see what we can do on what you pointed out.
Okay, okay, okay. Hold up. THIS is a freaking SMW hack? With this amount of polish, this just looks like a goddamn fangame at this point (where, btw, fangames usually tend to have a WAY better engine then console engines). Yeah, really sorry that I`m not talking in here too often, but well, I STILL get impressed by everyone`s work and dedication on this. Seriously, high quality ports that truly show what the SNES can do in the music department AND graphics that can rival and even trump other games from the SNES era makes this a really great hack IMO, and I really think that this hack should get the attention it deserves. Keep rocking on, you magnificent bastards. #smw{:TUP:} #smw{:peace:}
Layout by Mathos
Nice job on making Kagerou howl. Someone else would've probably used the Blargg roar, but you went the extra mile. #smw{:TUP:}

Also, it makes perfect sense that you'd make a Mario crossover of the Touhou game that has a big flying ship that says "treasure" on its sail. Did you put in any dialogue referencing that?

Finally, I'm really glad that one of the bonus levels allows Mario and Luigi to fight the best Touhou character.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Originally posted by Wakana
Not as amazing as the boss Vitor made, but I also want to show something.

YT - SPC

This will be used when fighting Marisa. Yaa, she's going to take her revenge on the defeat from Touhou Mario 1.

Thank you also @Daizo @Pokopo708 for the feedback. We'll see what we can do on what you pointed out.



My hopes have come true!! Magus Night is gonna be used for Marisa's theme!! This hack is shaping up to be amazing!

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