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Super Mario: Stellar Rescue (previously known as Super Mario: Daisy's Kidnapping) - new first level wow

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I'm so glad that you're thinking of making the Buzzies actually slide in their shells instead of just landing on their feet. It's an inaccuracy that I encounter all the time (in addition to custom enemies generally being immune to shells) that always bugged the crap out of me. It also just makes for a more interesting enemy.
Originally posted by Tahixham
As it's a the equivalent to a fortress - we should have a boss. It's on its way! I'm scrapping that Boom Boom boss I used that's from the sprite section and coming up with alternatives (Boom Boom related tho).

Are you making an alternative 1 of Tsutarja‘s Boom Boom? In SMB3,
1. Boom Boom suppose to run against Mario inside of running back and forward. Then he trips over after running for a couple of seconds and stands up and runs again.
2. Mario can attack Boom Boom with fireballs. Take 9 fireballs until he’s defeated.
3. Boom Boom also works with LX5’s custom power ups.
4. Instead of 4 jumps, jump on Boom Boom 3 times until he’s defeated.
5. Using cape spinning or tail spinning attacks will work if Mario is close to Boom Boom. Take 9 spin attacks to defeat him.
6. Boom Boom will jump super high or grow wings and fly around when the extra bit is set.
7. Jumping on Boom Boom spawns score sprites.

I hope it turned out better than the original game. Good luck.
Mr Scotsman said:
This hack has a very promising look to it, with it not having the Mario sprite from world, and it having some good sprites from the other games. when this comes out i'm sure i will love it #smrpg{:D}
Thank you and have a nice day

Originally posted by Tahixham
As it's a the equivalent to a fortress - we should have a boss. It's on its way! I'm scrapping that Boom Boom boss I used that's from the sprite section and coming up with alternatives (Boom Boom related tho).

Are you talking about the Tsutarja's Boom Boom?
What's wrong with the Tsutarja's version?
Originally posted by Roberto zampari
Originally posted by Tahixham
As it's a the equivalent to a fortress - we should have a boss. It's on its way! I'm scrapping that Boom Boom boss I used that's from the sprite section and coming up with alternatives (Boom Boom related tho).

Are you talking about the Tsutarja's Boom Boom?
What's wrong with the Tsutarja's version?

I just told you.
1. Boom Boom runs back and forth inside of following Mario, and the boss can’t trip on his belly.
2. Mario can’t attack Boom Boom with fireballs. Add support for LX5’s power ups.
3. Mario can jump on Boom Boom 4 time to defeat him. Why not 3 like in SMB3.
4. There are no score sprites when Mario jumps on Boom Boom.
5. There is no extra bit. Just choose between jump super high or use his wings to fly around.
i never knew boom boom was so important to you guys lol


@kyasarintsu: I agree, kinda bugged me too when I downloaded the sprite. Hopefully I should find the time tomorrow to do it #tb{:]}

@CalHal: I'm not looking to make a SMB3 disassembly or anything here. I wan't something that is Boom Boom but with some original and new routines so it's fresh

@Kyle-o: Thanks #tb{:D}

@Roberto: Nothing is wrong with it, it just doesn't fit my requirements. I want some new attack routines as well as six/seven different variants for each world to fit in one sprite slot, so making my own for this makes sense.



Anyway, speaking of boss. I have a video (not Boom Boom). Enter Larry Koopa. World 1/Verdant Green boss. Praise the Koopa child, give your soul to him etc etc blah blah.



Larry shoots some traditional blue fireballs in a sort of fan pattern (admitedly, the bottom fireball is kinda pointless but it didn't look right - and if I made Larry jump when firing them they were too high/hard to dodge). On the third hit he launches them faster and quicker.
I also wanted to make sure I implemented small details like when he is surprised Mario made it to the end of the tower, or the wand flying away when he is defeated.
I wanted to make sure we actually obtain a power star at the end of the boss fight too, and you can see that (and it safely back in the castle). And as when you defeat the level you would normally have to travel back via the overworld which can take time, we warp straight back to the hub level so we can carry on swiftly with our journey!
(also I'm aware the timer keeps ticking when we defeat the boss, will fix #tb{:p})
Originally posted by Tahixham
@Roberto: Nothing is wrong with it, it just doesn't fit my requirements. I want some new attack routines as well as six/seven different variants for each world to fit in one sprite slot, so making my own for this makes sense.

Reminding that in New Super Mario Bros U, Boom Boom bosses are like:

-Jumping and Spin Jumping
-Larger Boom Boom
-With Wings

What ideas you have for the Boom Boom Boss in your hack?
Larry does act better than the NSMB games. Well done.
Probably the best Larry boss I've seen in a while. The only minor nitpick I have is the way he goes in his shell and moves is a little too sudden, feeling like a romhack boss. I think having it "charge up" a little then move with a slight buildup (rather than immediately move at the required direction, it starts from slow to it's current speed smoothly) would be nice along with it slowing down and then going the other way when it turns around would make it feel a lot more natural. Think how the Koopalings' transitions it's directions in SMB3 or modern NSMB games.

Keep up the good work!
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Thanks Daizo - do you mean more like this?
I agree with what Daizo says and I think that it looks better the way it is now. Maybe the shell could pause for a tiny moment before Larry leaps out into the air.
Originally posted by Tahixham
Thanks Daizo - do you mean more like this?

Yes exactly what I was talking about. Now it feels more polished!
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)


Thanks guys - like this? (wait for the end of the gif sorry so long lol)
Definately can take this on board now for the other koopa kids too.



Anyway, the desert continues!


Dry Desert 3 is set on an oasis thing. I said how deserts don't have clouds because no water a few posts back, but I lied don't ask questions.


We feature palm trees (we can stand on), pile drivers and more use of the boomerang flower. Also, fish and stuff in the water. I had to go back and take more screenshots btw becuase I realised I didn't show any water!
Originally posted by Tahixham

Why the level arrows are green except the fifth level?
@Roberto: Because they are beaten.


onwards.


The quicksand level is a little Lakitu romp to break the pace. Just a short thing up to I think 0F screen. I had planned to do something like Blooming Lakitus from NSMBU, but it felt far too similar in this world and aesthetic/environment, so I'm saving it for later on. Instead, we stick with good old fashioned spinies and quicksand.




And then we have Dry Desert 4 (if I haven't lost count). Harking back to the coolest of the cool cool levels from NSMB2. That level has always been a fav of mine. Also uses a fantastic little tileset from Squishy Rex @ MFGG (of whom's graphics are probably going to feature more in later worlds).
I made a bad attempt at a similar level a few years ago in some hack that got cancelled because I broke stuff or whatever - fun fact.
We introduce Nippers here, as well as use some original SMW platforms like the grey one that falls and the spinning one. There's a few secrets hidden around and under totems in the clouds too.



Please excuse my badly recorded gifs i made them quickly and kept dying.

I'm trying to throw in different levels throughout the desert world, as sand can get boring quite quick.

(also idk what i did to deserve the hdma keep glitching out on me like that expect the hack to be cancelled because of that entirely in the near future - im hoping some wise being will browse this thread and fix it with a magic wand)


OH AND FINALLY
I updated Larry (and will be all koopa kool kidz) gfx to more mfgg stuff. By DocMelonhead.
now larry can have a proper jump frame and looks fresh.



kbye
Originally posted by Tahixham
@Roberto: Because they are beaten.

I suggest to use a M (or L) in the map area when beating a SMB3 level, since you coded everything by yourself.
Roberto maybe more like this?

I don't wanna use the big M tiles to cover the whole thing because that implies the levels can't be replayed which would be sad #ab{:(}


onwards 2.


This is Dry Desert 5 - the final external desert level. ft. chain chomp the rapper, pokey the baritone and Mario the soprano. Revolves around navigating your way through some twisty pink pipe things, in more interesting structures than SMB3. Also, some secrets hidden above them too accessed via springboard.


I've also managed to make another bug whilst taking those gifs where the slippery flag came on randomly so fun times boys and girls. probs going to end up porting the whole thing to a new rom and finding out where these bugs are breeding


Dude... looking into your images, I must say I'm impressed your style; leaving the common-place of the vanilla hacks to do a SMB3-inspired one... and being damn good with it! I'm really in for playing an eventual demo or final release of yours.


Regarding your slippery bug... are you, by any chance, using the Slippery Blocks pack from GHB? If you are... I believe I could help you with this, as someone once helped me.





Dream team (feed them, please):






Thanks, Major Flare! The slippery bug I've not actually been able to pull off since... And I'm not using the slippery blocks yet but probably will do in the future. If I get a bug I know who to ask #tb{:]}


onwards 3.

I played around with the status bar to only show relevant stuff in relevant levels. Basically, the timer and star coins don't show in hub levels any more.


I have implemented proper star coins.

They're not LX5's ones, they're my own becuase I have requirements lol. Star coin gfx mostly based from a thing by a user called Kojimkj at MFGG. They update on the status bar as above.

Star coins also are saved when you get the midway point too - and appear blue if you replay the level and have already collected it.




In turn with that, I wanted proper OW counters etc, bringing us to:

Counts star coins, hidden Marios, indicates if this is the level you have the midway on and if the level is passed! They were going to be just layer 3 but I didn't like the inconsistency between OW and levels, so I made them sprite tiles.

Hidden Mario has been changed, based on feedback regarding padding. There's now one in every level (e: and they're not post game only now either) - find all of them and unlock something cool. That will be explained somewhere by some NPC.
Hello again where I can find the Star coin counter for ow

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