Yay, finally! A city based hack! Something I've been hoping for!
Also, Mario's beard is a great idea. Good work!
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Grand Theft Mario - A Team Five Star Hack
Do you keep the gun all the time or just when you pick it up? And did you get sprite tool working?
When I read "score a lot" (in the intro), I read it as "score a lot with women."
IMO, just "make it big" is adequate.
Also, why is FF6 boss music playing in yoshi's safehouse? :X
IMO, just "make it big" is adequate.
Also, why is FF6 boss music playing in yoshi's safehouse? :X
Awesome! Mute City!!! This is 10 times better already! Oh, and great level design!
EDIT: Do you guys have a supporter userbar for this? I would definetly be wanting to put it in my singature.
View my YouTube channel here!
View my website here!
EDIT: Do you guys have a supporter userbar for this? I would definetly be wanting to put it in my singature.
View my YouTube channel here!
View my website here!
The BG could have a bit of a better pallete, and the gun can be improved.
Mario's overalls turning black for a frame when he walks can be improved, and you turned the Overworld sprite into a piece of shit as well. Bring the old one back, or make a new one that isn't "hey look I was made in 30 seconds in MS Paint". Basically one that actually looks like Mario. The half-ass player sprite edit should be changed back too. If the cellphone is going to be used in place of the message block, there should be either a custom hitbox made for it, or a different graphic, because it's all too easy to jump ontop and stand on air.
And the crappy use of Cave Story graphics... A little Map16 rearranging is all that's needed for that issue, though.
The gun should be made to use coins as ammo, and it shouldn't x-flip. There's two patches for that. Also, Mario shouldn't change pallette when he picks up the gun, instead he should actually pick it up - set pixels of Mario's sprite to be transparent until the Fire Flower pallette is obtained, then change them to be either shading or black, depending on how much detail the gun has.
Otherwise, I'm liking it so far. Check the Map16 of your boost blocks.
And the crappy use of Cave Story graphics... A little Map16 rearranging is all that's needed for that issue, though.
The gun should be made to use coins as ammo, and it shouldn't x-flip. There's two patches for that. Also, Mario shouldn't change pallette when he picks up the gun, instead he should actually pick it up - set pixels of Mario's sprite to be transparent until the Fire Flower pallette is obtained, then change them to be either shading or black, depending on how much detail the gun has.
Otherwise, I'm liking it so far. Check the Map16 of your boost blocks.
This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Since you have given me a lot of construtive criticism and suggestions for my hack, I feel that I should try to return the favour. So here's some things I noticed in the first video:
-The sprite shown when you hit a turn block looks slightly different from the block itself.
-The "right" sound used for the gun is kind of weird...
-The blue/yellow things (I have absolutely no idea what they are) look kind of bad with their current palette.
-If the blue circles are midway points, you might want to make them play the midway point sound when collected, to avoid any confusion.
-The coin created when you shoot an enemy has a wierd black patch in it...
-Mask Koopas turning into Waddle Doos when stomped doesn't make much sense... And besides, they turn back into squished Shelless Koopas when stomped.
-Speaking of the Mask Koopas, since they aren't Koopas at all but rather Waddle Doos, the second message block ("Considering all of the Koopas...") doesn't make much sense either.
-At the end of the level, Mario is walking into the wall. You might want to extend the ledge he's on... And what's up with the post-goal Bullet Bills?
Except for the invisible custom blocks, I didn't find anything bad about the level in the second video, apart from the On/Off Block's bounce frame being glitched. Since it seems to be using an unused tile, this shouldn't be hard to fix.
Apart from these minor issues, the levels seems really good. Keep it up!
My YouTube channel
Get the official ASMT resource pack here!
-The sprite shown when you hit a turn block looks slightly different from the block itself.
-The "right" sound used for the gun is kind of weird...
-The blue/yellow things (I have absolutely no idea what they are) look kind of bad with their current palette.
-If the blue circles are midway points, you might want to make them play the midway point sound when collected, to avoid any confusion.
-The coin created when you shoot an enemy has a wierd black patch in it...
-Mask Koopas turning into Waddle Doos when stomped doesn't make much sense... And besides, they turn back into squished Shelless Koopas when stomped.
-Speaking of the Mask Koopas, since they aren't Koopas at all but rather Waddle Doos, the second message block ("Considering all of the Koopas...") doesn't make much sense either.
-At the end of the level, Mario is walking into the wall. You might want to extend the ledge he's on... And what's up with the post-goal Bullet Bills?
Except for the invisible custom blocks, I didn't find anything bad about the level in the second video, apart from the On/Off Block's bounce frame being glitched. Since it seems to be using an unused tile, this shouldn't be hard to fix.
Apart from these minor issues, the levels seems really good. Keep it up!
My YouTube channel
Get the official ASMT resource pack here!
I've sent a PM. Probably. I have some good ideas, and it did look like it had some good potential. This is one hack I'm pretty sure I'm not gonna give up on, unlike my others.