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General Discussion and Questions regarding the project

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Originally posted by Lightvayne
yeah, we probably should have planned that ahead of time, though with a few story changes, it could probably be made to work

I don't suppose Kipernal could make some kind of dynamic text with his cutscene tool, that would swap out the Mario text for Luigi text anytime he is in play, can he?


Originally posted by Donut Plains 1 message box
Use Mario's cape to soar through the air!


Originally posted by Yoshi's island 3 message box
-POINT OF ADVICE-
The big coins are
Dragon Coins. If
you pick up five
of these in one
area, you get an
extra Mario.


Originally posted by Yoshi's island 2 message box

To do a spin jump,
press the A
Button. A Super
Mario spin jump
can break some of
the blocks and
defeat some of the
tougher enemies.


Originally posted by Iggy's castle end message
Mario has defeated the
demented Iggy Koopa


Originally posted by Lemmy's castle end message
Mario has triumphed over
Lemmy Koopa of castle
#3. Mario's quest is
starting to get much
more difficult.


The list can continue, but the point is, there are a large number of texts in the original text that mention only Mario, regardless of who's playing, and the second player isn't even mentioned once, he's clearly an afterthought. I'm not arguing against making it fit better with multiple players, but it's not a huge loss if it can't be done. Don't know anything about RN's level, but for the story it's not a big problem.
Of course, the original game has a lot of things which seem...inelegant, and we usually recommend changing these things.

Ultimately, whether we cut Luigi out as a playable character or leave him in uncompensated for, we end up with a hack that appears to have been designed without Luigi in mind. Because it was designed without Luigi in mind. In that respect, it seems to me that the better choice is to opt for the course of action which acknowledges this (i.e. not making Luigi a playable character) rather than the one that awkwardly ignores this fact (having him there but only talking about Mario), as the latter just comes off as a huge oversight on our part.

The question, I suppose, is how important is a 2-player mode to our audience? After all a lot of the most popular hacks (including just about every one with a story) are one player only, and no one seems to complain very much about that. It's something of a minority that plays ROM hacks with two players to begin with, and a much smaller one still that plays them in such a way that they absolutely need to have two distinct player characters (as opposed just taking turns with a single player character, e.g. passing around the controller). As such, it just doesn't seem to me that having a separate, playable Luigi character has enough advantages to make up for the awkwardness it would cause.

That's just my own personal take, mind.
I've never seen the big deal with one player hacks anyway. Typically, if you're netplaying them on ZSNES, you can just set up a "turn taking" system (that is, press Escape to open up the netplay window and then switch who the first player is). It takes all of two seconds and it allows two people to enjoy a one player hack just fine.
Don't forget that to use the special world palette to invert the colors requires a submap reload. This means it can't be done directly after RU. Now it could be activated after the level before RU with the assumption that the player will simply go to RU next, but I suppose if the player dies at any point in RU the submap will re-load and show the inversion.

Late reply but I've not been following lately.
No point using tricky workarounds when we can use a little piece of ASM. Exiting a level counts as a sublevel reload, we can just make the goal tape(*) set the flag.

(*) Anyone who questions whether we use goal tapes in SMWCP2 is missing the point entirely and will be whacked with a tuna.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
goal tape



we dont use goal tapes

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by Giant Shy Guy
Originally posted by Alcaro
goal tape



we dont use goal tapes


(*) Anyone who questions whether we use goal tapes in SMWCP2 is missing the point entirely and will be whacked with a tuna.

Originally posted by MrDeePay
Originally posted by Giant Shy Guy
Originally posted by Alcaro
goal tape



we dont use goal tapes


(*) Anyone who questions whether we use goal tapes in SMWCP2 is missing the point entirely and will be whacked with a tuna.


Yeah - I did that on purpose.
*insert facepalms here*


Whack!

<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
*insert facepalms here*


Originally posted by Giant Shy Guy
Yeah - I did that on purpose.


* MaxodeX runs to hide
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
I'm glad we're making steady progress with this load of dumbness and all, but if we could get back on track, that would be swell.


This is the closest this Goomba from B0 can be placed so it would walk towards Mario, not away from him.

And reposting this, suggesting these changed to Switch Scamper:
CLICK
Most especially the existence of that door.
Sorry for the lack of updates, I've been beyond busy with classes and whatnot. The activity in the SMWCP2 forum itself has also subsided dramatically, which is a bit of a problem. I'm actually beginning to worry about how long it'll take us to finally finish this thing .. or if we're even going to be able to pull through these final hurdles and get it done. I don't want us to fall into the same cryogenic state that VIP5 did (four years of nothing), but at the rate things are going, I'm starting to understand WHY it took VIP5 so long.

I've fired off some PMs to the boss coders in hopes of getting a least a few of them inserted. It's the most I can really do at this point; it's out of my hands.
On that note, since, even at this late point in development, we still haven't really to any degree settled on what exactly we want to do with the SMWC coins, I would hereby like to propose the following as the complete list of prizes:


20: Limited edition SMWC collector's plate, AKA the booby prize.

50: "What's Bowser up to now?" scene.

90: Powerup area, à la the Top Secret Area.

150, plus all 8 castles completed and Norveg defeated: Secret lab , AKA Asteroid Antics, thus kicking off the postgame.

200: Sound test.

246, plus World 9 completed
: Silly top-secret-extra-bonus-post-epiloguely-thing, perhaps with a code or cheat of some sort being listed at the end.


All in all, nothing too terribly complicated, but enough variety to make things sort of interesting. Furthermore, a reasonably thorough exploration of the main game is needed to access the post game, but the player is not absolutely required to hunt down every single coin in order to access real gameplay content, and the period for coin hunts (assuming the player has not being consistently looking for them throughout the game) is placed after completing World 8 and before beginning World 9, meaning it will not interrupt the natural flow of the game, but instead merely mark the boundary between the end of the normal story and the start of the epilogue. Finally, those who do wish to seek out every last coin are provided, in the manner of the DK coins in DCK2, with a prize that above all serves as a formal recognition of their accomplishment, and in the form of the code, perhaps provides a little bit of an extra something to serve as the analogue to the monetary award they would receive along with their Nobel medallion.

Thoughts on this proposed selection?
Originally posted by Rameau's Nephew
90: Powerup area, à la the Top Secret Area.


Found in the Hub. Slightly mentioned by a coat-and-dagger AKA Agent Alpha Toad.

EDIT: I suggest to have something like in Super Talking Time Bros. 2; multiple rooms containing one certain power-up. The amount of coins you get unlocks each room.
I dont think people want to travel to the beginning of the game and go through room after room to achieve a power up. Can you just do something like this ?

1. To expand the hub.
2. How is placing it there different from putting it at the hub?
3. That's what the pipes are for. There one just right above the hub.
4. Expanding hub is like making a mini-story: here, a dubious Toad in an overcoat is keeping these rooms secret to Norveg and his posse. He helps Mario out as Mario proves himself to be trust worthy with collecting the SMWC coins.
5. Why put a 3-Up moon there?

~~~

Maybe the sound room should be in the hub too.

I'll explain at the hub thread.
You had to go back to the original TSA each time you wanted powerups. I don't see the issue personally, especially when we're going to be including a network of pipes which essentially lead BACK to world 1.

But hey, if others disagree, we can find a workaround.
Correct me if I'm wrong : The L and R keys seem completly useless in the hack currently. There are no destroyed castles to re-enter, and let's not even talk about 2-player life managing (2P mode is pending and, seriously, who uses that ?).

Would it thus be possible to rework them, so pressing one/both allows the player to access the HUB (or, if there is none, the powerup area) 'on the spot' ?
This could even be justified by some sort of "emergency pocket pipe" item given to the player during the intro, à la Super Paper Mario, or farther in the hack as an unlockable (for a few SMWC coins ?). It would be even more useful if the player could choose between instantly going back where he/she was before and starting back from the HUB.

Going even further, perhaps this item could transport the player to the other unlocked worlds as well...
Originally posted by Lemonade
Correct me if I'm wrong : The L and R keys seem completly useless in the hack currently. There are no destroyed castles to re-enter, and let's not even talk about 2-player life managing (2P mode is pending and, seriously, who uses that ?).

Would it thus be possible to rework them, so pressing one/both allows the player to access the HUB (or, if there is none, the powerup area) 'on the spot' ?
This could even be justified by some sort of "emergency pocket pipe" item given to the player during the intro, à la Super Paper Mario, or farther in the hack as an unlockable (for a few SMWC coins ?). It would be even more useful if the player could choose between instantly going back where he/she was before and starting back from the HUB.

Going even further, perhaps this item could transport the player to the other unlocked worlds as well...

Ooh, nice idea. Even better, perhaps we could use an overworld sprite for this. Perhaps the hub could be a flying building or something. You press L or R to call them, they come pick you up, and you either get to fly the craft around and land on levels you've already opened or you go into a level that is the inside of the craft. (Or maybe you enter the craft and have to go talk to the captain lakitu to be taken to another level?)
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
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