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Posted on 03-09-12, 05:51 pm
Super Mario
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So let's talk about how the new hack should be. There are many ways to make a hack. Either focusing on making original-like levels, or crazy minigames, or tilesets, music and so on. You can make a hack be like the original game, or more puzzle-like, or jump'n'run, etc.

So how should our hack feel like?

I propose the following:

The hack should be in the same spirit as the original levels. Every level has a theme, with certain sprites, and so on.

Just ONE thing I wouldn't want to have: activator abuse.
So yes, I know using activators makes one feel like a l33t NSMB hacker because they're the most difficult feature to use. But activators are really unintuitive for the player. Most of the activator-based levels I've seen are frustrating, weird or full of unfair surprises that require you to play the level again.

What'ya think?

---

I'll update this post as people post their thoughts here
Posted on 03-09-12, 05:55 pm
Shyguy


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I think it should be sorta like the original, quality levels that are fun to play (except maybe a bit harder then the original).

Posted by Dirbaio
Just ONE thing I wouldn't want to have: activator abuse.
So yes, I know using activators makes one feel like a l33t NSMB hacker because they're the most difficult feature to use. But activators are really unintuitive for the player. Most of the activator-based levels I've seen are frustrating, weird or full of unfair surprises that require you to play the level again.

Yeah, I don't think we should use them alot or abusively. We don't want this hack to be like NSMB 3.
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Posted on 03-09-12, 05:58 pm
Roy Koopa


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Yes, I agree. Original levels and each level has different sprites. And no levels with tons of views. I mean that there are hacks where the level is split into many small rooms. Thats bad.

And I think we should put in more originality. Look for example at NewER Super Mario Bros Wii. It has many new fantastic ideas.

@Activators
Can we use them for small funny things? (Nothing like NSMB3). For example to destroy walls or so.


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Posted on 03-09-12, 06:00 pm
Shyguy


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Yeah I agree, also IMO it should feel like like your playing a brand new game, where everything fits in and has a purpose.
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Posted on 03-09-12, 06:03 pm
Super Mario
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Well, I'd only use activators if they give some new gameplay element.

Just one wall next to a switch that breaks it is NOT a new gameplay element.
A freaking huge maze where walls appear or disappear as you hit switches *is* a new gameplay element, but it's NOT fun.

In general I think that using the block create/destroy sprite is a bad idea. It can only lead to silly things, or annoying things... Feel free to prove me wrong though. I'm not creative enough to think of a good use of that sprite but maybe you are
Posted on 03-09-12, 06:08 pm
Roy Koopa


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In NSHB we use it for "Pow-Blocks". If you hit the Pow-Block, something gets destroyed. Or just for some nice looking things We also use it for Minigames (race against spiny, if you are too slow, a wall will appear at the end and if you are fast enough, the wall wont appear )
Or kind of turning giant blocks. Eg: A "C" made with bricks and let these blocks "turn". There can be done pretty much nice stuff with this sprite
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Posted on 03-09-12, 06:11 pm
Super Mario
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Hmmm..
lol.

Well, if you feel it's for something new and intuitive to the player then I have no objection about using The Sprite.

I wasn't saying that activators are forbidden. I just meant that we should try to avoid them becoming annoying to the player.
Posted on 03-09-12, 06:13 pm
Roy Koopa


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Oh, ok. I know what you mean. Best example is NSMB3
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Posted on 03-09-12, 06:14 pm
Super Mario
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Posted by ray
Oh, ok. I know what you mean. Best example is NSMB3


You mean, example of good use or bad use?
I consider it 99% bad use.
Posted on 03-09-12, 06:18 pm (rev. 2)
Roy Koopa


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Yep I mean bad use. SKJ's levels are absolutely unfair. I have no Idea how someone can make such bad levels

[/Offtopic]
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Posted on 03-09-12, 06:19 pm (rev. 1)
Shyguy


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And what I don't get is people find that fun?!

EDIT: Ok lets get back on topic.
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Posted on 03-09-12, 06:20 pm
Roy Koopa


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Maybe we could add SGM remixes as music
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Posted on 03-09-12, 06:21 pm
Panser


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(I do not know if the central thread)We could create a remake of super mario 63 as the game is in 2D we would not have problems
Posted on 03-09-12, 06:21 pm
Roy Koopa


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Didnt you do that already? And we said above we want it more like Nintendo's level No remakes
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Posted on 03-09-12, 06:24 pm
Panser


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Ok, but the tileset are edited?
Posted on 03-09-12, 06:24 pm
Super Mario
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Gerry: No, no remakes The hack has to be 100% original. It's more fun.

Yep, back on topic.

Any new kind of levels we want?
Airships?
Some kind of star-world when the player completes the game like in SMW? (We could use worlds 4 and 7 for this, with some ASM hacking)
Change the world themes? (texture hacks)
If so, what themes? I want Chocolate Island

Dunno, just throwing ideas to be discussed

Posted on 03-09-12, 06:27 pm
Panser


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I like the idea, but I would take care of tilesets
Posted on 03-09-12, 06:27 pm
Roy Koopa


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Of course Airships I really like them. And maybe trains? But for trains we would have to edit the square turning block
I would suggest 5 new levels in the Toad House which appears when you completed the game

Chocolate Island is... too... crazy. That is good for one level, but not a complete world

I would like to have a honey world I mean grasland with honey to climb on like in SMG
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Posted on 03-09-12, 06:30 pm
Porcupo
Captivated by Persona 4

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That is a cool idea,
I was thinking of a Bikini Bottom level/world, but I know it is harder to do than a Honey World
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Posted on 03-09-12, 06:30 pm
Shyguy


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Posted by Dirbaio
Any new kind of levels we want?
Airships?

Yeah, airship levels would be quite nice.
Posted by Dirbaio
Some kind of star-world when the player completes the game like in SMW? (We could use worlds 4 and 7 for this, with some ASM hacking)

I also quite like the idea of this.
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