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General Hack Ideas

Started by DSO, May 20, 2009, 08:41:04 PM

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Zhs2

Quote from: knucklesEditing the map tiles?... ( dont know if this is already possible...)
Yes, it is. If you haven't already figured out how to do so, it's likely very advisable that you learn how to search the forum for an answer before posting. Just a hint for the future, but I'll give you this one for free: Try $D3200 in the rom in Gameboy mode in any tile editor.

knuckles

Quote from: Zhs2 on April 21, 2012, 12:16:50 AM
Quote from: knucklesEditing the map tiles?... ( dont know if this is already possible...)
it's likely very advisable that you learn how to search the forum for an answer before posting.
I have... Can't find every thing I'm looking for here. :P

Quote58

Sup all.
I think with some tilemap editing or whatever, to add some animation frames, this could work pretty well for putting the X into super better than using the hopper enemy.
[spoiler]http://www.youtube.com/watch?v=9MGEzri2pR8&context=C494901fADvjVQa1PpcFNKqViRVdsLr1CjCSsH5kFbV01Ry-uuYZc=[/spoiler]

Damski

#303
Quote from: Shadow96 on April 21, 2012, 01:13:41 PM
Sup all.
I think with some tilemap editing or whatever, to add some animation frames, this could work pretty well for putting the X into super better than using the hopper enemy.
[spoiler]http://www.youtube.com/watch?v=9MGEzri2pR8&context=C494901fADvjVQa1PpcFNKqViRVdsLr1CjCSsH5kFbV01Ry-uuYZc=[/spoiler]

Use Bang enemy to posses next enemy and find monster who have 6 frames, Combine it with bang enemy.. Bang act little bit like metroid but they dont suck samus.

knuckles

Quote from: Shadow96 on April 21, 2012, 01:13:41 PM
Sup all.
I think with some tilemap editing or whatever, to add some animation frames, this could work pretty well for putting the X into super better than using the hopper enemy.
[spoiler]http://www.youtube.com/watch?v=9MGEzri2pR8&context=C494901fADvjVQa1PpcFNKqViRVdsLr1CjCSsH5kFbV01Ry-uuYZc=[/spoiler]
Cool... that is better than using the hopper enemy. :^_^:

knuckles

Quote from: Damski on April 21, 2012, 03:09:27 PM
Quote from: Shadow96 on April 21, 2012, 01:13:41 PM
Sup all.
I think with some tilemap editing or whatever, to add some animation frames, this could work pretty well for putting the X into super better than using the hopper enemy.
[spoiler]http://www.youtube.com/watch?v=9MGEzri2pR8&context=C494901fADvjVQa1PpcFNKqViRVdsLr1CjCSsH5kFbV01Ry-uuYZc=[/spoiler]

Use Bang enemy to posses next enemy and find monster who have 6 frames, Combine it with bang enemy.. Bang act little bit like metroid but they dont suck samus.

That is a even better idea, damski.
Shadow, the original way you thought of is more like the Ice X parasites in sector 6.... but still useful.

Scyzer

Please don't double post. There is an edit button for a reason. An edit button you have actually used before.

Quote from: Damski on April 21, 2012, 03:09:27 PM
Quote from: Shadow96 on April 21, 2012, 01:13:41 PM
Sup all.
I think with some tilemap editing or whatever, to add some animation frames, this could work pretty well for putting the X into super better than using the hopper enemy.
[spoiler]http://www.youtube.com/watch?v=9MGEzri2pR8&context=C494901fADvjVQa1PpcFNKqViRVdsLr1CjCSsH5kFbV01Ry-uuYZc=[/spoiler]

Use Bang enemy to posses next enemy and find monster who have 6 frames, Combine it with bang enemy.. Bang act little bit like metroid but they dont suck samus.

Actually it's pretty easy to remove any sucking effects from Metroids, they should be on the main site somewhere. Also, I would have gone with a pipe for those X parasites: they have more momentum and curve around more when you dodge them (far more realistic than what you've got there)

Damski

#307
Quote from: Scyzer on April 22, 2012, 09:11:46 AM
Please don't double post. There is an edit button for a reason. An edit button you have actually used before.

Quote from: Damski on April 21, 2012, 03:09:27 PM
Quote from: Shadow96 on April 21, 2012, 01:13:41 PM
Sup all.
I think with some tilemap editing or whatever, to add some animation frames, this could work pretty well for putting the X into super better than using the hopper enemy.
[spoiler]http://www.youtube.com/watch?v=9MGEzri2pR8&context=C494901fADvjVQa1PpcFNKqViRVdsLr1CjCSsH5kFbV01Ry-uuYZc=[/spoiler]

Use Bang enemy to posses next enemy and find monster who have 6 frames, Combine it with bang enemy.. Bang act little bit like metroid but they dont suck samus.

Actually it's pretty easy to remove any sucking effects from Metroids, they should be on the main site somewhere. Also, I would have gone with a pipe for those X parasites: they have more momentum and curve around more when you dodge them (far more realistic than what you've got there)

Bang is good if you dont want add more animation for monster. Pipe had only 3 frame and metroid 4. X has 6 frame.

A_red_monk_called_Key

i just had an idea i can't use. Create an enemy, PLM, or BTS that triggers an event when shot. put 3 or more in a room, and if one is shot then disable the rest. one event would give access to next area, the rest will fill the next room with lava. the trick would be, to use x-ray on the wall to see the right place to shot.
randomizing the layout each time you enter the room would be a trick.

Quietus

Since one of the biggest problems people have playing hacks is regular wall-jumping, I was thinking that it might be possible to alter it so that when Samus somersaults toward a wall, she automatically enters the wall-jump frame, and slides down, like Megaman does, enabling the player to wall-jump at any time.

I suspect this could be done using BTS, but having to place them everywhere that you can wall-jump could be a pain. :neutral:

passarbye

that sounds like a great idea quietus!

Crashtour99

Actually, that might not be that difficult.  Just a matter of altering the block collision reactions for solid bts blocks, with a bunch of checks for direction, position, proximity to floor, etc.   I'd be tempted to do it (as well as adding sound fx and spawning small dust clouds during the slide) except my hack isn't going to have wall jumping at all. 

Quietus

How about having a slightly different use for the shoulder buttons on the status screen, where R takes to you to your status screen and back, and L allows you to cycle through the different area maps, regardless of which area you are in.  Obviously the flashing cursor would one appear if you're viewing the map for the area you're currently in.

Rothlenar

This one's for Super Metroid.

I had an idea (for quite a long time) concerning missiles, or just attack power in general for beams and ballistics weaponry. Again, it's one of those ideas where I know what I want but I don't quite know how to use the tools to make it happen, yet.

I know that someone proposed the idea a long time with the patch Missiles Of Destruction, but I was wanting to take this step further where you could change the vulnerability factors when using the missile reload station.

Also, I wanted to see it where each time you use a different station, it would keep increasing the power of the missiles/super missiles. Of course, to balance this out, you could only get this upgrade effect once per station. I had the same idea with beam attack power, where the first use of each energy recharge station would boost your beam power a little bit. To me, this would seem like a simple hex change for boosting the power and changing the vulnerabilities, and maybe adding a check to see if that particular station has been used already.

Heck, I wonder if you could also do something like decrease the amount of time it takes to charge the beam after "upgrading" at an energy recharge station, similar to Accel Charges from Other M.

Zhs2

Well, at least one of your ideas has come to life, though not at recharge stations.

Weterr123

I would have no idea how to implement this, but how about:

Instead of modifying how long Samus has to run before speed boost kicks in, how about making it so that Samus can reach speed boost quicker by running down slopes. That way, if a level designing genius makes a speed booster puzzle that would normally require super duper short charge (the hold 'run button' on certain frames method achieved with whatever tools TAS'ers use), and then 'hide' a slope nearby, that would make for a really cool, erm, thing.

Oh, and if the slope thing was subtly hinted at on the return path after speed booster, that would make for Super Metroid genius!! Think about it. Only the best players who play SM or hacks of it day in, day out, who know the original physics so well, only those veterans would notice perhaps.



Quietus

Well, it already kinda works like that for steep upward slopes, so why not down? :^_^:

OmegaZero

I have a Idea for Super Metroid Where you put Omega Zero In Samus's Place insteed of playing as Her you play as Him....

(Just too let you guys know im pitching this Idea im not doing it my self cuz i suck at hacking)

Qactis

that idea actually makes a lot of sense, and wouldn't be too difficult to do

Lunaria

It just hit me that super metroid uses a lot of space related to beam weapons due to all beam combinations. So it hit me that you could have a huge amount of beams added to the game if you make it so you can't stack any beam (beside charge of course.)

I'd open the door for more types of beams in hacks, and in turn, more major upgrades to place/pickup. The downside is that you lose a bit of depth in the weapon department.

Qactis

And then you understand why I want to allow a max of 2 beams in combination (with a powerup) and 6 beams total

Quietus

I find the idea of beam restrictions to be OK, but it really depends on the hack.  Switching beams regularly kills flow.  Even with some of the patches available, which alter the mechanics for beam switching, it still requires a player to play a hack enough to get used to the new method before it becomes fluid.  Until then, it kills flow.  I'm not suggesting that you don't do it; only that you're careful / clever with it.

Also, in most hacks, the most immediately felt power-up is normally an additional beam, so restricting beam combinations may leave players feeling nerfed.

MetroidMst

Quote from: Quietus on January 25, 2013, 04:45:25 AM
restricting beam combinations may leave players feeling nerfed.
I cannot agree with this thought in this case. I will agree, getting a new beam is often the best way to feel more powerful, but preventing stacking isn't an issue. You would be getting more beams this way, not less. The switching thing could mean getting used to a new HUD system or something like that, or it could be done like Prime 3, where the beams "stack" their powers together, but in reality it is just a new beam. I do not believe adding more beams would make a player feel nerfed at all.

Quietus

It would be about balance.  I'm not saying that having more beams (that can't be combined) may leave a player feeling nerfed - more that the lack of stacking may do so.  If a player progressively gets stronger beams, and ends up with a super-duper-mega-power beam, then it'd be balanced out, since you'd likely stick with each, more powerful, beam, and wouldn't miss the old one.  The original game is a good example (excluding Ice, which is more of a tool), where players start with the Power Beam, then add Spazer, then add Wave, and then add Plasma.  There's no need to deselect any, since the power always goes upward.  What I was getting at above is that single beams would be OK, but they'd have to always be getting stronger.  As an example, it would be frustrating to go from a really fast, weak weapon to a really slow, powerful one, since the damage output would be pretty equal, and it would seem like a downgrade.

JAM

AFAIK, 2 new beams prorably can be added (without droping any other weapon) if relocate and expand A LOT of arrays.