News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

General Hack Ideas

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

Previous topic - Next topic

Scyzer

Enemies do not work the same way, for obvious reasons. When you're in the landing site, you don't see the ship GFX wrapping around each screen do you? :P

It's because enemies can be offscreen, so they won't draw while offscreen. They can run their routines, but they will not be drawn. The only exception is Phantoon.
Samus normally cannot be offscreen, so there are no checks for her position relative to camera boundaries when drawing.

Quietus

I'm also sure that that room wouldn't work as MoS describes, since (I think) you'd actually have to get above that row of red scrolls before Samus wrapped round to the bottom again..?  Being inside those red scrolls would just have Samus off-screen.

Mon732

The red scrolls stop the camera moving with Samus and has the same effect as being offscreen (I did test this unlike my idea with the enemies :P).

*Mon732 now has visions of a metroid wrapping around the screen as Samus runs from it.

Quietus

Yes, but out of bounds is not the same as off-screen.  Off-screen in your room example would be somewhere within the red scrolls, since, as you say, the camera wouldn't scroll, resulting in Samus being off-screen.  Out of bounds would be anywhere outside of the six scroll areas.

Mon732

Ah, I see what you mean.
Falling through the floor out of bounds certainly wouldn't work because there's nothing to stop Samus falling. Jumping through the ceiling out of bounds might work though, never really tried to go out of bounds tbh.

Scyzer

You just need another copy of the tiles along the bottom, with the actual camera's path in the middle.
Samus's GFX will wrap around if she is offscreen or out of bounds, however you want to describe it. It's because Samus's GFX drawing only takes into account the relative screen position, regardless of which screen it is. If samus is offscreen or out of bounds, 4 tiles right in the screen, then she will be drawn 4 tiles right in whatever screen the camera is in, relative to the scroll screen, not camera position.


The Monster of Surrealton

Metroid in Surrealton

A hack of NES Metroid.

Story
Samus goes on vacation, and end up in a parallel universe where nothing makes sense.

What I hope to do
But mainly recoloring the maps, creatures, and Samus (needed to hexcode that because Editroid doesn't seem to have that feature).
Brinstar is dark red
Kraid is green/purple
Norfair is orange
Ridley is red/orange
Tourian is black

The maps are changed so you explore Brinstar less at the beginning and go to Kraid sooner. The maps will also be bizarre, I hope.

The bombs and Long Beam are found in Kraid and the former are needed to enter his room, and later, the Screw Attack in upper Brinstar.

More mini-Kraids in Kraidland.

Norfair and Ridley will have lava runs.

Tourian will use mainly black tiles to create a pitch-black area, with dark red for some tiles and lava. I want to make Tourian larger and include lava runs.

I really want to include boss refights in Mother Brain's lair in-between zebetite pillars.

Samus' normal suit has already been recolored in a hex program to the dark red and white like my Super Metroid custom palette. I plan to recolor the Varia blue and orange if possible, and the Justin Bailies will be recolored with similar palettes.

Toying around in Tile Layer Pro, I redrew Samus' bikini ending sprite nude out of curiosity. Glad no one in class saw that.


Quote58

hey quick thing metconst. I was watching some super castlevania 4 stuff and decided when I'm hacking again to make that hud in sm, my question is what should the stats on the right hand side be? Ie. instead of hearts it should have...
Obviously the left and middle are fine with the ebar/bossbar, score will be etanks instead, and the subweapon slot will be for missiles/supers w/e, and the time counting down could count up.
So ya lemmi know kbye

Quietus

What about map exploration percentage, similar to the competition a while back?  Possibly even by area.
Failing that, enemy kills seems kind of Castlevania-ish?
Maybe an experience bar?  Your attacks become more powerful as you 'level up'.  Levels ups could happen when an experience total is reached from killed enemies' HP?
Or how about having it so that it is a counter similar to the hearts, and you can only use Missiles, Supers, or Power Bombs if you have 'hearts' available, and they all draw from the one pot?

I can't think of any more right now (and I'm supposed to be working anyway). :^_^:

Quote58

Well I figure the heart counter would just be the ammo counter for whichever item is selected.
The main thing I was asking about was not so much incorporating castlevania stuff into super, I meant using the layout and gfx and such of the SC4 hud, but what it counted would pertain to super metroid. So hearts is ammo, but idk what stats could be counted in super metroid to put in the spots there. (the timer would of course still be there but count up instead of down)

The Monster of Surrealton

#510
Two ideas.

[spoiler="Let's Make MST Mad"]

Lots of red Crateria.
A little blue Crateria.
No bubbles.

...

Just kidding.

...

Or, am I?

[/spoiler]

[spoiler="House of Pain"/"Action Force"/ "Varia Extreme"/ "Danger Zone"]

A little less emphasis on exploration, more on fighting lots of enemies.

You start with 5 missiles and the Morph Ball.

Now and then, the doors lock, and you have to clear a room of enemies.

As you get further into the game, the clean-up rooms have stronger enemies like giant Sidehoppers, armored ninja pirates, and Bangs.

Sometimes, you have to explore entire rooms to find hidden enemies in the walls.

Some items can only be gained by clearing a room, such as a heat room in Norfair where you have to clean house fast and get the Varia, or an underwater room in Maridia room to get Gravity.

E-Tanks, Screw Attack, Super Missiles and Power Bombs are your best friends. Hug them.

[/spoiler]

MetroidMst

MetroidMst haunts the dreams of those who use Red Crateria.

Cloud20

Quote from: MetroidMst on December 04, 2013, 10:26:01 PM
MetroidMst haunts the dreams of those who use Red Crateria.

:lol:
I laugh so hard

Quietus

The problem isn't even so much the colour.  It's how much of it there is.

I mean, it's not just red, nor is it RED - it's RED.

Lunaria

Music hacking for SM is pretty much in a very primitive form right now, and while anyone could learn how to do it and make music, it'd be a load of work to do so; Not to mention that porting a single track and making it sound good takes quite some time and effort.

Thing is that the music hacking done seems mostly to be behind closed doors for personal projects, and while there's nothing wrong with that, I find it quite counter productive. More ideal it would be if those with the skill and desire to work on music hacking work as a team to produce a single music hack with as wide selection of tracks as possible. This would provide everyone more into the design perspective to make the choice of using the vanilla music or this music pack for whatever project they are doing.

And while I certainly want every single hack to have it's own custom soundtrack (preferably with original music!), we all know that that is not possible for a wide variety of reasons! However, I do believe if something like this were made then we would on average increase the amount of variety all SM hacks have by quite a bit; Since, you know, then everyone would have to at least make the creative choice of what music to have even if they don't have the skill and/or team mates to do music hacking work.

Metaquarius

Quote from: Crys on January 01, 2014, 05:49:02 AM
Music hacking for SM is pretty much in a very primitive form right now, and while anyone could learn how to do it and make music, it'd be a load of work to do so; Not to mention that porting a single track and making it sound good takes quite some time and effort.

Thing is that the music hacking done seems mostly to be behind closed doors for personal projects, and while there's nothing wrong with that, I find it quite counter productive. More ideal it would be if those with the skill and desire to work on music hacking work as a team to produce a single music hack with as wide selection of tracks as possible. This would provide everyone more into the design perspective to make the choice of using the vanilla music or this music pack for whatever project they are doing.

And while I certainly want every single hack to have it's own custom soundtrack (preferably with original music!), we all know that that is not possible for a wide variety of reasons! However, I do believe if something like this were made then we would on average increase the amount of variety all SM hacks have by quite a bit; Since, you know, then everyone would have to at least make the creative choice of what music to have even if they don't have the skill and/or team mates to do music hacking work.
I was rather thinking about a user submission system like they did at SMW Central : people contribute when they want to, as I don't want to spend my full time in music hacking (and even less in a team anyway, don't ask me why)

As more and more hackers are gaining knowledge of music hacking, more tracks will be made public. I'm also fairly sure even trades or requests involving custom musics will happen at some point. That will ensure some variety hopefully.

DSO

I've been extremely busy and haven't had time to properly work on anything, but I'll be producing at least a couple songs soon. Some of my concern about releasing music patches publicly is that I tend to mix/match instruments from different songs/games which are selected to not really conflict with the enemies I use in a certain area. However, someone else may want to use the song yet find that their disgeegas now sound like a horn or something. That's pretty much my biggest thought about public music resources.

Lunaria

In which a singular patch with a selection of songs would easy things out both for documentation and for people messing around with it DSO.

And Meta, while you're right that a large resource is better long term, it's not really ideal short term due to that we as a community are new to this concept and need to learn and document it in many manners. Beside, there's no reason one can't start on the resource on the same time. :p

Kitsune_Phoenix

#518
*deleted post*

personitis

It definitely not easy and the closest we have right now, but there is SMMX2 released by FullOfFail.

Kitsune_Phoenix

#520
*deleted post*

Quietus

Ah, Unreal Tournament.  I still give it a blast every now and then.  Definitely one of my favourite games ever. :wub:

Lunaria

Some item ideas I had:

Active Charge
Keeps charging up charged shot while in a spin-jump.
Also boosts pseudo-screwattack damage.

Grappling ball
Let's you use grappling beam while in morphball.

Boost Jump
Gives you extra forward momentum when doing a spinjump.

Quietus

How about having a having a PLM that, when shot, triggers a room transition to a second (or higher) room state, and plonks you at a certain location (probably manageable by having a door block surrounded by solid blocks, and manipulating the door out setting), so that it look like there's a fadeout while a bridge retracts or a wall crumbles or some platforms lower, to make it feel like the room has changed while you're still in it, like an 'active' change.  I hope that makes sense!  If not, I'll try to get some screenshots up. :^_^:

Jordan5

Instead of it fading to black while the room state changes, you could have it enter a cut scene and then after the roomstate has changed, making it feel even more active.