Fluid Moment Mario

do you like them video games? what about those there romhacks? well pop on in here and talk about them then! what are you waiting for?!
tatanga
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Fluid Moment Mario

Post by tatanga »

Fluid Moment Mario
Tactics

Story
Bowser and his evil turtle tribe have taken over the world. A band of rebels have formed to fight against the new regime. Their leader Yoshi gives the team commands through a network of message blocks installed around the city. Two plumbers from the inner city have recently joined the fight as well. Their names are Mario and Luigi. After the Koopa King captures the elite members, Yoshi gives the brothers an assignment: to infiltrate the secret Koopa Base and find out what they’re planning.

Screenshots
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What to Expect
Updates once or twice every week.
Minor cut-off tiles as seen in Super Mario World.
Classic platforming levels at a moderate difficulty.
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raocow
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Re: Fluid Moment Mario

Post by raocow »

lookin' pretty nifty there! I especially love that 'interior' scene.
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gamercal
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Re: Fluid Moment Mario

Post by gamercal »

Mmm, this sounds like something I would get into. Good luck with it, hope it all goes well :D

I guess I'll have more to say when there's more info around, but from what you've shown here it looks good.
randoguy101
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Re: Fluid Moment Mario

Post by randoguy101 »

This is pretty rad for all vanilla graphics!
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tatanga
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Re: Fluid Moment Mario

Post by tatanga »

Thanks for the feedback. I'm aiming to try and make new objects from the original GFX.

Here's an update on the first stage, Spore City.

Screenshots
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There's two exits to this level. The leader, Yoshi, tells the brothers to find the Koopa Tribe's secret base. The brother will get close to the entrance, but are unable to enter because they don't have the means to burn through the barrier. The in the next level, the goal is to find a hidden cave with Fire Flowers and then return to the opening.

Dragon Coins will be important in this game, and I'm trying to make them somewhat difficult to obtain. I'll need to figure out how to edit how the game counts them before I release it. I'll show more information on the next update.
tatanga
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Re: Fluid Moment Mario

Post by tatanga »

Here's an update on the second level of the hack, called Road 01. In this level, the brothers travel to find an underground cavern where Fire Flowers are, so they can burn down the obstruction blocking the path to the Koopa Tribe's secret base.

Screenshots
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Now that the Fire Flowers have been found, it's time for the brothers to report back to Yoshi at the agency. As always, suggestions are welcome.
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Re: Fluid Moment Mario

Post by randoguy101 »

Like the palette in screenshot 3 (ground), though I'm not so crazy about the "you need a powerup to pass" idea. Is is a bit difficult to get the the ice gate without getting hit?
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tatanga
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Re: Fluid Moment Mario

Post by tatanga »

Well, since I give two fire flowers, you can take one hit and still be able to open the gate. The gate is in the first level, so it's still quite short and easy. I will have some people test that out once I'm farther in production, though.
gamercal
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Re: Fluid Moment Mario

Post by gamercal »

This is a bit naive coming from a guy who doesn't know anything about rom hacks, but if the whole needing an item thing is an issue, wouldn't you be able to circumvent it by stopping the item box from automatically dropping your powerup if you got hit? I know the games that use a HP system can do that, but I have no idea how easy (or otherwise!) it is to do :S
randoguy101
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Re: Fluid Moment Mario

Post by randoguy101 »

Yes, this should work, though I would save a backup just in case.

Code: Select all

org $F5F8
db $EA,$EA,$EA,$EA
Just put that in a hex edits patch and patch it with Xkas
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tatanga
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Re: Fluid Moment Mario

Post by tatanga »

Thanks, that'll be really useful, actually! I'll test it tomorrow. I've actually always liked the idea of manually deciding whether or not you want the item to drop, so this interests me. I'll be sure to put you in the credits if I decide to use it.

On another note, I've inserted a few xkas patches into the hack. The three digit coin counter, and the switch palace blocks. The first one is self-explanatory, the latter makes red switches and blue switches yield fire flowers and starmen respectively. I'll be on vacation from tomorrow until Saturday, so no new updates until Sunday. Thanks for the help, guys.
NaturesFoulChild
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Re: Fluid Moment Mario

Post by NaturesFoulChild »

tatanga wrote:There's two exits to this level. The leader, Yoshi, tells the brothers to find the Koopa Tribe's secret base. The brother will get close to the entrance, but are unable to enter because they don't have the means to burn through the barrier. The in the next level, the goal is to find a hidden cave with Fire Flowers and then return to the opening.

Dragon Coins will be important in this game, and I'm trying to make them somewhat difficult to obtain. I'll need to figure out how to edit how the game counts them before I release it.
Well that sounds awesome. What I see on the screens also looks nice. Can't wait to see how this develops.
By foul design.
tatanga
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Re: Fluid Moment Mario

Post by tatanga »

The main overworld is almost done now. Why does it seem like the overworld editor had less work put into it than the level editor? :| There are seven worlds, and each is named after a type of fungal growth.
  • Spore
    Blasto
    Ascus
    Basidio
    Chytrid
    Neo Calliland
    Glomus
A screenshot of the entrance of Mario Brothers Company.

Screenshot
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Screenshots of the other levels in world one (Spore) will be posted tomorrow morning.
Last edited by tatanga 13 years ago, edited 1 time in total.
randoguy101
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Re: Fluid Moment Mario

Post by randoguy101 »

I must say, this is the first hack in a while that I've been looking forward to the release of. It's very creative, the Map16 use is awesome, and from what I'm seeing the overworld and level design is pretty rad!

So yeah, just thought I'd throw that out there. Good luck!
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tatanga
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Re: Fluid Moment Mario

Post by tatanga »

Thanks a lot, randoguy101.

I having been working on the main overworld for the past few weeks. I scrapped several renditions, and settled on this. I'm sure there are a lot of missing tiles and problems, so please give critisicm so I can make it better.

Screenshot
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The bottom left area is the second world. A tunnel appears in the small mountain, opening up a path to the third world. The bottom right fenced area is the fourth world. The fifth world is located inside the big hill. The sixth world is composed of the three dirt islands. The pipe on the far left leads to the seventh world.
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Re: Fluid Moment Mario

Post by randoguy101 »

Haha, I like that little end of the world thing you added there, and the paths look nice as well, but the stars and moon have a pretty odd palette.
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tatanga
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Re: Fluid Moment Mario

Post by tatanga »

Thanks. Right now I still have been using the original palettes. Now that the overworld design is finished, I'll change the palettes so I can get the moon and stars to look better. Thanks for the advice!
tatanga
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Re: Fluid Moment Mario

Post by tatanga »

Once the brothers have burnt the obstruction in Spore City, they continue to the Koopa Tribe's secret base.

Screenshots
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The notes that the brothers find reveal that the Koopa tribe is working on a new weapon. When the brothers deliver the information to Yoshi at the Agency, he tells them to visit the lab in Basidio and find out what the Koopas are making. Yoshi won't let the brothers leave until they have reached a certain rank, so they must make sure they've collected enough dragon coins.

The only way on is past the City Headquarters, but it's heavily guarded. This level will not be shown until the first release.

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After passing through the Headquarters, the brothers travel through Road 02 towards Blasto World. After passing several minor obstacles, Spore City is completely finished. The wetlands of Blasto await Mario and Luigi, along with more challenges!
tatanga
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Re: Fluid Moment Mario

Post by tatanga »

http://www.youtube.com/watch?v=Vfj57pRF ... tube_gdata

Mario Bros. Company, the first level of Fluid Moment Mario. Each level has five dragon coins that must be found to clear the game.
tatanga
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Re: Fluid Moment Mario

Post by tatanga »

http://www.youtube.com/watch?v=4crEcG4cSKc
Spore City, the second level of Fluid Moment Mario. This video shows several secrets, including two 1-up mushrooms, and how to perform a 1-up trick.
KingTwelveSixteen
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Re: Fluid Moment Mario

Post by KingTwelveSixteen »

Wait, is the hack finished or still in progress? 'Cause I totally want to play it.
tatanga
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Re: Fluid Moment Mario

Post by tatanga »

I have the overworld complete, and two worlds out of six. People on some other forums were requesting videos, so I decided to post them here as well.
tatanga
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Re: Fluid Moment Mario

Post by tatanga »

The brothers have now traveled to the world two, Blasto. The first challenge they face is the Wetlands. This level uses the rising falling layer 3 tide as part of its gimmick, as well as automatic screen scrolling.

Screenshots
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The entrance to the layer 3 scrolling area.
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The tide starts off on the middle of the screen.
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But as an unpassable obstacle appears (the munchers on higher land)...
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...the tide begins to rise!
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A stroke of good luck for the Mario brothers may mean suffocation for these Cheep-Cheeps.
tatanga
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Re: Fluid Moment Mario

Post by tatanga »

New video of an old level.

Video
Road 01 + Secret Base

also cliffhanger ending so as to not spoiler the very important plot
Dan
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Re: Fluid Moment Mario

Post by Dan »

I like the overworld, very pokemon-esque
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