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JUMP½ Main Discussion, Rules and Base ROM

Half a jump is still a jump
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aterraformer
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Re: JUMP½

Post by aterraformer »

mellonpizza wrote:something that normally doesn't go on a line guide on one (Cannon, goomba, ect)
I think that should be fine.
mellonpizza wrote:Also will there be screen scrolling pipes or no
Yes but I remember there being an issue with them in JUMP. I don't remember the exact problem, the solution, or what version we used so if you know, go right ahead.
LHB wrote:Is there a Skype chat or IRC channel for this?
I could make a skype group. I'm not really interested in IRC. If you want in, you could tell me here or PM me your info.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Jolpengammler
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Re: JUMP½

Post by Jolpengammler »

claiming
Level E
Sublevel A3
Secondary Exit 13
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LHB
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Re: JUMP½

Post by LHB »

Uhh does anyone want to work on the second half of my level? I'm going to work on the secret path, but don't really have any ideas for the second half of the normal path. The theme is a desert with bullets and bombs, but you don't have to stick with that theme for the rest of the level (in fact, I think it would be cool to have kind of a different feel for the second half, kind of like how that desert castle in VIP 3 has 2 very different paths for the second half).
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aterraformer
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Re: JUMP½

Post by aterraformer »

LHB wrote:Uhh does anyone want to work on the second half of my level? I'm going to work on the secret path, but don't really have any ideas for the second half of the normal path. The theme is a desert with bullets and bombs, but you don't have to stick with that theme for the rest of the level (in fact, I think it would be cool to have kind of a different feel for the second half, kind of like how that desert castle in VIP 3 has 2 very different paths for the second half).
When you finish, I'll have a look see. Maybe I will give it a go. A desert to castle level does seem cool.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by raocow »

let's say that a freak storm changes my brain chemistry and I'm able to design with lunar magic again. Is there some kind of time limit/deadline thing at all as of yet?

I say this because I regret not having a tiny place in Jump :(
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aterraformer
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

Basically not two years from now? Like a year I guess, I don't really know. I'll consider making a deadline once I feel the project is nearing completion anyone and I need to place a fire under people's (myself included) butts. That said, hoping for the brain chemistry change thing! Don't know a lot of how that works, wish I did.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Slit08
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by Slit08 »

One thing I wonder:

You wrote that this game is supposed to be like the early VIPs (just overall better level design I guess), namely VIP 1 - 3. raocow is currently playing VIP 2 and even though most levels use vanilla graphics there are a few in almost every world (at least one) that uses different tilesets from other games. Let's take VIP 2 for example: In world 2 there's been that Ghost House that used a custom background with the pillars and the Buddha statues, plus there's been the railway level. World 3 had the DKC rollercoaster level, the time stop level with Crystal Snail tileset and background and the awesome looking Water Temple. World 5 had an autoscrolling level with Yoshi's Island graphics and the recently played Abuse of the Abyss. There are a few select levels in VIP 2 onwards that use custom visuals and tilesets and honestly that's always been a big strength of the VIP series, the fact that after some good ol' silly vanilla levels you'd find yourself in an awesome looking level with chocolate elements (or visuals).

Plus JUMP already used almost entirely vanilla levels with 2 or 3 exceptions throughout the entire game. :)

Of course it's your decision alone, I just wondered what the reason for only Mario vanilla tilesets being used is
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aterraformer
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

To me, those with vanilla or SMAS graphics are a tad more memorable for me I guess. You're absolutely right though. It is just my arbitrary vision. Honestly, I'm not sure why I thought JUMP had more custom graphics lol
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by Rockythetigre »

I'd absolutely like to help out, although I don't really understand the gimmick of submitting a 'YouTube/VIP'-inspired level.
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

Rockythetigre wrote:I'd absolutely like to help out, although I don't really understand the gimmick of submitting a 'YouTube/VIP'-inspired level.
Best I can say is like, amateurish. The thing with Super Mario World is that it shines when just being itself, not a full on different game. That's been a common thing lately on the smoocentral is that they try to make a full on new game to surpass the original. All these fancy bells and whistles just to make a thing that ultimately isn't as fun or just doesn't fit at all. Back when Lunar Magic was more limited, people had nothing better to do but focus on the level design. Even if it wasn't the most solid and plenty jank, it was still (in my opinion) more interesting. Probably why I tend to find Japanese hacks more interesting sometimes. They tend to focus on both if not just the level design.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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LHB
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by LHB »

Does anyone know if the ports Sui made for Sui Mario are available somewhere?
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aterraformer
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

LHB wrote:Does anyone know if the ports Sui made for Sui Mario are available somewhere?
I took a peak around some Japanese sites and used a little Way Back Machine but didn't come across anything. It is very possible they are somewhere else though.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by morsel/morceau »

They were released with the hacks. In case you can't find them...
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by QubicTom »

Joples told me to come here and claim a level spot?! I don't know what I'm doing, but damn it I'll try! :lol:
(He's going to help me to learn how to use Lunar Magic and make not-terrible levels, but as of now I know nothing, so please shout at me/kick me out if necessary!)
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aterraformer
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

QubicTom wrote:Joples told me to come here and claim a level spot?! I don't know what I'm doing, but damn it I'll try! :lol:
(He's going to help me to learn how to use Lunar Magic and make not-terrible levels, but as of now I know nothing, so please shout at me/kick me out if necessary!)
Glad to see you're getting involved. Giving you level 8.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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LHB
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by LHB »

Attaching the first half of my level here if anyone wants to make a second half for it. I will revise this later, but just want to get it out there.

Also, is there any way to make level authors not available until after you enter the stage? In my opinion, knowing the author before you enter the stage kind of ruins the fun of not knowing what to expect before entering a stage.
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Ryrir
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by Ryrir »

I disagree

Part of the fun of playing JUMP was (for me) to be like "oh wow this level was made by this guy, this is going to be so good"

Besides, if you don't want to know the author you just don't have to press the start button? Or only press it after you have already beaten the level?

By making the info about the level author available from the start you are giving the player a choice if they want to know that information or not - by limiting the access to the information you are taking away that choice for no good reason.
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aterraformer
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

Ryrir wrote:"oh wow this level was made by this guy, this is going to be so good"
lmao that's not what I was thinking but okay :D
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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aterraformer
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

NEW BASE ROM IS OUT
I included a potentially overthought changelog and may have missed a few things to keep everyone up to date. Big changes include added levels, a few new sprites/blocks, no more sprite tile limits, exgfx and SMB3 scrolly pipes! I had to use the GreenHammerBro version to continue just using GPS so if anyone has an issue on speed, there seems to be an option to change that. Feel free to tinker around, I sure didn't! :lol:
LHB wrote:Attaching the first half of my level here if anyone wants to make a second half for it. I will revise this later, but just want to get it out there.

Also, is there any way to make level authors not available until after you enter the stage? In my opinion, knowing the author before you enter the stage kind of ruins the fun of not knowing what to expect before entering a stage.
I thought your halfalevel was pretty neat. No issues I came across. Maybe I will finish it but anyone else is welcome to it. I understand your idea but it may make it more complicated and it is well over my head. If that does happen though, maybe the music played in the stage could show up too. It would add an extra layer of complication to show only once the songs plays though. Music can be spoilers too.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by QubicTom »

HOW DOES LUNAR MAGIC
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(the embarrassing image above is just to show that I've finally got level 8 to not look like the green switch palace anymore, hooray!)
(also, why are like 90% of Lunar Magic tutorials on YouTube in German or Portuguese?!)

Jople said that if I'm changing map16 tiles I need to claim a few, I reckon I need three 16x16 background squares. But, to avoid messing anything up, I think I'm going to make the level 8 edit in a regular SMW rom, make sure everything works, then rebuild in the baserom, then make the ips patch. Is that a safe thing to do, or am I making life way too difficult for everyone involved? My apologies for the super dumb question, just wanted to ask now before pain is caused down the line! Again, if you reckon that letting a guy who took one hour to realise how to place tiles in a level take part in this project is actually a bad idea, do let me know and I'll come back for JUMP 1/4!
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aterraformer
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

QubicTom wrote:do let me know and I'll come back for JUMP 1/4!
NO.

I honestly don't really understand your whole process with resources. Like if you wanna do that, that's fine but it would add an extra step or 2 for you. I'm sorry, I don't really know how to help you with what happened in the picture. It is probably just a result of having the wrong BG1 file for the background your using. The red poison mushroom in your friend. If you have any more questions pm me and I'll see what I can do though Jolpe does have more experience.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by worldpeace125 »

aterraformer wrote:This isn't a true sequel, or else I would call it JUMP2. If worldpeace ever wants, he can have that name trademark thing as the paths diverge.
Let me make it clear that I'm not claiming this name. I don't think I can manage a huge project like JUMP1 due to real life, and the name is actually not mine!
14) Uhh not really a guideline but the included patch doesn't work lol. I took the existing JUMP patch, deleted some things, added some and organized to make something unusable. Would be pretty cool if someone could just take a look and see what I did wrong but worldpeace125 will hopefully give it a look sometime when he is less busy.
Just name the patches you want, and I'll refine them and remove some codes for specific use of JUMP 1.
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aterraformer
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by aterraformer »

I just meant I would give you that name in case you ever were able to and wanted to. I dunno, made sense in my mind. I'll tell you the patch stuff on skype.
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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LHB
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by LHB »

morsel/morceau wrote:They were released with the hacks. In case you can't find them...
Thanks. The NSMB Castle Theme seems to be missing from it though.
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Re: JUMP½ Main Discussion, Rules and Base ROM

Post by FrenchCoreSMW »

Hummm, how can I join this amazing thing ? ;)
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