okay i conked the fuck out and i feel a lot better rn
camwoodstock wrote: ↑5 months ago
also, just piping up and saying that we are LITERALLY just waiting for a call-sign from someone willing to help implement cutscenes with whatever engine we have to go "yes, we're going to have story cutscene for <x> thing" to basically go full hog on actually writing stuff, precisely BECAUSE we don't wanna commit to it until we know for a damn fact that cutscenes are 1) gonna happen and 2) which ones there'll be. until then we're just waitin' on standby, so don't worry much abt us.
i think we just have to have someone figure out the vwf cutscene patch's python script's usage and whether it collaborates with the patches in the baserom and like addmusick.
i can do the latter no problem, despite me stepping back a bit, it's just inserting and testing out most levels with savestates, i think raocow was only worried bc he hasn't touched smw hacking in like a decade + he's not a programmer which i don't blame him programming is a nightmare (i still like it uwu)
i mostly just worry about the lore not being funny or being overly serious. this is gonna be rude but i dont want us to pull an anorakun or skewer/scorpion or tsrp2r. my cute as a button ex literally plays tsrp2 og every year over the remaster bc of no lore, and tsrp2 is one of his favorite games period.
doing message boxes like asmt1 is fine too, but i feel like we should make them optional and have them be represented with a different graphic instead of the pineapple radio speaker, also use sonikku's text box sprite so use text from other level slots. asmt having them be automatic kind of fucks with the flow, and this is also something i feel vwf shit should take into account by having start be a skip button.
however whether people want cutscenes or not is just something im spitballing and if people want it then Good, if not then Okay. i feel like we shouldn't care about the greater asmt lore and its "official bible"'s rules, though i will give props if we dont just have serac be like a deuteragonist or antagonist or whatever for like the fifth time and i'm saying this as her adoptive dad. i'm sorry lol she's become a bit overused.
it's totally fine to not have cutscenes or do what tangy suggested which is
have only one cutscene consistign of four lines in the whole game
, just do what you want, i'll try to help within my mental and physical capabilities to make this hack good but also be able to make it past the finish line
in one piece. don't feel forced to make a2xt1 on super nintendo. i mostly just suggested it since a2xt was going ham on story and i was like "hey maybe we could do a funny goof out of that".
SAJewers wrote: ↑5 months ago
- The Final boss can be passed off to someone else, or we can cobble together something from smwc sprites
- The music stuff can probably be passed on to dj buckley, who's doing the final level music already
- Most of the ASM stuff can be passed off to others or don't need to be done
- The Iris/GFX stuff can be passed on to Catabo
- In terms of leadership/running the project, you already have people like me, lord ruby and psi ninja (among many others) who have stepped up, so nothing to worry about on that front.
I'm heading out in a bit; when I get back, I'll try to take stock of what's left and make a big post about it
The final boss is still up in the air, I want people to like help collaborate in planning it and me and whoever wants to help can try to code it or we go to the back up plan which is
shitpost bowser boss or whatever
, either is fine and the latter is even pretty funny. I haven't finished any boss yet but I do know the basics, so I'd like to at least help a bit in that aspect if we decide to go ham, but no Julius bullshit.
I don't know much about Mode 7 chicanery, despite Julius focusing entirely on bitmap rotation, so I'd have to take a few weeks to get adjusted with it (I think the values for a smooth rotation are in the vanilla rom due to bowser). Tanasinn level Layer 1 stuff I'd have to debug with the fixed VIP5 rom and study that.
But what we have to keep into account if we do go the custom route is that we need to make it like fun to fight and not like overly carol-y. If it feels like a Rareware boss
(not Grunty, I must specify this despite not being the most impressed by her) then Put It Back, I feel. I don't want to just do the King of England And Queen Elizabeth's Brother-Husband from ASsMutT again but it did have a solid idea despite being relatively simple (though I still need to figure out how it did that camera lock on just for the sake of it).
I trust Lord Ruby and PSI with ASM stuff, but if they need help I'm right here, I can try to code for them during an off day or if they want me to debug someone else's hack to figure out how something works to replicate it in AAT. I'm not gonna be able to do it every day, but I want to be able to be as helpful as my tiny autist brain can do. As for Iris, I have the A2XT2 fire Iris sprites that I need to pass onto Catabo for the purposes of using that as a reference for the palette as the vomit diarrhea yellow one was by W*llhart and also it's just fucking ugly.
Making up the graphic edit without the 32x32 patch is super annoying but not impossible. I can also try to forward the MM102 graphic test room, despite not really using it at all oopsie. We shouldn't worry about Iris' canon height either, like. I think people porting All Stars Loogy are able to make him a smidge taller, but what matters is that Iris' graphic is faithful to her design. As for her purple eye, we will probably have to patch the Mario/Luigi palette upload routine to fix the Cape colors and shit to turn purple.
Also Val told me that L/R Mario Loogy costume swap patch is a fun patch and its no problem, so if you really wanna insert it then fine, but make sure it works with everything, I mostly just worry about possible under the hood complications and bloat, especially since we're already on 6MB and that has resulted in some issues so far.
I don't feel like we should code in Pily and Calleoca though, at least not for this project, Pily would need a drastic redraw to fit the Mario hitbox and still be chonky due to her SANICS 2 animation, unless we go for the 32x32 patch and I think Cally too since she's a shortie little 10 year old. Maybe give her a hat for the Mushroom powerup, like I saw in a SMWC thread earlier this morning or some cat on her head or smth, making the hitbox visible is very important.
As for music, I'm willing to help if Buckley finds it hard to get adjusted to MML syntax, I forget if he got used to it already or not, he mostly used FL Studio as a composition tool, which is a pretty good way to go. And I actively trust you all to lead this project, but I'm gonna be in the background to help steer this properly. We shouldn't worry about fitting traditional ASMT rules. If there's a bit of Mario due to being unable to make a graphic for it, it's fine, VIP certainly kept the Koopalings, even when they weren't in Mode 7, they just changed Bowser to Daddy Cool.
Mario
is like MIA or dead or whatever in ASMT canon but like. We don't need to worry about ASMT canon in AAT. This is a project to help people have fun in a SMW format, like how there's SMBX format projects like SDS2 and such. Fun is what matters, pushing the games forward is secondary. The "Supplement" subtitle is meant to showcase this, while still technically being A3MT.
Okay Rixi post go
Rixithechao wrote: ↑5 months ago
well damn.
There's a lot of apologies I feel I owe you, Koba, but even if I'm too dense to realize that reminder and follow-up from me was the last thing you needed this morning until it was too late, I've at least managed to pick up on the fact that "sorry" hasn't been helping.
It's fine it's actually not 100% your fault. I must stress that the thing is just that I'm overly demanding on myself due to gifted child culture, my father has calmed down on that for a long time now, but like it was a huge stressor for me that it hasn't fully healed in the slightest. I actively still worry about providing enough gay art and other shit for people online out of an act of goodwill when it's really not necessary.
Rixithechao wrote: ↑5 months ago
Instead I'll say this: setting up and running a team project is difficult and complicated. At least from the outside looking in, you've been managing and organizing this thing much better than I have with
any of the projects I've been involved in. I took a bit to figure out where some things are, but that's on me more than anything. And I meant it when I said I like the spreadsheet, it looks so clean and structured and somehow all in one sheet instead of the 5 million sheets and documents we have for a2xt2; really, just, y'all are setting an example in keeping the number of spaces and materials for the project sensible.
I think the spreadsheet was mostly Nao or SAJ, I only recently figured out the very very basics of fucking Excel and Google Sheets which lmao
I'm glad we're doing good, though. I consume shit like Matt McMuscles' Wha Happun videos and gaming history videos and such daily (you know how people like watch youtube videos while eating) and I kind of absorbed what development hell red flags mean for the most part, reading A2MT's subforum helped. I also took a lot of inspo from VIP and JUMP and such which mostly used like a series of general threads on a 2ch board, or a Discord server, respectively and a website to keep claims organized, a wiki table for VIP and a Google Sheets page for JUMP, maybe SMWC or Talkhaus too on JUMP's case. I mostly just worry about holding back potential.
I still wanna do a riff on the "message to newcomers of the a2mt project" thread for aat2 because that shit is just comical, sorry rao.
Rixithechao wrote: ↑5 months ago
Contributing to a project you're organizing is a lot of work on top of that. Folks who understand that aren't going to look down on you for not pushing the limits to an unhealthy extent, for delegating things where possible and stepping away for the sake of self care.
Yeah it's pretty funny, I just kept pushing myself super hard bc I'm a chronic overworker. Meanwhile everyone was like "yo you don't have to work this hard" and it's like

. I kinda brought this upon myself, but it's also mostly just untreated mental illnesses. And I feel that something most of us can relate to.
Part of the reason I take so long working on bara and such is that I'm anal about being on model (unless it can make a dude hotter to be off model) and well detailed. I draw a lot of size difference pics so I am the dude who goes all out on building detail for city shots because I'm twisted, sorry for TMI.
Rixithechao wrote: ↑5 months ago
For whatever it's worth, I'm going back to keeping out of discussions for this project unless expressly called on to share an a2xt2 graphic or something. And after a2xt2 and demo survivors I won't be serving as an organizer for any other collabs; the last thing I want is to drag any further community projects down with scope creep, keep contributing to that ambient stress surrounding sustainability and keep feeding into armchair dev attitudes in raocow's viewership. As much as I feel like I've learned from my experiences with later projects and would like to think I'd handle things differently... the safest option is still to leave calling the shots up to folks with a proven track record of scope management and contribute what I can in a supporting role.
Sibling (-hulk hogan), I don't think raocow's viewership being entitled is your fault, I Distinctly remember you trying to combat that like some threads ago. I'd like to be able to combat scope creep in A2XT3 or A3XT or whatever but I'm also very scared of it being ignored, and I just feel bad that my brain feels that way about you when it really shouldn't.
You shouldn't feel really bad about ambient stress or shit either, like. I think you just need a second set of hands keeping track of what is too much for SMBX or Godot or whatever you want to make ASMT on (can I even mention Godot??), while also not stifling the projects too much. Personally I'm not the biggest fan of us just going full indie, but I feel like if we can have a decently sized art team working and a good starter kit (like an RTP on RPG Maker) we can make it happen.
The ambient stress thing is mostly me. Other than that I think people are just really nervous about contributing to A2XT due to high standards seeming unsurmountable, I'd suggest A2XT3 toning them down a bit, even if you want to make it story focused and less "copyright infringing". I just belched btw. At the end of the day this is meant to be a Mario clone aimed at people who want to have fun making the bing bing wahoos, that should be the main focus and lore and such should be secondary, but I understand if you want to make raocow or the rest of the team's visions come to life, plotwise.
Rixithechao wrote: ↑5 months ago
There's more I want to say but my own all-nighter fatigue's set in. Hopefully this post isn't too much of a mess, and here's wishing you the best.
I'm gonna go sleep through the afternoon now.
digimon world boy: *digimon world voice* oyasumi
palmon: *horrible growling noises, falls asleep*
SAJewers wrote: ↑5 months ago
I feel like we've done a decent job of doing that here with AAT, though it hasn't been perfect, largely since Koba is also one of the few ASM and music people around on the project. There's definitely been a group that's been trying to do their part.
The reason for this is that I spent like part of the 2010s trying to learn ASM bc ~le carols~ and le custom bosses and around 2020 before I got banned for being fucking deranged I literally was like "yo why don't I try to figure out how to rip my own graphics and make my own music so I can be fully self-sufficient and be even better at hacking" and the funny thing is that I don't think 99% of SMW hackers do that. I don't think even carol did that outside of like some graphics in later demos like the Twinbee ExGFX. I think some people were impressed at me for aiming that high which lmao.
I even thought about making my own original graphics too bc fuck it + I'm friends with a freelance pixel artist who could help guide me if I got stuck purely because we both love bara and Leomon and whatnot. I must stress that no one really does this all at the same time but again, I'm a chronic overworker. Hell, Toby Goddamn Fox sucks absolute ass at graphics and programming (he may have improved on the latter in Chapter 2), his forte is writing and music. Even ZUN's forte is music, if you're really experienced with danmaku shmups, the bullet patterns can be kind of hit or miss and the programming and game design is a bit jank, no offense to him ofc.
I'm literally considering practicing 3D sculpting for both lewd and non lewd purposes and its all the fault of Daz 3D and SFM bara artists and the very rare few people who make actually good MMD animations.
I would like to learn how to make original music too, learn music theory and the bits and boops. But I'm anxious about this one friend of YK's going completely fucking apeshit at me like he does with anything Toby Fox because of childhood trauma from a high-class family focused on success making him see anyone skilled at anything as rivals, and one of his hobbies is making music using a slightly old-ish midi program. He's really fucking good at it despite not really knowing how to play an instrument. I don't hate him, far from it, but holy shit, he makes my stress levels go high.
Mario