Last Thread: Hi again Anons! For those who didn't see nor know, I was the organizer for Super Mario Zig Forumsorld, a Super Mario World Collaboration hack with levels by your fellow Anons. We are now starting production on the on the sequel, Super Mario Zig Forumsorld 2! Like last time, you will have 31 threads to create and produce your content for the collab, and another month after for testing. Like last hack, this is a SA-1 powered SMW Hack (you can play on real hardware) that contains a baserom of a lot of custom assets to play around with incase you are not good at working with custom resources. Unlike last time however, we are not using the Sprites on Platform Patch.
New to this hack is an organied claim sheet. While it will be set to view only, please use the sheet to claim your resources, and comment in the threads with what you want and I will mark it down. As for submiting levels, you can either submit here in the daily threads or email me your levels at [email protected]. That is not the only thing new however, but I will discuss that in the post below. I can't wait to do this again, let's make something great!
IRC - webchat.freenode.net/ (type #vhack for the channel, YES YOU NEED TO TYPE THE #)
Now that we are 1/3 of the way done with this hack (as well as having all enemies done and more than half of the levels submitted), I wanted to take some time to discuss potential for the final bosses of this hack, as well as potentially see if there would be any ASM Anons willing to contribute to them.
Like last hack, Zig Forums2 will feature a custom final boss, although this time there would be two. The first I had in mind was Saruin, though edited to look like Xatu to tie into a Zig Forums and niconico meme, which would be in Bowser's Castle. The thinking of this would be to be an overall homage to classic Japanese bosses and the like, which I think would fit in this hack well. An user suggested last thread of setting up Vanilla Bowser (in this case the Snoo) as a bait and switch before the real final boss, which is an idea I like a lot. We still need a port for this boss as well! I currently have a working midi and a skeleton of a txt port, if anyone wants to take a stab at it, I will link below:
For 5-FINAL, the plan is to have Zig Forums rage guy as the boss, with a design and setup more akin to the final boss of Zig Forums1. Attacks and whatnot would be taken from both the videos and comic in this case, and I think that as a conclusion to the hack, it would be equally cool.
Neither of these are final either, and I'm still open to ideas about who should be the boss characters for the finale. Coding hasn't started yet, and probably won't for about a week or so, so until then, I'm still open to different ideas. To stay on good terms and to keep these threads going, I'll only be able to respond to direct questions themselves. Thanks a lot Anons
Is there a way to get rid of held items in the item box when starting a level? I don't want people to skip things.
Brody Edwards
MULTIPERSON CLAIMING
As promised, with the Day 15 thread comes the Multiperson Claiming for Bowser's Castle and 5-FINAL. Both of which I plan to document like last time, with an image showing the completed/claimed/unclaimed rooms. However, this time I also have a claim sheet specifically for multiperson levels, which I will link below.
I want to note that Bowser's Castle works a bit differently, as you could see from this image. Each "Hub" should be 02 screens long and end with a single door. That door (in the final castle) will randomly send the player to one of three potential rooms (as shown in the image). The actual "rooms" can be as long as you'd like. In order to get to the boss, you need to clear four of the rooms, and a death will send you back to Hub 1.
After you finish the castle, all rooms will be unlockable to play in any order.
5-FINAL is more traditional, it is just a straight shot of four rooms before the boss. The 5-FINAL Boss is still unclaimed, and if anyone wants to attempt it, feel free. I can't wait to see what you all make Anons!
Yes, you need to use the yellow gate blocks, which will remove your current powerup and remove items in the item box when you start a level.
Henry Thompson
How would I do the latter then? Does it get rid of them automatically once I hit the gate blocks?
Lucas Moore
Yep, automatically
Cooper Brown
Forgot to mention on this, but much like levels, you'll be allowed to update your castle rooms after the threads end up until the release of the hack.
Andrew Jones
Question. Are the 8x8 editor tile slots shared by all the levels in the hack? Or are they unique to each level? Should I try to minimize the ammount of tiles used to free up space?
Also sorry about my level taking this long to come out, I'm like just 1.5 days from finishing it up now.
Jordan Watson
They're unique to levels, so long as you use different ExGFX slots. I can't wait to see your level user, feel free to post updates as you go!
Bentley Evans
For the user who I mentioned the port I had in mind on IRC yesterday - I currently contacted the original composer to get the source files/midi to make porting it a bit easier.
Isaac Richardson
I think might be asking if map16 is unique to his level or shared for the entire hack, in which case those are shared by the entire hack. There's 250 pages or something available though so don't get too worried about optimizing, as long as you're reasonably using them (don't just scatter a few blocks here and there on multiple pages)
Aiden Jenkins
Ah, in that case yeah, just be sure to use a map16 page that no one else has used in that case, which will make importing your level a lot easier to do.
Saw that last night user, looks great! Hopefully you'll find a place to use it.
Noah Young
...or not, seems like the project files don't exist. Best I could do is send reaper files or a wav of it from those files
Jack Ward
Ebin
Josiah Campbell
Because a lot of levels have been submitted already my plan today is to play through most of them and evaluate their difficulty.
Owen Ross
Alright, thanks, that makes things a lot easier for me.
Brody Kelly
Have you claimed a Map16 page user? If not I can give you one
Lincoln Morales
I'm trying to rip a background using the ultimate BG ripper tool and I inserted the exgfxs but I don't know what to do with this file. It's supposed to be the map16 with the actual textures but it wont import into the map16 editor
Make sure you're using the right map16 import button. One of the imports is to import all pages of map16 at once (like a backup) while the other is for only one page.
Jonathan Rogers
nvm i figured it out. I didn't know you can paste the bin files directly into there
Brayden Evans
Yeah, it's a raw Map16 option. Let me know if you need to claim other pages user
Cooper Sanchez
Okay, so it seems *nothing* is left as the old hard-drives with the files are gone as well, meaning it'd have to be an ear-port. Sorry about that
Daniel Miller
Yes, I have
Ethan Smith
Alright, sounds good. Can't wait to see your level user!
Zachary Bailey
Claiming music 59, ExGFXEB and ExGFXED
Isaac Wright
Added, can't wait to play your level!
Dylan Ortiz
Sorry, forgot claiming ExGFXEE as well.
Bentley Wood
How many levels have been completed out of all so far?
Jaxon Long
Here's all the stuff for my Dwarf Fortress/ASCII themed level: "Losing is Fun!" mega.nz/file/IqBXiCJJ#yPBv3ybjTxIT2MCdweSOT8GXXdhEPebwbswIn9XVtT4 Since I thought thematically it fit in the abstract world, and the organization had said we need more hard levels, I tried to make it as hard as I could still reasonably complete, though I'm not very good at super mario world. If there are any changes you guys think need to be made to the level, go ahead and make them. I'm still hoping a music user will port the Dwarf Fortress music for use in the level (It just uses default music right now, you can change it as you see fit). Someone remarked that the note timings are fucked up and wouldn't translate well to super mario world, but I'd be happy even with a shitty-sounding version of the song.