A0zora (To be recreated)

Mapping related threads and questions go in here!
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idiot9.0
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Post » 30 Sep 2012, 06:00

Superjustinbros wrote:Here's a simple and short recreation of the hack "panicroom".

http://www.mediafire.com/?wcu7ek4tiprnuo8
Pretty good. I think we'll need a separate thread for these hack recreation maps though, if we make enough.
Until then I'll contribute a recreation one here if you don't mind.
The hack is simply titled 9. Find it here: https://dl.dropbox.com/u/51013077/9%2BGfx.zip
It includes both the vanilla mappack and custom graphics incase you want to mod the game yourself for a closer recreation

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Superjustinbros
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Post » 30 Sep 2012, 07:21

Looking good, though you may want to place a solid blank tile underneath the pipe in the second level so Small Mario can enter it. On the other hand, I got the thread up.

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idiot9.0
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Post » 30 Sep 2012, 08:20

Superjustinbros wrote:Looking good, though you may want to place a solid blank tile underneath the pipe in the second level so Small Mario can enter it. On the other hand, I got the thread up.
I would, but I have it like that because that's how the original hack has it to. You're only allowed in 1-2 if you're big Mario. I want to keep it as close to the original as possible, but if enough people complain I'll change it I guess.
Also good to hear about the thread.

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Superjustinbros
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Post » 01 Oct 2012, 22:15

Welp; Raccoon Mario's going to be in Mari0 Special Edition; may have to free up some space in the levels so there's room for building up speed and flying.

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BobTheLawyer
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Post » 01 Oct 2012, 22:18

Superjustinbros wrote:Welp; Raccoon Mario's going to be in Mari0 Special Edition; may have to free up some space in the levels so there's room for building up speed and flying.
Raccoon Mario is?!?!?

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Qcode
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Post » 02 Oct 2012, 03:25

...
Last edited by Qcode on 21 Oct 2021, 08:34, edited 1 time in total.

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Superjustinbros
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Post » 03 Oct 2012, 17:18

Back on topic; v0.10 is now out; with levels fit for a raccoon!

https://dl.dropbox.com/u/101251006/A0zora%20v0.10.zip

P.S. I still need to figure out how to re activate exclamation points.

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Superjustinbros
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Post » 07 Oct 2012, 19:23

Just for fun, I made some extra entity sprites, mostly based off of Turtle's extra entity mod, and of course it contains a few things from ROM hacks as well as the Raccoon Leaf set to debut in SE.
Image

I believe I forgot to mention; why many of the background props are absent in A0zora as of v0.10 is because I'm preparing to add parallax backgrounds to the levels. This one for 1-2 is an example.

Image
This BG will have six (scratch that, 5) layers.

P.S. Here's a small bonus tileset I made. Feel free to use it.
Image

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Superjustinbros
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Post » 25 Oct 2012, 07:59

Been sucked into other projects; but the mod has been updated since the last post. If you want to use the newest version, download the mod separately and use that one, not the mod bundled with the map pack (though if you want the map, you need to download the bundled map+mod pack).

FaycalMenouar
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Post » 25 Oct 2012, 08:56

Image
O.O i love the background nice sprites

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Legend_of_Kirby
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Post » 26 Oct 2012, 22:59

I love the idea ,and levels great work!

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Superjustinbros
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Post » 13 Nov 2012, 05:03

Thank you.
Allow me to present the Extra Entities sheet with a few additions and improvements.

Image

Yes, these do include Spinies that you can flip over by hitting them from below, just like in any Mario game post SMB3 (excluding SMW)

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Superjustinbros
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Post » 22 Nov 2012, 06:39

Version 0.11 is now available. Levels are not changed too much (as I'm still preparing for scrolling backgrounds), though the modded stuff has been updated. You can still play the game unmodded, alike all my other contributed mappacks to the forum.

https://dl.dropbox.com/u/101251006/A0zora%20v0.11.zip

Probobly the biggest highlight to mention is Qcode's Infinite Worlds mod has been inserted into the mod, allowing any mappack to in a nutshell, have as many levels as one desires.

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Superjustinbros
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Post » 10 Dec 2012, 23:57

Okay, I'm going to just speak up on a few subjects.

Yes A0zora is still in production. Though I'm not sure about the overworld music I chose for the mod. Should I keep it as it is, the Dragonball Advance Adventure's first stage BGM, or swap it for the first stage BGM of Rampage: World Tour?

For those curious, past versions of the mod used the songs listed below, incase anyone wants to vote what their favorite(s) were:

Overworld BGMs:
Dragon Spirit
Ninja Baseball Batman
Hammerin' Harry/Daiku no Gen-San
Rockman & Forte
DragonBall Advance Adventure
Bio Senshi DAN
Rampage: World Tour (current)

Underground BGM's:
Gimmick!
Earthworm Jim (both the SNES and Genesis versions) (current)
Rockman & Forte

Underwater BGM's:
Gimmick!
Super Bonk (current)

Castle BGM's:
Gimmick!
Sonic CD (JPN/EU)
Mega Man IV (Game Boy)
Oddworld Adventures II (current)

Star(man) theme is from Mario Strikers: Charged, and the custom song heard in the Portal/puzzle levels is from Atomic Punk (Bomber Boy in Japan)

The background for 6-2 is also being worked on.
Last edited by Superjustinbros on 22 Dec 2012, 23:14, edited 2 times in total.

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Smear-Gel
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Post » 12 Dec 2012, 02:12

I realise now that I should probably try this out with the mod. I don't like using mods but this one does seem worth it.

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Superjustinbros
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Post » 12 Dec 2012, 19:43

Smear-Gel wrote:I realise now that I should probably try this out with the mod. I don't like using mods but this one does seem worth it.
Glad to hear. :')

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Legend_of_Kirby
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Post » 17 Dec 2012, 06:17

Such a good mappack!

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Superjustinbros
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Post » 22 Dec 2012, 22:37

New screen is go!

Image

Underwater Coin Heaven. Never really seen a feat like that before.

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Mari0Maker
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Post » 22 Dec 2012, 22:52

Hey, just so you know I made a trailer for this. :D
I'll edit my post once it's uploaded.

I also found this:

I saw you were using Mega Man IV Music. :)

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Superjustinbros
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Post » 22 Dec 2012, 23:20

I'm happy to hear.

Though in regards to the MMIV music, I swapped it out in v0.12 for music from Oddworld Adventures II plus replaced all the other songs, reverting the underground theme to that of Earthworm Jim. My sincere apologies.

And incase you haven't seen it yet, v0.12 is now live and can be downloaded in the first post.

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Mari0Maker
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Post » 22 Dec 2012, 23:22

Is 0.12 New?
Becuase I think I've downloaded it before, and then I think I haven't. :P
Anyways, here's the Trailer. :D
MP4 Download
You can watch it here: https://vimeo.com/56168231
Music is F-777 - Dark Angel (2012 HD Edition).
1080p MP4 Download

You should probably upload the trailer to YouTube so you can embed it in the main post. :)

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renhoek
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Post » 23 Dec 2012, 05:14

Superjustinbros wrote:New screen is go!

Image

Underwater Coin Heaven. Never really seen a feat like that before.
nice job but I can't see the HUD.

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Mari0Maker
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Post » 24 Dec 2012, 23:39

Superjustinbros wrote:Thank you.
Allow me to present the Extra Entities sheet with a few additions and improvements.

*picture*

Yes, these do include Spinies that you can flip over by hitting them from below, just like in any Mario game post SMB3 (excluding SMW)
Are you including these in with the mappack mod when SE comes out?

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Superjustinbros
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Post » 25 Dec 2012, 03:29

For whatever's making it into SE, yes.

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Legend_of_Kirby
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Post » 01 Jan 2013, 05:38

Just gotta say this, If superjustinbros is making it "its almost certain to be good".

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Superjustinbros
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Post » 02 Jan 2013, 01:49

Legend_of_Kirby wrote:Just gotta say this, If superjustinbros is making it "its almost certain to be good".
And sadly Maurice and other high-tier map/mod creators doesn't seem to agree.

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BobTheLawyer
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Post » 02 Jan 2013, 03:33

Really?

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Superjustinbros
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Post » 02 Jan 2013, 06:37

I'm sorry for saying that in such a rude manner. I've been having quite a bad New Year's Day, I got sick last night and entered a short dispute with a fellow user on the forums, plus I'm trying to deal with fixing a WIP I submitted onto my deviantART the other day.

I feel like just sitting in front of a corner, thinking to myself nothing but pure depression, rejection, and loneliness.

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trosh
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Post » 02 Jan 2013, 06:43

all easily fixed with booze and not posting about it on unrelated forum threads

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BobTheLawyer
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Post » 02 Jan 2013, 15:47

trosh wrote:all easily fixed with booze and not posting about it on unrelated forum threads
Way to be insensitive, trosh.

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trosh
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Post » 02 Jan 2013, 16:05

oh this mappack is made by superjustinbros. well i guess it's for him to include personal whim + fancy as well.
but booze is still an option

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BobTheLawyer
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Post » 02 Jan 2013, 19:47

I wouldn't say that's the best way to fix his problems...

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Legend_of_Kirby
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Post » 02 Jan 2013, 20:31

I hate arguments...

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BobTheLawyer
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Post » 02 Jan 2013, 20:43

Well, it never really escalated to that... (this time at least)

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Superjustinbros
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Post » 05 Jan 2013, 06:06

Recovering; here's a little bonus from me in the meantime.
http://aozorasadventure.blogspot.com/20 ... e-and.html

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BobTheLawyer
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Post » 05 Jan 2013, 17:18

Is that a unique game? (not mari0)
And have you made it yet?

Also, I love your mod so much!

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Superjustinbros
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Post » 05 Jan 2013, 17:54

BobTheLawyer wrote:Is that a unique game? (not mari0)
And have you made it yet?
Yes and no.

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BobTheLawyer
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Post » 05 Jan 2013, 17:56

Can you program?
EDIT: and what language will it be in?

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Superjustinbros
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Post » 05 Jan 2013, 18:10

BobTheLawyer wrote:Can you program?
EDIT: and what language will it be in?
No. I don't have any programming knowdledge.

Primary languages will be Japanese, Chinese, Korean, and Russian. Though English will still be the primary language.

EDIT: A listing of all the items for the planned second game: http://aozorasadventure.blogspot.com/20 ... nture.html

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BobTheLawyer
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Post » 05 Jan 2013, 18:28

I meant programming language...

So this is a big idea to mash a whole bunch of nintendo games together to make one big game with your graphics?
Anyways, it looks like it would be cool. Hope you will be able to make it...

EDIT: Why are you planning more stuff in the second when you could just make a fun first one?

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Superjustinbros
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Post » 05 Jan 2013, 20:33

It's simple(?).

One is stylized after Super Mario World (especially the ROM hacks The Second Reality Project Reloaded and Brutal Mario, plus Mushroom Kingdom Fusion).

Two is the above, but also combines all the New Super Mario Bros games, Donkey Kong Country Returns, Kirby's Return to Dreamland, and Rayman Origins/Legends.

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BobTheLawyer
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Post » 05 Jan 2013, 20:56

I'd love to see that game, but it seems impractical for you to make it with no programming knowledge.

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rokit
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Post » 05 Jan 2013, 22:56

I'm sorry but I think I'm going to have to say the same thing that I said to Jony, If you have no programming knowledge then don't plan ahead making something like this, start making simple games and then you might get on making something like this.

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Mr.Q.Marx?
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Post » 06 Jan 2013, 23:39

I recommend game maker (as used in the PixelForce series by Eric Ruth, hubol of hubolhubolhubol and Jason Rohrer in several games) if you want to make a game like this. It's easy and there's loads of tutorials out there. You really shouldn't start with a game that complex but if you do, you want a language that's simple. Love (as used in Maurice's and rokit's games) is also gaining in popualarity and you already have it installed. There will be many tutorials for it but be warned that will still be more complex.

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renhoek
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Post » 07 Jan 2013, 03:31

I personally don't care what a game is programed in I care more about the game.

anyway just a heads up programing in game maker is nothing like programming in love as it's completely different in terms of coding so I'd suggest finding a program you can do well with and stick with it.

There's also multi media fusion but it's really expensive and the only reason anyone ever uses it is for sonic fan games. :P

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Superjustinbros
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Post » 07 Jan 2013, 06:13

I only posted the links to see if anyone liked the basic concept(s), not to discuss stuff like what engine(s) I'm using nor the programing language (and to answer the question, I plan on constructing the game engine from scratch, so I can bypass limitations).

It was to give a break before the next demo came out, or another major update from me.

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Mr.Q.Marx?
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Post » 07 Jan 2013, 17:26

Superjustinbros wrote:I only posted the links to see if anyone liked the basic concept(s), not to discuss stuff like what engine(s) I'm using nor the programing language (and to answer the question, I plan on constructing the game engine from scratch, so I can bypass limitations).
We know this, I can't speak for everyone but I was just giving you the info to help you out.
The concepts are good. You are definately quite the pixel artist. I just don't know if someone should make this without knowledge of coding.
You ALWAYS need a though. Even 'Rogue' was coded in Assembly.
I'm not saying don't make it. I'm saying when making a game, knowing how to code is a HUGE part of it.

Justin
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Post » 12 Jan 2013, 13:48

trosh wrote:all easily fixed with booze and not posting about it on unrelated forum threads
Where's the fucking off button on this kid.Someone find it and push it before i do.Im sorry to sound mean but everything coming out of is mouth is absolutely autismul.

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renhoek
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Post » 12 Jan 2013, 14:32

Justin wrote:
trosh wrote:all easily fixed with booze and not posting about it on unrelated forum threads
Where's the fucking off button on this kid.Someone find it and push it before i do.Im sorry to sound mean but everything coming out of is mouth is absolutely autismul.
I trust your not a kid seeing as though you replied to a comment over a week old, didn't put spaces at the end of every sentence, and used a made up word (I believe you meant autistic and even then I'd bet you didn't even realize what autism is either.)

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rokit
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Post » 12 Jan 2013, 17:24

Justin wrote:
trosh wrote:all easily fixed with booze and not posting about it on unrelated forum threads
Where's the fucking off button on this kid.Someone find it and push it before i do.Im sorry to sound mean but everything coming out of is mouth is absolutely autismul.
Are you talking to trosh? I'm pretty sure he's 18.

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