72dpiarmy

Projects => Super Mario War => Topic started by: Two52 on September 04, 2009, 03:04:04 PM

Title: SMW 1.8 Beta 2 Feature Requests
Post by: Two52 on September 04, 2009, 03:04:04 PM
Please post your feature requests or tweaks to SMW 1.8 Beta 2 here.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on September 04, 2009, 04:30:34 PM
I'm not quite sure the difference between, bomb, hammer, and fireball mode in the boss battles, but they seem to all use hammers. I suggest the Sledgys be able to get hit by everything. Not just shells, bombs or stars. Stuff like boomerangs and fireballs.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Two52 on September 04, 2009, 06:42:13 PM
Huh, that sounds like a bug.  You should be able to play against all 3 types of bosses and all weapons should be able to hit them.  I'll take a look.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: juhis on September 05, 2009, 01:54:22 AM
I was thinking, is there going to be a feature when you step on Quicksand, or in the Poisonous Swamp for example, you start to sink, and when character is below of the surface, you will lose life instantly.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Dave ‌Strider on September 05, 2009, 04:56:09 PM
[s:1e4ifwcp]i suggest they work on this[/s:1e4ifwcp]
is it possible to make mini-game default without having to enter a silly code that i can't figure out how to enter
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Night on September 05, 2009, 04:57:23 PM
Quote from: "Dude"
i suggest they work on this
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: CaptainEagle on September 07, 2009, 05:50:54 AM
[s:2aoc24hi]Netplay[/s:2aoc24hi]

Maybe a Team-only Life-sharing mode?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: drchink on September 11, 2009, 12:21:28 AM
low gravity in water levels, able to swim up waterfalls?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Mint Eri on September 11, 2009, 12:43:20 PM
Quote from: "Two52"
Huh, that sounds like a bug.  You should be able to play against all 3 types of bosses and all weapons should be able to hit them.  I'll take a look.

I'm not sure myself...I been trying this mode myself and I been having the same problem...I can only get the hammer bro.  I think something is off with the option settings as I keep getting 50 lives...perhaps I doing something wrong?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 11, 2009, 07:38:18 PM
The Ability to swim in water! I was kind of disappointed when I first played SMW (then I only had 1.6) and you couldn't swim in water.
I also have a suggestion for a weapon, I look forward to seeing this one in the new SMW 1.8!

(http://http://i261.photobucket.com/albums/ii69/SecretAgentJonathon/woppowerup.png)
The "WOP Block"
This block DEMOLISHES any player above, beside you on both sides, and (if you're in the air) below you! :mrgreen:  It's fireworks-like explosions go in 4 directions and PWN any one in those directions! I made images to show what it would look like.
(http://http://i261.photobucket.com/albums/ii69/SecretAgentJonathon/untitled1-1.jpg)
Here's 4 NES Marios.
(http://http://i261.photobucket.com/albums/ii69/SecretAgentJonathon/untitled3.jpg)
That is what the WOP Block will do. Launch a WOP Block Upwards, Downwards, Left and Right of You.
(http://http://i261.photobucket.com/albums/ii69/SecretAgentJonathon/untitled4.jpg)
The 2 Vertical WOP Blocks will explode after a second in the air (the same with the 2 horizontal WOP Blocks, except the horizontal WOP Blocks explode a second and a half in the air, and if they hit the ground, they explode fireworks-like explosions in the direction that they were going in! (http://http://i261.photobucket.com/albums/ii69/SecretAgentJonathon/untitled6.jpg) :mrgreen: ), and begin the fireworks-like vertical explosions. This means the WOP Block above you and below you will explode after one second in the air if they haven't already in the ceiling or the floor, in that case there would be a single fireworks-like explosion in the spot where they hit the ceiling or ground and nothing will happen :( But if they are still in the air after one second, they explode and the WOP Block that was above you Explodes upwards and the one below you explodes downwards! :D If the explosions hit the ceiling or ground, then they just stop. The WOP Blocks Explosions paths easy to dodge, but the Explosions stay around for 5 seconds and continue in the direction they were going in when they exploded. But if the horizontal ones hit a wall, the horizontal explosion that hit the wall stops. Same goes with the Vertical Explosions. However if there are no floors, ceilings, or walls in the directions the explosions are going, the continue going in those paths they were in until the 5 seconds are up! After 5 seconds, the explosions stop.
(http://http://i261.photobucket.com/albums/ii69/SecretAgentJonathon/untitled10.jpg)
WOP Block unleashed! :Msr3:



Sorry for it being so long, I just love my idea!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: juhis on September 12, 2009, 12:25:58 AM
WOP Block!? :Msr3:

That would be a great idea!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Nanoko on September 12, 2009, 12:29:48 AM
Maybe you should actually do something worthwhile and include netplay.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Ultra_Mario on September 12, 2009, 12:32:03 AM
Quote from: "Nanoko"
Maybe you should actually do something worthwhile and include netplay.
while we're making joke suggestions:
"add bart simpson and duke nukem to the game"
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 12, 2009, 12:36:49 AM
Quote from: "juhis"
WOP Block!? :Msr3:

That would be a great idea!


Thanks! I had the "WOP Block" idea since SMW 1.6 but I never remembered to say it as a suggestion on my old user. Anyways, thanks for the feedback!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: eeliottheking on September 12, 2009, 12:43:08 AM
requesting that sledgey be made a playable character.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: JM Dragon on September 12, 2009, 12:46:56 AM
Ok, that's enough guys.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on September 12, 2009, 10:37:27 AM
Could you have an option to use AFE combos for the Hadoukens, Triple Hammers, Bomb Hammers, Homing Missiles, Star Dash, etc?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Felix-The-Ghost on September 12, 2009, 02:16:05 PM
Quote from: "MC Jimmy"
Hadoukens
lol Hadouken
Quote from: "MC Jimmy"
Homing Missiles
Wait did I miss something
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on September 12, 2009, 02:17:33 PM
Quote from: "Felix-The-Ghost"
Quote from: "MC Jimmy"
Homing Missiles
Wait did I miss something
Yeah it was in AFE, the bullet bills moved towards characters if you input a code before you used it.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Felix-The-Ghost on September 12, 2009, 02:22:12 PM
Oh nevermind I remember that. Just the "Homing missiles" kinda threw me off. Those things weren't heat-seeking or anything, they barely moved to align horizontally with players. Very different from homing missiles. :)

And wasn't it just [Turbo x3] + [Use Item]
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 12, 2009, 02:26:14 PM
How about my WOP Block idea? If it's accepted, let me know right away! I've always wondered what my idea would look like in action!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Felix-The-Ghost on September 12, 2009, 02:38:17 PM
Wait you already posted that...in this very thread...
Personally I think its a bit un-marioish to be put in. Its interesting though I don't see it being added to an official release.
Can you please remove the quote or something so the post takes up less space?

Two52: Please, please add the option to remove/set pool lives. I've requested it before and it just seems like too vital an option to not have. I don't like being bound to a teammate's performance all the time.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 12, 2009, 02:43:48 PM
Quote from: "Felix-The-Ghost"
Wait you already posted that...in this very thread...
Personally I think its a bit un-marioish to be put in. Its interesting though I don't see it being added to an official release.
Can you please remove the quote or something so the post takes up less space?

Two52: Please, please add the option to remove/set pool lives. I've requested it before and it just seems like too vital an option to not have. I don't like being bound to a teammate's performance all the time.

ok, i'll do that now
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Felix-The-Ghost on September 12, 2009, 02:47:05 PM
Thanks, maybe Two52 can humor you by making it in a custom one sometime, but I don't foresee using it in a release.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 12, 2009, 02:49:30 PM
Quote from: "Felix-The-Ghost"
Thanks, maybe Two52 can humor you by making it in a custom one sometime, but I don't foresee using it in a release.

A custom addon? Either way, it would be awesome if he could do it! Two52, if you do either put the idea in the new version or release it as an addon, just be sure to credit me for it, and let me know so I can try it out!!! :Mhap:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on September 12, 2009, 10:29:53 PM
I think there should be an electric wand that send a spark (like a yellow-green hothead without the eyes) along the floor. the spark would be 1 tile wide. and only one on the screen at a time. If used in the air, it would diagonally fall downards. it should also be allowed on the ceiling. and would have a max life of 10 seconds.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 12, 2009, 10:34:22 PM
Quote from: "mariokirbyssbm"
I think there should be an electric wand that send a spark (like a yellow-green hothead without the eyes) along the floor. the spark would be 1 tile wide. and only one on the screen at a time. If used in the air, it would diagonally fall downards. it should also be allowed on the ceiling. and would have a max life of 10 seconds.

I like that idea
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on September 13, 2009, 09:32:09 AM
Yoshi Island tileset should be expanded. :P
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 13, 2009, 09:38:16 AM
Quote from: "MC Jimmy"
Yoshi Island tileset should be expanded. :P

That's a good idea as well, and I agree with you. It's too small.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on September 13, 2009, 10:25:43 AM
Also, any frozen people should be able t o be picked up and thrown at people in which both chars die.(frozen and the one hit) or death tiles. To just crush them, simply jump on him/her.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 13, 2009, 10:57:15 AM
Quote from: "mariokirbyssbm"
Also, any frozen people should be able t o be picked up and thrown at people in which both chars die.(frozen and the one hit) or death tiles. To just crush them, simply jump on him/her.

lol, pwn the other enemy by tossing it at them
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on September 13, 2009, 11:02:31 AM
yep, then you could use it again or it would die.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on September 14, 2009, 05:20:48 PM
Boomerang Sledgy. I think Mario Bros 3 had one on some levels where it was a big hammer bro throwing boomerangs.

Edit : You should have it set so everyone who's playing on sledgy mode is on a universal team because the CPUs only attack each other and the player you are, or have it set to do a 1player only version of it.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Ultra_Mario on September 14, 2009, 05:38:33 PM
achievements
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: BPence89 on September 14, 2009, 06:59:19 PM
Multiple animated tilesets, for the convenience of those who want to make customs.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: drchink on September 14, 2009, 08:55:13 PM
how about a feed baby yoshi mode? where u carry a baby yoshi around and eat other players? maybe stomp characters or apples can appear that you can eat?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Ultra_Mario on September 14, 2009, 09:20:31 PM
Quote from: "drchink"
how about a feed baby yoshi mode? where u carry a baby yoshi around and eat other players? maybe stomp characters or apples can appear that you can eat?
(http://http://i31.tinypic.com/w9bnk5.jpg)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on September 14, 2009, 09:59:48 PM
Quote from: "Ultra_Mario"
Quote from: "drchink"
how about a feed baby yoshi mode? where u carry a baby yoshi around and eat other players? maybe stomp characters or apples can appear that you can eat?
(http://http://i31.tinypic.com/w9bnk5.jpg)

Mama Luigi!!!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on September 14, 2009, 10:12:10 PM
Quote from: "SecretAgentJonathon"
Quote from: "Ultra_Mario"
Quote from: "drchink"
how about a feed baby yoshi mode? where u carry a baby yoshi around and eat other players? maybe stomp characters or apples can appear that you can eat?
(http://http://i31.tinypic.com/w9bnk5.jpg)

Mama Luigi!!!

Off Topic: I Just Quoted   MAMA LUIGI :P




On Topic: The Explosions Of eggs in yoshis eggs modes should be dependant on the color of the egg. Red equal normal, Blue freezes within a small radius, Yellow Brings 2-4 Lightning bolts from 3-5 tiles above, down. and green could maybe, Poison people? maybe turn them a Purple-Green and make them die after 5-10 seconds?....


EDIT: Poisoned People Would Have A Skull And A Timer of 5-10 Seconds on it hovering above the Character.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on September 16, 2009, 04:14:09 AM
The Explosions Of eggs in yoshis eggs modes should be dependant on the color of the egg. Red equal normal, Blue freezes within a small radius, Yellow Brings 2-4 Lightning bolts from 3-5 tiles above, down. and green could maybe, Poison people? maybe turn them a Purple-Green and make them die after 5-10 seconds?....


EDIT: Poisoned People Would Have A Skull And A Timer of 5-10 Seconds on it hovering above the Character.[/quote]

Good thing about egg explosions.

And about the poison thing, you should have an option to set how many seconds a poisoned player will die after eating the poison mushroom, or you can just set it in instant ;)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: cobra commander on September 17, 2009, 04:44:41 PM
how about baby yoshi is an item and once you feed it enough you can ride him like the kuribo shoe
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on September 17, 2009, 07:12:56 PM
Quote from: "cobra commander"
how about baby yoshi is an item and once you feed it enough you can ride him like the kuribo shoe

And He'd Be Able To Eat People? Lol Say, If He swallows spiny shell, He'll be able to make tanooki quakes, blue is P-Wings, Red is Fire Balls, And Green Spit the shell out or maybe the color of the yoshi would grant powers. green-swallow red- fire flower blue-pwings and yellow - tanooki thing.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mamaluigi on September 19, 2009, 05:16:33 AM
Quote from: "eeliottheking"
requesting that sledgey be made a playable character.
well I made a sledgy skin,but I'll be releasing it in my ,,mega pack"! (12 skins and 2 maps update at once!)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: KingPepe on September 19, 2009, 09:50:48 PM
Quote from: "mamaluigi"
Quote from: "eeliottheking"
requesting that sledgey be made a playable character.
well I made a sledgy skin,but I'll be releasing it in my ,,mega pack"! (12 skins and 2 maps update at once!)
...should I point out I already made a Sledgy skin?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on September 19, 2009, 10:47:36 PM
Quote from: "KingPepe"
Quote from: "mamaluigi"
Quote from: "eeliottheking"
requesting that sledgey be made a playable character.
well I made a sledgy skin,but I'll be releasing it in my ,,mega pack"! (12 skins and 2 maps update at once!)
...should I point out I already made a Sledgy skin?
I think he means being the sledgy not a sledgy skin.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mamaluigi on September 20, 2009, 07:45:48 AM
oh sorry!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Roxas on September 20, 2009, 09:39:26 AM
Quote from: "MC Jimmy"
I think he means being the sledgy not a sledgy skin.

That sounds like a bad-ass Idea, It could possibly make a good game mode.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on September 20, 2009, 11:16:05 PM
How about an option if secrets can be enabled/disabled ingame.
EDIT: Because my brother always gets dizzy everytime he unlocks the Dizzy mode secret...
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Felix-The-Ghost on September 25, 2009, 05:02:36 PM
That raising the yoshi mode sounds pretty legit to me. Like the Yoshis from SMWorld. Different ones spawn of your color, get apples or items to raise them...

And oh yeah, I guess it was forgotten to include search able skins (like you can type a letter for maps.)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mamaluigi on September 27, 2009, 11:56:36 AM
Quote from: "Ultra_Mario"
Quote from: "drchink"
how about a feed baby yoshi mode? where u carry a baby yoshi around and eat other players? maybe stomp characters or apples can appear that you can eat?
(http://http://i31.tinypic.com/w9bnk5.jpg)
ROFL!!! mama luigi!!!
anyways,the feed baby yoshi mode idea is great!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on September 27, 2009, 12:17:35 PM
Quote from: "mamaluigi"
Quote from: "Ultra_Mario"
Quote from: "drchink"
how about a feed baby yoshi mode? where u carry a baby yoshi around and eat other players? maybe stomp characters or apples can appear that you can eat?
(http://http://i31.tinypic.com/w9bnk5.jpg)
ROFL!!! mama luigi!!!
anyways,the feed baby yoshi mode idea is great!

LOL look at the real post. the Avatar mama luigi is giving a lecture to the giant mama luigi! LAWL!!!!!!!!!!!

Anyways. I still enforce my egg explosion and yoshi effects. and The wind and dizzy mode should be able to be set in the level editor. then you could set its range, patter, how fast it transitions between. and so on.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on September 27, 2009, 11:25:38 PM
LOL WEEGEE
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on September 28, 2009, 12:48:10 AM
LOL MAMA LUIGI LOOLWTFBBQ
Okay, how about we stay on topic?

EDIT: Er, okay, half of your post was on topic, nevermind.

Anyway...
SLOPES
SLOPES
SLOOOOPES
We need them.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on September 28, 2009, 05:15:34 AM
Quote from: "Zadrave"
LOL MAMA LUIGI LOOLWTFBBQ
Okay, how about we stay on topic?

EDIT: Er, okay, half of your post was on topic, nevermind.

Anyway...
SLOPES
SLOPES
SLOOOOPES
We need them.
Quote from: "Techies who saw this"
Think how difficult it is to program slopes. ABXY LOL.
Well, yeah it was suggested in the previous versions. Keep on waiting until Two would announce about the slopes.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Tanuki on September 28, 2009, 03:10:28 PM
Bring the podoboo ?-block back.

Hearts are considerably less cool.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on September 28, 2009, 09:12:37 PM
Podoboos In Hazard Editor.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on September 28, 2009, 09:31:34 PM
Thwomps and Bowser Flames as hazards. Instead of always using Survival mode.
I also liked the Yoshi idea.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on September 28, 2009, 11:50:11 PM
Quote from: "dialga483"
Thwomps and Bowser Flames as hazards. Instead of always using Survival mode.
I also liked the Yoshi idea.

Yeah, me too. =|

EDIT: Can we have SMB2 veggies?

I thought of a mode that SMB2 veggies randomly sprout on land, and then if you pulled a vegetable, you will get either grass, vegetables or powerups.

Or maybe those would look good as a minigame for worlds.

Another one: So there is Stomp. I'm thinking of Stomp, but rather a la SMB2 style. You can't kill those by stomping, but rather picking up enemies and throwing it at another enemy or another player.

And wait, one more.

Yoshi as a rideable character. It is extra life for those riding it, and if Yoshi runs after a player riding it, there is an adjustable number of seconds that Yoshi runs before vanishing. But if Yoshi is stationary and doesn't run, Yoshi won't dissipate.

And another one....

Spin-jump movement from SMWorld.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on October 02, 2009, 05:15:58 AM
How about bOM Blocks?
(http://http://img132.imageshack.us/img132/9959/bomblock.png)
Description: This powerup can create a massive shockwave and can affect
everyone on land and in air, except the user. It doesn't affect invincible people.
btw, is a Mega Mushroom powerup possible to make?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on October 02, 2009, 11:13:14 AM
Quote from: "dialga483"
How about bOM Blocks?
(http://http://img132.imageshack.us/img132/9959/bomblock.png)
Description: This powerup can create a massive shockwave and can affect
everyone on land and in air, except the user. It doesn't affect invincible people.
btw, is a Mega Mushroom powerup possible to make?

Darn it, I was going to say that same idea for my WOP Block idea. Except the the screen blinks white for a spit-second after activation. The old idea was just stupid.

I also have a idea for that bOM block. When you use it, all of your opponents explode (except the ones with a star) or it could rain bombs down that explode when they hit the ground.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on October 02, 2009, 12:08:58 PM
Perhaps a Blue Clock with some sort of glow of yellow around it, freezes the entire screen except for you, opponents get (ice) frozen and stuck where they were at the time, Usable item. Unble to affect people in warp pipes or those with stars. Or it would make everybody else have a star and completley Own you.  90% chance it freezes and maybe 10% hance it will rebel. Oh yes, you cant get items, and none of the blocks will be functional, the items you fire will remain in place until it's over, people who  are killed will respawn and be under the effect of a normal timer.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Madman200 on October 02, 2009, 12:57:43 PM
Or something entirely different:  I can understand what it means to die to a Death Hazard when you have a star on, but still: can we have the option to turn off dying to death tiles underneath Star conditions?  And maybe adjustable Burnup conditions, those might be a changeable statistic as well.  And then being able to change which Powerup to start a round with at the beginning of a game?  Maximum # of objects on screen(saying the current # is already the maximum), maximum # of fireballs / hammers / wand shots / bombs to have on screen by any given player at any given time...I am the Oddball.  Oh hey, that might work as a game mode if anyone cared to elaborate it.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on October 02, 2009, 01:13:05 PM
Oh Yes, that sounds interesting, but seriously, that would be sort of cheating.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mamaluigi on October 05, 2009, 10:02:12 AM
my idea is that there would be 2 map modes! first would the original,and the second would be adventure mode! like a scrolling mario level! I would love it! (super mario war+adventure mode+netplay=best game in the universe)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on October 05, 2009, 10:50:14 AM
I also liked that idea.
Anyways, are 8 ingame players possible in netplay (if netplay is possible) with new palettes such as sky blue, pink, etc.?
Gameplays like this will be fun, awesome, and annoying.
(8 players can cause massive lag though, especially if someone is using Cheat Engine or has a slow PC, [or internet],
plus, the maps are small 20x15, if only it can be extended...)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: drchink on October 05, 2009, 12:07:05 PM
there should be a mode like stomp where there is 1 lakitu  on a cloud that tosses down the enemies and items. if u stomp lakitu, u should take over and be in control of the enemies and power ups. tossing should b the same button as using a weapon and powerups should b tossed out by using the use item button. someone else can take you out and become the new lakitu. it would b cool if u could float anywhere u want, so jump will make u go up, down will make u go down, left makes u got left, right will make u go right. staying in one spot for to long will activate the suicide countdown and the cloud can be up for grabs again.

Quote from: "mamaluigi"
my idea is that there would be 2 map modes! first would the original,and the second would be adventure mode! like a scrolling mario level! I would love it! (super mario war+adventure mode+netplay=best game in the universe)

that would be cool, it would be like the new mario bros wii thats coming out.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on October 05, 2009, 03:56:02 PM
But Then The Person Who's In Control Of Powerups And Enemies would send TONS of Spinies And NEVER give powerups.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: drchink on October 05, 2009, 04:44:38 PM
maybe after throwing 5 enemies, u need to throw a powerup? if you don't throw it in 5 seconds, it will automatically throw it out?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: fstab on October 05, 2009, 07:59:00 PM
Quote from: "dialga463"
plus, the maps are small 20x15, if only it can be extended...
How about making it bigger, but only showing 20x15 tiles at a time (scrolling, perhaps?) But then all 4 players from one computer would have to stay within that area... Wait! In Smash bros. brawl, the screen will zoom in as much as possible but still show all characters. Then, when the characters move away from each other, it zooms out! Yeah, that could work...

Quote from: "drchink"
maybe after throwing 5 enemies, u need to throw a powerup? if you don't throw it in 5 seconds, it will automatically throw it out?
in non-team mode, you could have the supply of objects in a set order (powerup every 5 objects, maybe?). but then in team mode, the player in the lakitu cloud could choose what to throw out. If the player were sane he would chuck spinies at the other team and powerups to his own team...

just my thoughts.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: sutonio on October 05, 2009, 10:57:31 PM
i suggest putting a lakitu in survival mode to throw spiny balls to hit players but thats just my suggestion but would it be cool to have one though?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on October 06, 2009, 08:20:28 PM
Hazard Or Animated Tile, FISHIN' BOO!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mamaluigi on October 07, 2009, 07:42:54 AM
Quote from: "mariokirbyssbm"
But Then The Person Who's In Control Of Powerups And Enemies would send TONS of Spinies And NEVER give powerups.
no my idea is supposed be like a plain old mario game,no controls! (only if you made the stage!)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mamaluigi on October 07, 2009, 07:44:09 AM
Quote from: "Pink Lakitu"
Quote from: "dialga463"
plus, the maps are small 20x15, if only it can be extended...
How about making it bigger, but only showing 20x15 tiles at a time (scrolling, perhaps?) But then all 4 players from one computer would have to stay within that area... Wait! In Smash bros. brawl, the screen will zoom in as much as possible but still show all characters. Then, when the characters move away from each other, it zooms out! Yeah, that could work...

Quote from: "drchink"
maybe after throwing 5 enemies, u need to throw a powerup? if you don't throw it in 5 seconds, it will automatically throw it out?
in non-team mode, you could have the supply of objects in a set order (powerup every 5 objects, maybe?). but then in team mode, the player in the lakitu cloud could choose what to throw out. If the player were sane he would chuck spinies at the other team and powerups to his own team...

just my thoughts.
hmmm I beleive I seen this camera thingy in super smash bros rumble!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on October 07, 2009, 03:42:21 PM
Quote from: "mamaluigi"
...I believe I seen this camera thingy in super smash bros rumble!...
[/i]

And Rumble Is Not Official...

Its a game hack into a DS chip.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: fstab on October 07, 2009, 06:30:12 PM
A new tile type - water! That would be AWESOME!

And Yoshi Mode. Everyone tries to ride the Yoshi so they can stick Yoshi's tongue out and eat people. Maybe something similar to Super Mario World?

(http://http://www.classicmario.net/wp-content/uploads/2009/01/sms_yoshi_eat-male-150x150.jpg)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Open on October 07, 2009, 07:32:26 PM
Quote from: "Pink Lakitu"
And Yoshi Mode. Everyone tries to ride the Yoshi so they can stick Yoshi's tongue out and eat people. Maybe something similar to Super Mario World?
I think it would work better in Stomp mode. On that hand, why not add a Yoshi to stomp mode. Have a max as 1, and Yoshi acts as a boot/shoe would. But then there's a problem with the skins, how would they work (tough I did see a similar idea in the todo list, so two52 must have an idea)?

As yet another request, how about a normal block that you can pick up and put down, like in various Mario games (so pretty much a trampoline without the bounce). It would be very interesting.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on October 09, 2009, 05:06:26 AM
Quote from: "dialga483"
How about bOM Blocks?
(http://http://img132.imageshack.us/img132/9959/bomblock.png)
Description: This powerup can create a massive shockwave and can affect
everyone on land and in air, except the user. It doesn't affect invincible people.
btw, is a Mega Mushroom powerup possible to make?

I say this is quite unfair. There's no way of avoiding the damage it may cause.

How about getting out the play area to avoid this bOM?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on October 09, 2009, 05:10:07 AM
I guess going through pipes and wearing Tanooki Suits can avoid it.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: 4matsy on October 09, 2009, 09:55:32 AM
BEST IDEA EVAR

a WEEGEE powerup

it turns the player using it into WEEGEE

and freezes everybody else

and then they also turn into WEEGEE

and then everybody asplodes into LOTS OF SPAGHETTI :mrgreen:

...eh. Maybe as another secret ? ball or something. :p
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on October 09, 2009, 10:03:02 AM
lol, It will make the game more fun and more funny. Awesome idea.
Mario head powerup as a sequel?  :Mreg:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: pikaguy900 on October 09, 2009, 10:16:40 AM
I know you guys have said that it would be a hassle to put in a Super Mushroom or whatever, but I'd like to throw out an idea I just had for that that might possibly work. (And if it doesn't, people can continue to build off ideas until one day, someone gets a GOOD idea that would WORK and possibly be put in!)

Okay, so, I'm assuming that SDL lets you scale the graphics, right? I might be wrong on that, but let's work on the assumption that it does. (For those who have no idea what scaling means, it means you change the size of the graphic without physically editing it on the picture file itself. It's edited in the engine when needed. Or something like that. I don't code my own games. XD) The basic idea is- grabbing it increases the size of the player. Simple as that. From there, you either get to take two hits, get to crush players by walking into them, but them stomping on you still hurts you, as do every other object that could possibly hurt you, or both. Maybe ever make it all temporary, no matter what. However, I realize that the fact that your size increases might break most maps. Big, wide-open areas would be easy for the big player to get kills on, and hard for the smaller ones to avoid the big player. (Hence why a timer on how long you can stay big would be good.) Likewise, smaller, cramped areas would get the big player stuck, unable to go anywhere. Thus, I feel that this Super Mushroom should come from its OWN ? Block, NEVER the current one. Making it rate 0 by default could still break maps, considering that players could easily go into the game's settings and turn it to rate 10 to get it on maps that it would especially get stuck on that use the game's Item settings... Just my thoughts on it. Do what you wish with it, I just felt like this was something I should put out, so others might be able to build on it.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: drchink on October 09, 2009, 11:11:19 AM
how about the p switch in greed? maybe appears wen a player is almost dead and needs help to stay alive. maybe lets 5-10 coins appear randomly on the map for 5 seconds?

http://www.mariowiki.com/P-Switch (http://www.mariowiki.com/P-Switch)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on October 09, 2009, 04:07:26 PM
An Option To Change How Long The Powerup From A tournament can stay with you, and allowing you to have other people to win tournaments and get bonus powerups, while keeping yours. (*instead of chariting it to SMW tournament Central.*)




*'d parts are jokes.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Madman200 on October 09, 2009, 07:26:53 PM
Oh, I just remembered something.  Back some long time ago, I tried to give myself custom graphics so that I knew how long a flip block was going to be flipping: Ergo, the animation was 24-or-something blocks long instead of 4.  It...didn't work.  Could support for that kind of animation be added?  It couldn't be too terribly hard, just a couple of equation edits here and there for each kind of block, and pretty soon we can basically have our own animation lengths put in manually just by changing the image size.  Opinion?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: fstab on October 09, 2009, 07:36:06 PM
On the character selection menu, it would be nice if you could hold [up]/[down].
After a slight pause, it would cycle through the characters really fast.
That way, if you had 30,000 skins you wouldn't have to repeatedly press a key 10,000 times to get to one.
Instead, you could just hold down a key and wait a few seconds.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on October 09, 2009, 07:38:09 PM
Quote from: "Pink Lakitu"
On the character selection menu, it would be nice if you could hold [up]/[down].
After a slight pause, it would cycle through the characters really fast.
That way, if you had 30,000 skins you wouldn't have to repeatedly press a key 10,000 times to get to one.
Instead, you could just hold down a key and wait a few seconds.
Or you could type a letter like the maps do.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: fstab on October 09, 2009, 07:44:45 PM
Quote from: "MC Jimmy"
Quote from: "Pink Lakitu"
On the character selection menu, it would be nice if you could hold [up]/[down].
After a slight pause, it would cycle through the characters really fast.
That way, if you had 30,000 skins you wouldn't have to repeatedly press a key 10,000 times to get to one.
Instead, you could just hold down a key and wait a few seconds.
Or you could type a letter like the maps do.
Still, if you had a few hundred skins, it could still take a while. Plus, if you wanted to look through all of the skins, this would be useful.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on October 09, 2009, 07:49:00 PM
I know now, a Search function, just like searching for maps/skins by typing its name.
EDIT: How about platforms with custom paths?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mariokirbyssbm on October 10, 2009, 02:39:35 PM
Yeah, A lot of people have suggested that, you could just be able to add up to 20 waypoints upon which the platform could turn in any direction, however I know that if the platform would waypoint itself into the same spot, it would cause quite some glitching. Or Eliptical could change it's name into "shape" and have you be able to choose some pre-pathed?
shapes that you could (Altar? Alter?) the dimensions without changing the base shape. I know that will be troublesome to code/program and such, however. it would be useful.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: mamaluigi on October 11, 2009, 05:18:51 AM
Quote from: "dialga483"
lol, It will make the game more fun and more funny. Awesome idea.
Mario head powerup as a sequel?  :Mreg:
WEEEE!!! I would laugh myself out of the chair!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Open on October 11, 2009, 11:21:48 PM
Quote from: "MC Jimmy"
Quote from: "Pink Lakitu"
On the character selection menu, it would be nice if you could hold [up]/[down].
After a slight pause, it would cycle through the characters really fast.
That way, if you had 30,000 skins you wouldn't have to repeatedly press a key 10,000 times to get to one.
Instead, you could just hold down a key and wait a few seconds.
Or you could type a letter like the maps do.
I agree with the button holding addition. Typing the letter would screw up other players picking their skins. AKA Player 2 uses WASD so if player 1 pressed W to get there, it would also change player 2's skin. When player 2 presses S to go back, player 1's skin would go to S.
It seems like I'm always the one to get the first post of each page without trying
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: General Guy on October 12, 2009, 03:20:45 AM
an undo button for the leveleditor to erase your latest move, like the ctrl+Z button combination in Paint. it takes quite a while to correct something like a tile-placing error, an undo button(and a restore button in case you pressed undo by accident) might help out there.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on October 12, 2009, 04:58:02 AM
I also have a suggestion: Challenge Mode.
You make a world and some levels (for example: 8) and let 2-4 players play on this map.
They all move automatically with the same speed.
The first one who wins the first level will go to the second level immediately, except if you want a pause. The ones who are still in one of the levels have to stay longer. They remain there until they win the game. Then they also move.
When the last one has finished all levels, the game is over.
The one who is in the finish first wins.

I also made a picture for that (everybody is out of the game and moving on the world map; sorry for the German stuff on the website, guys!):
(http://http://www.bilder-hochladen.net/files/thumbs/cijf-c.png) (http://http://www.bilder-hochladen.net/files/cijf-c-png.html)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Spikehead777 on October 17, 2009, 04:44:45 AM
How about organizing/sorting the game modes and have fewer game modes with more options?

For example, instead of Classic and Frags, have one game mode called Standard. One possible ruleset here is:

[spoilers:2as16rf2]Game Mode: Standard (This would hold modes like Standard, etc.)
Type: Frags/Lives
Time Limit: None/Number
Frag Limit/Lives: None/Number
Jail: No/Yes
Frenzy: No/Yes
Survival: No/Yes
Counted Kills: Menu to all ways to kill a player (Stomp, shove into lava, hammer them, freeze, etc.)
Counted Deaths: Menu to all ways to die (Get stomped, Get shoved into lava, eat bullet bills, etc.)
Counted Suicides: Menu to all ways to suicide yourself (Spikes, Fall into lava, get smashed, etc.)
Win/Lose-delay: First player to hit limit/Second player.../Third player.../Fourth player...
Win/Loss-counted: First to hit limit/Most points/Least deaths
Remove Winners/Losers: No/Yes
Reverse Kills/Deaths: No/Yes

If Type is set to Frags, then you must kill the other players. Only kills that have been enabled by the Counted Kills menu will be counted towards your score.
If Type is set to Lives, then you must avoid being killed. Only deaths that have been enabled by the Counted Deaths and Counted Suicides menus will be counted against your score.

If Time Limit is set to a number, then a time limit will be set for the match that ends it after that much time has passed.
If Frag Limit or Lives is set to a number, then the match will continue until the first person hits the frag limit or only one last person stands in lives.
If Jail is on, then players that get killed become owned by the attacker for a while.
If Frenzy is on, then cards appear on the map that have certain items you can use.
If Survival is on, then you must try to survive an ambush of enemies falling at you. (This makes sense if Type is set to Lives)

Win-Lose Delay...
If this is set to "first person", then the first person that hits the limit automatically ends the match.
If this is set to "second person", then the second person that hits the limit automatically ends the match.
And so on.

Win-Loss Counted...
If the match is automatically ended, here is how things break down.
If this is set to "First to hit limit", then the winner/loser is the first to reach the limit.
If this is set to "Points", then the winner has the most points.
Let's say there's a match, and the frag limit is 100. You get 100 frags, and so you hit the limit first. However, now you kick back in a lawn chair wearing sunglasses, reading a newspaper, and drinking from a glass of lemonade with a small mini-umbrella sticking from the top of it, while everyone else is still killing each other. Someone gets 116 kills, And someone else has 105. The match automatically ends, and you're in third place because you didn't have the most points. However you'd be first if the rule was "First to hit limit".

Remove Winners/Losers...
Self explanatory. If you reach the limit first, you're in first/last place. If the match is delayed to "Third to hit limit", then you're removed from the game until at least two others hit the limit, and then the match auto-ends.

If Reverse Kills/Deaths is off, then standard rules apply.
If Reverse Kills/Deaths is on, then for every point you would have gained, everyone else loses a point. For every point you would have lost, everyone else gains a point.[/spoilers:2as16rf2]

There's my example. I did add some extras into that ruleset, but that's one way of merging things. Being able to have a frags match with frenzy, a time limit, and no frag limit would be sweet.

There were also other feature requests that I'd like to see. Some have been asked, so I'll support them by paraphrasing them in my own post. Some are also my own ideas)

Doors (Act like pipes except you press up to enter a door to come out of another door, pipe, or teleport)
Teleports (Act like pipes except you  touch a teleport to come out of another teleport, door, or pipe)
One-way Pipes, Doors, and Teleports (You may check out, but you may never leave...Oh wait. You may enter a door just to find you can't go back)
Instant Teleports (You touch an instant teleport to come instantly out of another matching instant teleport)
Slopes
Scrolling (Larger levels? How will this work? Fixed size? Zooming? Split-Screen)
Different playable layers (Think of this as a Z variable. Player 1 is on Layer 1, and Player 2 is on Layer 3. P1 can't stomp P2 because P2 is on a different layer. If they were on the same layer though, P1 could stomp P2...if P1 can avoid those stupid hammers... x_x)
More than 4 Players (I don't see this one happening too soon)
Rideable Yoshis (Kuribo's Shoe except in Yoshi form? Also has animation and doesn't bounce.)

Oh yeah. [s:2as16rf2]I also want a diamond-studded sapphire platter with gold, platinum, diamonds, and other gems on top.[/s:2as16rf2] =P I wish.

So those are feature requests that I support.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on October 17, 2009, 05:39:04 AM
Quote from: "Spikehead777"
How about organizing/sorting the game modes and have fewer game modes with more options?

For example, instead of Classic and Frags, have one game mode called Standard. One possible ruleset here is:

[spoilers:3b977sx4]Game Mode: Standard (This would hold modes like Standard, etc.)
Type: Frags/Lives
Time Limit: None/Number
Frag Limit/Lives: None/Number
Jail: No/Yes
Frenzy: No/Yes
Survival: No/Yes
Counted Kills: Menu to all ways to kill a player (Stomp, shove into lava, hammer them, freeze, etc.)
Counted Deaths: Menu to all ways to die (Get stomped, Get shoved into lava, eat bullet bills, etc.)
Counted Suicides: Menu to all ways to suicide yourself (Spikes, Fall into lava, get smashed, etc.)
Win/Lose-delay: First player to hit limit/Second player.../Third player.../Fourth player...
Win/Loss-counted: First to hit limit/Most points/Least deaths
Remove Winners/Losers: No/Yes
Reverse Kills/Deaths: No/Yes

If Type is set to Frags, then you must kill the other players. Only kills that have been enabled by the Counted Kills menu will be counted towards your score.
If Type is set to Lives, then you must avoid being killed. Only deaths that have been enabled by the Counted Deaths and Counted Suicides menus will be counted against your score.

If Time Limit is set to a number, then a time limit will be set for the match that ends it after that much time has passed.
If Frag Limit or Lives is set to a number, then the match will continue until the first person hits the frag limit or only one last person stands in lives.
If Jail is on, then players that get killed become owned by the attacker for a while.
If Frenzy is on, then cards appear on the map that have certain items you can use.
If Survival is on, then you must try to survive an ambush of enemies falling at you. (This makes sense if Type is set to Lives)

Win-Lose Delay...
If this is set to "first person", then the first person that hits the limit automatically ends the match.
If this is set to "second person", then the second person that hits the limit automatically ends the match.
And so on.

Win-Loss Counted...
If the match is automatically ended, here is how things break down.
If this is set to "First to hit limit", then the winner/loser is the first to reach the limit.
If this is set to "Points", then the winner has the most points.
Let's say there's a match, and the frag limit is 100. You get 100 frags, and so you hit the limit first. However, now you kick back in a lawn chair wearing sunglasses, reading a newspaper, and drinking from a glass of lemonade with a small mini-umbrella sticking from the top of it, while everyone else is still killing each other. Someone gets 116 kills, And someone else has 105. The match automatically ends, and you're in third place because you didn't have the most points. However you'd be first if the rule was "First to hit limit".

Remove Winners/Losers...
Self explanatory. If you reach the limit first, you're in first/last place. If the match is delayed to "Third to hit limit", then you're removed from the game until at least two others hit the limit, and then the match auto-ends.

If Reverse Kills/Deaths is off, then standard rules apply.
If Reverse Kills/Deaths is on, then for every point you would have gained, everyone else loses a point. For every point you would have lost, everyone else gains a point.[/spoilers:3b977sx4]

There's my example. I did add some extras into that ruleset, but that's one way of merging things. Being able to have a frags match with frenzy, a time limit, and no frag limit would be sweet.

There were also other feature requests that I'd like to see. Some have been asked, so I'll support them by paraphrasing them in my own post. Some are also my own ideas)

Doors (Act like pipes except you press up to enter a door to come out of another door, pipe, or teleport)
Teleports (Act like pipes except you  touch a teleport to come out of another teleport, door, or pipe)
One-way Pipes, Doors, and Teleports (You may check out, but you may never leave...Oh wait. You may enter a door just to find you can't go back)
Instant Teleports (You touch an instant teleport to come instantly out of another matching instant teleport)
Slopes
Scrolling (Larger levels? How will this work? Fixed size? Zooming? Split-Screen)
Different playable layers (Think of this as a Z variable. Player 1 is on Layer 1, and Player 2 is on Layer 3. P1 can't stomp P2 because P2 is on a different layer. If they were on the same layer though, P1 could stomp P2...if P1 can avoid those stupid hammers... x_x)
More than 4 Players (I don't see this one happening too soon)
Rideable Yoshis (Kuribo's Shoe except in Yoshi form? Also has animation and doesn't bounce.)

Oh yeah. [s:3b977sx4]I also want a diamond-studded sapphire platter with gold, platinum, diamonds, and other gems on top.[/s:3b977sx4] =P I wish.

So those are feature requests that I support.

Those could be great ideas, but it was suggested long ago, and think of bunch of programming skills and days to do that.

Those ideas seem impossible, but it's up to Two or Florian.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Muncher on October 19, 2009, 07:32:00 AM
Random mod idea : Boo Mode.

Killing a player turn him into a Boo, and the player who turned another into a Boo gain 1 point by sec..
The Boo can float across the map, and must touch the player who killed him to become normal again. A bonus object like a Lantern/Torch lamp could be carried, and would freeze the boo for 5 sec. when he's near and if the torch is in his direction.
Re-killing the Boo will add to the player 10 bonus points. Obviously, the player with *insert configurable points here* points will win. ^^

Powerup idea again, Super Mushroom from SMB3 and almost every Mario game. The player who get the Mushroom can now have 1 more hit before dying.  :idea:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: 4matsy on October 21, 2009, 09:13:56 AM
In the graphics menu, when selecting a graphics pack, how about not actually loading it until a button is pressed to remove the left/right arrows? It'd be especially helpful when selecting the "Game Graphics" pack, since it takes much longer to load than the other two...

Also, some thoughts on worlds and the world editor:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Muncher on October 21, 2009, 12:09:08 PM
Eh, items again. =P

[s:8oesbbct]LOL[/s:8oesbbct] Ice Skates Shoe, Map Object. Looks like this :
(http://http://img34.imageshack.us/img34/91/iceskates.png)
, allow the player to ride it, and act like a normal Kuribo Shoe, but can slide at high speed on iced tiles and turn around very quickly.

dOM item (yellow POW) destroying Other Player's items.

And Armored Shell, instead of bouncing on a destroyable block, destroy it and continue dashing without bouncing.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on October 23, 2009, 05:24:19 AM
Quote from: "Muncher"
Eh, items again. =P

[s:6e1yh03a]LOL[/s:6e1yh03a] Ice Skates Shoe, Map Object. Looks like this :
(http://http://img34.imageshack.us/img34/91/iceskates.png)
, allow the player to ride it, and act like a normal Kuribo Shoe, but can slide at high speed on iced tiles and turn around very quickly.

dOM item (yellow POW) destroying Other Player's items.

And Armored Shell, instead of bouncing on a destroyable block, destroy it and continue dashing without bouncing.

Really nice idea. I love the ice skates.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Spikehead777 on October 23, 2009, 07:47:50 AM
Quote from: "Rockerfrick"
Quote from: "Spikehead777"
[spoilers:ptwwn1il]How about organizing/sorting the game modes and have fewer game modes with more options?

For example, instead of Classic and Frags, have one game mode called Standard. One possible ruleset here is:

Game Mode: Standard (This would hold modes like Standard, etc.)
Type: Frags/Lives
Time Limit: None/Number
Frag Limit/Lives: None/Number
Jail: No/Yes
Frenzy: No/Yes
Survival: No/Yes
Counted Kills: Menu to all ways to kill a player (Stomp, shove into lava, hammer them, freeze, etc.)
Counted Deaths: Menu to all ways to die (Get stomped, Get shoved into lava, eat bullet bills, etc.)
Counted Suicides: Menu to all ways to suicide yourself (Spikes, Fall into lava, get smashed, etc.)
Win/Lose-delay: First player to hit limit/Second player.../Third player.../Fourth player...
Win/Loss-counted: First to hit limit/Most points/Least deaths
Remove Winners/Losers: No/Yes
Reverse Kills/Deaths: No/Yes

If Type is set to Frags, then you must kill the other players. Only kills that have been enabled by the Counted Kills menu will be counted towards your score.
If Type is set to Lives, then you must avoid being killed. Only deaths that have been enabled by the Counted Deaths and Counted Suicides menus will be counted against your score.

If Time Limit is set to a number, then a time limit will be set for the match that ends it after that much time has passed.
If Frag Limit or Lives is set to a number, then the match will continue until the first person hits the frag limit or only one last person stands in lives.
If Jail is on, then players that get killed become owned by the attacker for a while.
If Frenzy is on, then cards appear on the map that have certain items you can use.
If Survival is on, then you must try to survive an ambush of enemies falling at you. (This makes sense if Type is set to Lives)

Win-Lose Delay...
If this is set to "first person", then the first person that hits the limit automatically ends the match.
If this is set to "second person", then the second person that hits the limit automatically ends the match.
And so on.

Win-Loss Counted...
If the match is automatically ended, here is how things break down.
If this is set to "First to hit limit", then the winner/loser is the first to reach the limit.
If this is set to "Points", then the winner has the most points.
Let's say there's a match, and the frag limit is 100. You get 100 frags, and so you hit the limit first. However, now you kick back in a lawn chair wearing sunglasses, reading a newspaper, and drinking from a glass of lemonade with a small mini-umbrella sticking from the top of it, while everyone else is still killing each other. Someone gets 116 kills, And someone else has 105. The match automatically ends, and you're in third place because you didn't have the most points. However you'd be first if the rule was "First to hit limit".

Remove Winners/Losers...
Self explanatory. If you reach the limit first, you're in first/last place. If the match is delayed to "Third to hit limit", then you're removed from the game until at least two others hit the limit, and then the match auto-ends.

If Reverse Kills/Deaths is off, then standard rules apply.
If Reverse Kills/Deaths is on, then for every point you would have gained, everyone else loses a point. For every point you would have lost, everyone else gains a point.

There's my example. I did add some extras into that ruleset, but that's one way of merging things. Being able to have a frags match with frenzy, a time limit, and no frag limit would be sweet.

There were also other feature requests that I'd like to see. Some have been asked, so I'll support them by paraphrasing them in my own post. Some are also my own ideas)

Doors (Act like pipes except you press up to enter a door to come out of another door, pipe, or teleport)
Teleports (Act like pipes except you  touch a teleport to come out of another teleport, door, or pipe)
One-way Pipes, Doors, and Teleports (You may check out, but you may never leave...Oh wait. You may enter a door just to find you can't go back)
Instant Teleports (You touch an instant teleport to come instantly out of another matching instant teleport)
Slopes
Scrolling (Larger levels? How will this work? Fixed size? Zooming? Split-Screen)
Different playable layers (Think of this as a Z variable. Player 1 is on Layer 1, and Player 2 is on Layer 3. P1 can't stomp P2 because P2 is on a different layer. If they were on the same layer though, P1 could stomp P2...if P1 can avoid those stupid hammers... x_x)
More than 4 Players (I don't see this one happening too soon)
Rideable Yoshis (Kuribo's Shoe except in Yoshi form? Also has animation and doesn't bounce.)

Oh yeah. [s:ptwwn1il]I also want a diamond-studded sapphire platter with gold, platinum, diamonds, and other gems on top.[/s:ptwwn1il] =P I wish.

So those are feature requests that I support.[/spoilers:ptwwn1il]

Those could be great ideas, but it was suggested long ago, and think of bunch of programming skills and days to do that.

Those ideas seem impossible, but it's up to Two or Florian.

I wouldn't think that doors and teleports would be hard to code...Reuse the pipe code but have a different animation, depending on what tile you're going through or something? And one-way pipes...Well, there's already have code to temporary block pipes when someone enters one, so couldn't that code be reused in a more permanent way?

Slopes...Collision detection is some hard stuff, even when trying to perfect it. I wouldn't doubt that the entire collision aspect would have to be rebuilt to support slopes.

Scrolling...Graphics work is also up there in the hard stuff, and trying to make scrolling work would have to change the way everything is drawn in game to accommodate.

Different Playable Layers...This one causes ambiguities. Let's say two players, P1 and P2, are on to different layers, layer 1 and layer 2. If P1 and P2 are in same X and Y position, but on their two different layers, what would happen if both players were to go left and merge back into a single layer? I don't think different playable layers would be stable like, unless there's some way of prevent this situation from happening (such as only allowing layer transfers through pipes etc. and not open air.)

More than 4 players...Unless all of the variables are hardcoded rather than being arrays, then this one shouldn't be too hard to implement. It's just a matter of redoing the main menu GUI to support it, as well as in-game graphics to be drawn, and an improved HUD.

Rideable Yoshis...Kuribo's shoe, remove bouncing, add animation, soblem prolved.

Alternative Mode Skins (not in my original post)...I made a cow sprite as well as a rebel cow sprite, and it's really funny when you're playing the Chicken game mode. You'll stomp someone and turn into the cow/rebel cow, and then every time you stomp someone, you'll hear a cow go moo/oom. XD When you die, you turn into a T-bone steak. XD This is my incentive to alternative mode skins.

Unfortunately, a lot of the above suggestions that were made by me or that were suggested before would probably require a redo of the map format, which will break things unless a converter is made. =/

Anyways, just work one day at a time trying to get features made and bugs fixed.

Oh, and if we get more than 4 players and larger levels, I want a Virus game mode. One person starts as the virus. If the virus touches someone else, or someone else touches the virus, that someone else will become a virus also. If you're not a virus and you stomp someone, you won't turn into a virus.

I don't want to make a new post, so I'm editing this one.

I had another idea just now. This might go with the different playable layers suggestion above. Anyways, how about switchable layers or switchable warps? As in, you press a red switch block, and tile types on one layer will switch between two different tile types when the switch is activated.

Also, colored P-Switches. When you press one, the colored switch toggles the state of switch blocks for a short time. I.e., if the red switch is on, you press the red P-Switch, and the red switch temporarily turns off for maybe 10 seconds before turning back on.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on October 24, 2009, 01:43:00 AM
Hmm... Are warps in platforms possible to code?
(Anyways, I know that the preview of maps with such might get messed up or it's somewhat hard to code.)

EDIT: A level editor option wherein if parts of platforms are allowed to go
off-screen or appear on the opposite side (for line segment type platforms).
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on November 03, 2009, 02:46:05 PM
Line up minigame that you can set for the world mode so you can get 1up 2up or 5up if you match them, or whatever the guy amount was.
(http://http://admin.gamedaily.com/media-test/galleries/931/Line-up.jpg)

Also the memory match game where you would get the power up if you matched the cards right.
(http://http://admin.gamedaily.com/media-test/galleries/931/Memory-Match.jpg)

Finally, I suggested this before but...
setting different points for the platform to go to then going back...
(http://http://img94.imageshack.us/img94/2892/platform.png)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on November 03, 2009, 03:01:07 PM
Quote from: "James"
Line up minigame that you can set for the world mode so you can get 1up 2up or 5up if you match them, or whatever the guy amount was.
(http://http://admin.gamedaily.com/media-test/galleries/931/Line-up.jpg)
It was 2up for mushroom, 3up for flower and 5up for star.
That reminds me of something else...
(http://http://themushroomkingdom.net/images/remakes/smb3/smb3_level_end.png)
It was the square at the end of every level at which you can win powerups to be stored in an extra field.
3 stars collected => 5 extra points
3 flowers collected => 3 extra points
3 mushrooms collected => 2 extra points
and if it is wild mixed => 1 extra point

Quote
Also the memory match game where you would get the power up if you matched the cards right.
(http://http://admin.gamedaily.com/media-test/galleries/931/Memory-Match.jpg)
But if we included hundreds of minigames, what should the worlds look like then?
Two levels and fivehundred minigames and toad houses?

Quote
Finally, I suggested this before but...
setting different points for the platform to go to then going back...
(http://http://img94.imageshack.us/img94/2892/platform.png)
Really great ideas, I have to say to that.

We'll see if this all can be included in Beta 3/RC1.

PS. Another suggestion:
(http://http://kevtris.org/Projects/console/video/videoattempt89.jpg)
The Coin Ship that appeared on the map if you collected an amount of coins in the levels!
To do that in SMW, we could use points for that. The first one who gets 66 points (for example) will get access to this ship.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on November 03, 2009, 07:10:19 PM
Quote from: "smwforever45"
But if we included hundreds of minigames, what should the worlds look like then?
Two levels and fivehundred minigames and toad houses?
It's not like you have to include each one in a world you make. :P It's just options so the worlds you make can be more diversified.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Spikehead777 on November 03, 2009, 08:04:17 PM
Here's 6 mini game ideas taken from Yoshi's Island from the SNES/GBA.

http://www.mobygames.com/images/shots/o ... 899-03.png (http://www.mobygames.com/images/shots/original/1105309899-03.png) Scratch 3 game
There are 7 cards and you must scratch 3 cards. If all three cards turn up as bad guys--toadies, kameks, bowsers, etc.--you don't win anything. However, you get points for each card that's not a bad guy. There are 4 bad guys and 3 non-bad guys.

http://www.mobygames.com/images/shots/o ... 942-00.png (http://www.mobygames.com/images/shots/original/1106002942-00.png) Window game
There are 6 windows, and you must open 1 window. If you open a window and don't reveal a bad guy, you get points or a new item. If you do reveal a bad guy, nothing happens.

http://www.mobygames.com/images/shots/o ... 942-01.png (http://www.mobygames.com/images/shots/original/1106002942-01.png) Matching game
You must make as many matches as you can. There are 2 bad guys, and if you reveal 1, it's game over. For every successful match, you receive the item displayed (or maybe 2). If you reveal all of the cards except the bad guys, then both of the cards flip over revealing 10-points or similar underneath.

http://www.mobygames.com/images/shots/o ... 943-00.png (http://www.mobygames.com/images/shots/original/1106002943-00.png) Roulette game
My favorite on the game. =P You must wager some points, and then start the roulette. On the left side, the roulette has plus and multiply signs. On the right, the roulette has the numbers 0-3 on them. If the left side lands on a plus sign, then add the number that lands on the right side to your wager and receive your wager back. If the left side lands on a multiply sign, then multiply the number on the right by your wager and receive your wager back. A late-game roulette with all or nothing can make or break the winner. =P

http://www.mobygames.com/images/shots/o ... 943-01.png (http://www.mobygames.com/images/shots/original/1106002943-01.png) Slots game
Ahh, slot machines. You must stop the three reels. If there is a match, receive the matching item. This slot machine's reels stop when you say they should, or they may stop automatically if you don't stop them in time.

http://www.mobygames.com/images/shots/o ... 943-03.png (http://www.mobygames.com/images/shots/original/1106002943-03.png) Flip game
I hate this one. DX You must flip cards. This one is different from the matching and window games, in that you must flip cards until you win, lose, or call it quits. If you flip a card, and it's not a bad guy, you may flip another one, or call it quits, and leave with your new item. If you flip a card and it is a bad guy, you lose all items you may have earned in that game. However, there's only 1 bad guy, and if you flip all 7 non-bad guy cards, the bad guy card turns into a point earning card, you receive points on top of the items you earn.

Most of those are "gambling" mini-games though. If you need more ideas, look no further but to the Mario Party series. =P
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on November 04, 2009, 01:57:51 AM
Quote from: "smwforever45"
Quote from: "James"
Line up minigame that you can set for the world mode so you can get 1up 2up or 5up if you match them, or whatever the guy amount was.
(http://http://admin.gamedaily.com/media-test/galleries/931/Line-up.jpg)
It was 2up for mushroom, 3up for flower and 5up for star.
That reminds me of something else...
(http://http://themushroomkingdom.net/images/remakes/smb3/smb3_level_end.png)
It was the square at the end of every level at which you can win powerups to be stored in an extra field.
3 stars collected => 5 extra points
3 flowers collected => 3 extra points
3 mushrooms collected => 2 extra points
and if it is wild mixed => 1 extra point

Quote
Also the memory match game where you would get the power up if you matched the cards right.
(http://http://admin.gamedaily.com/media-test/galleries/931/Memory-Match.jpg)
But if we included hundreds of minigames, what should the worlds look like then?
Two levels and fivehundred minigames and toad houses?

Quote
Finally, I suggested this before but...
setting different points for the platform to go to then going back...
(http://http://img94.imageshack.us/img94/2892/platform.png)
Really great ideas, I have to say to that.

We'll see if this all can be included in Beta 3/RC1.

PS. Another suggestion:
(http://http://kevtris.org/Projects/console/video/videoattempt89.jpg)
The Coin Ship that appeared on the map if you collected an amount of coins in the levels!
To do that in SMW, we could use points for that. The first one who gets 66 points (for example) will get access to this ship.

Great ideas. I would also go for those....
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on November 08, 2009, 07:09:04 PM
Skin Editor.
(http://http://img8.imageshack.us/img8/2739/skineditor.gif)
You can load a skin or start from scratch in this editor.

The top set of pictures shows each frame of the raw picture file.

The sidebar is the palette editor that only allows you to use the colors in the pallette to avoid from messing up using bad colors in game that don't palette swap.

As you can see the big framed window is a zoomed in picture of the skin. This is the frame you can edit your skin on. It should be zoomed in so it's easier for you to work on the skin without straining your eyes and what not.

Just under that frame is the Player Preview. You can click 1-4 on the keyboard to set which player palette you currently want to view, so you can see how a skin would look in game.

Finally, the bottom frame has different animated settings to view things just as walking, running, skidding, as well as special palette colored effects like star power up and frozen.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Open on November 08, 2009, 08:00:14 PM
The skin editor is a nice idea, however, its just more for Two52 to program. I doubt it'll be added as long as MSPaint survives (which should be as long as Windows is around).
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on November 09, 2009, 02:13:35 AM
Quote from: "Open"
The skin editor is a nice idea, however, its just more for Two52 to program. I doubt it'll be added as long as MSPaint survives (which should be as long as Windows is around).

MS Paint isn't user-friendly when it comes to making skins IMO. I like James's idea.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: KingPepe on November 09, 2009, 05:24:52 PM
Quote from: "Rockerfrick"
Quote from: "Open"
The skin editor is a nice idea, however, its just more for Two52 to program. I doubt it'll be added as long as MSPaint survives (which should be as long as Windows is around).

MS Paint isn't user-friendly when it comes to making skins IMO. I like James's idea.
Yeah, you'd have more people making lo-res skins instead if there was a skin editor.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on November 14, 2009, 01:33:18 PM
First, the idea of the skin editor is really great. Finally something for beginners to work with.

Second, I got another idea:
What about some save points for very long worlds to save on for once usage so you can continue playing later?
For example, you'd have those things on the world map:
(http://http://img69.imageshack.us/img69/1914/savepoint.png)
If they have been used, they turn into the normal way or the landscape, a palm, a tree, whatever.

It would look like that on the world map:
[spoilers:92tn0s3u](http://http://img69.imageshack.us/img69/1184/savepointworldmap.png)[/spoilers:92tn0s3u]
(I took the world that was the best example for the suggestion)

Comments, anyone? :)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on November 15, 2009, 05:12:32 AM
like that idea, i must always continue the worlds , but after two levels, i must do something, so

GREAT IDEA!

the skin editor is good too, but if you make sprite skins, it wouldnt help, because you cant dit them there. But good idea too, after all.

coin ship idea is my favorite one, ts just amazing good.

maybe WE could make our own ships for that.

My idea for mingames:

jump row!

there are you and one ( two, three) enemys, in four different pipes, and under the pipes is a platrom with death tiles. so you can just hopp up over the death tiles, and nothing other,
and the computer counts your highscore !
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on November 15, 2009, 05:39:35 AM
Quote from: "EditorSD"
coin ship idea is my favorite one, ts just amazing good.

maybe WE could make our own ships for that.
I made a map for that now.
(http://http://img94.imageshack.us/img94/7219/coinship.png) (http://http://smwffh.supersanctuary.net/441Coin%20Ship.map)
Click the pic for download.

Quote
My idea for mingames:

jump row!

there are you and one ( two, three) enemys, in four different pipes, and under the pipes is a platrom with death tiles. so you can just hopp up over the death tiles, and nothing other,
and the computer counts your highscore !
Ah, that means every jump counts a point and if you fall, you lose one?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on November 15, 2009, 09:28:28 AM
you arent loosing one, you can change that from
one to ten.

anyway I am working on a map to show you guys how it should look!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Max on November 19, 2009, 06:04:19 AM
-special tiles that move you sideways :idea: (http://http://i50.tinypic.com/5m01a0.png).
-more tilesets for the interactive blocks and the ability to give them some special properties. for example:
-to be able to put on a map even a On AND Off switch block! Would make awesome maps ^^
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on November 19, 2009, 12:57:42 PM
Quote from: "Max"
-special tiles that move you sideways :idea: (http://http://i50.tinypic.com/5m01a0.png).
Very nice idea, it will make gameplay more interesting.

Quote
-more tilesets for the interactive blocks
Such a YES. Who doesn't want to do their own interactive blocks?

Quote
and the ability to give them some special properties. for example:
    -have a frozen powerupblock on which you slide for ice/snow themed maps.
    -a fire powerupblock for fire/lava themed maps etc
    -a metallic powerupblock for future/industrial maps
    -these properties should be used on other blocks too like the flipblock. make cool combinations :)
Another great suggestion.

Quote
-to be able to put on a map even a On AND Off switch block! Would make awesome maps ^^
But, what should different blocks do?
I think that should be combined with switching different same-coloured blocks.

Example:
One red switch turns 10 of 15 red blocks on and off, another red switch switches the 5 other.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on November 19, 2009, 10:17:28 PM
Suggested a milion times, but...

We need level options instead of just scrolling on each side. Some examples:
- Scroll left/right/up, death at bottom (below the last tile)
- No scroll, death at bottom (below the last tile)
- Scroll up/down, no scroll left/right
- No scroll on all sides
etc.

The boo blocks would be cool.  (The ones where they turn into a block when you look away)

Pluckable radishes from the ground would be cool, too.

Oh, a silly and somewhat useless thing to do is have the map type be dark, and whenever you switch on at red block, everything becomes a ball-kicking disco party.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on November 19, 2009, 10:28:28 PM
Interactive blocks on platforms.
Paths for platforms.

Been suggested numerous times....
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Spikehead777 on November 20, 2009, 04:11:05 AM
Quote from: "Zadrave"
Suggested a milion times, but...

We need level options instead of just scrolling on each side. Some examples:
- Scroll left/right/up, death at bottom (below the last tile)
- No scroll, death at bottom (below the last tile)
- Scroll up/down, no scroll left/right
- No scroll on all sides
etc.

The boo blocks would be cool.  (The ones where they turn into a block when you look away)

Pluckable radishes from the ground would be cool, too.

Oh, a silly and somewhat useless thing to do is have the map type be dark, and whenever you switch on at red block, everything becomes a ball-kicking disco party.
I'd like to add to that first one: customizable scroll sizes. So let's say you have a map that has unused space 3 blocks in from the left and right sides. It'd be cool if instead of having "Wham. Oh hey look, a wall.", you could change the scrolling to start 3 blocks in from each side.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: cobra commander on November 21, 2009, 01:31:26 AM
i would like to add more pages on the animation tile sets like the original tile sets and animating backgrounds too
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on November 21, 2009, 04:09:23 AM
Quote from: "cobra commander"
i would like to add more pages on the animation tile sets
This has already been suggested.

Quote
like the original tile sets
How would you build original tilesets in? You'd have to filter all the non-animation tiles first. This would take a long time.

Quote
and animating backgrounds too
You can build some animated backgrounds (with help of the moving backgrounds) and put the normal backgrounds also in tilesets.
That means that everyone can make the animated backgrounds - but not extended ones, like it was in SMWorld.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on November 21, 2009, 07:47:20 PM
I think animated backgrounds can be porduced with animated GIFs. Or maybe not?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Max on November 22, 2009, 12:36:38 PM
While creating/editing a map the editor "should ask" you if you really wanna leave everything that was changed unsaved, EVEN when changing a level and even when saving a map it should ask if you wanna save cuz maybe you dont want to aply the changes you made to a map. I also sugest undo and redo.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Open on November 22, 2009, 01:08:54 PM
Quote from: "Max"
While creating/editing a map the editor "should ask" you if you really wanna leave everything that was changed unsaved, EVEN when changing a level and even when saving a map it should ask if you wanna save cuz maybe you dont want to aply the changes you made to a map. I also sugest undo and redo.
How bout make it so that you have to press esc twice to close it, and it resets if you press a button in between.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Max on November 22, 2009, 01:48:03 PM
Quote from: "Open"
Quote from: "Max"
While creating/editing a map the editor "should ask" you if you really wanna leave everything that was changed unsaved, EVEN when changing a level and even when saving a map it should ask if you wanna save cuz maybe you dont want to aply the changes you made to a map. I also sugest undo and redo.
How bout make it so that you have to press esc twice to close it, and it resets if you press a button in between.

Uhm.. I'm saying about this when switching to another a map[page up/down?]. Not when closing the editor. That problem is perfectly fixed. It only needs to be added when switching to another map.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on November 22, 2009, 01:54:00 PM
Quote from: "Max"
While creating/editing a map the editor "should ask" you if you really wanna leave everything that was changed unsaved, EVEN when changing a level and even when saving a map it should ask if you wanna save cuz maybe you dont want to aply the changes you made to a map. I also sugest undo and redo.
I can only second that idea.
I had that problem when I almost finished making a map, and then I pressed the wrong button, and got to another map. I had to begin again. :x

But undo and redo aren't rentable ideas, because you can always press the right mouse button and can delete something with that.
If you want to do it again, just search the tile, place it and it's done.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Max on November 22, 2009, 02:03:39 PM
Quote from: "smwforever45"
But undo and redo aren't rentable ideas, because you can always press the right mouse button and can delete something with that.
If you want to do it again, just search the tile, place it and it's done.
Yeah just suggesting^^
and thx for feedback :)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on November 23, 2009, 04:30:38 AM
Quote from: "Max"
Quote from: "Open"
Quote from: "Max"
While creating/editing a map the editor "should ask" you if you really wanna leave everything that was changed unsaved, EVEN when changing a level and even when saving a map it should ask if you wanna save cuz maybe you dont want to aply the changes you made to a map. I also sugest undo and redo.
How bout make it so that you have to press esc twice to close it, and it resets if you press a button in between.

Uhm.. I'm saying about this when switching to another a map[page up/down?]. Not when closing the editor. That problem is perfectly fixed. It only needs to be added when switching to another map.

Reminds me of MS Paint. How about pressing 's' then prompting you this:

Are you sure you want to save this map?

Yes   No   Cancel
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on November 26, 2009, 11:14:11 PM
There would be no "Cancel" option, because "No" cancels it. :V
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on November 27, 2009, 02:16:59 AM
Quote from: "Zadrave"
There would be no "Cancel" option, because "No" cancels it. :V

Nope. "No" doesn't save the map, and closes the window, while "cancel" won't save the map, but will not close the window.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on November 30, 2009, 02:43:42 PM
I am not sure if this is the right forum to post this but if they are ever going to make a Mario war version 1.9 I have some Ideas if anyone knows what the jetpacks from Super mario sunshine are like it would be a speed booster that is so fast you could maybe run over lave, a rocket nozzle to get to places in the level that you can't reach and a hover nozzle so you can hover out of danger of  the lava those are what I came up with so far and if you put those ieas into version 1.8 then Please send me the file?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: KingPepe on November 30, 2009, 04:07:33 PM
Quote from: "Drewby2"
I am not sure if this is the right forum to post this but if they are ever going to make a Mario war version 1.9 I have some Ideas if anyone knows what the jetpacks from Super mario sunshine are like it would be a speed booster that is so fast you could maybe run over lave, a rocket nozzle to get to places in the level that you can't reach and a hover nozzle so you can hover out of danger of  the lava those are what I came up with so far and if you put those ieas into version 1.8 then Please send me the file?
Demand for 1.9. already?

Holy crap.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dmx_7 on November 30, 2009, 05:03:00 PM
well that was really fast. the finale of 1.8 isnt realesed yet. but dont mind me im not going to complain  :)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on November 30, 2009, 07:56:02 PM
Are there going to be more sledgys(Bosses) in the future updates?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 01, 2009, 10:33:17 AM
maybe more enemys, and more sledgys, or adding sledgis by yourself.

ohh, and sledgys with gravitation, because playin sledy mode on an own map

is annoying because they are standing in the air.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dmx_7 on December 01, 2009, 02:47:25 PM
Quote from: "EditorSD"
maybe more enemys, and more sledgys, or adding sledgis by yourself.

ohh, and sledgys with gravitation, because playin sledy mode on an own map

is annoying because they are standing in the air.
so true, so true plus its looks uncool out
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 01, 2009, 03:40:32 PM
Quote from: "EditorSD"
maybe more enemys, and more sledgys, or adding sledgis by yourself.

ohh, and sledgys with gravitation, because playin sledy mode on an own map

is annoying because they are standing in the air.
I always thought that was a glitch, or they were working on that.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 01, 2009, 07:49:05 PM
if you guys saw my post about the hover,rocket, and speed boost items for the next version on page nine can someone put them into the game and send me the file?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 01, 2009, 11:00:24 PM
Quote from: "Drewby2"
if you guys saw my post about the hover,rocket, and speed boost items for the next version on page nine can someone put them into the game and send me the file?
By that you mean the FLUDD mods?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 01, 2009, 11:02:44 PM
Double poast.D: Has a regular mushroom been suggested yet?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on December 01, 2009, 11:21:02 PM
Quote from: "Kirchu23"
Double poast.D: Has a regular mushroom been suggested yet?
Many times.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 02, 2009, 01:55:34 AM
if you have ever played Super Mario Sunshine it is mario's water jet pack that he uses in the game and I thought somebody could improvise and put it into SMW? also if you want to do it check out Super Mario 63 it is a cross between super mario sunshine and super mario 64.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 02, 2009, 02:03:23 AM
sorry Kirchu23 I misread your post yes I mean the FLUDD MODS
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 02, 2009, 02:08:13 AM
and another question that I have is how do I use my other tilesets? I have tons of them but the level editor only allows me to use the original ones I want to do some better levels but I can't use any additional tilesets and how do I post a picture so you can see the tilesets that I am talking about?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 02, 2009, 03:28:00 AM
Hmmmm....reminds me of Super Mario Galaxy -- maps which gravity can be specified from the level editor. This thing is very useful for underwater maps.

EDIT: Drewby, sir, please don't make the "edit" button cry. Avoid multi-posting within 24 hours. Just use the edit button ;)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Muncher on December 02, 2009, 04:05:38 AM
Quote from: "Drewby2"
if you guys saw my post about the hover,rocket, and speed boost items for the next version on page nine can someone put them into the game and send me the file?
You know, somebody who create a game (in this case the SMWar developers) can't insert a new idea in their gamewithin the 24 hours. They need those 3 things :

-Time
-Graphics
-Coding.

So, you should at least provide a 16x16 graphic to explain how you want them to look.
Also, when the next version will be ready, it will be released to everyone, not you before anyone.
But I agree, it's a good idea.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 02, 2009, 06:54:30 AM
new goomba shoes:

a golden one ( to walk on violet death tiles)

a one with wings ( has the ability to fly)

a one that can shoot little projektiles

a goomba shoe that doesnt slide on ice

a goomba fludd one ( lol item overdrive)

a one with a spring so you can jump higher


OMG many ideas...
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on December 02, 2009, 07:58:28 AM
Quote from: "EditorSD"
a golden one ( to walk on violet death tiles)
:shock:
I'm wondering now how you should die then...
Do we really have to invent a black death tile then?

Quote
a one with wings ( has the ability to fly)
Now that's not a bad idea.
It's annoying that you always get stomped while being in a shoe. Now you can just fly away. :lol:

Quote
a one that can shoot little projektiles
Like lasers or gun bullets?
Nice idea.

Quote
a goomba shoe that doesnt slide on ice
:?
I'm wondering now what thing doesn't slide on ice...

Quote
a goomba fludd one ( lol item overdrive)
LOL. Stomp on weapons. Greatest idea ever. :mrgreen:

Quote
a one with a spring so you can jump higher
Hmm...
I think this idea would be better with bigger maps.
But it's a good one.

PS. I got another idea:
How about portable cannons?
You press a button and it shoots one cannonball out.
Then you can take it, move it somewhere else and shoot again.
And so on...
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 02, 2009, 08:20:30 AM
Quote from: "MC Jimmy"
Quote from: "Kirchu23"
Double poast.D: Has a regular mushroom been suggested yet?
Many times.
Then why haven`t they made it yet?
Also, what about the warp whistle from the original SMB3?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on December 02, 2009, 08:32:49 AM
Quote from: "Kirchu23"
Quote from: "MC Jimmy"
Quote from: "Kirchu23"
Double poast.D: Has a regular mushroom been suggested yet?
Many times.
Then why haven`t they made it yet?
Because it would make the game unfair.

Also, you could get quite stuck if you were big.
For example:

And the developers would have to make a new skin size: 32x64. That would be hard work.

But, the real problem is, they would have to build ducking in. This would be really complicated, because if you press down on the keyboard, you normally go down on solid-on-top tiles. Also, how to do ducking for the normal 32x32 skins?

Quote
Also, what about the warp whistle from the original SMB3?
How should you build them in the game?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 02, 2009, 01:26:09 PM
when you are in the golden shoe you still can be stomped or getting item killed,

and the shoe could be slower...


IMPORTANT!!!

we need resapwnable ice blocks because they are away too fast and you cant put the half map full with ice blocks so you can shoot for a minute with them!

OHhh, and thecannon idea is cool, maybe there is a item that allows you to shoot a banzai bill once?
like the bullet bills?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on December 02, 2009, 02:19:48 PM
Quote from: "EditorSD"
when you are in the golden shoe you still can be stomped or getting item killed,

and the shoe could be slower...
Still, why should the shoe walk over lava?
Normally you would flame up or sink.

Quote
we need resapwnable ice blocks
That'd be nice. Endless ice blocks make games very fun. ;)

Quote
because they are away too fast
Not always.
Remember you can set when ice blocks should dissapear in the game options.
You can even tell the game that ice blocks don't dissapear.

Quote
OHhh, and thecannon idea is cool, maybe there is a item that allows you to shoot a banzai bill once?
like the bullet bills?
Not a bad idea.

New idea out of the other one:
A powerup that looks like a normal bullet bill powerup first, but when you shoot it, the outcoming bullet bill explodes and two or three banzai bills come out.
Or maybe as a hazard?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 02, 2009, 02:46:16 PM
that would be like my idea of the FLUDD Speed boosete buy you will not reaklly be walking just going so fast that you will zoom Right over it. and I do Love the Ideas about the gomba shoes and cannon. and if anyone can draw me the FLUDD hover,rocket, and/or speed boost  I will give you credit for the drawing of the graphics
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 02, 2009, 03:28:34 PM
how would I make my own Items like if I want to make that FLEDD how would I do it? because I want to make it to use in the game and test it so that I can share it with other people. >:)  :Kcol:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on December 02, 2009, 04:57:25 PM
Quote from: "Drewby2"
how would I make my own Items like if I want to make that FLEDD how would I do it? because I want to make it to use in the game and test it so that I can share it with other people. >:)  :Kcol:
I doubt you know any coding right?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 02, 2009, 05:30:11 PM
yeah I only play the game and make levels but I can't even do any decent levels because I can only use my original Graphics packs.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 02, 2009, 08:11:37 PM
Quote from: "MCJimmy"
Because it would make the game unfair.
  • You can just run over your opponents
  • You can be hit by an enemy and don't die after that

Also, you could get quite stuck if you were big.
For example:
  • In one-tile tunnels
  • Below/Above ? boxes or other stuff if you come out pipes or other stuff

And the developers would have to make a new skin size: 32x64. That would be hard work.

But, the real problem is, they would have to build ducking in. This would be really complicated, because if you press down on the keyboard, you normally go down on solid-on-top tiles. Also, how to do ducking for the normal 32x32 skins?
You wouldn`t have to make the sprite bigger. You could just put a mushroom over the player`s icon on the scoreboard. :)  Also, for the getting hit and surviving, isn`t that the point?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on December 03, 2009, 11:17:30 AM
Heh, he quoted me and then it should have been MC Jimmy? :?

Quote from: "Kirchu23"
Quote from: "Not MCJimmy, but smwforever45!"
Because it would make the game unfair.
  • You can just run over your opponents
  • You can be hit by an enemy and don't die after that

Also, you could get quite stuck if you were big.
For example:
  • In one-tile tunnels
  • Below/Above ? boxes or other stuff if you come out pipes or other stuff

And the developers would have to make a new skin size: 32x64. That would be hard work.

But, the real problem is, they would have to build ducking in. This would be really complicated, because if you press down on the keyboard, you normally go down on solid-on-top tiles. Also, how to do ducking for the normal 32x32 skins?
You wouldn`t have to make the sprite bigger. You could just put a mushroom over the player`s icon on the scoreboard. :)  Also, for the getting hit and surviving, isn`t that the point?
Oh right, I forgot about that. Then it's easy.

PS. I got an idea:
How about support for multiple levels and worlds in the editors?
So we can make five levels or so at one time.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 03, 2009, 09:40:16 PM
Off Topic: Sorry about that. :?

On Topic: So will it be possible to make one?(Regular Mushroom)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 03, 2009, 09:54:34 PM
Double poast, again. Here`s a minigame suggestion, the SMW bonus game. At the end of every level, you touch this white bar, it gives X red stars depending on how high it was when you touched it, and when you got 100, you did this little bonus game of tic-tac-toe. Sorry it was so long, I just wanted to make sure you guys understood.
3 in a row(Mushroom)=1 point
3 in a row(Flower)=3 points
3 in a rom(Star)=5 points

Hope j00 like it! :mrgreen:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 04, 2009, 01:57:44 PM
can you guys answr my posts PLZ? I am new to the forum's and kinda new to mario war and am looking for some answers
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 04, 2009, 02:09:46 PM
One player mode:

select it on the screen to star

-timer (if wanted)

-scrolling

-enemys

-leveleditor for this is needed extra

-more enemys than on super mario war

-lifes (if wanted)

level end minigame (if wanted)

looong levels

When we have this we have 2.0 i think.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: JM Dragon on December 04, 2009, 05:43:59 PM
Quote from: "Drewby2"
can you guys answr my posts PLZ? I am new to the forum's and kinda new to mario war and am looking for some answers

This question?:
Quote from: "Drewby2"
how would I make my own Items like if I want to make that FLEDD how would I do it? because I want to make it to use in the game and test it so that I can share it with other people. >:)  :Kcol:
For something that complex you would need to program the item yourself.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 05, 2009, 01:04:24 AM
if it requires a specific program can you send me the download for it?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 05, 2009, 02:00:43 AM
Item Idea: Chain Chimp
When you get this item a small chain chomp will follow you around and attack whoever tries to attack you or gets near you. The Chain Chimp can dissapeer(typo?) when you die or when it gets hit by a fire flower, any color shell, bombs/bob-ombs, boomerangs, hammers, or stars.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Muncher on December 05, 2009, 05:33:02 AM
Quote from: "Drewby2"
if it requires a specific program can you send me the download for it?
This. (http://http://en.wikipedia.org/wiki/Notepad_%28Windows%29)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 05, 2009, 07:59:57 AM
Actually, Notepad isn't the best for editing source codes. It can't compile codes.

I would recommend searching around the net for compilers, I think most of them are free, IDK.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on December 05, 2009, 09:29:11 AM
Too many ideas I have...

How about new tiletypes?
(http://http://img11.imageshack.us/img11/4346/leftgorightstop.png)(http://http://img704.imageshack.us/img704/4273/rightgoleftstop.png)
These are tiletypes that allow you following:

It'll sure be hard to program, but it can make some levels more realistic.
For example: Flag Pole Jump Forever
If you placed the second tiletype on the blocks, you could just go through if you come from the right, but you'd have to jump over everything when coming from the left.

That's all.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dmx_7 on December 05, 2009, 04:48:11 PM
sounds good to me  :)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 05, 2009, 05:08:32 PM
if I post the FLUDD graphics can you make me the item to use in the game? and how do I use an alternative tileset? >:)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: JM Dragon on December 05, 2009, 06:16:08 PM
Quote from: "Drewby2"
if I post the FLUDD graphics can you make me the item to use in the game? and how do I use an alternative tileset? >:)
It is most likely that you will get a no to the first question, as most people here are likely to either not know how to program, or do not have the time to take on such a project. Also note that Two52 is the only person that is doing the programming for SMW.

As for the second question, just put the new tileset into the /gfx/packs/classic/tilesets folder. Note that this only works in SMW 1.8, because multiple tilesets are not supported by older versions.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 05, 2009, 07:10:42 PM
What about my Chain Chimp idea? How do you guys feel about it?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dmx_7 on December 06, 2009, 02:58:46 AM
pretty good idea i guess
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 06, 2009, 10:05:09 PM
The Pow Block should be a map item too. It should be able to be used Mario Bros. style.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 06, 2009, 10:47:27 PM
I tried that but it isn't letting me us multiple tilesets and I have versions 1.6,1.7, and1.8 but I tried it with 1.8 and still can't use multiple tilesets do I need a specic program?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 07, 2009, 02:43:13 AM
Quote from: "Kirchu23"
The Pow Block should be a map item too. It should be able to be used Mario Bros. style.

Yeah, but it will need a new color scheme....
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 07, 2009, 04:16:32 PM
if you are talking to me can you send me the file download for the program because I could make awesome Levels if I could use more tilesets I would be able to make AWESOME levels.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: JM Dragon on December 07, 2009, 04:40:24 PM
Quote from: "Drewby2"
if you are talking to me can you send me the file download for the program because I could make awesome Levels if I could use more tilesets I would be able to make AWESOME levels.
There isn't a program. You just have to  put the new tileset into the /gfx/packs/classic/tilesets folder. Here is a pic of that folder (spoilered for size) :
[spoilers:2qlkcjwa](http://http://i45.tinypic.com/2m7uo90.png)[/spoilers:2qlkcjwa]
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 07, 2009, 05:36:31 PM
Quote from: "Rockerfrick"
Quote from: "Kirchu23"
The Pow Block should be a map item too. It should be able to be used Mario Bros. style.

Yeah, but it will need a new color scheme....
You mean they would have to make it a different color? Can`t they just use the Mod block`s color and replace Mod with Pow?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 07, 2009, 08:15:25 PM
Double toast. <:| How about the Freeze Shell from Super Mario Strikers? Once it hits somebody and freezes, it dissapeers.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Open on December 08, 2009, 10:56:23 AM
An old idea, but still not implemented:
Adding an option to stop side loops (AKA not allowing people to go in one side and come out the other).
Would work vertically aswell, but the bottom would be kill.

A varient of the other idea:
Add an option to make it so once you touch the bottom of the bottom tilespace, you die. This would be good for cloud based levels as you get the one extra tile at the bottom.

An older game feature:
Have it so that if your under a bouncy block when it is hit downward, you get crushed.

Something I find useful:
Make there slower platform speeds. At the current slowest setting, they move fairly fast.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 09, 2009, 04:07:59 AM
Quote from: "Kirchu23"
Quote from: "Rockerfrick"
Quote from: "Kirchu23"
The Pow Block should be a map item too. It should be able to be used Mario Bros. style.

Yeah, but it will need a new color scheme....
You mean they would have to make it a different color? Can`t they just use the Mod block`s color and replace Mod with Pow?

That could be confusing, so a new color scheme would do.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: riahc3 on December 09, 2009, 05:11:20 PM
After seeing NSMWii, how about adding a ridable Yoshi?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 09, 2009, 06:01:48 PM
Quote from: "riahc3"
After seeing NSMWii, how about adding a ridable Yoshi?
That`s been suggested already.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on December 10, 2009, 03:33:12 PM
A ridable Yoshi... bleh. Things like that, mushrooms that make you grow, etc require more poses, and I doubt Two 52 wants to add more.

How about being able to throw ice blocks and other objects upwards like in Super Mario World?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 10, 2009, 05:22:18 PM
Quote from: "Zadrave"
A ridable Yoshi... bleh. Things like that, mushrooms that make you grow, etc require more poses, and I doubt Two 52 wants to add more.

How about being able to throw ice blocks and other objects upwards like in Super Mario World?
Who ever said the mushroom HAD to make you bigger? I like the "being able to throw ice blocks and objects up" idea.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on December 11, 2009, 03:03:48 PM
Quote from: "Kirchu23"
Quote from: "Zadrave"
A ridable Yoshi... bleh. Things like that, mushrooms that make you grow, etc require more poses, and I doubt Two 52 wants to add more.

How about being able to throw ice blocks and other objects upwards like in Super Mario World?
Who ever said the mushroom HAD to make you bigger? I like the "being able to throw ice blocks and objects up" idea.
Well, wasn't just implying just to you, many people requested a mushroom that made you bigger ever since this opened for 1.7 requests. (Oh, and what else could the mushroom do?)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: The W on December 11, 2009, 03:52:15 PM
Quote from: "Kirchu23"
Item Idea: Chain Chimp
When you get this item a small chain chomp will follow you around and attack whoever tries to attack you or gets near you. The Chain Chimp can dissapeer(typo?) when you die or when it gets hit by a fire flower, any color shell, bombs/bob-ombs, boomerangs, hammers, or stars.
I would call it Chain Chum if it follows you like that :Blol:
Well, I guess an Idea would be to add some Sonic Monitors that you can place in levels. Such as Speed Shoes, Shields, and 1-Up.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 11, 2009, 09:55:49 PM
Quote from: "Zadrave"
Well, wasn't just implying just to you, many people requested a mushroom that made you bigger ever since this opened for 1.7 requests. (Oh, and what else could the mushroom do?)
Just what a regular mushroom would do, protect you for one hit.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 11, 2009, 10:27:40 PM
If swimming actually gets in the game one day,(Never, most likely :roll: ) can the froggy suit from SMB3 make you walk over water?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 12, 2009, 06:23:41 AM
Quote from: "Kirchu23"
swimming actually gets in the game one day

Probably this feature will get in the game, but it's up on Two52. He's programming the whole thing.

Quote from: "Kirchu23"
can the froggy suit from SMB3 make you walk over water?

IDK, the froggy suit wasn't requested before. Maybe, maybe not.

And oh, frog suits can make a player move faster for 60 seconds.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: DrJones on December 12, 2009, 11:02:22 AM
I request removing the map War2 from the list. <:|
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 12, 2009, 12:04:13 PM
If climbing also gets in the game one day,(Never, most likely again :roll: ) can those hairy face things that climb vines up and down from SMB2 be a hazard on vines?(If you know what I`m talking about.)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 12, 2009, 06:13:54 PM
Quote from: "Kirchu23"
climbing also gets in the game one day

Probably this feature will get in the game, but it's up on Two52. He's programming the whole thing.

Quote from: "Kirchu23"
can those hairy face things that climb vines up and down from SMB2 be a hazard on vines?

IDK, let's wait when he programs the climbing of vines. Or maybe there's another tiletype. Climb tiles.

Then the one that you're talking about, I think those shouldn't be in hazards. Those can be respawning enemies in Stomp Mode. You can't kill them by stomping, but you can kill them by weapons.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: The W on December 12, 2009, 07:18:43 PM
Dig Dug's Harpoon as a item.
When you get it, it is team colored. To use it, you press your item button while you are facing an enemy, and it will shoot the harpoon. When it hits the enemy you can pump it, using the skidding frame, while they grow and grow, using the dieing frame.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 12, 2009, 07:29:07 PM
Quote from: "The W"
Dig Dug's Harpoon as a item.
When you get it, it is team colored. To use it, you press your item button while you are facing an enemy, and it will shoot the harpoon. When it hits the enemy you can pump it, using the skidding frame, while they grow and grow, using the dieing frame.

I doubt this will be in the game, as only Mario-themed items are in the game.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 12, 2009, 08:36:42 PM
How about a red kuribo shoe that would stop everyone touching the ground for a few seconds? To make it fair, you have to wait 5 seconds for it to recharge.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 12, 2009, 08:48:25 PM
Quote from: "Kirchu23"
How about a red kuribo shoe that would stop everyone touching the ground for a few seconds? To make it fair, you have to wait 5 seconds for it to recharge.

I think 5 seconds is too fast. Ten seconds or twenty, I think.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 12, 2009, 09:02:29 PM
Here`s another idea. Sumo boot. You remember that big sumo-ish guy from Super Mario World who was on top of blocks and when he stompped, a little lightning bolt came down then when it hit the ground it made fire? How about that? The thing is, you can only use it on those tiles that you can go under with "down button". Also, if there`s no ground below that floor it`ll just come from the sky. Also also, it`s yellow. Also also also, it`s a map item.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 13, 2009, 03:28:21 AM
quicksand effect, by using platforms continous going from a special edge down..
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Articuno X on December 13, 2009, 03:39:22 PM
Boo as an item.

Steals items from others.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 13, 2009, 04:02:35 PM
I acidentally deleted a couple files required to use the level editor do you know how to replace them, or is it possible? >:)  :Minv:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: JM Dragon on December 13, 2009, 04:27:56 PM
Quote from: "Drewby2"
I acidentally deleted a couple files required to use the level editor do you know how to replace them, or is it possible? >:)  :Minv:
You will need to re-download the game, as that is the easiest fix.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 14, 2009, 02:15:48 AM
Or you must have a backup, so just in case you'd accidentally delete a file vital to the game, you can still have a copy of that item in your backup. So I suggest downloading 2 SMWars.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 14, 2009, 05:38:11 PM
Spiny Shell. It hits the winning player, makes he/she lose 3 lives, 30 points, or 3 points.(Depending on what mode it is)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 15, 2009, 07:25:09 AM
Quote from: "Kirchu23"
Spiny Shell. It hits the winning player, makes he/she lose 3 lives, 30 points, or 3 points.(Depending on what mode it is)

no, that would be unfair if you are winning with one pont before the others.
Its an game killing idea.

What about Bob-ombs (or Bob-ombs,whatever) from
SMB 3?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on December 15, 2009, 08:35:32 AM
Quote from: "EditorSD"
Quote from: "Kirchu23"
Spiny Shell. It hits the winning player, makes he/she lose 3 lives, 30 points, or 3 points.(Depending on what mode it is)

no, that would be unfair if you are winning with one pont before the others.
Its an game killing idea.
Not in all modes.
It'd fit perfectly in Survival, Health, Classic, Tag, Ztar and Greed where you have to stay as long as possible.
All the others shouldn't contain that item.

Quote
What about Bob-ombs (or Bob-ombs,whatever) from
SMB 3?
LOL... Bob-Omb or Bob-Omb... it's exactly the same... :lol:
But, do you mean the Bob-Ombs that cannons are shooting or the ones that walk through the landscape?
Because we already have Bob-Ombs as items.
Otherwise, great idea.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 15, 2009, 09:33:37 AM
I meant BOMB-ombs and BOB-ombs.

and yeah, I mean those.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 16, 2009, 02:46:02 AM
can someone PM me some skin downloads? I would like some different ones or some variety.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 16, 2009, 07:47:46 AM
right click on the pic, then save as bitmap,

put it in the super mario war folder>gfx>skins.

oh man, we had that so many times -__-
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 18, 2009, 06:33:23 PM
How about a new interactive tile? Remember that level on Yoshi`s Island with those platforms that you can step on a number of times before they dissapeer? Yeah, those.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Ruukasu2005 on December 19, 2009, 12:01:04 AM
We need to dedicate this game to the memory of its creator and our fallen leader, Florian Hufsky. He will sadly be missed.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 19, 2009, 09:01:04 PM
Quote from: "Ruukasu2005"
We need to dedicate this game to the memory of its creator and our fallen leader, Florian Hufsky. He will sadly be missed.
There needs to be a R.I.P. Florian Hufsky before the credits at the beginning in the next version.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 19, 2009, 09:07:52 PM
Or it should be:

In memory of Florian Hufsky
1986-2009
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 22, 2009, 02:21:53 PM
has anyone heard of Zelda Classic it is a zelda game for pc you can create your own zelda games and stuff. if anyone has heard of it reply to me. also can someone send me the download for some SMW skins? >:)  :THvhp:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on December 22, 2009, 03:58:47 PM
Quote from: "Drewby2"
has anyone heard of Zelda Classic it is a zelda game for pc you can create your own zelda games and stuff. if anyone has heard of it reply to me. also can someone send me the download for some SMW skins? >:)  :THvhp:
It's called Fanmade Content, go there. Almost all of the posts I have read from you were all misplaced. Please, don't talk about it here.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: DeeNinjaa on December 22, 2009, 08:04:27 PM
Quote from: "MC Jimmy"
I think he means being the sledgy not a sledgy skin.

This (early) post gave me an idea. Similar to tag, but kinda like Halo's Juggernaut mode. Once someone is hit, they turn into a sledgy for about 30 seconds(maybe you can set the time?) and can fire hammers(turbo) and spawn enemies(item) to hurt other players and gain points for each kill. However, when someone is killed, those who are not killed during that person's respawn time gain double the points that the sledgy will gain. Also, the sledgy should be the same size as the sledgy bosses. The sledgy has 3 health, and can be taken down by others. The person who lands the final hit on the sledgy gains triple the normal amount of points. Once the sledgy's time is up, he/she reverts back to their normal skin and loses sledgy abilities. Then, the next person hit turns into juggernaut, etc. It's kinda risk vs. reward-ish wouldn't you agree?

So, fun idea, no?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Ruukasu2005 on December 23, 2009, 01:11:06 AM
Quote from: "DeeNinjaa"
Quote from: "MC Jimmy"
I think he means being the sledgy not a sledgy skin.

This (early) post gave me an idea. Similar to tag, but kinda like Halo's Juggernaut mode. Once someone is hit, they turn into a sledgy for about 30 seconds(maybe you can set the time?) and can fire hammers(turbo) and spawn enemies(item) to hurt other players and gain points for each kill. However, when someone is killed, those who are not killed during that person's respawn time gain double the points that the sledgy will gain. Also, the sledgy should be the same size as the sledgy bosses. The sledgy has 3 health, and can be taken down by others. The person who lands the final hit on the sledgy gains triple the normal amount of points. Once the sledgy's time is up, he/she reverts back to their normal skin and loses sledgy abilities. Then, the next person hit turns into juggernaut, etc. It's kinda risk vs. reward-ish wouldn't you agree?

So, fun idea, no?
I happen to be a Halo fan myself, too. This would be a good idea.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 23, 2009, 05:46:01 AM
Quote from: "DeeNinjaa"
Quote from: "MC Jimmy"
I think he means being the sledgy not a sledgy skin.

This (early) post gave me an idea. Similar to tag, but kinda like Halo's Juggernaut mode. Once someone is hit, they turn into a sledgy for about 30 seconds(maybe you can set the time?) and can fire hammers(turbo) and spawn enemies(item) to hurt other players and gain points for each kill. However, when someone is killed, those who are not killed during that person's respawn time gain double the points that the sledgy will gain. Also, the sledgy should be the same size as the sledgy bosses. The sledgy has 3 health, and can be taken down by others. The person who lands the final hit on the sledgy gains triple the normal amount of points. Once the sledgy's time is up, he/she reverts back to their normal skin and loses sledgy abilities. Then, the next person hit turns into juggernaut, etc. It's kinda risk vs. reward-ish wouldn't you agree?

So, fun idea, no?

good idea, but hard to understand.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 23, 2009, 08:27:40 AM
When will the sledgy come from? A sledgy suit item?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on December 23, 2009, 11:01:27 AM
Quote from: "Rockerfrick"
When will the sledgy come from? A sledgy suit item?
WIN!

no, maybe its a mode where somebody starts as sledgy.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: DeeNinjaa on December 23, 2009, 04:27:45 PM
^
No. It starts off w/ everyone as normal. the first person to get killed respawns as sledgy. After a set period of time, they revert back to their normal skin and lose sledgy abilites. then the next person to get hit becomes sledgy, etc.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 23, 2009, 09:09:28 PM
what all do I need to do to program items? I know the program required to do it but I don't know how to program them.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 23, 2009, 09:37:46 PM
Quote from: "Drewby2"
what all do I need to do to program items? I know the program required to do it but I don't know how to program them.

You need a good skill of C++.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 23, 2009, 11:48:03 PM
I MEAN what do I need to do?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on December 24, 2009, 12:20:55 AM
You would have to learn C++ and be able to type various code snippets.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 24, 2009, 11:36:04 AM
then can someone program a couple of items for me? and can someone email me a file withe all of their skins for SMW because 2 things 1 I can't find the forum post to get them, and most of the graphics ofn this forum is blocked.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 24, 2009, 09:25:13 PM
Quote from: "Drewby2"
and can someone email me a file withe all of their skins for SMW

Redownload the whole SMWar again twice. The first one is the one that you will use, then the second one is the backup in case that you deleted some things in the SMWar that you are using.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 27, 2009, 05:23:26 PM
anyone have more Ideas and if anyone has some free time can you do me a favor? if you do can you make my FLUDD items useable in SMW? The uses are speed boost to boost over lava, rocket boost above the sky, and to hover out of danger. if anyone has some spare time to do it It will be greatly appreciated.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 30, 2009, 11:53:29 AM
Regening break/throwable blocks and regening map items if they fall in lava.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on December 30, 2009, 06:08:00 PM
where is everybody this forum hasn't been posted on for at least one week.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on December 30, 2009, 07:57:52 PM
Quote from: "Kirchu23"
Regening break/throwable blocks and regening map items if they fall in lava.

That's pretty unfair.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: LightningLord2 on December 31, 2009, 12:26:29 PM
"mad cow disease mode" (Based on a South Park game for N64)

You have to pick up a spawned powerup (in a card, as in frenzy mode) and keep it for a set time. When you get killed, it can respawn. Weapons you pick up will be stored, and you can't use stored weapons while you hold the powerup. That powerup can be (as in the original game) a cure for said disease.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 31, 2009, 02:35:33 PM
Quote from: "Rockerfrick"
Quote from: "Kirchu23"
Regening break/throwable blocks and regening map items if they fall in lava.

That's pretty unfair.
It would be a choice in the Leveleditor.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on December 31, 2009, 06:19:10 PM
Sorry for the double post but what about a skin search on the charector selection for those who have OVER 9000 skins.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on January 02, 2010, 02:41:26 PM
what brought that up kirchu, do you have that many skins, if so can you send me the download for all of them I like a little bit of variety other than the original ones. and also has anyone thought about using the bob-omb item as a skin, the item that turns you into a bob-omb?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: DeeNinjaa on January 02, 2010, 05:15:17 PM
The above person
does not know internet.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on January 03, 2010, 12:10:14 AM
Quote from: "DeeNinjaa"
The above person
does not know internet.

Right.

Also, you may need to write this in small font. It's kinda offensive.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on January 03, 2010, 05:19:34 AM
Quote from: "Drewby2"
I like a little bit of variety other than the original ones.
Have you ever looked in the Fanmade Content forum? There are thousands of them.

Quote
and also has anyone thought about using the bob-omb item as a skin, the item that turns you into a bob-omb?
You can already find the skin you're searching for in gfx/packs/Classic/modeskins.

Quote from: "DeeNinjaa"
The above person
does not know internet.
If he did, why would he write here then?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on January 03, 2010, 12:57:52 PM
You know how you have a portable spring board, and you always kick it? Well, I think Mario should be able to place the spring board directly downwards like in Super Mario World when standing.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: SecretAgentJonathon on January 03, 2010, 03:51:57 PM
How about warps that can be accessed on moving platforms?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Spikehead777 on January 04, 2010, 09:22:27 AM
Quote from: "Zadrave"
You know how you have a portable spring board, and you always kick it? Well, I think Mario should be able to place the spring board directly downwards like in Super Mario World when standing.

Releasing the item without moving just drops it, releasing the item while moving kicks it, and holding up while releasing the item kicks it up, and if moving, sideways also.

Alternatively, holding down drops, holding nothing kicks sideways, and holding up kicks upward.

...

I second the skin search idea, though I think just making the input repeat itself after a while might be enough...unless you have a 3- or 4- skin count.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on January 06, 2010, 10:07:22 AM
would the game work the same if you draw larger skins or would it freeze up?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: yoshi_the_best on January 06, 2010, 10:38:17 AM
Quote from: "Drewby2"
would the game work the same if you draw larger skins or would it freeze up?

Either
1. The skin would look like it was thrown through a meatgrinder
2. It won't show up in the skin selection
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: JM Dragon on January 06, 2010, 01:36:36 PM
Quote from: "yoshi_the_best"
Quote from: "Drewby2"
would the game work the same if you draw larger skins or would it freeze up?

Either
1. The skin would look like it was thrown through a meatgrinder
2. It won't show up in the skin selection
It's 2. The skin will not show up if the size is wrong.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on January 06, 2010, 03:27:29 PM
so what about smaller skins?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: JM Dragon on January 06, 2010, 06:32:52 PM
Quote from: "Drewby2"
so what about smaller skins?
No, skins will not work if the size is wrong.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: The W on January 17, 2010, 01:21:49 PM
Animated background support.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on January 17, 2010, 04:11:20 PM
then how do you know if the size is right? :?:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: JM Dragon on January 17, 2010, 04:38:24 PM
Quote from: "Drewby2"
then how do you know if the size is right? :?:
Because skins are always 192 pixels wide and 32 pixels tall. Windows will tell you the size of the picture if you select the file with a single click. Most image editors will tell you the size as well (somewhere, anyway).
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on January 17, 2010, 09:09:58 PM
have you ever tried using PSP (Paint Shop Pro)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on January 21, 2010, 06:47:07 PM
Quote from: "Drewby2"
have you ever tried using PSP (Paint Shop Pro)
...What the heck. Just use MS Paint, it's simple!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on January 21, 2010, 08:17:00 PM
I was just suggesting another program, and does anyone 1 know how to do C++,2 know where to get the program for it , anc 3 have ideas or tips for making SMW skins?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Staddle on January 27, 2010, 03:01:39 PM
dunno if this is the right topic for my suggestion but i think there should be a thumbnail character selection for each player! this way you could see more skins at once and it would improve skin selection and thereby party gameplay a thousand times. i mean there are millions of skins and yet there is no overview for all of them. i think it should be possible to view at least 10 skins at the same time and still leave enough space for team color and team selections and stuff like that. there could be pages for easier scrolling or sth like that.

ill draw a suggestion picture and post it...
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Felix-The-Ghost on January 27, 2010, 05:51:24 PM
Maybe there can be four "cursors" as in the Super Smash Brothers series, using each players "left/right/jump/fall" buttons to move the cursor, and the appropriate "fire" button to select. As for integration, that's up to the creative direction of Two52 to make.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Jared on January 27, 2010, 10:45:32 PM
Quote from: "Staddle"
dunno if this is the right topic for my suggestion but i think there should be a thumbnail character selection for each player! this way you could see more skins at once and it would improve skin selection and thereby party gameplay a thousand times. i mean there are millions of skins and yet there is no overview for all of them. i think it should be possible to view at least 10 skins at the same time and still leave enough space for team color and team selections and stuff like that. there could be pages for easier scrolling or sth like that.

ill draw a suggestion picture and post it...

No need to draw a pic - I've had the same idea in my head for a while and I have an idea on how it should look myself.  :)

The problem (at least as I remember it - Two52, could you comment?) is that we can't quite fit this in right now because of the way the player select screen currently works - which means it probably won't make it into 1.8 Final.  But in the future... it's definitely on my mind.  :)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Staddle on January 29, 2010, 11:29:10 AM
what a pity (won't make it to final version)
playing with friends would be more fun then. but i'm sure you guys are able to find a good solution for the problem in the future version.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Staddle on January 29, 2010, 03:01:01 PM
still there is another problem that really really bugs me sometimes, might be off topic but i didnt find a section to post it (maybe bug section)

when only two AI players are left they dont really fight but just jump on the spot. there should be a feature letting them be more aggressive in such a situation so the game will eventually finsh :)

but thats probably a pretty damn hard thing to do right! i mean the AI is programmed on trying not to die as long as possible while stomping as many enemies as possible at the same time...would be leading to contradiction for the AI trying to stomp the other guy at all cost and simultaneously risking to be killed....

ahh...whatever...its just on second rank of my list of things
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on February 02, 2010, 12:57:40 PM
how hard would it be to put up an online version and it would use the graphics that people have made or a way that 2 people could play it together kinda like through WiFi or similar to WiFi.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: EditorSD on February 02, 2010, 01:38:28 PM
Quote from: "Drewby2"
how hard would it be to put up an online version and it would use the graphics that people have made or a way that 2 people could play it together kinda like through WiFi or similar to WiFi.

and what if you use a skin/map that the others dont have?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on February 02, 2010, 05:23:27 PM
You could only use Maps that come with the game because the map everyone would need but you would be able to use skins that you created.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on February 03, 2010, 10:06:00 PM
Shouldn`t the tanooki suit also give you the raccoon tail?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Zadrave on February 04, 2010, 09:27:30 PM
I think it's be great if the controls option menu or some kind of informational text shows at the very first time of running SMWar for newbies, so they know what to do right away.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: RAP on February 05, 2010, 11:58:33 PM
What about a button that says "revert to default" in the mode's settings, restoring the stuff that you made specifically for modes like "Stomp", "Coin Collection", and "Survival" into what the game was originally tweaked instead of going to the Options to completely reset all the stuff you changed? This would save some time for us users.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: juhis on February 07, 2010, 08:44:00 AM
Hmm, this might be a silly request, but could there be a feature that character's speak, but that could be optional for other characters, since it's not dependant does some characters have voices.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Mysterypea on February 07, 2010, 09:57:37 AM
Quote from: "juhis"
Hmm, this might be a silly request, but could there be a feature that character's speak, but that could be optional for other characters, since it's not dependant does some characters have voices.

I don't know, it might stupid.

The voices will just get annoying after a while.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: juhis on February 07, 2010, 10:58:37 AM
Quote from: "Mysterypea"
Quote from: "juhis"
Hmm, this might be a silly request, but could there be a feature that character's speak, but that could be optional for other characters, since it's not dependant does some characters have voices.

I don't know, it might stupid.

The voices will just get annoying after a while.
Do you remember Super Mario Advance?
That game also has those digitized voices, which will get annoying for a while, so what's the point?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Mysterypea on February 07, 2010, 11:22:49 AM
Quote from: "juhis"
Quote from: "Mysterypea"
Quote from: "juhis"
Hmm, this might be a silly request, but could there be a feature that character's speak, but that could be optional for other characters, since it's not dependant does some characters have voices.

I don't know, it might stupid.

The voices will just get annoying after a while.
Do you remember Super Mario Advance?
That game also has those digitized voices, which will get annoying for a while, so what's the point?

Nice contradiction you established there.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on February 07, 2010, 11:40:25 AM
Why would you want something annoying in the game?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Felix-The-Ghost on February 08, 2010, 01:31:31 AM
Anyone else remember the Mr. Dumb announcer
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: juhis on February 08, 2010, 05:03:20 AM
Quote from: "Felix-The-Ghost"
Anyone else remember the Mr. Dumb announcer
Mr. Dumb? Ha! :lol:
That is some kind of a joke, right?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on February 08, 2010, 09:43:16 PM
I suggest more people use the Digg site for suggestions.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on February 10, 2010, 04:39:31 PM
Can someone post the download for Super Mario War version !.8 Beta 1? I have never used beta 1 and would like to try it
(http://http://www.pokeplushies.com/images/adoptables/2410629.gif)
Click here to feed me a fruit! (http://http://www.pokeplushies.com/feed/2410629)
Get your own at Dinomon! (http://http://www.dinomon.com)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: juhis on February 11, 2010, 01:09:30 AM
Quote from: "Drewby2"
Can someone post the download for Super Mario War version !.8 Beta 1? I have never used beta 1 and would like to try it
You could search it through this forum, but chances are, that you may find it, are relatively low. :roll:
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Felix-The-Ghost on February 11, 2010, 03:30:16 PM
Quote from: "juhis"
Quote from: "Felix-The-Ghost"
Anyone else remember the Mr. Dumb announcer
Mr. Dumb? Ha! :lol:
That is some kind of a joke, right?

No.
I tried for a while to find it. There are a only a handful of announcers here.
I might have Mr. Dumb somewhere.
There was also announcers called
Stabbura(spelling?) an announcer with a bunch of slashing sounds
Sexy - a female announcer
Killer Instinct announcer
Dynomite announcer (something I made from a Papcap game and the link is probably dead)
and a few others.
Mr. Dumb was basically a kid that insulted your game play with long sentences,
(5 kills? I can kill that many in my sleep! etc.)
and the sounds tended to overlap.
Maybe I can find it on my computer to upload it.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on February 11, 2010, 03:31:08 PM
I made a few announcers myself.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Mad_Monkey on February 12, 2010, 05:36:04 PM
How about chomp's old phallic skin?

Who else remembers it
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Pulser on February 13, 2010, 04:15:31 AM
I think it would be a nice touch if whilst you're in the bob-omb powerup, if you're hit by another player's/ a hazard's fireball, you explode.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Kirchu23 on February 13, 2010, 03:09:05 PM
I think I`ve suggested this before but boomerang sledgy? Also for a new item, how about a banana from Mario Kart? If you step on it, you lose control of your charecter for a while?

Edit: Is there a map/world limit or a world size limit?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Staddle on February 22, 2010, 06:49:53 AM
how about some more palette colors...green for instance...how will i ever be able to produce a proper ninja turtle skin without green?
should it have red, blue and yellow skin for the other players???

thats ridiculous!!!

i request more colors for the palette!!!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: The W on February 22, 2010, 05:48:49 PM
Well, you don't always have to use the palette colors. You can sacrifice a little detail for that.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Mario on March 17, 2010, 02:48:37 PM
1024x768

^The single biggest feature I would like more than anything.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Weston404 on March 21, 2010, 10:54:15 PM
I have an idea for a game mode, but I have no idea what to call it...

It starts out like any old Frag limit round, you have a goal to reach by killing foes. But, whenever someone dies, they respawn as a Mario enemy such as a Lakitu or Hammer bro (Obviously there'd be a limit to how much they can attack.). As them, your job is to kill another player who hasn't transformed into an enemy yet, preventing them from getting any more kills. Doing this will send you back as an ordinary player. When only 1 non-enemy player remains, AI enemies (The ones that appear in stomp mode) begin appearing, helping them add to their kill count. But if all 4 players end up as enemies, they all respawn as players again.

How does this sound?

Also, a button to toggle music please, I always get so mad when someone ends up dying and stop the awesome music. :<
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: dialga483 on March 22, 2010, 08:48:18 PM
That would be interesting.
Quote from: "Weston404"
Also, a button to toggle music please, I always get so mad when someone ends up dying and stop the awesome music. :<
There's already a button for changing the music though, the Tab button.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MC Jimmy on March 22, 2010, 09:54:34 PM
Quote from: "Mario"
1024x768

^The single biggest feature I would like more than anything.
That wouldn't fit my resolution, since mine is widescreen. Maybe Two52 could just implement the most common resolutions to work correctly.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Weston404 on March 23, 2010, 06:23:08 PM
Quote from: "dialga483"
That would be interesting.
Quote from: "Weston404"
Also, a button to toggle music please, I always get so mad when someone ends up dying and stop the awesome music. :<
There's already a button for changing the music though, the Tab button.
Whoops.

Well,  maybe some different resolutions. Example, One size would be half of the normal windowed size, making even the low-res skins look normal sized. And another that's double the normal window size. This would help the people who record videos of SMWar videos. (Such as I)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on May 11, 2010, 11:14:57 PM
does anyone know how to do C++? can you post a download for every file you would need for Windows? I can figure out what to do if I can get the files and when I do it how do I put them into the game?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on May 12, 2010, 03:13:41 AM
Quote from: "Drewby2"
does anyone know how to do C++? can you post a download for every file you would need for Windows? I can figure out what to do if I can get the files and when I do it how do I put them into the game?

Oh boy

What do you mean? So you want somebody to do the coding for you?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on May 12, 2010, 01:13:53 PM
no I just need the programs to do it because I am confuzed about which ones to download for a Windows XP Laptop
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on May 15, 2010, 03:48:53 AM
Try Microsoft Visual C++...

IDK if it's for free...just had it from my bro.

Or there's a lot of C++ compilers out there. AWIS, Google.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: migueeeel on May 15, 2010, 08:32:21 AM
(First post)

My ideas are:
Can put blocks (item block, throwable block, etc), hazards and warps in platforms.
"In-map npcs" Like the stomp mode's npcs, but already in the map.
Re-spawn block:throwable blocks, breakable blocks, etc can be respawned.
Can change the gravity.
And diagonal bullet bills as hazard.
(edit) AFE special attacks, for example, the three hammer attack

What do you think?
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Drewby2 on May 15, 2010, 10:39:02 PM
I like the Ideas and WE NEED SOMEONE that knows C++ to put them in the game and post the download for the game with them in it or a download for a patch with it in it.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on May 16, 2010, 03:03:54 AM
Quote from: "Drewby2"
I like the Ideas and WE NEED SOMEONE that knows C++ to put them in the game and post the download for the game with them in it or a download for a patch with it in it.

Well, yes, we really NEED someone who knows C++. Too bad, there's few we can get and there's a FRACTION of them that I think will be seriously participating in the development of SMWar.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Nemephosis on June 12, 2010, 11:35:25 PM
Is there any way we can remove the Dizzy mode, or at least unlink it from the Magic Wand? The wand would be my absolute favourite item, but I can't use it cause of the Dizzy mode thing.

Or is there something in one of the files I can open in a word processor and edit from there, to keep the Dizzy Ball from showing up? It makes me seasick lol... lame, I know...
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: migueeeel on June 13, 2010, 04:02:15 AM
Quote from: "Rockerfrick"
Quote from: "Drewby2"
I like the Ideas and WE NEED SOMEONE that knows C++ to put them in the game and post the download for the game with them in it or a download for a patch with it in it.

Well, yes, we really NEED someone who knows C++. Too bad, there's few we can get and there's a FRACTION of them that I think will be seriously participating in the development of SMWar.


Visual basic 8?
I know a guy who's making another mario game and he's a pro with it!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Rockerfrick on June 14, 2010, 04:19:25 AM
Quote from: "migueeeel"
Quote from: "Rockerfrick"
Quote from: "Drewby2"
I like the Ideas and WE NEED SOMEONE that knows C++ to put them in the game and post the download for the game with them in it or a download for a patch with it in it.

Well, yes, we really NEED someone who knows C++. Too bad, there's few we can get and there's a FRACTION of them that I think will be seriously participating in the development of SMWar.


Visual basic 8?
I know a guy who's making another mario game and he's a pro with it!

I think not VB8. Just Visual C++.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: riahc3 on July 20, 2010, 11:34:02 AM
Rotation blocks


If you hit this block, the map (well graphics) all rotate changing the map. It actually wouldnt be too hard (IMO) as it would simply flip the tiles in the direction needed: Rotated, inverted, etc. It could be timer set or permanent.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: tiki252 on July 31, 2010, 10:09:49 PM
How about water tile type to swim in and the option to give characters pickedrandom abilities(eg. Kirby Copy Function). Or a random that changes your skin every respawn.
Or a Throw Glove to throw characters like in Super Mario Bros Advance's Mario Bros.
Heh.... I'm so requesting... :D
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Ganbare-Lucifer on August 01, 2010, 12:48:25 AM
Well, i don't know if this will help, but...

can Super Mario War have a featured option for netplay with other players conected in the game in the internet?

will be cool...
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Madosuki on August 01, 2010, 12:50:11 AM
Quote from: "Greasiggy"
Well, i don't know if this will help, but...

can Super Mario War have a featured option for netplay with other players conected in the game in the internet?

will be cool...
Dude just so you know there's a whole separate topic about net-play.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MHX on August 10, 2010, 01:02:05 AM
-Frog Suit, Swims On Water Base Tiles, Can High Jump w/ Hold Down to Charge
-Swimming In Water
[I Do It w/ 2 Fast Full Screen ^^ Type Platforms, Slows Gravity n Multijumps]
-See-Saw Type Blocks, Like This / --  -- / --  Like On Yoshis Island [Leans To Weighted Side]
-Animated Dk Country Sprites [ex. Mini Necky + *New Hazard* Nut [Like Bullet Bill] as Substitute For B-Bill Cannon
-New Enemys In Stomp
-Bananas n Rings as Choices in Coin Mode
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MHX on August 12, 2010, 12:36:13 AM
Heres Some Good Ones- Diagonal Walking n Press Down To Slide [ Like on SuperMarioWorld ]
and Angle Blocks when Set On a 90º Angle u Run up The Wall [ Also SMWorld ]
n Loops [ From Sonic ]
And a New "Adventure" Mode w/ an Adventure Editor,
Rule Basis Is Stomp, Coin, Lives, n Co-op Lives on a Large Scrolling Map, Going Outside Screen Border Kills You
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: MHX on August 30, 2010, 03:50:22 PM
Wall Kick!!
[Mario n Super Metroid]
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: TheSmashbros45 on November 08, 2010, 10:56:49 AM
pick up and throw vegetables (Super Mario Bros 2)
(http://http://www.mariowiki.com/images/c/c1/Vegetable_SMB2.png)
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: DarkBowser100 on November 15, 2010, 06:45:15 PM
I know it's a bit late, but for RC1, maybe a new mode?   Balloon Pop!

Basically, pop balloons for the highest score. The person with the most points after t seconds wins!

Balloons:
Red-Gives 1 point, pops in one hit.
Blue-Gives 1 point, becomes a red when popped. Faster than the red. Basically, it's TWO points total!
Green-Gives 1 point, becomes a blue when popped. Faster than the blue. Now that is THREE free points!! :D
Yellow-Gives 1 point, becomes a green when popped. Faster than the green! :o But after you pop the red within, you get FOUR WHOLE POINTS!  :shock:
Lead-Gives 2 points, must be exploded with bob-omb or bomb.
Rainbow-Gives 1 point, has 3 blacks and 2 whites. IT'S EVEN FASTER THAN THE YELLOW!!!!!!! Also immune to star.
Black-Gives 1 point, immune to fire and explosions. Spawns a few reds.
White-Gives 1 point, immune to freezing. Spawns a few blues.
Brown-Gives 3 points, takes 3 hits to pop. Spawns 5 rainbows.

Special Balloons! (Each give 1 point,except when specified.)[/hr]
Light blue w/ white top: This freezes the next four objects the freeze blasts touch.
Red/Orange: Explodes into superfire!
Spiky Balloon: It cannot be stomped.
Spike Dropper: Drops a movable spike when popped.
5 Points: Gives 5 points. What did you expect, cookies?  :lol: [/sarcasm]
Explosive Balloon: Explodes when popped. Now that should be interesting.
Bounce Balloon: Can be stomped, but acts as a spring. It even has a spring inside! Higher chance of green than gold.
? Balloon: Gives an item when popped. Sometimes, however, it simply explodes.
View Balloon: Like the ? Balloon, except you can see the item inside.
If you guys have more ideas, please tell me.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: smwforever45 on November 16, 2010, 10:13:54 AM
Nice idea. Sounds like Stomp mode, only with balloons and multiple points.
Would be a nice mode, but I don't think it will be in RC1 already. Maybe in 1.9 (if SMWar is still developed then, because the fanbase is getting very small).
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: DarkBowser100 on November 16, 2010, 06:29:42 PM
Quote from: "smwforever45"
Maybe in 1.9 (if SMWar is still developed then, because the fanbase is getting very small).
:shock:  That's no good for my mod! Oh well, I'll turn things around anyway with it!
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: hopeabandoner on November 28, 2010, 10:57:01 PM
Platforms that fall when it has weight of a character (Example A)     from Super Mario Bros. 1
Platforms that act like pulleys to each other (Examples B and C) to which they fall off when reached a certain limit of height.


(http://http://i55.tinypic.com/2z8njhi.png)


Note for pulley platforms: If one person stands on one platform, the one he/she is one falls. The other one rises. (Example B)
But, if two or more people stand on the opposite platforms of each other, they will be even. The more players on one platform, the faster the platform falls or rises.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: DaYoshi23 on April 04, 2011, 09:46:54 PM
How about this kind of item,you can spawn two you's that will jump on your oppenent but will
not kill them,but it will stun for 5 secs.But they will dissapear in 8 secs.  >:D
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: Muncher on April 12, 2011, 10:02:23 AM
1. How the heck is that related to Mario in any way
2. Developement is dead and the next version will probably just include bug fixes and stop there forever and ever and ever. Don't bother posting here.
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: rouken on November 25, 2011, 09:21:29 AM
Separate UP function from the jump button:

It could be cool if the game could have a separate jump button from the UP function. Even if I configure the jump button to another button, the UP function is fixed on this button, resulting I must hold the jump button to enter in a pipe with the entrance facing down.

There's a simple suggestion... Add a jump button configuration, and an option to enable/disable the up button to jump (in the same way of Super Smash Bros. Brawl).
Title: Re: SMW 1.8 Beta 2 Feature Requests
Post by: BrunoMatrix1997 on March 29, 2015, 12:33:57 PM
Vegetable Mode & Race to the Finish Mode Maybe?