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[SM63, WIP] SM63 Chaos Edition

PostPosted: October 21st, 2017, 2:30 pm
by Jhynjhiruu
Announcing SM63 Chaos Edition v0.3.1! Current features: randomising character, sign messages, backgrounds, music, FLUDD, water, caps, cap timer, jump height, gravity and whether Wii Mode is on or off. Planned features: still many.
Code: Select all
25x17~0*425*~1,67,443,0,0,Right|73,102,451,%3Cimg%20src%3D%22https://raw.githubusercontent.com/Runouw-Mods/SM63-Mods/master/public/SM63_Chaos_Edition.swf%22%3E|34,88,461,1,0~1~1~SM63%20Chaos%20Edition%20v0%2E3%2E1

Step 1. Open this level in the Level Designer (must be running on computer, not web page)
Step 2. Test the level and open the sign. Click 'Activate' and then 'Return to title'. The chaos will now begin.
Step 3. Start playing the game. Every <900 frames (random) a randomisation will occur.
Changelog: show
    0.3.1:
    - Migrated to GitHub!
    - Nothing else XD
    0.3.0:
    - Added background randomisation
    - Added music randomisation
    - Started adding randomisation options
    - Added current room detection (to prevent softlocks from background swaps and incorrect FLUDD)
    - Added sign message randomisation (works in main game and level designer)
    - Added debugging tools (our debugger doesn't work properly with this mod for some reason, so we had to build it in)
    - Changed custom physics slightly
    - Removed the ability to switch FLUDDs in the pause menu

Updates coming hopefully soon, ideas and feedback are very useful.
Credits: April, some of the ideas; Forgotten, being able to code everything I can't code; Sekanor, SM63 Practice Mod Beta; Shad, April, Forgotten, testing.
If you find a bug, such as a softlock or crash, PM me, I'll send you a data collection mod and you can help improve the experience for everyone else.
The semi-secret debugger is set to OFF by default, but can be turned ON with a button. PM me for how to use the debugger, if you care :)
P.S. There's a fourth FLUDD nozzle in the game, more info to come. There's a 1 in 37 chance of activating it every time FLUDD is switched in Chaos Edition.

Re: [SM63, WIP] SM63 Randomiser

PostPosted: October 22nd, 2017, 6:26 am
by Bogdan
It is working, although not on the online version of the game.
Things encountered so far include:
  • Character switch from Mario to Luigi and viceversa
  • Control switch from keys to mouse
  • Random perks such as metal, invisibility or caps
  • Absurdly big jumps
Okay, perhaps you can make absurd jumps and caps less frequent aswell as they are a real nuisance in case you want to make it gameplay friendly.

Re: [SM63, WIP] SM63 Chaos Edition

PostPosted: October 23rd, 2017, 1:18 pm
by ~Yuri
Okay, so this is amazing. No seriously, great job on this, I can only imagine how much work went into this.

Maybe there could be a version of the randomizer where the constant switches to Wii mode aren't included, because I think it gets a little annoying. As for ideas for future features, I think a way to randomize enemies and maybe a soundtrack/bg randomizer could be fun. Dunno if it is possible, but it'd be definitely fun to see.

Re: [SM63, WIP] SM63 Chaos Edition

PostPosted: October 26th, 2017, 8:32 am
by Teutonic
Randomiser is working good!

Maybe at beginning you think that's normal game, but then when you make 33% of level, then magic starts!

I had encountered Metal Luigi with absurd jump, then was Metal-Invisible Luigi with absurd jump + wii mode!

Works great!