Sorry to keep you waiting. I lost motivation for a bit because of more criticism about how similar all my hacks are. Either way, here's the next level.
SESAME SECRET 2
Looks pretty standard so far, but this is just the beginning.
Holy SMB3 Shout-out, Batman!
This level is inspired by level 7-9 from SMB3.
That coin looks TOO easy. *grins*
Wonder how I'm gonna get that one?
I'm having a glitch involving the reskinned Throw Blocks. Sometimes, they act like Yoshi Coins when another Throw Block hits them. They also seem to cause blocks above them to act like Yoshi Coins. I'm wondering if it's a side-effect of the Kicked-Object-Collectible Coins/Yoshi Coins patch I have installed.
Seeing as I recently finished up World 5 in this huge hack, I feel now is a good time for a special C3 demo.
For those of you who don't know, Super Luigi Land is a chocolate-leaning choconilla hack starring Luigi, who must save the Mushroom Kingdom while Mario is busy stomping on heads elsewhere. Unlike my previous Luigi-centric hack, Luigi handles a little differently in SLL. He has a slightly higher jump, shoots straight fireballs, and can wall-jump. He can also collect coins and A-Coins with kicked items.
Title screen inspired by Super Mario Land
This hack actually takes place at the same time as SML.
This is the new Bonus Game. Yep, this game has a different Bonus Game thanks to Erik's ASMing skills.
WORLD 1 - FLORA FIELDS
It's an unusually flowery grassland.
WORLD 2 - COFFEE COAST
Time for some fun in the sun.
WORLD 3 - WALNUT WOODS
Yep, a forest world
WORLD 4 - COLA CAVERN
COLA Cavern? I think my soda addiction is showing.
WORLD 5 - SESAME SANDS
WHAT? World 5 isn't a mountain world? This is new!
You heard right. I just started hacking Super Mario Bros. 3. So far, I've gotten four levels done in World 1. I even edited the first overworld and did custom graphics.
It's a typical first level.
Mario's gonna get some grass stains on his butt here.
This level almost stopped me dead in my tracks. In its original form, it crashed the game. I then learned that, in SMB3, you MUST place the variable-height colored block ledges on the ground. I'm sure I'll have more limitations to get used to in this game.
At this point, I feel like I'm getting the hang of working with SMB3 Workshop.
These videos are a bit outdated, but it's hard to get good static screens of the game in action.
Patch this to a Super Mario Bros. 3 (USA) PRG0 ROM. I won't tell you where to find that.
Shortly before starting to hack SMB3, I got the urge to draw more 8-bit graphics. Thankfully, this urge struck close to C3, when I usually at least show some new graphics off. So far, I've drawn 8 of these retro-style sets.
@Green Jerry: Are you using Floating IPS? It should work. I just double-checked, and the patch works fine for me. According to a guy who's been helping me with this, the SMB3 ROM I've had since 2005 is a US PRG0 ROM.
I'm in the process of fixing what I can now, mostly involving cutoffs, palette errors, and places where the player can get stuck. Other things, like the janky SMB2 level wrap and the weird Lemon Drop hitbox that pushed you into a block, require ASM fixes. The Angry Sun is SUPPOSED to respawn, but the Sprite Respawner doesn't seem to work with it.