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| Posts by zack30 |
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Originally posted by DiddyKaizo100Originally posted by zack30
GUESS WHO!
yep, its a SMB2 USA boss!
the music in this fight is Decisive Battle from Super kitiku Mario! XD
Don't copy music from Brutal Mario, that is considers stealing (unless it is a different version of the song).
Also, the boss looks....not exiting, even you dare use block spam here (Unless its just the base of the level and your only showing the boss), you could just add a bullet generator to make it more fun.
it is a different version of the song.
it seems to glitch out upon sound effect playing.
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Originally posted by MarioFan22Mouser has got to be one of the most overused custom bosses along with the Thwomp. Sorry, but I'm sick of fighting the same bomb throwing boss several times. I think I've beat this thing about 20 times now. It's just no fun anymore.
well, i can either change the boss completely,
or add in some bullet bills to make it harder.
and the thing is you get to listen to a (glitchy) port of Decisive Battle from Brutal Mario!
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okay,
it seems level 104/"YOSHI'S...castle" is being worked on.
plenty of secrets within this castle.
planned for the castle:
SMRPG like battle without ASM
level similar to the top secret area of SMW
ExAnimated room with waterfalls to get a hidden powerup
hoard of coins
and a SUPER SERIOUSLY HIDDEN warp to bowser.
working on ways to keep it all hidden.
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Originally posted by MarioFan22Remember if you use the original SMW ending, editing level 104 will screw it up.
uh. . yeah, about that . . .
*looks at level 104 in Lunar Magic*
yeah im screwed.
i turned level 104 into a secret filled castle belonging to yoshi. . .
im just gonna have to revert back to the original yohsi's house, am i?
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Originally posted by TorchkasNot if you don't include the SMW ending :/
but the only way i think you can end the game is by using this ending.
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here's one of the hidden rooms in yoshi's castle!
its a RPG battle,
it has the battle theme from SMRPG,
and the level/fight is complete when nothing expect mario is on screen!
ASM + sprite tool + Addmusic power!!
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Originally posted by miguel21450Nice, but you could add, like, some decoration and stuff instead of cement block spam.
i guess your right,
i'll throw in a background, and maybe some castle walls/floors.
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Originally posted by 1UPdudesOriginally posted by zack30
here's one of the hidden rooms in yoshi's castle!
its a RPG battle,
it has the battle theme from SMRPG,
and the level/fight is complete when nothing expect mario is on screen!
ASM + sprite tool + Addmusic power!!
It's a good idea however it is'nt really like an RPG battle. RPG's are like turned based. This looks like you could spin jump on the enemies in like a few seconds. I'd say it was more like the Arena from various kirby games.
guess that's a good way to put it,
and heres that ExAnimated room i promised: 



as you can see, the water tiles change slightly!
EDIT: improved enemy arena!
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| Last edited on 2012-02-16 03:58:05 PM by zack30. |
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Originally posted by DiddyKaizo100Originally posted by zack30EDIT: improved enemy arena! 
...A few problems:
1) Bad States bar palettes
2) Needs more decoration (Or add a BG in there)
3) Koopa Battles are kind of borring to be honest 
okay, the BG, i WILL put in soon,
but as for the battle / status bar palettes,
1: the status bar palettes are bad because the .tpl file that came with the SMB castle set,
2: if i do anything like put in a bullet bill generator, the battle would never end.
but this battle has a point, if you're somehow able to find the secret path of yoshi's castle without doing anything else and do this battle,
you get an extra life.
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okay,
even though i never played the first S"M"W, this is looking to be an awesome hack!
the graphics are great, and the gameplay looks promising enough,
and i like the idea of a flooded factory!
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okay, so i've done a ASM related mod, right?
i used the patch that makes blue / red switch palace blocks spawn fire flowers/stars.
but thing is, in this completely unmodded level,
i've spawned 8 fire flowers, kicked a shell, and threw 2 fireballs.
thus making 12 sprites (including mario). it lagged. SERIOUSLY. good idea much?
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new level.
this time, the SMB3 world 1-2 tileset / background is used.
but the song, you'll like,
the song is from Touhou 9, song itself: Flowering night (sampled SNES remake)
(yes, the port of the song is here on SMWcentral)
why that song? enemies, bullet bill generator, medium auto scroll,
and its the longest level of the whole hack so far.
image link: http://www.facebook.com/photo.php?fbid=350203748347302&set=o.314073128644588&type=1&theater
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Originally posted by miguel21450Pretty nice, but around screens 02-03, seems a little too empty. Try adding more enemies, such as Red Parakoopa, or other type of sprite.
okay, im gonna do just that.
EDIT: uh. . .well, the background is impressive, and the palletes are dead on,
but the status bar is just. . .bleh. . . HORRIBLE
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| Last edited on 2012-02-22 03:27:07 PM by zack30. |
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here's a better look at the terrible status bar.
does anyone know what the text on it says?
(and yes, the numbers blend in with the background. thats horrible)
EDIT: DEMO 1.3 IS NOW RELEASED ON MY FILES. DOWNLOAD NOW.
I NEED IDEAS FOR IMPROVEMENT!!!
2nd edit: 
i have made a VERY EARLY beta of the 1st submap.
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| Last edited on 2012-02-24 02:40:08 PM by zack30. |
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Originally posted by DiddyKaizo100Originally posted by zack30
here's a better look at the terrible status bar.
does anyone know what the text on it says?
(and yes, the numbers blend in with the background. thats horrible)
The bullet has no way of hiting mario, you might wanna get rid of that Bullet there, plus the enemy's are just randomly placed it looks like, plus no, the states bar does not look better at all sorry to say
Originally posted by zack30EDIT: DEMO 1.3 IS NOW RELEASED ON MY FILES. DOWNLOAD NOW.
I NEED IDEAS FOR IMPROVEMENT!!!
OH THATS GREAT, I'LL PLAY IT WHEN ITS IMPROVED! [/allcapspam]
I won't be playing it, sorry, but I won't play a game just for fun sense I have an internet limit.
Originally posted by zack302nd edit:
i have made a VERY EARLY beta of the 1st submap.
Well, I have to say, this looks too plain, plus the way you put the levels are too weird IMO.
All I have to say, Just improve on things and yer be fine.
well about the submap. . .
castle: level 104 (yoshi's castle)
far left level: level 105 (yellow switch quest)
middle level: level 106 (A new beginning)
level somewhat to the right: level 103 (Jumping action!)
level 2nd closest to the right: level 102 (Koopa's beach)
level to the far right: level 101 (Castle #1)
plus, the bullet can hit mario, cause its actually a bullet generator going on for the whole level.
thats all i can say really. :/
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(NOTE: pic is on facebook due to SMWcentral pic oversize)
http://www.facebook.com/photo.php?fbid=353475041353506&set=o.314073128644588&type=1&theater
guess what?
you know those moving green/yellow/red moving platforms from SMW2, right?
the ones recreated in SMW by Carol?
well i found the japanese SMW sprite.
now using in Castle #2.
(any problems with the pic? just reply with your problem with the pic)
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This. . . . is the 2nd boss of the hack.
yep, 4 hammer bros.
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okay, question:
Does the Overworld "Mario"/"Luigi" use the same palletes as the level pallete they have?
if so, that would mean is a fire flower is the current power-up being used,
that would mean "Mario"/"Luigi" would switch to the fire flower pallete,
much like in VIP Mario 5.
Question is to be answered by 1upDudes.
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Okay, If anything,
Remember how on the overworld, Mario wears red shoes and his gloves are skin-colored?
here's a minor color fix i did:

now Mario has white gloves outlined with gray,
and his shoes are now brown.
like the idea of a more colorful overworld Mario?
why did Nintendo have to make his shoes red and his gloves skin-colored on the overworld?
i was like FORGET THAT! and made Mario have his proper color.
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