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Posts by Dispari Scuro

Dispari Scuro's Profile → Posts

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Yes. He's great at music. He just logged on and he's glad to hear the news. With the new tracks we're going to be able to replace things like star music, death music, etc.
I just tested, and you're right. When set to an extra track it just halts all sound until another level is loaded. The silence even carries over to the world map.

For now we'll leave 3A-3F open for "future advancement" and use the extra 2A-2F for level tracks. I know the music patches have changed the death and p-switch musics, so we'll wait patiently to see if that rolls around sometime in the future.
Originally posted by Ice phoenix
Can I have some bramble GFX?It would be EXTREMLY useful.


I'm pretty sure icegoom's hack has those too.
You have to take the p-switch through the pipe and start the level over with it. Somewhere around the middle of the level, use it, and a blue door will appear. It might take a few tries to figure out where it is.

If you haven't found the p-switch, it's in a ? near the end of the level, guarded by some invisible blocks you'll have to find a way around.
I think your status bar could use a little tweaking. You should align some stuff so it looks better. Also the color of the timer seems to change colors in every level. You should avoid changing the palettes where the status bar is.
The first level I ever made.

"The Road Less Taken"

No longer in my hack, due to cheap things (invisible coin blocks), way too hard areas (the thwomp part was nigh impossible if not done as in the video), and overall boringness.

Additionally, other videos on my YouTube account didn't make the cut. This was my first castle and first time working with a layer 2.

"Grass Plains Castle"

Some other videos have levels that are way out of date and have been through a major overhaul.
It's also on the ROM map. I've already lowered it in my hack, though I've yet to use one. I believe the original was only used in a single SMW level. Toning it down makes it a lot more like classic SMB and makes it a lot less impossible. Also, the more you tone it down, the more levels you can safely use it in without the player hating you.

I believe mine is set to 5F.
I'm pretty sure I understand.

Aiyo just wants a block that is solid until one (or more) Yoshi coins are obtained, at which time the block will become passable. ExAnimation would be used to change its graphics.

Is that easier to understand?
I finally have enough screenshots and stuff worth showing off to make a thread. Since we're nearly completely done with world 1, you might be seeing more soon. We're trying to figure out right now how many worlds we want to finish before releasing a demo. Right now we're deciding between 2 and 4. This hack is being worked on currently by myself and Heisanevilgenius.

The finished product will have 11 worlds, 85+ levels/120+ exits, a new overworld, returning enemies from previous SMB games as well as brand new enemies, new blocks, new graphics, and new music. Basically an all-encompassing Mario hack. When this hack is done, it will be left unlocked so people can do what they want with it. I don't believe in locked hacks.

Right now the hack is a total mess and not fit for a demo. Rest assured when we are ready for a demo it will be uploaded here.

We are currently looking for some help with the hack. We're looking for a few people to do some minor graphic work (just a few enemies) and some custom sprites (a boss or two, and a level ender sprite -- basically things I can't do myself). We ARE NOT looking for beta testers right now. We have a small focus group. We may ask for beta testers in the future, however. But please don't ask. We also don't need help with levels, overworld, or music; we have those covered, thanks.

Anyway, I know you don't care about that, so on to the content.

Screenshots



Note that probably half of these screenshots are of levels that aren't yet done. Many graphics need replacing and some you see are placeholders. Though if you do have suggestions, let us know.

World 1 screenshots, showing off our midway point and infoboxes as well as some returning and new enemies. Also, stompable goombas, because I've never been a fan of some of SMW's changes, like the turnblock (although my co-author adores them).


More scenery screens. The middle is the Yellow Switch Palace, which has no enemies, but has several puzzles Mario must figure out within the time limit.


Parts of our first monument level, and a castle screen. The thwomps in the first screenshot are power thwomps, identifiable by their battle scars. The third screen shows some on/off blocks.


The first two levels in water world. The first is Bill's Bridge, which is a linear level with bullet dodging. The second is a vast underwater reef with a large variety of enemies, including crabs, baby urchins, jellectros, and bloopers, in addition to the normal SMW fish.


Miscellaneous screenshots. The first is from the very unfinished water castle, which will have varying water levels based on where you enter. The second is from the forest, which has falling pinecones, giant bees, and very giant goombas. The third is a ghost ship. The first screenshot also shows a springboard in the item box. After applying the patch and reading that SDW:TLC didn't have the springboard graphics in the box, I decided to mull around until I could make it work.


A strange ghost house, a giant beehive (what game could be complete without one?), and a toxic mine which is full of gas bubbles and koopas wearing gas masks.


A level in ice world. One of my more popular levels, though it may be due to the music. The last few screenshots here are images of the overworld.


Ice world, underground world.


Videos



I've made videos of a couple levels to show off the full design and concept. They are slightly out of date, but should serve their purpose.

Toxic Mine:
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/Sw7l_dPgvfM"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/Sw7l_dPgvfM" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>

Melting Ice Cavern:
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/M1aT5DQsPpI"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/M1aT5DQsPpI" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>

Music



My co-author is doing a brilliant job with the music for the hack. We're going to have completely original music (not based on anything -- with one exception) for the overworld and levels. Sorry, these aren't freely available for use, so please don't ask to use them. Here are a few of our favorite tracks.

Overworld Music:
Overworld Theme
Underground World
Bowser's Domain

Level Music:
Underground Theme 1
Ice Theme 1
Mystery/Wonder
I'm the second oldest in this thread, but my hacking partner is older than I am.
Originally posted by Mericles
Those look very, very good. I, like some others, really like the ice caverns. What does TKO stand for again?


It's an inside joke, but it's a play on our names.
Yes, it has a cute story but it's right now unfinished. We're going to have it so the princess is rescued in the opening video, before the game even starts.

The stone henge icon is a special level. Every world has one. Ice world has the igloo and underground has the volcano. The forest will have a giant beehive. The monuments represent longer, more difficult levels. They're like a fortress in SMB3. Monuments lack midway points, and always end in a boss fight. Some monuments are optional levels.

EDIT for icegoom's post:

The bushes are called Ivies. They're a very basic enemy. They're really no different than goombas. Each world is going to have at least one new, unique enemy, which will have varying behaviors. To start off easy, Ivies just walk back and forth, but stay on ledges. They do have a small twist though, which isn't really in their behavior, but we've intentionally always hidden them behind bushes, so they can be hard to see.

We were trying for a "dusk" sort of scene in the second screen. We might tweak it some. The brown ? blocks are sensitive bricks, but they're placeholders until we get something more identifiable.

The power thwomps are actually used somewhat sparingly in this level. This is one area where there are 4 in a row, but they're easy to navigate through. We're looking for someone to help us make some round, stone, spiked creatures, which will replace Sparky and Hothead for this level as well.

The baby urchin is a sparky I think. It doesn't animate much, just seems to bounce in place, since the sparky animates by flipping vertically. I'm not very good at graphics, either.

The goomba took a while, but I'm all right with sprite editing (I just can't create something out of nothing). The bee is basically a flying spiny. It can't be jumped on, but can be killed with fireballs. They bounce off walls. There are also stationary ones, and red ones (DK influence anyone?) which are immune to fireballs, and also come in stationary varieties.

The gas level is a fun one, I think. I never found the SMW gas bubbles to be very in-theme with a ghost house so I wanted to make a level where they made sense. The small gas bubbles are waving eeries. The water is swimmable, but does constant damage, so you can only stay in it while flashing or if you have a star.

Sort of. I like the white border around the overworld. All the new icons actually took an incredible amount of work. There are 7 new icons total, and we're reusing Yoshi's house, ghost house and fortress as the other monuments. We also had to make it so the save prompt doesn't come up at any monuments, so I had to remap most of the level icons, and redraw some graphics.

Lastly, we have two mushroom houses, red and blue. Red ones are normal save huts which are in almost every world, and give the player an item in their itembox (some normal, some special, like springboards). The blue ones are special huts which give extremely rare rewards. Since these had to be save enabled, the icon map is a mess from all the remapping. Mushrooms replace ghost houses, ghost houses are on previously unused blocks, and it's all very confusing. Even I get lost trying to remember what I did.
The monuments have a reward of sorts, but I can't elaborate on that. The ones that are optional will be shortcuts or lead to other worthwhile areas. One monument guards a switch palace. All the monuments will have custom bosses... we hope. We don't intend to use any of the classics except for the boo boss. If we get some help with these things, other levels may end with a boss as well.
Look in the ExGFX section. There are plenty of files with bricks you could use.
Originally posted by S.N.N.

There are two things that are irking me though, but I don't know if you want to change them. The first is the grey-on-grey in the monument castle - they clash too much for me. It should be very easy to fix, just darken the grey on the BG or FG a bit to make it look better. The second is just that your underground theme doesn't work (the SPC) It only plays one note then dies.


Yeah, we already discussed the monument's background. If you notice, the ice level acts pretty much the same way, but I've darkened the background. We're going to do that for the monument.

For the underground music... it works for me. Is anyone else having trouble with it?
Yeah, but it had to go through a lot of work and still needs more. The honeycombs in DK2 are actually part of the foreground, and for some mad reason there's about 50 different ones (even though you'd never notice without comparing them in an editor), and no single one tiles upon itself. I had to work on it a lot, but managed to reduce it to a 32x32 image. It still needs a little work, but it's getting better.
Some advice, don't try to rip graphics from Joe and Mac. They use about 8x as many graphics as it should actually take for everything. A simple cliff wall uses a whole page in Mario terms. It has good backgrounds but don't touch the foregrounds. They're massive and trying to piece them together is too much work.
Just a couple screenshots.

The new foreground in Lakitu's Lawn. YI obviously, with various edits to make it fit together better and give it less of a YI style (no thick outlines).


Our save hut, inside view. Currently still being toyed with and it needs a bit more work, but this is roughly what it'll look like. The purple star block is what gives the player an item in their itembox (and is the only way to do so). The star is animated; it spins in a little circle.


Someone else mentioned the pipe bottoms. I think I'll go ahead and draw some pipe bottoms to go there so there's an actual lip or seam. The main problem will be that the grass uses a different palette than most of the pipes, so I might have to play with colors or get creative. I'll see what I can do though.

EDIT: Done. =p

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