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Conal's Mini Hack 1 (Maximum GFX mixing!) Feedback always appreciated.

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I spent a while writing this thread; then lost all my progress writing it so this might be concise.

I have been working on my main hack or almost 5 years now, so I decided to cram some of my strongest attributes into a much smaller hack to showcase my abilities.

This isn't quite a demonstration hack, but kind of an episodic hack. Part of the Mini Hack series.

I want to give levels that are both enjoyable & challenging, creative graphics & art, surprises & new ideas. I'm planning on doing about 6 or 7 levels in this hack, or I might continue.

I wouldn't call this a "Kaizo" hack as such, but I would call it "difficult". Aimed at experienced gamers; which we're full of anyway.

I also have a facebook page to update all my hacking activity. My page "likes" the SMWC page (whether or not it's official; I don't know).

Anyway, here's some shots: - Not too many right this second.
Level 1-1
Train Level 1

Videos:
{v0.05} Conal's Mini Hack - Level 1 (Finished, I think) - Outdated.
{v0.04} Conal's Mini Hack - Level 1 is very nearly finished... - Outdated.
#025 to #025 ??? - Outdated.
{v0.03} Conal's Mini Hack - Working on first level + more graphics & mixing. - Outdated.
{v0.02} Conal's Mini Hack - Extra graphics inserted - Semi-outdated.
{v0.01} Conal's Mini Hack 1 - Outdated.

Levels: LevelxSub-level(.s) - exit(.s)
1x25 - 25 - Cave Level **Name Undecided**
2x26 - 26 - Dangerous Water **Name Undecided**
3x27 - 27 - Robot Base
4x28.29.2A.2B.2C - 28 - Diverse Fortress
5x2D.2E.2F.30.31.32.33 - 2D.2E - **Name Secret**
6 - Yellow Switch Palace

Rooms: RoomxFrom(.and) - exit(.s)
25x1 - 1 - Cave Level (Deeper) - Picture. Video 1, Video 2
26x2 - n/a - Dangerous Water (SMB1)
27x3 - 3 - Robot Base (Underground)
-------------------------------------------------------------------------
28x4 - 29 - Diverse Fortress (**Secret graphics**)
29x28 - 2A - Diverse Fortress (**Secret graphics**, Grey Palette)
2Ax29 - 2B - Diverse Fortress (**Secret graphics**)
2Bx2A - 2C - Diverse Fortress (**Secret graphics** Castle)
2Cx2B - n/a - Diverse Fortress (Boss)
-------------------------------------------------------------------------
2Dx5 - 5 - **Name Secret** (Underground)
2Ex5 - 2F - **Name Secret** (Floor 2)
2Fx2E - 30 - **Name Secret** (Floor 3, Outside) - BG PALETTE NEEDS MANUALLY EDITTING
30x2F - 31 - **Name Secret** (Floor 4, Elevator) - Manually edit Palette 0, then change BG MAP16 palette accordingly
31x30 - 32 - **Name Secret** (Floor 5)
32x31 - 33 - **Name Secret** (Floor 6)
33x32 - 34 - **Name Secret** (Floor 7) Use ExGFXC6 as SP4
-------------------------------------------------------------------------
34x33 - n/a - **Name Secret** (Boss)

ExGFX: ~ My custom or rips are highlighted in green. "----" means that I haven't inserted it yet.
ExGFX80 Steel FG3
ExGFX81 Steel BG1
ExGFX82 Steel FG1
ExGFX83 Steel FG2
ExGFX84 SP2
ExGFX85 Steel SP2
ExGFX86 SP3
ExGFX87 Steel/Marble Zone SP4
ExGFX88 -----
ExGFX89 Nano SP3
ExGFX8A Nano SP4

ExGFX8B Marble Zone BG1 -----
ExGFX8C Marble Zone FG1 -----
ExGFX8D Marble Zone FG2 -----
ExGFX8E Marble Zone FG3 -----
ExGFX8F Marble Zone SP1 -----
ExGFX90 Marble Zone SP2 -----
ExGFX91 Marble Zone SP3 -----
ExGFX92 Marble Zone SP4
ExGFX93 SMB1 FG1
ExGFX94 SMB1 FG3
ExGFX95 SMB1 SP1
ExGFX96 SMB1 SP2
ExGFX97 SMB1 SP3
ExGFX98 SMB1 SP4
ExGFX99 SMB1AS FG1
ExGFX9A SMB1AS FG2
ExGFX9B SMB1AS FG3
ExGFX9C SMB1AS BG1
ExGFX9D SMB1AS BG2
ExGFX9E SMB1AS SP1
ExGFX9F SMB1AS SP2
ExGFXA0 SMB1AS SP3
ExGFXA1 SMB1AS SP4
ExGFXA2 Labyrinth Zone (Lite) FG3
ExGFXA3 Labyrinth Zone (Lite) BG1
ExGFXA4 Labyrinth Zone (Lite) SP4
ExGFXA5 Visconti's Castle FG2
ExGFXA6 Visconti's Castle FG3
ExGFXA7 Visconti's Castle BG1
ExGFXA8 Visconti's Castle BG2
ExGFXA9 Visconti's Castle BG3
ExGFXAA Visconti's Castle AN2
ExGFXAB Chapel FG3
ExGFXAC Chapel BG1
ExGFXAD Chapel BG2
ExGFXAE Chapel BG3
ExGFXAF Castlevania Cave FG3
ExGFXB0 Castlevania Cave BG2
ExGFXB1 (Forest) Cave BG1
ExGFXB2 Metroid Fusion BG1
ExGFXB3 Metroid Fusion FG1
ExGFXB4 Metroid Fusion FG2
ExGFXB5 Metroid Fusion FG3
ExGFXB6 Metroid Fusion SP4
ExGFXB7 Megaman Bomb FG3
ExGFXB8 Starry Night BG1
ExGFXB9 Metroid F Space FG2
ExGFXBA Metroid F Space FG3
ExGFXBB Sonic Blast Lab BG1
ExGFXBC Sonic Adv Final BG1
ExGFXBD Sonic Adv Final FG1
ExGFXBE Sonic Adv Final FG2
ExGFXBF Sonic Adv Final FG3
ExGFXC0 TMNT Lab FG3
ExGFXC1 TMNT Lab AN2
ExGFXC2 TMNT Lab SP1
ExGFXC3 TMNT Lab SP2
ExGFXC4 TMNT Lab SP3
ExGFXC5 TMNT Lab SP4
ExGFXC6 TMNT Lab SP4b
ExGFXC7 Labyrinth Zone BG1
ExGFXC8 Labyrinth Zone FG2
ExGFXC9 Labyrinth Zone FG3
ExGFXCA Labyrinth Zone AN2
ExGFXCB Labyrinth Zone SP3
ExGFXCC :D (Unfinished)
ExGFXCD :D (Unfinished)

ExGFXCE YI Lava Cave BG1
ExGFXCF YI Lava Cave FG3

ASM:
**Super secret.**

Support bar:





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@Nobody in special: Nobody commented on here. Because what? Just because the work here is not really good? Come on - feedback/criticism is what helps people to improve.

@Conal: I know this will sound harsh, but this doesn't look like a 5-year work hack. I don't really have time to watch your videos due to, yes, my job, but by the pics provided I don't really see anything but a messed level design.

In the first screenie, things are very weird. It's possible for me to see that Layer 2 objects are scrolling differently from Layer 1. The translucent effect is very random, and the lava has bad palettes.

On the second screenie, the level starts in a totally flat pattern with no enemies. Then the level progresses through a Creating/Eating Block path which don't really look interesting. Starts in a kinda empty section, then progresses to where a bullet machine is located. The shooter doesn't seem to be a major threat here (correct me if I'm wrong), not to mention that the machine cutoffs with the ground and the shooter sprite is placed one tile above the machine thing. The 1up appears to be floating in there, so it's impossible to get it, as it'll fall into the pit once you reach the screen where it's placed. Then you enter into a castle thing where no enemies are found in the initial sections. From there on, design seems random, with random elements (the weird colored vine plants randomly scattered through the ground), gaps-enemies-gaps-enemies in a not very interesting pattern... and jumping straightforward to the last level screens, the Crystal Cave ground and the pipes have extremely awful colors, and there's also a floating Ball'n'Chain which don't really look good without a center block where the chainlink is connected by default.

Wish I could be more specific and could make better explanations on my points of view, but again, I'm at work and I just don't have the time to do such reviews.

Just summing all up, I need to say that you need to read tutorials, play other hacks and especially pay attention to all details they have. You could also visit the Hack Removal Log to check what you must avoid doing in order to have a good overall quality hack.

Don't feel bad for your work. Take this as a step forward to improve. Do something new from scratch, keep showing your works off so we can lend you a hand on what you can do better.

Cheers up!
MK2TDS
Originally posted by Q-bee
@Nobody in special: Nobody commented on here. Because what? Just because the work here is not really good? Come on - feedback/criticism is what helps people to improve.

@Conal: I know this will sound harsh, but this doesn't look like a 5-year work hack.


This isn't my 5 year old hack, this is my mini hack. I've spent about 2 weeks on it.

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I don't really have time to watch your videos due to, yes, my job, but by the pics provided I don't really see anything but a messed level design.

In the first screenie, things are very weird. It's possible for me to see that Layer 2 objects are scrolling differently from Layer 1. The translucent effect is very random, and the lava has bad palettes.


I've been told that the palette is bad before. When I originally chose it I thought the purple blended in well with the blue background. To me it didn't have to look like the lava, just hold it's shape so people knew what it was.

Quote
On the second screenie, the level starts in a totally flat pattern with no enemies. Then the level progresses through a Creating/Eating Block path which don't really look interesting. Starts in a kinda empty section, then progresses to where a bullet machine is located. The shooter doesn't seem to be a major threat here (correct me if I'm wrong), not to mention that the machine cutoffs with the ground and the shooter sprite is placed one tile above the machine thing. The 1up appears to be floating in there, so it's impossible to get it, as it'll fall into the pit once you reach the screen where it's placed.


I've gotten it before.

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Then you enter into a castle thing where no enemies are found in the initial sections. From there on, design seems random, with random elements (the weird colored vine plants randomly scattered through the ground), gaps-enemies-gaps-enemies in a not very interesting pattern...


So I should place the enemies more randomly? It doesn't feel that gappy during gameplay. When you get to the red bridges it is on slow auto scroll & the sprites seem to appear constantly.

Quote
and jumping straightforward to the last level screens, the Crystal Cave ground and the pipes have extremely awful colors,


How could I improve the colour?

Quote
and there's also a floating Ball'n'Chain which don't really look good without a center block where the chainlink is connected by default.


It is connected by a block. It's a dark block...

Quote
Wish I could be more specific and could make better explanations on my points of view, but again, I'm at work and I just don't have the time to do such reviews.

Just summing all up, I need to say that you need to read tutorials, play other hacks and especially pay attention to all details they have. You could also visit the Hack Removal Log to check what you must avoid doing in order to have a good overall quality hack.


I had, I thought this time I was getting it.

Quote
Don't feel bad for your work. Take this as a step forward to improve. Do something new from scratch, keep showing your works off so we can lend you a hand on what you can do better.

Cheers up!


Okay, thank you for your review.^^



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Definitely not bad. The level design looks pretty swell, and so do the graphics in the second screenie. There are some minor things, though:

-> In the first screen shot, the background isn't great. I'd recommend changing the colour to something dark, and fixing the Layer 3 rocks.

-> Why do you have ordinary coins in the first part of the second screen, but then have SMB1 coins? Is there a gameplay difference, or are they the same. If they are the same, I'd say that you should get rid of them.

-> There are also palette issues in the second screen. The pipes need some recolouring (right now, the transition from light to dark isn't good), and I dislike the gold colouring of the last palette.

That's it for all. I'll probably comment on the videos later (under the nick of ehgames1234 (yes, I know that name sucks, but I honestly do not want to make a third YouTube account)). Again, don't be discouraged, you definitely show potentional


Also, Q-Bee, if somebody doesn't comment on something, it's because they aren't interested, not because it's bad.

- BlackMageMario
Yeah, and I definitely didn't read through the entire thing when I first posted here due to already explained reasons. Silly me, I'm sorry for that.

About enemy placement, I wouldn't say "place more randomly", but actually "place more often, in some different, creative ways".

And regarding interest or such - well, I dare to say I'm not really interested in this project (can change in the future), but I'd point out my views about what can be done better.
MK2TDS
Level 1-1 progress: - Having headed advice.
Used to look like this:


Now it looks like this:



I will need to play around with Map16 to give Layer 2 full priority. This is going to be annoying to do. :c


One extra thing that I didn't show, the midway entrance. So when I die after the midway point...


... You are not able to instantly get a power-up. Power-ups must be earned.


Originally posted by BlackMageMario
Definitely not bad. The level design looks pretty swell, and so do the graphics in the second screenie. There are some minor things, though:

-> In the first screen shot, the background isn't great. I'd recommend changing the colour to something dark, and fixing the Layer 3 rocks.


Well... it looks better during gameplay if you check out the video.

Quote
-> Why do you have ordinary coins in the first part of the second screen, but then have SMB1 coins? Is there a gameplay difference, or are they the same. If they are the same, I'd say that you should get rid of them.


I did that on purpose. It's part of the GFX mixing. They do the same thing. Notice I have question blocks & brown blocks of the same nature.

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-> There are also palette issues in the second screen. The pipes need some recolouring (right now, the transition from light to dark isn't good), and I dislike the gold colouring of the last palette.


That's a consequence of my graphical palette. I think I have 1 line of palette I could use to fix it.

Quote
That's it for all. I'll probably comment on the videos later (under the nick of ehgames1234 (yes, I know that name sucks, but I honestly do not want to make a third YouTube account)). Again, don't be discouraged, you definitely show potentional


I'd recommend this video, it's the most updated version of the level:
http://youtu.be/-Wat_WFRkwk?hd=1

Quote
Also, Q-Bee, if somebody doesn't comment on something, it's because they aren't interested, not because it's bad.

- BlackMageMario



Originally posted by Q-bee
Yeah, and I definitely didn't read through the entire thing when I first posted here due to already explained reasons. Silly me, I'm sorry for that.


It was only a brief description anyway. But I sure as hell didn't spend 5 years on this.

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About enemy placement, I wouldn't say "place more randomly", but actually "place more often, in some different, creative ways".


I did have a few more (in earlier videos), but they ran up the sprite memory.

Quote
And regarding interest or such - well, I dare to say I'm not really interested in this project (can change in the future), but I'd point out my views about what can be done better.


Okay, thankyou.^^



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This graphics mix there is rather clashing. YI, SMW and SMB don't fit themselves.

I gotta be honest, I don't like the way it's turning out. :V I think you should choose one of the style of graphics you're using there and then make your hack based only in it. Honestly, put very different GFX styles together into one level, or even into one hack, isn't a good idea at all.

Hope this didn't sound discouraging. I know you can produce something good. :)
It's easily the best thing I've done
So why the empty numb?
Originally posted by Austin
This graphics mix there is rather clashing. YI, SMW and SMB don't fit themselves.

I gotta be honest, I don't like the way it's turning out. :V I think you should choose one of the style of graphics you're using there and then make your hack based only in it. Honestly, put very different GFX styles together into one level, or even into one hack, isn't a good idea at all.

Hope this didn't sound discouraging. I know you can produce something good. :)


My aim isn't to have a set of graphics consistent with one another for the whole hack.

On a level-by-level basis I'd like the graphics to be consistent. I want each level to have graphics that work together (even from different games in the same level), this could mean that the next level has a completely different style of graphics.

My point of view for this hack is more of an integrating hack. Putting recognizable or strange sets of graphics together. I suppose I could do that & make it work if I have consistent item blocks & coins...

I agree that level 1-1 is a little miss & match with the question blocks, I did that on purpose. Was it a bad idea?



When I fist got into SMW hacking & saw Demo World I was amazed. I thought it was awesome you could put graphics & blocks from other games into Super Mario World.

Being able to do that was interesting in itself at the time, so I suppose part of me is mixing like this just because I can.

I think I have 1 spare palette line, I should probably change the black castle FG to it's native grey or something...

Edit: I did just that.



Edit again: Just used the native palette of SMB1AS green pipe over some unused palette space. Tada!



Fixed pipe & vine colourings. Are we getting there?



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Honestly, the mix of the simplistic Mario Bros 3 castle GFX plus the detailed cavern BG of Yoshi's Island looks pretty bad and clashing; I think you should change them to match eachother.
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to hear birds and see none.
Actually Conal, I'd recommend you turn the SMB1 blocks Back To Black (oh sweet god somebody help me I keep making stupid jokes like these please jesus save me).

Other than that, the pipe is looks way better now (and the graphics don't clash, in my opinion. They work pretty well (especially when the bricks were black)).

- BlackMageMario
Just whipped this up real quick (G2G girlfriend's flat/apartment). I'm thinking of doing train levels for shortcuts or maybe even a whole "world" of train tracks instead of paths. I've always wanted to try out this idea. Here's what I have (video coming soon).

Train Level 1 (almost finished):


Train Level 2 (unfinished):


Originally posted by MaxodeX
Honestly, the mix of the simplistic Mario Bros 3 castle GFX plus the detailed cavern BG of Yoshi's Island looks pretty bad and clashing; I think you should change them to match eachother.


It's going to take some thinking to get this level looking nice.

Originally posted by BlackMageMario
Actually Conal, I'd recommend you turn the SMB1 blocks Back To Black (oh sweet god somebody help me I keep making stupid jokes like these please jesus save me).

Other than that, the pipe is looks way better now (and the graphics don't clash, in my opinion. They work pretty well (especially when the bricks were black)).

- BlackMageMario


I thought so too, but the problem is that the background is so light & then dark that a foreground which isn't in-between the shades is obscured.

I don't know whether or not grey bricks works, but it's more visible than black with that background.



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The bg in the first level is a little bit boring.
And the cement blocks at the ninth picture look very bad.

My Youtube Channel:
http://www.youtube.com/user/SMWKing2000
Honestly, this is worse than the first level in graphical therms... But as you want it as it is, do as you wish.

I agree with SMW King, that blocks are odd, and you should add at least some BG to the first level. As for the second, the palette of the background kinda doesn't fit with the blue-ish foreground.

Oh, I noticed though the chucks screen that the train solid tiles sprites stay above are a bit more lower than they should. It looks kinda strange.

Other than that, guess it looks ok...
It's easily the best thing I've done
So why the empty numb?
Copying some Comments here, the Cement Blocks seems strange and they Cutoff the Pipe, also, the GFX Mix of SMB and YI isn't a good idea, and the Palette of the SMB Castle FG don't seems to great, but the hack don't looks bad, You have a nice level design, You just need to avoid Graphical Clashes.
I edited the train level! Did I fix it?
http://youtu.be/8vy_BDYPeTo?hd=1

What's new?
Layer 3,
Solid platform top.

What's next?
I suppose I could edit the pipes to look more consistent with the train area.
I should also change the underground part's background.



Originally posted by SMW King 2000
The bg in the first level is a little bit boring.
And the cement blocks at the ninth picture look very bad.

There is no background, layer 2 is busy

Originally posted by Austin
Honestly, this is worse than the first level in graphical therms... But as you want it as it is, do as you wish.

I agree with SMW King, that blocks are odd, and you should add at least some BG to the first level. As for the second, the palette of the background kinda doesn't fit with the blue-ish foreground.


That's unfinished. Of course I'm not going to have that background with the blue foreground. Lol.

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Oh, I noticed though the chucks screen that the train solid tiles sprites stay above are a bit more lower than they should. It looks kinda strange.

Other than that, guess it looks ok...


I've fixed it since, check out this video:
http://youtu.be/8vy_BDYPeTo?hd=1



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