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The Invasion
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - The Invasion
Pages: « 1 2 »
Well, I finally learned how to upload screenshots (notice the avatar?), so I can now make a thread about my hack.

Story:

It's been two years since Mario's original adventure in Dinosaur Land. Mario now finds himself missing the fun times, the adventure, and especially spending time with Yoshi. He's decided to set sail back to Dinosaur Land to relive all that. It'll be fun!

Meanwhile, at 27,000 feet...

The captain of the Mushroom Airlines flight #243 was making great time, but suddenly, he saw something out of the cockpit window. Something stationary. He contacted the control tower, and they told him his flight is the only one scheduled to be there. Plus, their radars didn't detect anything besides his plane. All of a sudden, the object grew brighter...and brighter...and brighter...then no more signals came from that flight.

This happened above Dinosaur Land.

It turns out Mario won't be reliving any "fun times" as long as he stays there...

Now for some screenshots of world 1.

Cliffside Pass 1

This is before...IT happens. A nice, peaceful cliff overlooking Longwater River.


Every level has one 1-UP hidden in it. Sometimes you have to solve a puzzle to find it, sometimes it's as simple as finding an invisible 1-UP block. Think of it as collection side-quest.

Yellow Switch Palace

Just another standard 1-Up minigame.

Gaming Pre-Test

There will be three gaming tests throughout this hack that test your skill and progress. In each one, you'll have the option of taking an easy, medium or hard path. There's nothing stopping you from taking the easy path every time, but the path you take will refect upon your progress.


The easy path has a short thin pipe maze.


The medium path has a P-switch race.


This must be the hard path.

Cliffside Pass 2
This stage takes place on a bridge. However, it's not finished. But who cares? You're Mario!
Big Bridge
Wow, this'll be a big bridge. The bridge graphics are mine.


Expect a lot of platform rides, too.

Cliffside Pass 3
Finally, you're at the Longwater River!

However, it won't be long before you go deep underground. This is where deposits from the river enter.


You'll eventually enter the sewers. Your mission is to find pipe 2F, which is clogged, and unclog it to let the sewer fully function again.


So that's the pipe! But how do you unclog it?

#1: Iggy's Castle

Iggy's Castle? I thought Bowser was still back in the Mushroom Kingdom! Oh well, it just gives me another chance to beat him down.


Lava tunnels! To proceed, you'll need to hit switches to switch the tunnels around.


Ooh, the suspence!

Finally, here's the world 1 map, before any events are activated.



I've also made some minor changes to some of the standard stuff. For example, when you enter a castle, the ground has been replaced by a bridge over a moat! Also, the level 0 bonus game boxes are multicolored! Finally, you can reenter castles without having to use the L+R code. I don't see why you have to use a code to replay a castle. Castles are my favorite types of stages!

Well, any comments? Complaints? Condiments?
Last edited on 2008-10-27 07:49:37 PM by Hailstorm.
This has some promise. I would like to see what you do with this, if you change anything at all, or if you keep making good levels. I will hopefully get to play this soon with the others i want to play :D
Originally posted by cruc1f1x21
This has some promise. I would like to see what you do with this, if you change anything at all, or if you keep making good levels. I will hopefully get to play this soon with the others i want to play :D


Hey, thanks! The first demo will consist of worlds 1 & 2. Unfortunately, I've been working ahead in world 3 a lot, so world 2 isn't that done. However, there'll be a lot of screenshots and info of that world come C3! I need to get to work.
I like the ow, and the level design looks good. im looking forward to this one.
The image right under the words "
Cliffside Pass 3"...
This is a level edit of Vanilla Dome 2, isn't it?
Anyways, looks okay... nothing too exciting.
EDIT: I didn't want to quote a large image. :P
Last edited on 2008-10-23 12:09:50 AM by Exor.
The background in screenshots 1+2 is badly colored. I suggest just using a variation of the FG colors, but colored either lighter or darker so you can tell that it's the BG.

Yellow Switch Palace is fine.

I like the idea of the difficult paths. No problems in the next three shots.

What's up with the palettes of the ? block and Yoshi Coin in screens 8+9? Fix them please, or move the conflicting tiles to an unused palette so they won't interfere. Also, that little rope is cutoff in screen 9.

In screens 10+11 you've got minor gaps between the water, pipes and the cement blocks. I recommend squaring the cement blocks and thickening the outlines on the pipes to get rid of them. Also the way that the pipehead cuts into the other pipe in screen 11 looks bad.

Please please please find something else besides the used block to border the lava in screen 13. They create gaps and it just looks bad.

Submap looks good; you seem to have the art of perspective down right.

All in all, looks pretty decent. Just fix those few issues I pointed out.
I like your hack, It looks good. I just have one problem with it,
Change the name of it. The title S.M.L. is already being used by me for my Hack.

(Check my Profile)
Last edited on 2008-10-22 02:02:01 AM by KingBoo.
Originally posted by Mint

This is a level edit of Vanilla Dome 2, isn't it?
Anyways, looks okay... nothing too exciting.


I guess I chose the wrong area to show. The rest is very different. That didn't even used to be Vanilla Dome 2.

Originally posted by YggdrasiLL
I like your hack, It looks good. I just have one problem with it,
Change the name of it. The title S.M.L. is already being used by me for my Hack.

(Check my Profile)


Oh, sorry, I didn't know that. I guess from now on, I'll just call it "The Invasion", unless someone took that too O_o


Anyway, something bad happened. The Rom glitched, and though it works fine in LM, it won't open in an emulator. I have a pretty recent backup, but that still means I'll have to redo some of the graphics.
I still hope to have some cool stuff by C3!

EDIT: BTW, here's the new BG palette for Cliffside Pass 1.

How do you like it?
Last edited on 2008-10-22 08:02:00 PM by Hailstorm.
The ground in the background cuts into the water. And I think the player will think the water in the background is one that you swim in.

And

FLOATING TREE???
Last edited on 2008-10-22 08:53:36 PM by RedboneBit.
Originally posted by Bloodred Dry Bones
FLOATING TREE???


That's not a floating tree, that's just a blue border that comes with the paint program I used to save the pictures. I forgot to cut it off.
Is it me, or is the Submap just Yoshi's Island?
The levels are in the same order and stuff.... :/

Other than that, this looks pretty good!
Originally posted by Mistress Viarra
In screens 10+11 you've got minor gaps between the water, pipes and the cement blocks. I recommend squaring the cement blocks and thickening the outlines on the pipes to get rid of them. Also the way that the pipehead cuts into the other pipe in screen 11 looks bad.

Please please please find something else besides the used block to border the lava in screen 13. They create gaps and it just looks bad.


I fixed all those problems too. I squared some objects to prevent gaps, and nothing looks bad anymore (I hope.) Also, in Iggy's Castle, I used cement blocks instead of used blocks for the tunnels, but I gave them a palette that makes them look heated by the outer lava.

However, I noticed that the squared blocks and pipes look a lot like what Firephoenix did with the Forever Mystery series. I hope he won't mind, since I'm only using it in a couple of levels.

EDIT: Well, I have a couple more updates to show.


It's a snack bar...but for what? Where is this Place?


Here's the inside. It has the custom shop blocks that charge you for powerups. The place may seem small, but it has a little secret...The snack bar and shop block graphics are mine.

Finally, I fixed the problem in Iggy's Castle.

No more gaps between the lava and the blocks. Plus, the pinkish palette makes them look burned.

Feedback would be appreciated.
Last edited on 2008-10-25 01:12:55 AM by Hailstorm.
Just another small update. I created the Red Switch Palace, and here are a few screenshots:



I inserted themilkman's coin heaven sprite generator, and coins will constantly shoot up at you. Unfortunately, the level scrolls automatically, so you need to grab 'em fast!


As you grab the coins, you also need to pay attention to the platforms, or you'll likely fall. Keep hopping!

Any comments or suggestions?
Is there a certain amount of coins you need to collect to pass?
Nope, it's just a bonus, since that's what switch palaces are mostly about.

On a side note, I had an idea. I thought it would be cool if I put characters in my hack that appear from time to time to help you in different ways. I have a couple of ideas:

If you read my profile, you'll know that I have a comic series called Pete the Penguin. What if I put some of the characters from my comic into the hack? I think it would be a good way to introduce the series.

Also, I know how floating munchers are despised, but what if there was a floating muncher character? He'd have shades and dialogue and everything. Just for the irony.

How about it?
lol... I'm pretty sure it'll still be rejected... It'll probably be a good laugh for the moderators though.

I have an idea for the Switch Palace. Ready?
You're standing in a one screen room. You'll be standing on platforms while coins shoot up at you. If you fall down, you'll be immediately transported to the Switch. The only way to get to the Switch other than falling is waiting for the time to run out. When the clock strikes 1, you'll be transported to the Switch. Basically, you must grab as many coins as possible in the alloted time.
That sounds like a good idea, but it sounds like it involves ASM, and I know squat about it. Maybe I'll use the idea later, but until I learn ASM, the switch palace will stay as it is.

As for the muncher character, maybe he'll be rooted to the ground, just to be safe. His role in the game will be running a shop business. His shops will appear from time to time.
Last edited on 2008-10-29 08:46:22 PM by Hailstorm.
Actually, there's a block for time warpage somewhere in the request section.
Oh, splendid, but I actually think your idea would better suit the level 0 bonus game. It would be one of two brand new minigames, the other is gonna be on level 100.
Umm... chances are it won't work. Leaving the Bonus Game just makes you enter it again.
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