| A Still Nameless SMW Hack (+w/ SMWCP2 stuff) (remodelling) |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - A Still Nameless SMW Hack (+w/ SMWCP2 stuff) (remodelling) |
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| Posted on 2010-01-22 07:35:43 PM |
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That's quite an interesting level. Is the water a one-hit kill, like in NSMB?
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| Posted on 2010-01-23 12:07:56 AM |
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Nope, though I did originally plan for it to be that in the wee early stages of this hack. It just hurts Mario instead.
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| Last edited on 2010-01-23 12:08:12 AM by MrDeePay. |
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| Posted on 2010-01-25 03:14:57 AM |
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Decided to give out a patch a try to almost complete success. (minor issue out of my control) Credit to HuFlungDu for the patch.
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| Posted on 2010-01-27 02:31:22 AM |
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Well the wall-jumping's gonna have to wait until another time. I discovered another issue in it that needs to be taken care of. In the meantime, I'm just jumping around in levels I'm doing for World 4, so here's two WIP screens of the fortress level.
  
I need to ExAnimate the fireball (Chuck's head), but it's late for me, so I'll do it tomorrow.
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| Posted on 2010-01-28 02:00:08 PM |
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Gave the background palette an update to something more along the lines of "looks like it's gonna rain" and mood purposes. Also dead Marios.
Would've posted this last night, but I had to wait out the 24hr timer and like hell was I gonna double post at 2:30am.
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| Posted on 2010-01-28 05:36:41 PM |
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I like the custom palette in that cave level (Heck, I like ANY good custom palette of ExGFX) I also love the Giant Koopa GFX edit 
The GFX and design for the fortress are nice, although it may be slightly tough for World 4. Eh, I'd have to play it first.
Also, it could be tough to instantly tell the difference between the Shell and Fire Bros as the level apparently recommends.
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| Posted on 2010-01-31 04:37:00 PM |
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Originally posted by Best Video GamerI like the custom palette in that cave level (Heck, I like ANY good custom palette of ExGFX) I also love the Giant Koopa GFX edit 
Icegoom made it and only appeared exactly once in his MLW hack.
QuoteThe GFX and design for the fortress are nice, although it may be slightly tough for World 4. Eh, I'd have to play it first.
Well it's not even halfway done, but I am trying to make these levels curve in difficulty. Some hacks recently have left a bad taste in my mouth because of inconsistent or sudden spikes in difficulty. The goal for me is to not end up like those hacks.
QuoteAlso, it could be tough to instantly tell the difference between the Shell and Fire Bros as the level apparently recommends.
What do you mean? For the most part, Fire Bros have red shells/shoes/helmets while the Shell Bros' are yellow.
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/KwFiF8kNZj8&hl=en_US&fs=1&color1=0x2b405b&color2=0x6b8ab6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/KwFiF8kNZj8&hl=en_US&fs=1&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Originally posted by DescriptionWell then...
Jammare was helping out another person on SMWC about an ice power up like in NSMBW, so I decided to test out the coding he posted on my own. A few problem CFG issues, remapping, and graphics searching/editing, this is the end result. This is basically an edit and combination of Jammare's custom fireball, ICB's powerup generator (so it can carry over to different levels, though this will most likely stay confined to ice levels) and MikeyK's Ice block sprites. It works almost like the Ice Flower in NSMBW (but no carrying!) in all it's glory.
Pro/Cons
+ Freezes just about any enemy not immune to fireballs in one hit.
+ Frozen enemies can work as a makeshift platform.
+ Larger hitbox than standard fireballs.
+ FREE COINS!
- Somewhat slow rate of fire, since these are sprites and not extended sprites (e.g., Mario's fireballs)
- Getting hit makes Mario small, not big.
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| Posted on 2010-03-01 07:20:08 PM |
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Random stuff I did during a week of working on this on and off. Not sure what to do with the palette for the middle three screens.
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| Posted on 2010-03-01 07:36:52 PM |
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Make it green and you'll be fine with me.
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| Posted on 2010-03-01 09:19:07 PM |
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Eh.... not exactly. I'm trying more of an approach used in the DKC games where the exact same level palettes were never used twice and I already have a level using the graphics set in this level (Tribal Jungle)
That and the current name of this one (cherry blossom park) kinda asks for pink trees.
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| Posted on 2010-03-02 01:55:51 AM |
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Originally posted by MrDeePay
Bramble Scramble?
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| Last edited on 2010-03-02 01:56:59 AM by Desert-Fox. |
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| Posted on 2010-03-02 03:30:12 AM |
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Originally posted by MrDeePayEh.... not exactly. I'm trying more of an approach used in the DKC games where the exact same level palettes were never used twice and I already have a level using the graphics set in this level (Tribal Jungle)
That and the current name of this one (cherry blossom park) kinda asks for pink trees.
Cherry blossoms are a much paler pink. The purple is a bit vibrant. The foreground is nice though.
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| Posted on 2010-03-14 01:46:54 AM |
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1-4: I've always been a fan of fortresses/castles taking place outside; especially with how Luigi's Adventure and Lost World pulled theirs off. These screens obviously look closer to MLW, but yeah.
5-7: Decided to change the color of the trees (and rename the level) for now since I couldn't get a good pink to work out, but I'll try again sometime down the line. I want to try something out with cluster sprites. to get a leaves blowing affect to go on, such as in The Lost Levels and DKC2.
8-9: Extra area in another level that utilizes wall jumping with active P-Switches. This took a little while to work out right without the possibility of breaking the sequence too easily.
10-12: Progress for a water-themed fortress that I was going to use as the groundwork for my Vanilla level for the contest. Thankfully I decided to pull out of that! Instead, I'm just turning what I had in mind into a level for this game and not the other way around as I've seen some people do.
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| Posted on 2010-03-14 01:55:00 AM |
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All I can say is wow. Good work, there is nothing I don't like in the screens provided. Will there be a demo?
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| Posted on 2010-03-14 01:55:23 AM |
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I forgot about commenting here. 
So I've seen a lot of your progress in the Screenshot video thread and I really liked the screens. The level design is great and so are the graphics. The new screens are even better! I don't have any complaints, keep up the good work! Hope to see more. ;)
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| Posted on 2010-03-14 02:06:53 AM |
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Originally posted by IxtabAll I can say is wow. Good work, there is nothing I don't like in the screens provided. Will there be a demo?
I have a "beta" in my file bin that covers most of the first three worlds and some unused levels from what World 3 originally was going to be and have no use for them.
It's four-months old, and I've made routine changes and fixes from in it. I'm hoping to have a proper demo ready before May (I wonder why), but I haven't fully completed any World 4 levels yet. 1/4 are almost done, though.
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| Last edited on 2010-03-14 02:07:46 AM by MrDeePay. |
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| Posted on 2010-03-14 03:31:25 PM |
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Everything looks really well made. Nice.
The only thing that bugs me is in this screen.

Darken the palette of the grass and dirt, since it's not as bright in a cave as outside.
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| Posted on 2010-03-15 01:24:40 AM |
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Originally posted by KristianEverything looks really well made. Nice.
The only thing that bugs me is in this screen.
*image*
Darken the palette of the grass and dirt, since it's not as bright in a cave as outside.

It's a start.
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| Posted on 2010-03-15 10:26:32 AM |
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I really like this hack so far!!
Here's hoping you'll get a proper demo out by May...
MooT
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| Posted on 2010-03-16 02:58:05 PM |
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I'll assume custom palettes aren't your forte?
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - A Still Nameless SMW Hack (+w/ SMWCP2 stuff) (remodelling) |