| 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 2011-03-03 08:17:57 PM |
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Originally posted by Dakress(the problem is that possibly that tileset will be so overused...)
I'll live and they'll live even if they complain about the mere sight of something that's "overused". Now if it was music or boss sprite related, I'll reconsider.
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| Posted on 2011-03-06 05:06:48 PM |
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Looks nice so far. That New super mario Bros. styled mushroom foreground looks kind of out of place in my opinion. It looks 3D and popping out and then the sprites stay 2D. Since it doesnt exactly look bad I wouldnt say its worth changing and since you're probably fine with it.
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| Posted on 2011-04-29 09:25:11 PM |
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Kinda undecided on which gradient I should go with for the level. I'll likely end up using the one that gets passed over for another level. I had asked on another board and they're all leaning towards the left.
Also, I'm busy with my SMWCP2 level (which is in the Signups board, I'll provide a link to it when I get around to it) and porting all of my stuff to a fresh ROM since it's that time for me again. Of course, I'll likely port everything AGAIN after C3, but hey.
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| Posted on 2011-04-29 11:05:43 PM |
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I think both gradients would work well, but I like the left one better.
And, as usual, this is looking quite nice. :>
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| Posted on 2011-05-03 03:08:38 AM |
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Wow, this hack has everything! Nice palletes, nice level design... it looks like it can be an featured hack!
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| Posted on 2011-11-15 12:44:32 AM |
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EIGHT MONTHS LATER

Current World 3 Map. I was planning on using the colorful platforms seen in NSMBW (the graphics you see on the map are based on another person's work, which wasn't hard to replicate).
 
The pipe you see on the left is a cannon that allows Mario to be shot up to otherwise inaccessible areas. The icon on the right is to indicate the player of a hazard that will otherwise kill Mario instantly.

New Enemy: Spiny Cheep-Cheep. They have different moving patterns (circle, back and forth faster, jumping near and far), but cannot be stomped.

New Enemy: An aggressive variant of the Porcu-Puffer. Like the Puffer enemies from the NSMB games, but uh... faster.
 
New Element: Explosives will now destroy certain blocks.

New Enemy: Kab-omb from NSMB. Sort of; these are actually SM64 Bob-ombs, but I wanted to make them be more noticable, so I gave them these graphics. They wonder around aimlessly and will pursuit Mario when he gets near. They can be picked up from behind and thrown, where they'll explode on contact.
  
Current World 2 Map.

SMWCP2 World 8 Level (Currently 8-5, excluding the Ghost House): Myrkka Mainline. The underground of a massive factory complex where toxic water is dumped. The green water will activate a meter where Mario must collect Blue Mushrooms or get air unless he wants to perish to the water's poisonous effects.

Also making an appearance is a small torpedo that Mario can grab onto for easier maneuvering underwater. (He'll always remain in position when holding on.)

Purple water will drain the meter MUCH quicker.

Conveyor belts are commonplace in the level, which provide for some opportunities for enemies to do some harm.

Naturally, Fire Mario would make this level (much) easier.

Timing, timing, timing.

Final stretch.

More screens of the SMWCP2 level, Shivering Cinders. Anyone familiar with a certain World 5 level from the first Production will soon notice the concept reused in this level to a much larger effect.

Pressed Switches aren't always friendly.

Trying to barrel your way through this level WILL get you killed.

I'm running out of things to say.

Is it over yet?

It is for now!
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| Posted on 2011-12-28 02:22:24 PM |
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Remodelling Myrkka Mainline with Ludus' unused GFX. The stuff in the first screen is just for testing purposes so I don't constantly mangle Mario's starting positions with my edits. Additionally, I discovered that Water Level 3 (Slash Man's) can fit as a working alternative in the event the eventually updated Submerged Micromelx doesn't quite work out in the end.
I will most likely readjust sublevel 130 around so Imamelia can do his thing with the transparent Layer 3 water, but I should be able to work around any troubles he runs into.
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| Posted on 2011-12-30 07:59:34 AM |
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Looking good, MrDeePay! I'll be following this.
Also, in the new remodeled Myrkka Mainline, I can clearly see that SMWCP2 mario GFX. Not a complaint, i'm just saying i saw it is all (Of course it's obvious.).
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| Posted on 2011-12-31 01:12:09 PM |
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That's because the level is for SMWCP2.
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| Posted on 2012-01-08 10:48:38 PM |
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Wow, this thread really isn't getting the attention it (should) deserve{s}.
Originally posted by MrDeePay
 
Wow, this background really isn't easy on the eyes! It might just be the difference between the bright picture and the dark Night theme, but you might need to darken the background a bit so the player doesn't die of some cause.
 
Something about these just seem off to me. Like it's kinda perspective errors but also not.
I didn't really find much else in terms of errors, every thing else seems spot-on and/or *insert compliment here*.
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| Posted on 2012-01-10 01:12:02 AM |
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Originally posted by superdragonyoshi1Wow, this thread really isn't getting the attention it (should) deserve{s}.
That can attribute to a number of things, but that will take me "all day" so I'll leave it alone for now.
QuoteWow, this background really isn't easy on the eyes! It might just be the difference between the bright picture and the dark Night theme, but you might need to darken the background a bit so the player doesn't die of some cause.
I actually updated the palettes to this BG a few weeks back in S/V after a suggestion was made in that thread.
 
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| Posted on 2012-01-10 12:08:07 PM |
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Looks pretty nice but I think the BG palette should be a little darker. It's minor though.
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| Posted on 2012-01-15 11:11:19 PM |
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- Dramatically desaturated the palette of the background thanks to a suggestion.
- Progress on a World 3 level that features using explosions as the main focus of the level. As you can see from the screens, bricks and Question blocks will be destroyed by explosives and said explosions come in the form of Bob-ombs, Kab-ombs, Albatosses, and stray bombs falling from the sky.
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| Posted on 2012-01-16 12:08:15 AM |
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It's cool to see more hacks using city themed levels. They're definitely one of my personal favorites, and the possibilities are really endless with them.
Given how impressive your work for SMWCP1+2 has been, playing a whole hack with levels by you should be a real treat. Can't wait to try any sort of release of this, be it a demo or the full version.
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| Posted on 2012-01-17 11:11:39 AM |
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City levels are kinda underused in hacks. Actually if someone has ideas they can look great. Looks pretty explosive.
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| Posted on 2012-08-01 07:42:28 PM |
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Something currently in progress. Jumping causes the status of the switches to flip between On and Off. This won't apply to the area that the sixth and seventh screens show.
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| Posted on 2012-08-03 09:52:35 AM |
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Originally posted by MrDeePay
I like what I'm seeing here a whole lot. Anyways, when do you expect to have this hack completed & ready for everyone to play?
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| Posted on 2012-08-03 07:34:06 PM |
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This will not be released anytime soon.
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