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Tip: Bad things to do in the title demo: Enter a door or a pipe, activate a P-switch or a star, complete the level, hit a message block, or die. These will either glitch the music, or force the player into an endlessly looping title level until they reset the game.
The Hack With No Name
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I don't really have a plot or title yet...
I'm focusing on the levels and OW for now.

Mario is the main charecter. (Might change that)
Stormy Cavern:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/o3BVODX94l0&hl=en&fs=1&rel=0&color1=0x234900&color2=0x4e9e00"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/o3BVODX94l0&hl=en&fs=1&rel=0&color1=0x234900&color2=0x4e9e00" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>


Last edited on 2009-03-14 09:10:53 PM by Jayfeather.
Very nice level design so far. You make excellent use of space to flesh out your level, and are quite decorative with the cave set. The palette work truly does give the cave a dark, cold-but-not-icy feeling up where the main character is, whereas SMW's cave palettes, like the brown one, seemed oddly bright for a cave. Enemy placement seems to be to the point that they make the level challenging, but not unfairly, because their placement seems to be more carefully plotted than just thrown about.

I'm concerned about the P-switch at 1:02 - if you can not re-enter the pipe to reset the level, there is a chance the player can get stuck, although the "puzzle" is in sight. Also, an aesthetic note, I would think it would look much better if instead of having the walls run into the ground or stacking a cave block on the ground, that you use the jointed tiles to weld the ground with the wall.

Now, for when you are creating the main character, keep in mind that the yellows and that one pink color of palette 8 at the beginning can be changed with a custom palette, but the rest must be changed on a shared palette. I would start working on your character before setting up too many custom palettes if s/he is going to use different colors from Mario so that it's not a pain to go back and edit all those palettes, if you're changing the first half of palette 8.
Thanks Kyo.
I think changing the blocks so they connect to the floor rather than sitting on the floor is a good idea.

I'm trying to go for a more natural look, so it works.
Looks great and un-linear. I look forward to reviewing this hack. (I'm a reviewer)
I made some graphics.






I will make more graphics tommorow.
One little nitpick. There's a bad corner tile at around 3:55 during the video. Other than that, that looks like a pretty good hack so far. Keep it up!
Thanks Pirate Yoshi.
I don't see the bad corner though.
I'll check again.

Anyways, i have some new graphics and a new level for you guys.

Autumn Breeze:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/noUQYw2r470&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/noUQYw2r470&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

The OW is just for showing the graphics for now.
Also, i won't use the dark/light paths, because i'm looking for a more natural look. The little stars and huts on the OW are edited pieces of the path.
Here's the bad corner: http://s528.photobucket.com/albums/dd322/marioman57/?action=view¤t=HERE.png
Also, both of these levels are very nice.
In the level, Autumn Breeze, at 2:31, the white ropes are cutoff by the vine.
I saw no other problems, I don't think I missed anything either. Nice job. :)
Ah, thats where it is.
Thanks for pointing that out.
And i fixed the ropes.
To quote Mr. Burns, "Excellent..."

But, I don't like how the throw blocks change when you pick them up.
Sock, this looks pretty awesome so far. I like how the levels feel like the original SMW, but are completely new. The only think i dont like, in "Autumn Breeze", I would advise not using SMW's original Bonus room. Be creative and make your own! :)
OK, i'll do that.
This will not be a vanilla hack anymore, as it has custom blocks and sprites.
I'm redrawing the game instead of ExGFX.
Good job on that level. The palette really does seem like a peaceful sunset, and it's easy on the eyes. The level's structure seems pretty fun as well with the variety of things to do.

However, around 1:00-1:25, you appear to get a little carried away with the enemy placement since the moles popping out all over the place, the Volcano Lotus spitting fire, and the Pitchin' Chucks throwing baseballs make it very hard to dodge unless you have defeated each enemy before proceeding, and the Volcano Lotus can only be killed by cape or by throwing another object into it, and the Chuck takes at least one hit to stop throwing baseballs - and going offscreen to have him respawn undoes that so he starts throwing them again if you back up. :x (He's also placed in such a spot where he's well-guarded by the Volcano Lotus's fire and the ledge above.)

In short, if this is in the first/second world of your hack, I would advise removing the Lotus and maybe a mole from this area since this earlier part of the level appears more difficult than the latter half of it right here. It's not too big of an issue though.

Keep up the good work, but watch your enemy placement. ;)
I will fix that.
I fixed various things in my spare time, and made a new level, Corps Forest.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/IfQ5jDGr5xI&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/IfQ5jDGr5xI&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

In that cavern room, i fixed it so you don't need to wait for the blocks to turn back into coins.
Last edited on 2009-02-27 02:21:31 PM by Jayfeather.
The outline of the ground in the cavern is odd.
Colored outlines for ledges and walls, but black outline for the floor and ceiling?
Right. I still have to fix that.
I got a lot on my agenda.
Originally posted by Tigerstar
Right. I still have to fix that.
I got a lot on my agenda.

It's best to fix things before moving on to new things.
Yeah.
I fixed the cave thing.
Anyways, i have the OW now.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Xa4UklfVa6w&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Xa4UklfVa6w&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

You will see some errors in the OW, i fixed them, namely the path glitches.
Here is a tiny bit of the level, Nature's Funland.
It starts out as a tower, then you go down into a normal length level, then another tower.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/k1dqXpBqqdM&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/k1dqXpBqqdM&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

I fixed a bunch of things in the level after i recorded.
Last edited on 2009-03-14 08:58:45 AM by Jayfeather.
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