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| How to Create Quality Hacks |
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Forum Index - SMW Hacking - General SMW Hacking Help - How to Create Quality Hacks |
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| Posted on 2007-12-26 04:36:00 PM |
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The Creating Blocks path can be easily edited. Just use a hex editor and follow these instructions.
Originally posted by ROM map| 195A4 | $03:93A4 | 74 bytes | Misc. | Creating Brown Block Directional Data (for levels in overworld submaps)
Format: One byte per command, XY, where X=number of times to go in direction Y. Y = 0,1,2,3 (Right, left, down, up) FF terminates the sprite. | | 195EF | 03:93EF | 51 bytes | Misc. | Creating Block Directional Data (For levels located on main map) Same format as above |
The eating blocks doesn't follow a set path, it just goes to the next brown used block and removes it. Don't let the path make any 2x2 squares of used blocks, or it will just remove two blocks and get terminated.
The blocks are activated when Mario (or any character that replaces Mario, depending on the hack) steps on a used brown block after the creating and eating blocks come on screen.
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| Posted on 2008-02-09 11:35:09 AM |
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You don't really need custom bosses in your hack to have difficult bosses. The editable bosses (Lemmy/Wendy, The Big Boo, and to an extent, Reznor) are more versatile than you think.
For example, in my hack, there's a boss fight where you have to guide rainbow shells through a maze to hit the Big Boo, a level that consists of you solving a series of puzzles to get a key to throw at the Big Boo to kill him, a Wendy fight where the floor is made of lava and you have to continually bounce off of Fuzzies to kill her, etc.
In Kaizo World 2, there's that horrible Reznor fight, and if you know some ASM, you can look at some of the boss fights in VIP 3 for some more ideas.
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| Posted on 2008-02-16 12:59:20 PM |
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Originally posted by CondorTalonOriginally posted by Black Yoshi--Check Music--
Do not put for example the underground music in a forest or vice-versa.
Why? that doesnt ALWAYS have to be the case. Look at Joshua's hack, The Treasure Hunt. He used the ghost music in a dry field, and the underground music in a level at night.
Wow, my hack was randomly mentioned! I feel appreciated, that made my day. 
> Think outside the box. Play tons of hacks so you know what's been done and then make something completely new. Puzzles in freefall, working with an invincible shell, I tried to put stuff in my hack that I'd never seen before. And a reason I liked Zycloboo so much was because it was peppered with interesting new ideas, like riding a Layer 2 banzai bill, or exploring a fully fleshed out hotel with no clear ending.
> Be creative with your worlds. Plains world. Desert world. Water world. Cave world. Forest world. Ice world. Lava world.
If I just described your hack, there's a problem. Get creative, no need to follow the overplayed Mario stereotypes!
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| Last edited on 2008-02-16 12:59:43 PM by Joshua. |
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| Posted on 2008-02-16 09:24:17 PM |
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Don't make your levels too long (unless it's the last castle) or too short(unless it's a Bonus stage). Also, try everything! You may find something that you may not even Have thought of!
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| Posted on 2008-02-16 10:07:47 PM |
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Always make sure there's enough going on that you aren't just running through a level, but give the player some elbow room.
You should never touch the bottom of a black piranha plant/nipper. Just no. (Unless it's situated on a platform you can jump up through.)
Make sure your levels don't depend on sprites so much that they lag.
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| Last edited on 2008-02-16 10:21:17 PM by Farm Fresh DX. |
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| Posted on 2008-05-03 09:10:57 AM |
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Secrets----
Dont make them plainly obvious and make them lead somewhere worth it,
like to a challenge place or something with a prize at the end, like in my hack i have a p switch challenge which if you complete you get more health, (im using the health patch),
Change gfx----
Change as much gfx as you can, to make it feel new, and even if you simply change the status bar that still adds appeal to your hack, if you arnt using exgfx change the pallete to suit the lvl, and if your using the pirahna plant CHANGE THE UPSIDE DOWN FISH TO A STEM.
Music-----
Music can often keep some players interested and make sure it suits the lvl eg an icy song for an icy lvl, not a quiet, peaceful song for the ast boss
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| Posted on 2008-05-05 11:48:36 PM |
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I'm not sure if this was posted yet, but if you must have flat plains, at least add some decorations such as the bushes and maybe a few berries with them.
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| Posted on 2008-05-11 10:35:05 AM |
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Mazes: unless you can make a maze where some sort of thinking is required, mazes aren't very fun in an smw level, because it isn't a puzzle, its trial and error. Mazes where you have to think outside the box to find the solution can be quite fun though. Make sure any puzzles must be solved through intelligence, awareness and cleverness, not trial and error.
Edit: water levels
Water levels are the most hated kind of levels in mario games, but still people are making bland ones. Water levels can actually be very fun when executed properly. Wet-dry levels are quite popular, but autoscrolling waterlevels are usually either very difficult or boring, either way they are hated. Give your water levels a distinct theme, I once made a flooded desert. Think of unique ways to use water. Also, the majority of attempts at puzzles in water just turn out to be mazes. Be creative with water levels, make sure that you enjoy the levels. Treat water levels just as you would treat any other level in your hack.
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| Last edited on 2008-05-11 10:42:18 AM by ergazoobi. |
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| Posted on 2008-05-16 09:49:25 PM |
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Decorate! Place slopes, bridges, water, trees, bushes, grass, and many other objects that can be used to make levels look detailed. A lot of decoration can really "mask" a straight path.
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| Posted on 2008-05-25 08:51:56 PM |
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WTF? A tip from the guy who posted screenshots of a completely ugly (and I will quote myself) "glitched pile of crap"?
No really, I'm trying to learn from my mistakes.
If you MUST have kaizo style levels (they arent popular around here), put them in a "special world" and make the player beat the game or go through a mess of secret/ hidden levels to get to them. (like in the original game!)
Also, an optional difficult level that leads to a bonus level may also be a good idea.
Does anyone remember the whistle in Desert Land in SMB3? try tinkering the overworld events to achieve (something like) that...
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| Last edited on 2008-05-25 10:21:54 PM by PyroSphere. |
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| Posted on 2008-05-25 10:12:45 PM |
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One level can never be long enough! Once you think you're done, keep expanding it! Don't get too repetitive, though.
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| Last edited on 2008-05-25 10:13:02 PM by Suns. |
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| Posted on 2008-05-25 10:39:02 PM |
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Dunno if I posted this or not, but make each level unique, different, and memorable. Grass Plains 1, 2, 3, etc just don't cut it. Give each level a twist. ;)
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| Posted on 2008-06-15 09:38:13 PM |
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you don't REALLY need to have asm knowledge to make a good hack (kc or whatever his name is now does some nutty stuff without it, like making a menu by screwing with pallettes (I think?) and a submap) but it helps. I don't know it although i'm gonna have to learn eventually, so yea.
Also try looking in the rom map and using a hex editor to add excitement to your hack. you could make lemmy take 200 hits to kill!
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| Posted on 2008-06-18 07:37:15 PM |
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Originally posted by hebesphenomegacoronaAlso try looking in the rom map and using a hex editor to add excitement to your hack. you could make lemmy take 200 hits to kill!
But don't actually give a boss uber health. It will get boring (or frustrating, depending on the difficulty), even if you change the rest of the battle as well.
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| Last edited on 2008-06-18 07:37:42 PM by Spade. |
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| Posted on 2008-06-19 06:19:35 PM |
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if you want to make a real good lvl you should put a bunch of creative traps like sinking platforms, bullet bill shooters, bullet bill surrounders, rising pirahna plants, and hammer bros.
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| Posted on 2008-06-20 09:48:39 PM |
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Originally posted by GoldenTuccilloif you want to make a real good lvl you should put a bunch of creative traps like sinking platforms, bullet bill shooters, bullet bill surrounders, rising pirahna plants, and hammer bros.
No
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| Posted on 2008-06-20 11:58:15 PM |
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Originally posted by Black Yoshi--Check for Yoshi Coins--
Do not put more or less than 5, must be FIVE.
I don't see the problem with having less (extra points... not really special, though) or a little bit more (hidden 1-up if you collect the main level's coins, for example?) as long as it's not absolutely overdone...
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| Posted on 2008-06-22 10:21:09 PM |
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DON'T GET FRUSTRATED IF X_PERSON_HERE ON THIS THREAD TOLD YOU NOT TO DO SOMETHING THAT YOU DID DO IN YOUR HACK, UNLESS YOU THINK ITS CRAP TOO. JUST IGNORE.
Anything is fine, unless however your hack absolutely has to be accepted by everyone. Be prepared to get flamed, And don't SPAZZ out like I did when I got flamed.
Oh crap... I think I have done it again.
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| Posted on 2008-06-29 12:26:47 PM |
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Use the space. Generally, there shouldn't be a single screen of just flat land with no sprites or objects. Also, don't place sprites willy-nilly. It slows things down and it doesn't actually increase difficulty. Place sprites in just the right location so they actually get in your way. That's the whole point of having enemies. For example, don't have flying green koopas at the top of the screen when you're running on flat land. Anyway, if you use them right, you may only need one or two sprites instead of ten.
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| Posted on 2008-07-05 03:50:25 AM |
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In my opinion to make a good Super mario World Level (Nay, super mario world game) it has to have at least some custom graphics.
If I'm honest when I'm looking through the hacks section at screenshots, I'm instantly put off when I see the default graphics. They're just kinda boring.
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