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| Super Mario World - The Legend of Element Island (Team Hack) |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Mario World - The Legend of Element Island (Team Hack) |
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| Posted on 2009-08-25 09:17:53 PM |
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I've been at work hacking Super Mario World for some time now, and I've been getting pretty good at it. First came level editing, and following was custom music, overworld editing, palette editing, and now, finally, graphics editing (though the most I've accomplished with that is changing Mario's sprite into Yoshi using an ExGFX patch)... Though I'm pretty confident in my skills as an SMW hacker, I still fail hard at inserting ExGFX. Looking around at all the team hacks around this board, I think a team hack headed by me could turn out well.
The story, though still in its early stages, would progress thusly:
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Sometime after the events of Super Mario Sunshine, Mario and Peach are sailing home after their vacation when a freak thunderstorm blows up. Their boat is tossed around on the waves for a few minutes before a gigantic typhoon shows up and blows their ship away. When Mario comes to, he is lying on the beach of an island he's never seen before with Peach nowhere to be seen. A Yoshi native informs him that he's on Element Island, and that he needs his help to stop a dark force (I believe you all know what that's a poetic term for) from capturing the seven Element Jewels from their temples scattered around the island. If that were to happen, the elements world would be thrown into chaos. Mario sets out with the Yoshi to save the Element Jewels and the world.
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Element Island itself would be something like Kitchen Island in the first Wario Land game - it would be a large island that takes up the entire main overworld. All of the worlds would be located on the island (of course), except for the final world (taking place in a cavern deep beneath the sea) and the special world (which would be in some other dimension, a la the Special World in the original SMW). I've come up with ideas for some of the worlds, but they're by no means final.
1. Verdes Grasslands - Your generic first level. Full of hills with eyes, flowers, green grass, and easy enemies. Larry Koopa is the boss here. Graphics for levels in this world could come from Sonic 1's Green Hill Zone and other such stages. It's in a submap.
2. Earto Peaks - Rocky mountains surrounding the Verdes Grasslands. Waterfalls and lava-filled caves are commonplace. Roy Koopa is the boss here. Graphics for levels in this world could come from Donkey Kong Country 3's canyon stages, Kirby's Dream Land 3 (Sand Canyon 1's background), and Yoshi's Island. It's on the main overworld.
3. Muddra Canyon - A muddy canyon that combines level ideas from Verdes Grasslands and Earto Peaks. The world is full of mud, so you slip and slide all over the place. Ludwig Koopa is the boss here. Graphics for levels in this world could come from... I don't know yet. It's on the main overworld.
4. Aquata Ocean - Full of underwater areas, of course. Sometimes you get high and dry on islands. Wendy O. Koopa is the boss here. Graphics for levels in this world could come from Kirby Super Star (Float Island's background) and Yoshi's Island. It's on a submap.
5. Sandea Beach - It's a beach! Morton Koopa Jr. is the boss here. Graphics for levels in this world could come from, again, KSS and Yoshi's Island (the foreground would have to be different - and it's not going to be Super Demo World's crappy beaches...). It's on the main overworld.
Maybe a few miscellaneous stages here before...
6. Fyrus Mountain - A fiery volcano full of boiling lava and skull rafts. Iggy Koopa is the boss here. Graphics for levels in this world could come from Yoshi's Island and the original Super Mario World. It's inside, and so in a submap.
7. Icia Tundra - Keep moving, because it's so cold you could get frostbite. The custom ice blocks could come in very handy here. Lemmy Koopa is the boss here. Graphics for levels in this world could come from Kirby 3's Ice Berg and Super Mario Bros. 3. It's on the main overworld.
8. Ariea Forest - Platforming plays a big part in this windy wood, and you'll get up high in the sky later in the world. Bowser Jr. is the boss here (custom boss). Graphics for levels in this world could come from the original Super Mario World and, for the sky levels, Kirby 3's Cloudy Park stages. It's in a submap.
After Ariea Forest would come a few miscellaneous stages, and then...
9. The Sea Base - All-around platforming will come in handy in this mostly mechanical and completely fiery techno deathtrap. Bowser, of course, is the boss. Graphics for levels in this world could come from Sonic 1's Scrap Brain Zone and other mechanical stages from other games. It's in a submap, of course.
10. Kooky Castle - If you beat certain secret levels, you'll find a special warp tile (a resprited Star Road star). Step on it to be teleported to this bright and colorful fortress in the sky where anything can happen. There is no boss. Graphics for levels in this world could come basically any game with bright, colorful, and bizarre level graphics, like James Pond 2.
If you're thinking "hey, can't this guy do everything on his own?" by now... well, several things. First of all, all of my attempts at inserting ExGFX in the past have resulted in failure. Secondly, while some of the other stages could be done with the original Super Mario World graphics, there are some levels, like The Sea Base and Sandea Beach, which would really look a lot more like they are in my head with ExGFX. And thirdly, working with a team can make things progress quicker, which is always a plus.
So, I'll need to assemble a team to help me out with this hack. I can take level designers, ExGraphics rippers, ExGraphics inserters (as stated, I fail at inserting ExGraphics), custom ExGraphics artists (which I can probably help with), music composers (for when there's a particular tune I, or anyone else, think would fit in a level and it's not in the Music vault), advisers for art and levels, and any other jobs I may have missed. (Take note that just because there's only one blank doesn't mean that there's only one position open. I'll take as many staff members as I can.)
Producer: Midna
Level Designers: Midna, fieryblaze42, Rayman Man, Doopliss, Aiedaiil, phenolatukas, ChaoticFox, Kristian, _____
Submap Designers: Midna, Lynnes, _____
ExGFX Rippers: Mars, Ann Chovy, _____
ExGFX Artists: Mars, Doopliss, ChaoticFox, _____
ExGFX Inserters: Ann Chovy, fieryblaze42, ____
Custom Block Creators: Mars, _____
General Design Advisers: Midna, _____
Level Advisers: Midna, phenolatukas, _____
Art Advisers: Midna, _____
Music Composers: Mission_316, _____
Post or PM me if you want a position.
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| Last edited on 2009-11-11 10:16:16 PM by Midna. |
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| Posted on 2009-08-25 09:27:10 PM |
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This hack sounds well-planned, made by a dependable sounding person. I guess I could insert and possibly rip ExGFX for you.
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| Posted on 2009-08-25 10:40:44 PM |
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I have to agree. This looks very well put together, so I would like to help this move along. I could be a Level Designer and EXGFX inserter. I've never tried ripping, but that's not a big deal. I am dabbling in making custom music, but I haven't gotten far in that.
Feel free to pm me if you have questions.
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| Posted on 2009-08-26 07:36:45 AM |
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I could be a level designer.
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| Posted on 2009-08-26 06:31:19 PM |
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Ann Chovy, fieryblaze42, and Rayman Man have been added to the staff list.
Here's some screenshots of what I've done so far;

The new title screen. The intro video hasn't been edited yet, but once we get some decent ExGFX, I plan to edit it to Mario standing on his ship in the middle of a storm.

The new exposition text. It's a very bare-bones exposition of the main story. It's so bare-bones that I plan to replace it with a custom cutscene later on.

The Verdes Grasslands overworld. It's not the final version, of course - none of the events are edited yet, and I can't move Mario around for whatever reason. Nonetheless, at least the basic stuff is there.
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| Last edited on 2009-08-26 06:32:07 PM by Midna. |
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| Posted on 2009-08-26 06:58:12 PM |
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I can be a GFX designer/ripper and Block Inserter/Creator if you want me to. Anyway, the submap looks quite empty and has a little cutoff because of the square corner.
Originally posted by MidnaI can't move Mario around for whatever reason
Did you enable going left and up on the Native's House level settings? If you didn't that could be causing your unmovable Mario problem. Also, you might not have paths that lead to the levels on layer one, you can hit 9 on your keyboard to see if there are paths that lead to the levels.
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| Posted on 2009-08-26 07:14:07 PM |
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Mars, I've seen what you can do with ExGFX, and I'd really like to have you on my team. You get the job!

In the Verdes Grasslands department, not much has changed as to the unmovable Mario problem, but I did add some extra detail to fill up empty space.
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| Posted on 2009-08-26 07:21:33 PM |
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Everything looks great! Also, if you like, I could design the submaps for you. (Not saying yours is bad, that is just what I'm good at)
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| Posted on 2009-08-26 07:44:26 PM |
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Ok, but I still see cutoff on the submap. Another thing, the perspective on the ledge that has castle 1 on it looks off. One last thing, should I point out the cutoff for you?
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| Last edited on 2009-08-26 07:45:24 PM by Marisa. |
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| Posted on 2009-08-26 07:57:50 PM |
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Lynnes: Looking at what you've done with submaps in the past, I think you'd actually do a better job than me. Welcome to the team!
Mars: I found the cutoff you were talking about (it's the one near the waterfall, right?) and fixed it, and I also altered the perspective on the castle ledge, or at least the bottom part, to make it seem more natural.
By the way, I found what was causing the unmovable Mario error. It was me not paying attention to Lunar Magic dialogues.


(Note: Both of these screenshots were taken before I fixed the cutoff riverbank and cliff perspective errors listed above. The current submap looks like this:
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Edit: Level up! Midna gained 5 ATK! Midna gained 2 SPD!
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| Last edited on 2009-08-26 08:00:26 PM by Midna. |
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| Posted on 2009-08-26 08:14:37 PM |
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I still see cutoff, here's where I found it.

Yellow- Cutoff. Some of it can be fixed with GFX tweaking.
I forgot one. The one I forgot to circle is in the Upper-Left Corner. Hope you can find it.
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| Posted on 2009-08-26 08:20:54 PM |
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OK, I think I see what you mean. I'll edit the square corner so that it doesn't have that green pixel and fix the other cutoff accordingly.
You know, you really have a good eye for these things. That's a good thing, considering you're one of this project's graphics artists.
(I also found some cutoff that you didn't... muhahahaha.)
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| Last edited on 2009-08-26 08:21:57 PM by Midna. |
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| Posted on 2009-08-26 08:31:18 PM |
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Just so I don't feel stupid, huzzah!\/

An update to the cutoff I found. One might not actually be cutoff though.
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| Posted on 2009-08-26 09:13:23 PM |
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You like? It has four levels to get to the castle, and one secret level. And I've noticed that you had two paths from the "Native's House" so I made two (I don't know where it leads, a switch palace?)
EDIT: All the cutoffness is fixed by now.
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| Last edited on 2009-08-26 09:16:23 PM by Lynnes. |
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| Posted on 2009-08-26 09:26:38 PM |
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I like it. Now I'm off to design some Overworld Graphics.
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| Posted on 2009-08-26 09:28:15 PM |
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Yeah, that looks awesome!
Now how are we going to get that beauty into the ROM...?
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| Posted on 2009-08-26 09:33:51 PM |
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Just give me an Ips of your Rom and I'll do it for you.
EDIT! Level 10, it's beautiful! T.T
Edit Again: I can make custom blocks, if you need any.
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| Last edited on 2009-08-26 09:37:26 PM by Lynnes. |
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| Posted on 2009-08-26 09:42:35 PM |
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Okey-dokey, you can expect the IPS on your end shortly.
I might want some custom ice blocks (like the ones in SMB3) for the ice world, and maybe some collapsing platforms like the Donut Lifts at one point. Just a heads-up.
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| Posted on 2009-08-26 09:47:55 PM |
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Well, this sounds nicely organized so far. I'd like to join as a level designer and an ExGFX artist.
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| Posted on 2009-08-26 09:58:41 PM |
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Well, here's some Layer 1 Graphics I just drew.

I actually just reshaded some GFX and drew some. Expect some Layer 2 graphics soon. Maybe.
Edit: If you want me to redraw the signs, tell me.
Edit2: I'll just take my layer 2 GFX out of my frozen hack.
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| Last edited on 2009-08-26 10:03:50 PM by Marisa. |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Mario World - The Legend of Element Island (Team Hack) |
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