Banner
Views: 236,144,862
Time: 2013-05-21 10:03:29 AM
18 users online: Buckethead, dottedgirl, enixd, ggamer77, jellybean, K1ngHacks, Kenny2412, leafbarrett, MaxodeX, metalgearhunter, MLDEG, PlzHitChris, Pokeymeister80, o ShadowPhoenix, Sokobansolver, o Tahixham, TheOtherGuy25, wiiqwertyuiop - Guests: 29 - Bots: 14Users: 22,857 (1,296 active)
Latest: Precious Hippocrates
Tip: Keep track of ALL patches and hex edits in case you need to transfer your data to a new ROM. It's definitely worth the trouble.
Super Market Roll Drums (I'm still [re]working)
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Market Roll Drums (I'm still [re]working)
Pages: « 1 »
Here is my romhack that I've been working since before I joined.

Super Market Roll Drums!

Story:


Yes, it might as well be the same storyline of every game ever...


The 1st world! (ignore unchanged title)
I will admit my OW skills are lacking, though... (square, perspective)


The 1st screen in the game!


Some Goombas about to get the spin!


The 1st powerup!


Good stuff on the high road?


Yes!


It's a P-Switch room!


While you get these coins, I think you'll recognize the P-Switch music.


As the Koopas bounce on this terrain...


you'll find Shy Guys at the end.


High road again?


Hey! There's the continue point with a coin block and a powerup!


You can take his shell before he goes down...


to take down a few enemies!


It's raining Shy Guys! Aaaah Ow! (The goal is after that!)

Any suggestions? (other than the obvious OW errors... the OW isn't my strong point yet. I may switch to an SMB3 style later)
Last edited on 2010-03-28 09:09:38 PM by Dan Maku.
This is actually very good for a start - But, the overworld, needs to be extended at the very bottom, just like you did to the top left. other than that, it looks OK.
Last edited on 2010-01-04 11:12:22 AM by DragonFire6780.
Everything seems nice but the overworld is off by a lot! As you said it's square and lacks perspective, and also the ground is very plain. Good start though!
It looks like a fun hack, but like everyone else said, the overworld is squarish and boring. You might want to get someone to help you with it; I could, if you want.

(Also, I'm going to take a wild guess and say that the P-Switch music is Chocolate Rain.)
Yeah that's what I thought the music might be too.
Anyway, the first screen looks a bit... Plain and I don't mean enemy-wise, there isn't much decoration there. It is hard to draw the line between bland and gone overboard but if you add some bushes here and there, or a tree if the ExGFX file has one, it will look better. But the OW isn't bad, for one of your first ones (I'm assuming this is one of your first ones) You've used OW "Map16" so that's good, and you just need to add more islands, decoration and maybe a "secret" island in the blank spaces. By "secret" I mean you come back to it later in the hack.
You've got a pretty good standard of difficulty and level design style for a first world, good. Keep at it, you're off to a good start.
Originally posted by Midna
(Also, I'm going to take a wild guess and say that the P-Switch music is Chocolate Rain.)


Heh... the funny thing is that Ersanio's Chocolate Rain is currently a placeholder for the 'main grass' theme! Yeah, I reworded the first post to "recognize the P-Switch music." :P

Thanks for feedback!

I think I should have uploaded the OW with a certain event completed.


The 3rd level has a secret exit. That island appears when you find it. (Other than that, and the rocks, it's not much of an improvement. This is not my first romhack, but it IS my first 'serious' OW, which is currently incomplete)

I also have a one-screenshot preview of Level 2:


The message box explains FirePhoenix's springboards. Gray doors are fail doors to use if you get stuck.

Since I feel I can show more, I will show the custom music I actually composed myself. It's rather simple, though, using 2 channels and no N-SPC...

OnePointTwoFive.spc

The song is currently used in the title demo. If it's good enough, it may replace Chocolate Rain. :P
Well, I can say one thing: you levels look decent. Albeit flat, but functional. One thing I would like to discourage you from though, is simply placing a few enemies on a flat piece of land like you have done in the first few screenies of the thread: Nobody is interested in flat design like that.
I'll keep an eye out for this hack.
Sorry for the slow updates. Here's the rest of Level 2.


After the springboard puzzle, you get a pea bouncer.


A short Note Block section. If you can't tell, the gimmick is bouncy stuff.


Another case of "High Road Bonus Syndrome." Harder roads generally lead to bonuses, which is not always the "high road."


As is the case here!


The current look of this level's bonus. I will change it so that you can neither take a spring nor get stuck. (Of course, it's now set up so that you can't get stuck)


The next screen after the exit pipe (which is one screen back!) gives the first appearance of these guys! (Good thing it's not a 'react now' situation)


Exactly what it says on the tin! (Mario's behind said 'tin')


It's not obvious, but the 2nd springboard puzzle has the first Disco Shell!


Near the end of the level is a section that mixes the other 3 bouncers. This is actually the hardest jump in the level! O.O

I'll make up for lateness with a special update! (gets to making that Youtube account)
As pointed out earlier, your levels are pretty flat on your latest screenshots. I think you should mix it up a little bit by using hills for your later levels so that your levels won't be as flat anymore.
Finally! A new post!

What's this? A video?

Youtube Vid! I put annotations to make it look cool

And for those lazy people who don't watch vids...












Since it wasn't in the video, here's a couple Secret Exit screenshots.

This level uses the Shy-Guy Muncher trick at the end of both paths.


This isn't too hard for World 1, is it?
I really liked what I saw from the video. Your other levels seem a tad flat, but I think that's fine for early levels. I mean, seriously, just look at some of the real SMW's first levels.

The pipe maze was amazing (getit?getit?). I don't think it was too hard, in my opinion, world one shouldn't be too easy. I mean, difficulty curbs are great, but too many hacks babysit the player in the first few worlds. We can assume that the player has beaten the original SMW, so it's fair for world one to keep them on their toes.

Also, although it's generally given a bad rep, I actually like midpoint-earning, so long as it's not too difficult. In the case of the pipe maze, I'd suggest some sort of hint that the midpoint is in that room: otherwise, if I didn't know better, I might just go on, thinking it was unimportant.
Pretty decent levels,looks neat.
I like your level design style. I don't comment on OW's since I suck more than anyone about them.
I like the style of smb2 mixed with smb3, not bad for a new person(assuming you are)
To celebrate my 64th post (yes, 64 is a milestone to me) I have a vid and screenies for level 4.

Youtube vid Also shows a bit of my Audacious March port, which could stand to be improved. (which is why I stand still at the end)


First screen.

The BG scrolls with a Layer 2 sprite so that this level can take better advantage of the BG and also to look cool. This screenshot also shows how useful a Fire Flower is in this level.

Blooper! Believe it or not, I've yet to see a ROMhack use this custom sprite.

These guys guard the bonus room.

The really cool-looking tall seaweed is a reminder of how awesome ExAnimation is.

Four Urchins guard the start of this passage.

Five guard the end. Also, I love Exanimation.

Blooper swarm! And did I mention Exanimation?

This serves as a transition for the next level. The penultimate level of all worlds (except the final worlds) is the road to the castle. These levels will be slightly longer and harder than the normal levels.
Since it's been a while, I've put up a few screenshots of the next level, although it's only half done right now. (And sorry for double-post, mods)


Fun fact: This level IS a 102 edit, but the tide and floating mines are your only hints. I did want this half to be a tide level.

Aforementioned mines and a powerup... you may need it, especially a Fire Flower.

Porcu-Puffer! I told you these levels are harder than the rest!

Hope you found the switch! (Note: I'm considering using the Red Switch instead of yellow, or disabling powerups from switch blocks)

But the switch doesn't get you all the way! :O

Koopa-bouncing... WITH 2 PUFFERS?

Whaddaya mean that's what I gotta do for a midway?

Another fun fact: This level was going to use a fish generator, but it made the level TOO evil.
Oh boy it's been a good... 2 months since I've done anything? Well, I'm going to make my 250th post useful!

So I decided to rework everything on a new ROM, mostly because the old ROM was rather disorganized. I've also made a few changes, which are shown in the screenshots.


Left: Old map. Center: New map. Right: New map w/levels beaten


The screenshot on the right shows all the changes to the first level so far: New ground palette, trees for decoration, slight edit to non-walkthrough ground, and a different BG color. (I also want to know if it's okay to have the trees in the bottomless pit, I'll remove it if it's not a good idea)


Finally, I've applied Roy's Mode 7 Game Over screen of coolness! Thanks, Roy!

So I'm still working on it and still plan a World-1 demo.
It looks good, but the OW seems a bit blocky.
I like the new palettes you are using, also the Mode 7 patch seems to fit in good too. I would like to see some of the levels though. Good work with what I have seen so far.
Yeah, I've always really liked the mode 7 game over screen. It looks really awesome.
Your overworld doesn't have anything necessarily wrong with it, but it isn't the greatest. You need to have more curves in the land and add more decoration. A custom palette would be nice too.
Pages: « 1 »
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Market Roll Drums (I'm still [re]working)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu