Banner
Views: 240,587,989
Time: 2013-06-19 03:21:23 PM
29 users online: aj6666, Alcaro, Bio, chineesmw, Daizo Dee Von, Dipalon, Gloomy Star, o HuFlungDu, kianworld, kirbymaster1, Koopster, KY2010, LadiesMan_217, LaughingLuigi, Lightvayne, Luckiest3, Lui37, Magiluigi, MrDeePay, NezDark, Nintandopartnes, Onomatopoeia, Qwholl, Red Chameleon, Rextep, o ShadowPhoenix, StinNoO, TheSuperRotom, o Undy - Guests: 48 - Bots: 29Users: 23,083 (1,325 active)
Latest: Mastergamerlive
Tip: Fix any errors you see before releasing any demos; "I'll fix it later" isn't a good excuse.
Super Sugar Land (Delayed)
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Sugar Land (Delayed)
Pages: « 1 »
So yeah, this is basically my first attempt at a Super Mario World hack, called Super Sugar Land. At this point, it's pretty much a vanilla hack in terms of tilesets, so don't expect to see any graphics beyond palette swapped landscapes. I MAY use custom sprites later on once I've decided on what designs would best fit each enemy (and have sprites for them of course).

As far as difficulty is concerned, this will be a standard difficulty hack. There might be some spikes in difficulty at some points, but I intend for the entire hack to be beatable without the use of savestates.



The initial overworld for World 1.



The first level, Vanilla Road. All of the stages in this game will be named after various sugary ingredients, treats, fruit, and such. I'm pretty sure I'm not the first to think of that, but meh...



Second Stage, Cream Path. In this hack, just because a level looks white doesn't mean it's an ice level... unless it's stated otherwise.



Milky Sea, an underwater stage. As you get closer to the castle, you must watch out for Torpedo Teds.



Wafer Castle. This level actually starts off underwater, then transitions to a typical indoor castle after the midway point.

I don't intend to spoil any more levels unless there's something really significant about them that should be pointed out.

I've got a long way to go before this hack is complete. Even I don't know how many stages there will be when I'm done, so there's no telling how long this could take.

I am open to suggestions as far as palette choices, so long as they don't clash with the level theme (For instance, don't suggest orange for a "Cherry" level).
Last edited on 2010-04-22 09:51:01 PM by GeminiRage.
Looks good for your first hack, but those palettes #w{x(}
This seems like a cool hack. It reminds me of sugar candy mountain from animal farm.
Very, very nice for your first hack.
The overworld's blue palette could use some work, but other than that, it's well decorated and varied.
As for the levels, I don't see anything blatantly obviously bad in terms of level design.
The palette in Cream Way is too bright though. Dull it down a bit, and change the palette that makes that black line at the bottom of the grass.

Nice work.
I don't really like your palette choices...



A white FG with a bright yellow ledge don't go together. Neither do blue bushes with orange spots. Try more consistent palettes for the FG, and a greener choice for the bushes.



Too much of a contrast between the dark brown edges of the FG and the lighter brown throughout the rest of it. Try a more gradual contrast.
None of the terrain palettes are supposed to look "real", but if the brighter ones are really going to cause eyebleeds, I'll tone them down a little.

I'm not making the Stage 1 bushes green though.

EDIT: Added a couple more screens to the original post, and a few more notes.
Last edited on 2010-04-19 01:58:48 PM by GeminiRage.
Well, the palletes looks nice for me, except the Cream Path's one. But another than that, they have a very good level design.
this hack looks great so far, if your colorblind. not that much noticeable cutoff in it, except for a water tile on the ow (near the chocolate part). you might want to fix that #w{=D}
Last edited on 2010-04-19 07:07:02 PM by Hobz.
Originally posted by Hobz
this hack looks great so far, if your colorblind. not that much noticeable cutoff in it, except for a water tile on the ow (near the chocolate part). you might want to fix that #w{=D}


Must've gotten clipped out when I was modifying Mario paths. Then again I was bound to notice it since I realized I'll need to rearrange the land a bit to get Mario paths to form right.

I toned down the dirt colors of Cream Path to a darker shade to contrast better with the ledges and background. I won't update the screenshots yet until I am ready to playtest World 1 in it's entirety (still working on a secret level and a switch palace)
Last edited on 2010-04-19 10:09:25 PM by GeminiRage.
are you going to record some videos for use (snes9x can do that without recording software, though the quality isnt all that great.)
also, i can haz beta test?
Last edited on 2010-04-19 10:30:04 PM by Hobz.
I see a bit of cutoff in the OW. Sorry I cannot point it out, as I have no paint program to point it out.
Once I've gotten more of the worlds ready, I will make a video showing short clips from various stages I have created.

As I mentioned earlier, I might be using custom sprites for enemies. Here are a few ideas I had for them.

"Hard Candy" Shells for Koopas
Raspberry (Goomba)
"Grahmn-Cracker" Thwomp (maybe Thwimp too)
Cotton-Candy (Banzai Bill)
Chocolate Bar (Rex)

Though these will likely be the last things I add to my hack (if at alll), as I am more concerned with making playable levels for now.
Pages: « 1 »
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Sugar Land (Delayed)

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: 29

Menu