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Mario in the Lemmy Sea
Forum Index - SMW Hacking - SMW Hack Discussion - Full Hack Releases - Mario in the Lemmy Sea
Pages: « 1 2 »
The sequel to Mario in Morton Desert. This time, it's everyone's favorite world, water.
The first level:
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What do you think?
The overworld is bland, but I do like the vanilla palette. It's generally not a good idea to use Layer 3 tides in levels with vertical scroll, though in this case it's obviously deliberate as it was in TSRPR's Snide Tide, so it's all right.

You might want to ch$ange the ledge the rope is attached to so it has solid sides, though.
Here goes...

1) Square and flat OW
2) Perspective error in OW
3) Quick reaction at the beginning
4) Fish generator in the first level is a bit difficult
5) Cheep-Cheeps still splash, even though the water is behind the land, which looks weird. Put the Layer 3 in front.
6) Swimming looks weird when the water is behind the land.
7) You can't really tell when the water is going down.
8) Ropes aren't supposed to be held up by non-solid objects.
9) Layer 3 Water scrolls vertically with the player. Not good, even if it's required.
10) There is no indication that you can climb on the wall plants.
11) Generator+Water = Generator+Climbing = Infinite Lives
12) You can't see the water at some parts.
13) Layer 3 doesn't fade at goal
14) Layer 3 disappears

Overall: Pretty bad, honestly. Fix the above.
Let me answer these.
1) Square and flat OW
You act like this game is all ready to be patched and submitted.
2) Perspective error in OW
It's an island. It's supposed to be flat so you can walk into the ocean.
3) Quick reaction at the beginning
I find you have more than enough time.
4) Fish generator in the first level is a bit difficult
Well, everyone said my hacks were too easy before this, so I made this hard.
5) Cheep-Cheeps still splash, even though the water is behind the land, which looks weird. Put the Layer 3 in front.
Fixed
6) Swimming looks weird when the water is behind the land.
Fixed
7) You can't really tell when the water is going down.
Fixed
8) Ropes aren't supposed to be held up by non-solid objects.
Fixed
9) Layer 3 Water scrolls vertically with the player. Not good, even if it's required.
How is that a problem?
10) There is no indication that you can climb on the wall plants.
I couldn't put a message box or layer 3 would disappear.
11) Generator+Water = Generator+Climbing = Infinite Lives
Don't get your logic.
12) You can't see the water at some parts.
Fixed. You keep saying this same thing.
13) Layer 3 doesn't fade at goal
Fixed
14) Layer 3 disappears
Fixed

There you go. Happy?
Originally posted by moltensnow
2) Perspective error in OW
It's an island. It's supposed to be flat so you can walk into the ocean.
9) Layer 3 Water scrolls vertically with the player. Not good, even if it's required.
How is that a problem?
10) There is no indication that you can climb on the wall plants.
I couldn't put a message box or layer 3 would disappear.
11) Generator+Water = Generator+Climbing = Infinite Lives
Don't get your logic.


2) Not the island itself, it's that the corners don't match the island. Instead of having flat bottom corners, it should have rounded ones.

9) It's a glitch in the game.

10) Then use regular vines.

11) You can get infinite lives from swimming/climbing and having an infinite number of enemies coming at you.
TSRPR used Layer 3 water in levels with vertical scroll (Snide Tide), and it's enjoying a position in the Featured Hacks section...
Last edited on 2010-05-11 08:39:08 PM by Midna.
I do not see the problem with the scrolling as a lot of featured hacks use it, for example, TSRPR 'Snide Tide' and the rising tide level in RTTC.

This hack looks a lot better than the previous two, so keep up the good work.
I don't get it, why do you continue to make sequels when all of these hacks could be put into one. And put some effort into them, a good hacks takes more then a week to make. The levels, overworld and hack seems bland. I can see improvement from Mario in Iggy Land, but it still needs more effort. These hacks can have potential, but rushing them is no good.
I hope that a huge hack comes out with all of the levels.
Hooray! It's been completed! And don't worry, it's fine. Stop saying "Don't rush it!" They're all pretty short hacks. Go download it if you want.
What comes to my mind when watching this video has already been said, so a quick note about the video:

What do you use to record footage?
Emulators such as Snes 9x allow you to dump .avis from gameplay and input files, and if you prefer screen recording, while it is a bit difficult to set up, VirtualDub works pretty well from my experience.



//As for the wall-vine thing, you could have the player start in a different area where you have a message box before he enters a pipe to the actual level.
Last edited on 2010-05-12 06:58:16 PM by scrimpy.
Originally posted by moltensnow
Hooray! It's been completed! And don't worry, it's fine. Stop saying "Don't rush it!" They're all pretty short hacks.


...which is why you should do what Bird0 said, and make them all one hack, rather than making 7 hacks that take about a day to make each.
Originally posted by 2technogeeks
Originally posted by moltensnow
Hooray! It's been completed! And don't worry, it's fine. Stop saying "Don't rush it!" They're all pretty short hacks.


...which is why you should do what Bird0 said, and make them all one hack, rather than making 7 hacks that take about a day to make each.

It doesn't take a day. it's takes about a week. And it'll be hard to merge them all into one hack with the limited submaps Super Mario World has.
Originally posted by moltensnow
It doesn't take a day. it's takes about a week. And it'll be hard to merge them all into one hack with the limited submaps Super Mario World has.


1) A week is still pretty short.

2) I'm assuming you're making a hack for every Koopa Kid. SMW has 6 submaps and the Main Overworld. Slightly more than you need.
Originally posted by 2technogeeks
Originally posted by moltensnow
It doesn't take a day. it's takes about a week. And it'll be hard to merge them all into one hack with the limited submaps Super Mario World has.


1) A week is still pretty short.

2) I'm assuming you're making a hack for every Koopa Kid. SMW has 6 submaps and the Main Overworld. Slightly more than you need.


Exactly, you have too much empty space in your OW's anyway, and you could easily fit in into a submap.
You can also make a completely new OW IF the existing ones do not fit.
Okay, I'm going to give one piece of advice... okay, maybe more, but seriously:

1. Stop the damn formulaic way you're currently making Mario hacks. Stop the overworlds with maybe four levels maximum and too much empty space. Stop the flat levels with no decoration. Stop the 'one hack a week' schedule, and stop the castles with only some power ups and a boss door. If you continue as you are and don't change your ways, your work will get rejected here time and time again.

There's nothing missing as far as what you are capable of making, but at present, you seem to have fell into a pattern which is going to cause you constant mediocrity. Start something new now. Have about twenty levels minimum. Put more than two sprites per screen. Put a real boss level. Make the overworld less barren and empty. Spend more than a week of effort on this thing (more like a few months). At the moment, you have honestly been rushing all this and not grasped that empty space does not equal good as far as levels go.

Unless you change your ways, expect mediocrity when 'Mario in the Bowser [region]' comes out two months later.
I have no problem with smaller hacks if they are done correctly. This is the best mario in... hack so far but they do seem rushed. 3 hacks in 2 weeks is never a good thing.
Short, quick, hacks in my opinnion aren't such a bad thing. They're quickly downloaded, quickly played, and quickly erased off the hard drive again. They however, need to have some effort put into them nonetheless with well-thought out, elaborate level design, nice looking levels and overworlds and overall visible effort put into them.

Just rushing a hack to finish it in a week isn't the way to do that.
I started hacking because I loved Super Mario World so very much, but you can only play the same Levels without the it getting stale. Thus, I strive to match and even surpass the original game's level design quality, to deliver content that would be worthy of a commercial game.

You on the other hand just seem to make hacks so you have something to show for the masses, which isn't the way to go. I hope this won't offend you in any way, but if so, you're free to prove me wrong.

~ scrimpy


tl;dr:
Yeah, put more time and quality in your stuff, bro.
Originally posted by scrimpy
I started hacking because I loved Super Mario World so very much, but you can only play the same Levels without the it getting stale. Thus, I strive to match and even surpass the original game's level design quality, to deliver content that would be worthy of a commercial game.


I'm relatively new to this site so I don't know if my posts have any weight behind them but I agree with this sentiment. When I am designing my hack, I ask myself, "Would people buy this if it were on Virtual Console/WiiWare?" If not, I'm doing something wrong.

I don't think anyone here wants to discourage you from hacking SMW. Game design should be a labor of love and not a process where you try to make x levels/week. I consistently replay my levels not just to check for bugs but to also find any ways I could make my levels better - even if it is just adding one simple piece of ExGFX.

I've check out your blog and its clear that you enjoy PokeMon. You should use this passion for your hacks. You should use this passion for your level design. What would happens if Mario went exploring a Diglett cave? What would happen when Mario travels deep into the Eterna Forest. It wouldn't be a simple boring affair, but one filled with adventure, twists, and turns.

My recommendation is to check out some of the other featured hacks on this site and see what they are doing. SMW Hacks 101 by Tails_155 is a beautiful and fun hack with simple pointers on how to improve level design. Don't go all out copying that style (or anyone else's) but find your own.

You are getting better. Lemmy Sea was much more enjoyable that the first one in this series. Hopefully, this trend will continue. Good luck and happy hacking.
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