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Tip: If you use custom music, make sure your ROM has been expanded to at least 1MB.
Super Mario World 2 -Demo is out!
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Mario World 2 -Demo is out!
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Dude, thanks for making a userbar! :D
Bro this is awesome I really looking forward to this!
The title screen text looks really nice, very similar to the old style which is most likely the intent. The only thing that is bothering me is the text shadow, it just seems like that there is too much text shadowing on the letters. Personally, I think it might look better if there was less of a text shadow, however that's just me.

Also nice job on the level, it looks nice, I have no complaints at all. I love the sample bank usage to replace some of the old samples for the coins, textboxes, etc.
userbar

fixed the link for yeh ;)
Last edited on 2010-07-06 01:24:22 AM by flareblade26.
http://s928.photobucket.com/albums/ad127/MrAPT1/?action=view¤t=merged-11.mp4

I've been doing some tests, and I decided that I might have ripple effects for all of the water levels, since SMW's water levels didnt really seem lively. Does it stay in the style of my hack, and should I keep it?

(also for anyone curious on how I made the objects blue and all, I set the BG to palette 5, tweaked it, then added like 160 Blue value to every color.)
Hmmm... It looks a nice, but maybe a little distracting? I don't think it's bad. It makes it seem more like it's underwater. It's pretty cool effect anyway. Wish I knew half of all these little tricks people do...
I dont like it...kinda breaks the SMW rules. I say dont use it.
I'd say use it since it's nice to have somthing new and not the same old flat water level and it makes sense too.
Originally posted by famerdave
I dont like it...kinda breaks the SMW rules. I say dont use it.

He should at least do something to make it look like you're underwater. SMW at least made it a blue color to hint to you swimming underwater.
This level seems good, however i think the music don't fit with the game, try to use another castle music (an smw castle music remix or keep smw castle music, for now).
I like the background it is really good.
The goal is to make smw2 so 2 means newer-better.
Just posting here to tell you that the demo for the hack is out. Go wild.

http://www.smwcentral.net/?p=showhack&id=4371
Sweet, it's about time. Also, I'm moderating this. >=D
Guys, turns out I patched the file wrong, so please allow reg to take it down, and wait for the fixed version.

Edit: I'm almost positive that this version will work, this is the fixed one.

http://www.smwcentral.net/?p=showhack&id=4372
Last edited on 2010-07-06 09:12:19 PM by Adam.
Alright, the old one is removed and the one waiting to be moderated is the new one so yeah.
I played through the entire demo just now.

I have to say, that was quite good. This does feel like it could work as a "Lost Levels" type expansion to SMW. As SMB: The Lost Levels was to SMB, this hack contains subtle differences that improve upon the original SMW without drastically drifting away from it. Small tweaks such as the edited cave FG, blue coins worth 5 regular ones, and a small selection of custom sprites are nice touches.

What I was particularly impressed with was your introduction of custom sprites, while staying in the same graphical style as SMW. You incorporated enemies from other Mario games such as Stretches, firebars, poison mushrooms, and Bowser Statues, yet you used edited graphics that matched the SMW style. It's good to see you put plenty of thought into consistency as well.

Only weird thing that jumped out at me was the Ghost House solution. I was just guessing random doors to the left and right until I eventually got to the exit. I'm pretty sure there had to be some technique or hint to follow that I just plain missed, so feel free to enlighten me on that. If not, you may want to avoid those types of trial-and-error deals.

Good job, Adam. I think this goes to show that with just the original SMW and a small, yet smart selection of custom stuff, it's entirely possible to make an enjoyable hack. Keep it up!
One issue I noticed:

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/d6vsoQISuXI&hl=en_US&fs=1?color1=0x006699&color2=0x54abd6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/d6vsoQISuXI&hl=en_US&fs=1?color1=0x006699&color2=0x54abd6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Hah, chaotic fox, that must have completely slipped my mind, nice find there, I guess I'll have it lead to a different level that looks exactly the same for a fix.

Jacob, while it may have seemed that there were multiple doorways, there were only 2. :P My idea was to make the player think that the least obvious was the choice, when it really was. I can see that it worked. Then after you guessed the right door, it was a matter of going in the opposite direction in the next room.

Anyways, it's good to hear that you guys enjoyed this so much.
The demo was probably one of the best SMW Hack I have ever played. The best part was that you sticked to the original SMW Enemy graphics. However, the message about the ground pound is wrong, you don't need to press down and A, just A, which can be a problem when spin jumping, if you could, try to make it so it is eitehr down+A or just down (making it just down would probably be best.) Other than that this hack was amazing, I especially liked the underground music and the castle music.
Level 2 breaks in bsnes ''

edit: If I go into any pipe on level 2, the game crashes on bsnes.
Last edited on 2010-07-07 06:17:03 AM by JeRRy86.
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