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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at 070B2 in the ROM map, you can replay the level without a problem.
SMWCentral Kaizo Collaboration 2.0
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Hello everyone, DJSecret and I have decided to restart the Kaizo collaboration. The last attempt was way to unorganized, nobody had the real baseROM, we had way too much fighting over the plot, etc.

This time, we are going to start off easy. We are going to make it like the original Kaizo Kack where each person can make a level and then we put them in one solid hack, make an RPG-styled overworld, and there, it's done.

How will the level sumbission process work,you say? Well, just make a level and submit it to either DJSecret or myself. We will look over it, make sure it is up to par, and have you fix what you need; then you're done. Once we have all the levels sumbitted, we will put them into a baseROM - no need for choosing what level in Lunar Magic you want.

What about patches? Well, all I'm thinking is that we should just use the Counter-break patch. Other than that, the creator can do virtually anything except require items from previous levels, wall-jumping or any other glitches of the sort. If case need be, we'll apply the wall-jump fix patch.

Levels submitted must be good quality, if they are awful (ala YouTube levels) they WILL NOT be accepted.
I'll make a level, maybe.
This sounds fun, although I may be somewhat indecisive about what level to make.
Sounds fun (Since anyone is doing it). Is there any level that we can't edit for testing and the like?
Originally posted by CosmicEruption66
Is there any level that we can't edit for testing and the like?


Originally posted by TheFinalJew
no need for choosing what level in Lunar Magic you want.
SOULJESTER USING PROPER CAPITALIZATION AND GRAMMAR? WHAT IS THIS I DON'T EVEN

No seriously, this sounds awesome. But what general type of difficulty is it supposed to be?

Like the original kaizo or modern kaizo??
Originally posted by Mario's Personal Santa
SOULJESTER USING PROPER CAPITALIZATION AND GRAMMAR? WHAT IS THIS I DON'T EVEN

No seriously, this sounds awesome. But what general type of difficulty is it supposed to be?

Like the original kaizo or modern kaizo??


any kaizo difficulty. you choose. just no pit.

EDIT: and very funny!!!
Last edited on 2010-12-21 07:02:21 PM by SoulJester726.
Originally posted by TheFinalJew
Originally posted by Mario's Personal Santa
SOULJESTER USING PROPER CAPITALIZATION AND GRAMMAR? WHAT IS THIS I DON'T EVEN

No seriously, this sounds awesome. But what general type of difficulty is it supposed to be?

Like the original kaizo or modern kaizo??


any kaizo difficulty. you choose. just no pit.

EDIT: and very funny!!!

Alright. Hmm... maybe i'll make a kaizo level for this if I ever get the time? I'd make it like the original kaizo...

Oh, and I'm the type of person who really doesnt care about breaks and such, so yeah. Maybe i'll abuse the glitch I found!

:trollface:

Also I'm glad you liked my joke SJ!
I'm sorry if this question seems noobish, but I never took place in a collaboration before: Is there any sub-level limit? Or am I not allowed to use sub-levels at all?
Level limit? Because I've got at least two level ideas I'd like to try.
I really want to help with this, but I don't know how I can. I've never designed a level before.
I could help with pallettes...
Seeing how I have alot of my hacks pallettes. They are also setup to go with vaniila gradients so yeah, does this sound good?~

(Obviously levels and making other things are more importan than visauls at the moment)
Well, i may as well design some stuff and whatnot, considering I was going to help out w/ the old collaboration.
I actually feel motivated to make a level for this. XD

Curious as to how long you want a level to be, as I'm thinking about a gimmick-based level, where each room is a different gimmick.
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