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Screenshots & Videos Thread 6.5
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Screenshots & Videos Thread 6.5
Pages: « 1 ... 73 74 75 76 77 ... 203 204 »
Is that the King Banzai Bill from NSMB Wii? That must've taken FOREVER to rip! 8>
Aye, lots of nice screenies I've got, and of course, comparison screenies from the 2009 version of the hack. On the last two screens, I've yet to add HDMA and sprites to the reworked screenshots. All the graphics you see we're made by me; with the desert "blocks" and Background exempt, they're ripped from NSMB and Go Go Ackman.

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Last edited on 2012-04-02 12:00:54 PM by S.C.O.R.P.I.O.N..
SCORPION: Those screens look great. Level design looks awesome too!



Yup. A side hack. Sort of like a sequel to my other hack "Chomp".
If you didn't guess yet, this hack is called "Ninji".
I've got the controls to feel very ninji like. You will get what I mean when you play it. I need to disable sliding and it'll be perfect.
S.C.O.R.P.I.O.N., these look excellent, especially the desert screens! You did a great job mixing your own desert tiles with Foop's desert tileset, and made the level look much more polished overall. Though, for the spotlight screen, I'd recommend darkening the background palette, as anything the spotlight hits gives it the daytime palette, which looks a little odd.

Either way, I can't want to see more!


@1UPDudes: I'm glad to see more creative ideas from you! You have a nice theme going with these side hacks, so this one looks very promising!
Also, for the Ninji's controls, have you used the Wall-Jump patch?
Thanks Karatekid! There's no walljump this time. The gimmick is to get used to Ninji's controls. You'll understand once you play it ^.^
Remember my contest entry? Well, if I am to ever use it in a hack, I have to tone down the difficulty. So this is the improved version.
Even if it's easier, it still has some parts that are repetitive. The clapping Chuck part made me go 'What's the point if they're just gonna get trapped, posing no threat?' and I still don't like the part where you must jump through the turn blocks just before they stop spinning. The Fishin' Boos in the fast autoscroll part look glitched and so do the P-Balloons. Since you're putting it in a hack rather than in another vanilla contest, why not remove yourself from that vanilla restriction and fix any glitched graphics?
Is it me, or does it seem like some of the lost difficulty was made up for by putting more Munchers?
I will change the graphics when I put it in the hack. Also, most of the added munchers cannot be reached, so they are merely decoration. And the clapping chuck...well, you said you did not like how it was earlier, so I thought this would be more fair.
*cough*



My Castlevania remake is still on ice but for some reason I felt like going for a new hack. =3

(Edited YY-CHR Screenshot. Default SMW Grassland Palette.)

Uh... I'm having trouble coming up with decorations. But should I add a "solid" cliff first? Or should I leave that space blank so whoever uses it can ExAnimate and/or add their own decorations?
@Austin: The palette of the upper nad lower part looks a bit "strong" IMO and I think that there's a cutoff in the water and the cloud part in the left part of the screenshot other than that, your OW looks nice.

@sunwarrior25 - Your tileset looks great also I think you should add more decorations instead of the ExAnimation.
Last edited on 2012-04-03 04:05:46 PM by DiscoMan.
The Desing of OW is Good, also, the pallete is stange.
Last edited on 2012-04-03 04:20:47 PM by Felipe Silva.
Originally posted by Austin


Love the Submap here, I'm getting the vanilla feeling to it, also, I don't think the palette is strange.
I wasn't going to post this under the thread for Dawn of Reckoning, because the level Radiant Dawn has only begun. It's just that this is my second attempt at a custom pallete, and I wanted to know if I should use it or not. The pallete that I used for the old version of this level was not good, and I wanted to see if this one is better.

The orange sky is supposed to represent a sunrise.

Radiant Dawn - Orange sky
Last edited on 2012-04-03 09:38:23 PM by Hailcrash.
@sunwarrior:You should add decorations, but its ok to leave blank tiles, so if someone whants to mix tilesets, they can mix 2 8x8 tilesto make a transition/to make layering without layer2.
@Austin:Nothing special, but no perspective errors.
@hailstorm:You will never see such an orange tone in the sky, try to disaturate it/ make it yellower/encreasing brightness.
Pallete updated. I took your suggestions and edited the back area color to make it brighter.

For future reference, I would prefer Hailstorm27, since there is another user here with the name Hailstorm. People could get us confused.
Austin, those maps don't look too amazing... they look kinda blocky and boring, and need a lot more decoration. The "yellow" sand palette is just kind of eye-burning and doesn't look sandy whatsoever. You're also missing some black lines in the wall-dirt. But yeah, the beginning of the submap is definitely there. So yeah, good job so far and good luck.

Hailstorm, I don't know man, the background palette still doesn't look too good. Kinda burns.
I also don't really get your problem there: the other "Hailstorm" hasn't posted in here, or at least for a long while, so there's no confusion.
Originally posted by xlk
@Austin:Nothing special, but no perspective errors.

Are you sure...?



But yeah, I have to agree with other people, it's nothing special but whould work, at least it's not the original :P
Last edited on 2012-04-04 10:47:43 AM by Masterlink.

(Edited YY-CHR Snapshot. Default SMW Grassland Palette. Rows 2 & 3)

I noticed it needed a solid wall of some kind, and now I barely have enough room for another decoration. :(
Pages: « 1 ... 73 74 75 76 77 ... 203 204 »
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