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Alyssa's Unlikely Trap...? (This thread may or may not be updated at some point)
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Alyssa's Unlikely Trap...? (This thread may or may not be updated at some point)
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Sometime after the events of Super Mario Bros. 3...

Mario and Luigi received a letter from the Yoshis asking them to come to their island in Dinosaur Land. And being somewhat naive (and having heard Dinosaur Land is a good vacation spot in the past), Peach thinks it would be a great time for the three of them take a vacation from Bowser. (After all, Mario did just rescue the princess several times.)

When flying in their hot-air balloon, approaching Dinosaur Land... they find it doesn't quite look like a vacation spot.

In fact, it looks surprisingly sinister... With constant snowing on one side, constant flooding on another side, and... is that an erupting volcano in the distance?

So, as they're approaching the at-first-glance devoid-of-life island in the southwest, where the Yoshis apparently live...

Bowser's airship fleet attacks! (Of course...)

Bowser kidnaps the princess, as usual. Then he decides to pop the balloon, sending Mario and Luigi falling...

The Mario Bros. wake up on a beach. What appears to be the Yoshi village is in the distance. But the Yoshi village appears to be completely deserted...

Where have the Yoshis disappeared to?

Will Mario (and/or Luigi) rescue the princess again?

Why is Bowser's Castle on Cookie Mountain, clearly visible for once?

Just what is the cause of this corruption in Dinosaur Land?

And who is this mysterious Alyssa the Boo, tee hee hee...?


Originally posted by a message block in the first castle
Tee hee hee... Bowser, didn't I tell you that hiding every egg in a castle will lead Mario right to them?  - Alyssa

–=–=–=–=–=–=–

So what's this?

Alyssa's Unlikely Trap (or AUT1 as I refer to it for some reason, even though if there's a sequel it likely would be called something other than AUT2) is a semi-secret project I've been working on over the last year or so (but especially over the last summer-- that may have been evident to people who follow my YouTube channel closely).

It's a SMW hack with an emphasis on level design, difficulty, storyline, and overall attempting to feel like SMW... or at least, a darker, alternate take on the events of SMW.

It could be considered a "vanilla" hack, but it has a different focus from most "vanilla" SMW hacks I've seen (a lot of them feel to me like "how can I create custom graphics without using anything except Lunar Magic?", as opposed to being level-design-oriented like I'd expect of a vanilla hack). I prefer to think of AUT1 as a SMW-styled hack (since it's not quite vanilla anyway).

There's plenty of tileset mixing and minor ASM edits (most of which are either for boss editing, fixing issues in SMW's engine, speeding things up or other tweaks that add to the difficult/corrupted feel, or to help enable said tileset mixing without resulting in graphical glitchiness), a SMA2-styled status bar, and a few completely new features (such as a Dragon Coin high score display, and autosaving that saves your score/lives/etc. and resets your score upon game over). But you won't find any, say, sprite or overworld graphics used as objects, or complex Map16 decorations that aren't in the style of the original game's. Custom palettes that affect sprites or "global" tiles (such as ? blocks) will be rare to nonexistent as well (one exception may be to make sprite platforms in icy levels actually look icy).

Meanwhile, AUT1 is intended to include every type of level/enemy/item/obstacle used in the original SMW, but in new ways. (It may be surprising what kind of changes I've made to the bonus game, bosses, etc. so they play noticeably differently while still feeling like a modified SMW.)

Oh, and did I mention this hack is also intended to be quite difficult? I'm aiming for something more TSRP2-ish than something like Rise to the Challenge or Luigi's Adventure though. (Though who knows how it'll turn out?) (Also I do provide plenty of coins and lives for those who search-- they should be as common as they are in the original SMW and YI. I'm generally not a fan of restricting lives in games-- in games where you can save your progress and/or farm lives, it's more an annoyance than anything.)

–=–=–=–=–=–=–

Now for some screenshots or something. (Not like level design is really evident in screenshots, but I'm not ready to release a demo yet due to some ASM/music-related issues I'm still working out.)

Oh, first of all, here are some preview videos, since they actually showcase the level design:
preview #1
preview #2 (added 2012-5-6)
preview #2⅓ (added 2012-5-6)


Unusual choice of level theme for a title screen, don't you think? It even uses the SMW castle music. Oh, and unedited Mario movement. (You may remember this if you saw my 500th video back in August 2010.)


The world map still contains the same major locations as the original SMW (it wouldn't be Dinosaur Land without them), but it's been entirely remade.
And it looks like Yoshi's Island is pretty 'deserted'... wait, that wasn't a good pun at all (don't worry, it won't appear in the hack itself). It certainly isn't a generic grassland world 1, anyway.


Nearly all of the levels in world 1 use this same palette. They're certainly still different enough to feel like distinct levels, though.

Also yay, minor pixel cutoff! Who cares?! ...Anyway, I'll still fix avoidable cutoff such as wrong corner tiles, but if it's not avoidable without changing the level design (or using non-SMW-styled graphics), the level design takes priority. (Also classic Piranha Plants-- they may not have appeared in the original SMW, but the upside-down version did, so why not?)


I've put a lot of effort into Dragon Coin placement-- if you're looking for an extra challenge, go for collecting them all (by the way, they'll only count if you obtain an exit after collecting the coins, not if you die or Start-Select). (Who knows, you may even unlock an alternate ending by collecting 5 Dragon Coins in every level...)


What's this? Quicksand? No, it's obviously recolored lava. And yes this is still world 1.
(Also yay more minor pixel cutoff. It would probably be fixable by using a layer 2 level, but don't you think it looks a lot better to have a background? It's not like cutoff is really noticeable if you're playing the game yourself, anyway-- you'll probably be focusing on survival (and possibly figuring out how to collect trickily placed Dragon Coins like the one in that image).)


That's right, even bonus rooms often have dangers.


Secret exit goalposts are now red, referencing the NSMB games; this is to make it clearer which exit is which. (This only applies when a goal tape exit is actually intended to be the secret exit though, not if a level has a switch or boss for a "secret" exit (it's easier just to make the normal exit technically the secret exit in those cases).)


The sea level has risen quite a bit in the Dinosaur Land region (probably due to storms). The Donut Plains were particularly affected-- not even castle 2 was spared from flooding. (By the way, the Lakitu sprite may or may not remain. The 2-1 will be replaced by a level name later though.)


Speaking of castle 2... have you ever seen this combination of objects/sprites/background in a level before? Try to reproduce it if you wish-- it's not as easy as it may appear. (You can disregard the insanely high timer by the way-- I hex-edited the nonzero default timers to 1600 as a reminder to set the timer in levels. (It isn't set here since this level was still incomplete at the time I took the screenshot.))

–=–=–=–=–=–=–

Some other random notes that don't have their own image:

- The game will autosave your score/lives/etc. every time the overworld is loaded (note: you may need to walk one space for it to activate after completing a level where you don't auto-walk, though it seems to work fine after dying or replaying a level). This means that those of you who normally use overworld savestates to preserve your progress (I'm one of those people) should be able to play this hack entirely without them if you wish.

- I've put a significant amount of effort into the soundtrack-- each music track has been carefully selected to try to give off a consistent feel (and not be full of style clashes like most hacks and fan games I've encountered, with the exception of those with a soundtrack composed and/or ported by one person like TSRPR, RttC, Cool or Cruel, etc). Music is quite an important part of a game to me, meaning it's not easy to design levels without knowing exactly what music I'll be using.

- 4up moons have returned from Zeldara's Glitch City. There will generally be one or two per world.

- 1447 > 1337, you know.

- There's no green switch in this hack (cape feathers come from blue blocks instead), and only one level with a switch palace tile... but that does not mean there are less than 4 switches. (Most of them will require several secret exits to reach by the way-- they're intended to feel pretty rewarding once you manage to activate them.)

- All ghost houses have two exits (I've never particularly liked ghost houses that only have one).

- About bosses, they've been significantly edited, generally with several additional obstacles and/or a generator added to each battle. (And they may be able to take a few more hits as well (and are immune to fireballs), so you actually have to be careful instead of rushing in fully powered-up and hitting them three times before you're hit five times.) Ever heard of Mario-type boss dissonance? I doubt this hack will have it.
Last edited on 2012-12-25 03:38:47 PM by Zeldara109.
Quote
- The game will autosave your score/lives/etc. every time the overworld is loaded (note: you may need to walk one space for it to activate after completing a level where you don't auto-walk, though it seems to work fine after dying or replaying a level). This means that those of you who normally use overworld savestates to preserve your progress (I'm one of those people) should be able to play this hack entirely without them if you wish.

So, if I will die, the game will automatically save and when I will get GAME OVER I will continue with one life. Or what?

Quote
- I've put a significant amount of effort into the soundtrack-- each music track has been carefully selected to try to give off a consistent feel (and not be full of style clashes like most hacks and fan games I've encountered, with the exception of those with a soundtrack composed and/or ported by one person like TSRPR, RttC, Cool or Cruel, etc). (Actually, this is a major reason why the hack has been taking so long to create-- music is quite an important part of a game to me, meaning it's not easy to design levels without knowing exactly what music I'll be using. But it's not easy to find music that feels just right for this hack.)

Yeah, this annoys me as well. I tried to have music consistent with levels in Teh Hack 2, but I think that probably levels were made to music... lol

Quote
Yay, minor pixel cutoff! Who cares?

Use ExGFX... I don't mind such small cut-off fixing. Maybe corner tile with pipe tile below it using second half of palette...

Quote
What's this? Quicksand? No, it's obviously recolored lava. And yes this is still world 1.

(Also yay more minor pixel cutoff. It would probably be fixable by using a layer 2 level, but don't you think it looks a lot better to have a background? It's not like the cutoff is really noticeable if you're playing the game yourself, anyway-- you'll probably be focusing on survival (and possibly figuring out how to collect trickily placed Dragon Coins like the one in that image).)

Quote
- All ghost houses have two exits (I've never particularly liked ghost houses that only have one).

What about other tiles which don't say how many exits they have, you see - castles and fortresses?


BTW, I don't like cut-off. Zeldara's Glitch City is exception for m--...
Last edited on 2011-09-03 02:38:58 AM by GlitchMr.
Looks good I agree with that cutoff. I don't care if it's minor and not really noticeable but it should be fixed. I won't care about it so much but it can be fixed pretty easily.
I like this Hack ^^

The Second Cut-off can you fix by making the Ledge float.
This hack looks pretty good. I'll definitely be keeping track of this one.
Good to see some actual information on the hack instead of just random videos. Looking awesome, I love how the hack is a darker, more mysterious take on the original SMW. Can't wait to play! :3
The hack looks good for it starting out. The cutoff bugs me abit when its very noticible and as rocky said you can prevent cutoff on one of the screens by making the slanted land floating in the air.

:3
To people who can't tolerate cutoff: Why did you even play the original SMW in the first place?

You have my permission to modify this hack for yourself whenever it's released, anyway, as long as you don't take credit for parts you didn't create, and don't credit me for things you did change, either. (This goes for anyone who feels like modifying this or any other hack I create by the way. My view is that since we're modifying SMW without permission anyway, would it really make sense to try to prevent others from modifying what we create?)

Though I'll say so ahead of time that this probably wouldn't be the type of hack graphically-oriented people would enjoy, anyway-- with the exception of the title screen logo, nearly all of the graphics are in the style of SMW (or SMA2). The palettes follow a format similar to SMW's as well, with the same foreground/background palettes being reused in various levels.

(Oh, by the way, I find the non-SMW-styled Map16 formations I see in many "vanilla" hacks/levels distracting in an annoying manner. Not sure why so many people use them.)


Originally posted by Glitch.Mr
So, if I will die, the game will automatically save and when I will get GAME OVER I will continue with one life. Or what?

I know about that issue with using the Autosave and SRAMExpand patches at the same time, so I created my own patch that makes the game over scene give you five lives, but reset your score. (I didn't submit it because I thought it would be too specialized. Though if enough people are interested in using it, I think it would be worth submitting.)

Note: Also removes the Continue/End screen
Note 2: Originally written in Hijack Everywhere format since I've been using that to combine most of my patches into one file so I don't need to set freespace for each one; I haven't tested this converted version

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Game over save (intended for use with Autosave+SRAMExpand) ;
;  by Zeldara109                                             ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
header
lorom

!Freespace = $2E8000

org $00D0DD : JSL GameOverSave : NOP

org !Freespace
db "STAR"
dw Label2-GameOverSave-$01
dw Label2-GameOverSave-$01^$FFFF

GameOverSave:
LDA #$04
STA $0DBE ; Set player's lives to 5

STZ $0DC2 ; Current player's reserve item
STZ $0DBF ; Current player's coins

LDA $0DB3  ;\ In 2-player games, only reset current player's score and bonus stars
BNE .Luigi ;/

STZ $0F34 ; Mario's score (1st byte)
STZ $0F35 ; Mario's score (2nd byte)
STZ $0F36 ; Mario's score (3rd byte)
STZ $0F48 ; Mario's bonus stars
BRA .End

.Luigi
STZ $0F37 ; Luigi's score (1st byte)
STZ $0F38 ; Luigi's score (2nd byte)
STZ $0F39 ; Luigi's score (3rd byte)
STZ $0F49 ; Luigi's bonus stars

.End
JSL $009BC9 ; autosave

LDA #$0A	;\ replaced
STA $1DFB	;/
RTL

Label2:


Originally posted by Glitch.Mr
What about other tiles which don't say how many exits they have, you see - castles and fortresses?

The reason I mentioned ghost houses is because they're normally full of branching paths. It can be disappointing for one to only have one exit.

Castles and fortresses... well, they'll usually have one exit, but you'll just have to figure out for yourself if they have two. (Unless I include a full exit list somewhere, or something like that.)
Last edited on 2011-09-03 03:45:05 PM by Zeldara109.
Originally posted by Zeldara109
To people who can't tolerate cutoff: Why did you even play the original SMW in the first place?


This. SMW had several levels with cutoff in it. I mean, come on, some of you guys are a little bit perfectionist (okay, I will admit, I would fix it if it were my OWN hack, but Zeldara, and it's really minor).

Anyways, WOW that's alot of information! It looks really good right now. I can't wait for this to come out!

- BlackMageMario
Yes, it's true. SMW has some minor cutoff but with LM you can easily fix it. At least this one with the slope in lava because it's really noticeable. Well, if Nintendo won't care about cutoff, SMW would have cutoff everywhere. I don't care when it's minor and not easily noticeable but this is noticeable and really easily.
Well, for some reason, I always notice SMW's cutoff, which is really minor, but the lava cutoff is actually a lot more major and yet I only noticed it just now. Meh.
Originally posted by Wormer21
Yes, it's true. SMW has some minor cutoff but with LM you can easily fix it. At least this one with the slope in lava because it's really noticeable. Well, if Nintendo won't care about cutoff, SMW would have cutoff everywhere. I don't care when it's minor and not easily noticeable but this is noticeable and really easily.


Yeah I agree with Wormer21 here. I mean if it's minor I'm sure people wouldn't mind that much but at the same time I think they should be fixed if they can and not just left there; it kind of seems like careless effort.

And why did people even play the Original SMW in the first place? I'm sure there's people who didn't know what cut off was back then. I could say more on that but I'd rather not.
I hope this hack actually emphasizes unity of all aspects and not just trashing graphics/whatever for the sake of attempting to prove a point (see: "reasons why I hated ZGC - the complete first volume, soon to be available on DVD"). As it stands so far, and from what I've read, it really does look like you're taking care to make sure the hack plays well, looks nice, and feels like the original game. This is a lot more pleasing to see.

Good luck with it.
I wonder whether it was a good idea to even create a thread for this hack here in the first place, considering the site's reputation (at least among people I've met) for being obsessed with pointing out cutoff in hack threads... (I could have waited until a demo was ready, though somehow I doubt there would have been a difference.)

I mean look. I write out a lot about this hack's storyline and design philosophy, and provide plenty of screenshots to comment on (and a video so you can see the level design style), but nearly every response is focused on cutoff. Doesn't anyone else think that's strange?

For comparison, what if someone created a hack thread, and nearly every response focused on certain minor spelling/grammar errors in a few screenshots that were already acknowledged in the first post (I've seen people use lack of space in message blocks to justify errors before, though I'm not a fan of that personally), with almost no one commenting on anything else? What would you think?

And as I already said, cutoff has been deliberately minimized in this hack (if it couldn't be fixed without style clashing) so players are unlikely to notice it. I have graphical standards, you know (you won't see any major levels have the exact same palette+tileset+background combination not counting things like bonus areas, and you can expect a substantially lower rate of cutoff than the original SMW). I just prioritize everything more equally (including level design, storyline, creative use of original features, and lack of style clashing in the music or graphics (all of which I don't see enough of in existing hacks)), instead of making absolutely-no-cutoff the top priority like a lot of people here.


By the way, compare the two images. Is the first one really any more strange than the second? The second one has a Paratroopa flying in the middle of a wall, and I'm pretty sure those platforms break the laws of physics in plenty of different ways, but who complains about that? They're both examples of where making the level design interesting took priority, and I don't think either of them stands out in comparison to the rest of the level (and the Mario universe in general).

(And I'm not the only one to prioritize things over cutoff-- I've seen plenty of examples where it looks a lot better with the trade-off (such as this map, which would be very lacking in decorations if the corners were "fixed"), as well as encountering puzzles (especially in YI hacks) that rely on minor cutoff to function correctly. It's a lot more common in existing hacks than you may think.)
Last edited on 2011-09-13 08:47:18 AM by Zeldara109.
Deal with it?

Cutoff is basically a graphical bug, and people love to point out bugs, so let them have their fun, it's not like you don't get anything in return for it.
If it wasn't for people's love to point out bugs, basically every hack thread would be void of replies other than the occasional "hack looks neat cant wait to play" (which basically serves no actual purpose), because really, people generally don't post things like "I like x and y was neat", but rather "You could make x better by doing y and z would look better if it was a little more ΅".

It's all good that you prioritize a fun level and solid design over graphics, but it really wouldn't take any effort at all to fix any of it, and basically makes you look like you left it there JUST to post that post of yours right above this and point out how much better you are than the people posting in your thread.

Besides, if you count that lava-ledge thing as "minor pixel cutoff" then something's went wrong.
Originally posted by leod
Deal with it?

Even though I do agree with you, there's no need to be an ass about it like this. I think Zeldara has every right to get defensive as the cut-off has been the number one topic in this entire thread (which is, quite frankly, very sad).

That being said, Zeldara, I believe you should look into ways to fix that issue. It might be less noticeable because the palette conceals it at a glance, but bringing it to everyone's attention in your thread, as can be seen, certainly isn't doing you any favors.
Originally posted by Mineyl
Even though I do agree with you, there's no need to be an ass about it like this.


Frankly, I (and oh so many others) get tired of seeing Zeldara do the whole self-righteous bit in every other post (i.e. "People here prioritize this over this BUT NOT ME NO SIREE" "This site has such a reputation for..." "etc"). For once, I almost feel like the "deal with it" was somewhat warranted. It's kind of exactly what leod said - if everything else in the hack is fine, then people aren't going to want to simply say "LOOKS AWESOME CAN'T WAIT". They'll obviously take the next step and point out the minor issue, which in this case is the cutoff.

As emphasized, priority should be given to level design first, but if it's entirely possible to fix something without ruining the effect (in the case of AxemJinx's map, it wasn't), then there is no need to get defensive about it.

e: while I'm here, I just wanted to make a small aside about hacking in general. I've noticed there are often different "groups" on the scene who assume their methods are absolute. Some people believe that custom stuff being completely overloaded is important in making a hack fresh. Some people believe that keeping a hack vanilla is the only true way to make it feel like the original game. Some people believe that you can trash every aspect of a hack except the level design and it will still be fun. It really needs to get out that there is no absolute right or wrong when it comes to level design. There are obviously some core fundamentals, but the point is that people can do whatever they want with the ROM. Why should they be bound by non-existent guidelines? This isn't directed at Zeldara, or Mineyl, or AxemJinx, or anyone like that. Rather, it's just a personal note that I really wanted to share with everyone in regards to how you should look at a hack.
Last edited on 2011-09-13 02:13:24 PM by S.N.N..
If you didn't already know, I do care a lot about quality. And I don't like having something that feels like it could have been better than it was-- if I do, I correct it if possible. (In fact, I think more people should go back and improve older projects.)

I do get pretty annoyed if I feel like someone is telling me to do something, though-- it often encourages me to do the opposite. Depends on the tone, though, as well as how much thought it seems the person is putting into what they say.

Anyway, for those of you who think the corners in 1-2 are fixable: How exactly could they be modified? I've already considered various alternatives, and concluded that placing it the way I did looked best out of all the options I thought of. (For example, I really don't think making the corner black looks any better-- to me, all it seems to do is draw attention to the corner, making it stand out (especially since I've recolored the land's black-line borders to be less noticeable). I tried extending the pipes lower as well (adjusting the land in the process), but I didn't think that looked good either (due to the layout of the pipe/land formations I used). I thought of making the under-pipe corners 90-degree angles, but I consider that a style clash. As for SMW's existing alternate corner tile, I thought it would have looked more like an error than what I decided on.)

As for the lava-ledge border, I don't think I was ever really that satisfied with it in the first place (even though it's nearly unnoticeable when you're playing the actual level). I think creating an ExAnimated lava tile with land-colored background would probably work... though it's interesting how no one actually suggested anything like that (nor would I consider it a quick change to make, which is why I didn't get around to it already).

Edit: After experimenting a little, I realized it would take like 5 different tiles (with several animation frames per tile) to fix (that is, one with a solid background, and left-edge and right-edge for each direction of 45-degree slope)-- probably not worth it in my opinion.

(Interesting note: the diagonal ledge objects weren't part of my original plan for that level. I randomly placed one about 1/4 the way through that level when scrolling through the tileset-specific objects (I think I meant to select Direct Map16 access for a pipe but misclicked, and decided to place a random object to see how it looked), and was surprised to see that it actually fit better than I expected.)

By the way, I don't think there are any specific rules for level design either (other than general things like test often and look at things from the player's perspective). I think level design needs to be judged on an individual basis (per person or per game/hack), sort of what's been happening in the SMWCP2 threads I suppose.

I think if I saw more of that level of standards on the rest of this site, actually, I wouldn't be as annoyed by the cutoff complaints that happen all over the place... It just seems incredibly disproportionate, as if graphics need to be absolutely perfect to be tolerated at all (not counting style clashing, which seems to be mostly acceptable) but level design just needs to be barely functional (don't have any blind jumps or warps to level 0 and you're set for acceptance). (Yes I'm exaggerating a little, but that's almost what it feels like.)
Last edited on 2011-09-15 11:46:07 AM by Zeldara109.
People normally do not comment on hacks unless they find something crazily amazing. People will, however, comment if they feel that improvements such as fixing cut off should be made.

Sure, some of the cut-off mentioned, such as in the first two screen shots are very hard to notice and don't need to be fixed (it took me a minute to realize what people were talking about), but cut off such as the platform on the lava (as it has been mentioned before) and the yellow pipe show in one of your later posts are pretty noticeable, and quite frankly, the latter wouldn't be that hard to fix. Just extend the flat land a little bit so the pipe doesn't sit on the corner (and yes, the ? block will not look exactly how you want it, but that doesn't matter).

Basically, the thing is when you show screenshots, people will likely show you the errors such as cutoff BECAUSE THEY ARE EASIER TO SPOT. When you watch a video/play through the level, minor cut off is a lot more difficult to spot, but when you post images, you are sort of asking for people to point it out (to improve it).
Well, aside from what's going on here, I think you're doing a superb job with this hack so far, Zeldara. Seriously, I can see that you're putting in a lot of effort into this.

You seem to have a pretty good story-line going so far, too. Most people that utilize the "Mario's in Dino-land again" theme don't really take the time to make a detailed plot, and a lot of the time, the OW is left unchanged (and I'm pretty sure most of us feel the same way about seeing the original OW).

On the other hand, your overworld looks really, really nice. I like how you can still - at least somewhat - recognize the original SMW overworld. It looks like you took a lot of time to make Donut Plains look as it does now.

As for your levels, I like your style of designing. Your palettes seem pretty smooth, and the levels all-around seem like they'll be fun and interesting to play.

Of course, there are a couple of things that could use a touch up or two, but those have already been pointed out, and I don't think you need 50 people telling you to fix the same thing.

You're doing a fine job with this, and I look forward to playing your hack once it's finished!
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