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Mario: Lost in the Forest Team Hack (34/91 Levels Inserted!)
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Mario: Lost in the Forest Team Hack (34/91 Levels Inserted!)
Pages: « 1 2 3 4 5 6 ... 30 31 »
I'd replace the ice pipe with something else. It's pretty out of place. I'd also make those platforms a bit more visible.
Alrighty the ice ghost house is complete. Now eXcavator wants have a separate eXgfx file for the custom blocks. So for now the down pass blocks don't have any graphics but those blue empty MAP16 tiles are ledges that when you press down you fall through.








And here's the ips for anyone who wants to play it: http://bin.smwcentral.net/u/14451/SockbatLost10-28-11.ips
I'm not a part of the collab but I can help you polishing the levels.


Hmm... from this level I can see you need some work with the palettes. I don't really like how the blue is with the purple in the ghost house. Some gradients of blue would be much better. Also, the BG palette in the outside section is really bad. I'd also suggest to make a nice gradient.

About the middle section, it's not (?) a removal reason but a BG would be nice.
Ice pipe was for that i dont like normal pipes; ice pipes are cooler

and the ledges are placeholders; i plan for someone to draw some actuall ledges, because, well, those ledges have cutoff when they stop...

either way, thanks!
I'm sorry! I wasn't very clear about the custom blocks thing, Sockbat. That ExGFX is only for people who don't have their own GFX for custom blocks. If you have your own, just put it on a tile of your own map16, and set it to act like A12. The same goes for everyone else.

OK, feedback time! There really isn't that much for me to complain about, as usual your level design is top notch and unique. I really like this.


First off, the Normal path. It isn't common to see a vertical descending level, but you pulled it off well with the Drop Below blocks and the Delete sprites. I would also like to mention that the music that you are using doesn't fit the level. I will be inserting another haunted song with the next base rom, if you are interested.


The very beginning of this level seemed a bit barren for W7. It does get a lot better further down, but this could benefit from some more enemies or spikes. Just a little nitpick, it honestly isn't that bad. Also, the BG palette clashes horribly with the FG palette. However, I actually like the FG palette.


Um, I'm not sure what the point of this little alcove is, or the springboard that let me get up there.


I LOVED this room. Honestly, there isn't anything to complain about it. The difficulty is also good.


Now for the secret path!


Um... I honestly don't know why anyone would go up there. I couldn't find that until I looked into LM. Add some coins, or find some other way to give your player a hint.


The placement of the door, on the other hand, is excellent.


Hahaha, I love that crazy eerie generator. This is a short but very fun room =D.

Anyway, fix the palette and make P-Switch easier to find, and also consider the other things I mentioned, and you should be good for insertion. Also, MAN do you work fast!
@Shadowfire: Yeah but I still agree with Wormer21. The ice pipe is out of place. (Shouldn't really be used in a World that has completely nothing to do with ice). You should really just stick with the normal pipe.

@eXcavator: You think maybe the BG won't clash if he messed with the palettes a little bit? (Possibly darken the BG or something)
alright! I am certain many people have wanted to play this, and i have included a very cool gimmick near the second half!

Level 9 is now ready for testing!

Huzzah!
Last edited on 2011-10-29 09:23:06 AM by ShadowFire.
Okay new palettes and graphics for the drop down blocks.






Now for the secret exit I thought that a ceiling with two blocks mysteriously missing would indicate a secret passage but if you don't think it's obvious enough I have added some coins.



However I fear that this may make it too obvious.
0_o I'm not very good at finding secret exits. I will leave whether you will leave the coins there or not up to you, but it would be nice to have some other people's opinions on whether it is too hard to find or not.

Anyway, the palette is great now.
Maybe just make 2 or 1 coins instead of 3.
The palette in the outside part still looks pretty bad. Try to make a good and smooth gradient. Take a look on SMW's palettes. Try to make gradients the same way. Also, don't the purple points on the bricks look a little odd?
Originally posted by ShadowFire
Level 9 is now ready for testing!

Huzzah!

I really liked the atmosphere of the level, good level design, good sprite placement, and nice music choice! HOWEVER here comes the screenshots:


Missing a corner tile to the left here. Not really biggie though, but still needs to be fixed.


I didn't know the path ended here, thus, I died. Maybe extend it to the end?
Originally posted by Maxodex

I really liked the atmosphere of the level, good level design, good sprite placement, and nice music choice!

Thanks!


Missing a corner tile to the left here. Not really biggie though, but still needs to be fixed.

Thanks for pointing that out!


I didn't know the path ended here, thus, I died. Maybe extend it to the end?

Maybe I should, but i thought, because the board-thing went through the ground, it was obvious. huh. guess i'll change it.


MAJOR EDIT: there is a problem with the level with sprites dissapearing, and i have found it to be the boo buddies. this level, unless a solution could be found to accomadte the buddies, I will have to revamp most of the level. so yeah. expect a new IPS soon.
Last edited on 2011-10-29 06:37:32 PM by ShadowFire.
Originally posted by ShadowFire

MAJOR EDIT: there is a problem with the level with sprites dissapearing, and i have found it to be the boo buddies. this level, unless a solution could be found to accomadte the buddies, I will have to revamp most of the level. so yeah. expect a new IPS soon.


Set the sprite memory to 0B.
Have we applied No more sprite limits patch to the ROM already BTW?
Originally posted by Maxodex
Have we applied No more sprite limits patch to the ROM already BTW?


Yeah we have already. It's just ghost need to be set to a specific sprite memory I think.
Originally posted by EvilGuy0613
Originally posted by Maxodex
Have we applied No more sprite limits patch to the ROM already BTW?


Yeah we have already. It's just ghost need to be set to a specific sprite memory I think.

The list should be updated then. And also, consider other patches mentioned.

Edit: lol post 1111
Last edited on 2011-10-29 07:24:37 PM by MaxodeX.
Hey, I've worked on level 12D a little, the underground segment is an example of what the graphical bits look like, but not the design of the level.

Onwards!


The exterior of the cave! Hooray, or something.


The interior, squidge. (Squidge? What?)
Do those tree leaves have layer prioity? if so, I can see where you are going with this....

...however, i do not like the pallete of the trees. like, at all.
Originally posted by The Vicious Outcast

The exterior of the cave! Hooray, or something.

You see those grass patches in the ground you put there?
Yes, you do.
Why are there those ugly, ugly white spots in it?
Because you didn't edit the white in that palette row to a light green or something along those lines.
Why didn't you?
Because you for some reason think that's not allowed, as many, many others do.
What can you do to please me?
Change the white in that palette row to something more appropriate.

Note: if those white splotches are actually intended, then it's horrible and needs to be changed.
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