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| Bizarre Mario, take three. |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Bizarre Mario, take three. |
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| Posted on 2012-02-21 05:51:49 PM |
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"Bizarre Mario" is the name of my very first SMW hack, back in 2008. I even have a link (caution, crappy). I really wanted to remake that hack a second time, but due to lack of inspiration and stuff, i cancelled it. But it's back. I'll need a new name for the hack, though.
Let's compare.
The Horror Caves (old)



Currently unnamed level(new)




The Amazonas (old)



Also unnamed (new)







I have some videos too.
Well, that's all for now.
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| Last edited on 2012-03-12 11:11:02 AM by leictreon. |
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| Posted on 2012-02-22 12:28:18 PM |
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your unnamed levels look better, but levels like the amazonas and the horror cave are very linear. btw: the candles shouldn't fly in a cave.
your level design (amazonas, cave and so on) looks like:
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just a line with some sprites in it. you should build more action.
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| Posted on 2012-02-22 08:23:11 PM |
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Originally posted by AltheronXyour unnamed levels look better, but levels like the amazonas and the horror cave are very linear. btw: the candles shouldn't fly in a cave.
your level design (amazonas, cave and so on) looks like:
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just a line with some sprites in it. you should build more action.
If you haven't noticed, he said that the cave and the amazonas are old. I'm going to assume that since he said old he won't be using them anymore, which is a good idea, because they don't look good. The new ones, however, look pretty nice.
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| Posted on 2012-02-22 08:57:08 PM |
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Originally posted by ZanzioOriginally posted by AltheronXyour unnamed levels look better, but levels like the amazonas and the horror cave are very linear. btw: the candles shouldn't fly in a cave.
your level design (amazonas, cave and so on) looks like:
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just a line with some sprites in it. you should build more action.
If you haven't noticed, he said that the cave and the amazonas are old. I'm going to assume that since he said old he won't be using them anymore, which is a good idea, because they don't look good. The new ones, however, look pretty nice.
if you haven't noticed, i wrote "old" by myself.
you can't know if he's using a level only cause it's old.
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| Posted on 2012-02-23 11:12:45 AM |
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the old levels are there just to compare. I won't use them anymore.
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| Posted on 2012-03-12 12:13:55 PM |
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Ok, i'll try to explain further.
Bizarre Mario will be most likely a temporal name. The plot is fairly simple, even silly: Mario was bored and he wanted to defeat Bowser just for the sake of it, no Princess Peach kidnapping or anything like that. As for the worlds, i want them in this order:
World 1: Underground/volcano.
World 2: Ice
World 3: Grasslands/ruins/ghost
World 4: Castles/fortresses/rock
World 5: Undecided
World 6: Desert
World 7: Sky
Now, let's post screens!
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World 1 Level 1. It's actually the first level of another old hack of mine called Thanskaro, and it was suppossed to be Level 4, but i thought it would fit level 1 better
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World 1 Level 2. Not too much backstory or something like that.
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Level 3. The "fortress" (but it's more a cave than a fortress, lol).
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There's actually a backstory for this level. It was (this world's boss)' "old" base, but he abandoned it. But some of his minions wanted to stay. This level will be quite important, but i'll explain later.
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And finally, the "castle" (althought it's a cave). I want to find better graphics for this level, though. An underground tileset that feels both cave-ish and castle-ish.
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World 2 level 2 (level 1 isn't done yet). It's a quite simple level tbh.
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The "fortress". I wanted the second part to have Layer 2 smash, but for whatever reason that sprite doesn't want to work.
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Level 4. Not too much to say.
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Finally, the castle. Why is Trixie there? Let's just say the boss is a huge Trixie fan (but it's NOT Sethisto)
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Meh, not too much to say. More grasslands than ruins. I want a better background.
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As you can see, we're closer to the temple. It's an auto-scroll level.
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Uh oh, the path is blocked
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Here we meet, air meter!
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We meet again, auto scroll.
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Not too much backstory, other than the lake being the place where the ruins are
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W2 Level 5 is pretty much the "outside" part of the casle
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And finally, the castle (i'll get rid of those turn blocks).
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| Posted on 2012-03-12 12:37:57 PM |
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Great screenies, man 
Some of them a bit underdecorated IMO, but this is your style
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| Posted on 2012-03-12 12:43:24 PM |
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Holy monkeys! Those screens look awesome, especially the misty forest.
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| Posted on 2012-03-12 01:02:06 PM |
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Very nice screenshots you've got there, Neutron. They look appealing and well-designed, yet every level looks different in its way of designing. I must say I'm not a fan of the palette of the layer 3 windows in the first castle, but meh. Some screens could use some more sprites too, but perhaps you've killed them already. =P
So yeah, overall very well done.
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| Posted on 2012-03-12 02:21:54 PM |
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Indeed, the palette wasn't that good. Hope this looks better.
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| Posted on 2012-03-13 05:33:46 AM |
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^ Yeah, the new layer 3 palette looks much better.
Back to your previous post:
#1-3: Sexy graphics, love the palettes. Nice land structure.
#4: Never been fond of dark lava since it doesn't really have that burning hot look to it. The background palette is kind of eh; the deviance from the brightest color of the main part of the cave to the next shade is huge... a subtle hue blending gradient on those palette rows would work marvelously.
#5: I could be blind, but what exactly is that wingless red Koopa doing? Did his wings not spawn, is he just falling, or is there an invisible ground gimmick? o.0
#7: Looks alright as is, but if the BG and FG had a different hue (consider having one brownish, one greyish-blue) it would liven it up considerably.
#8-10: Too monochromatic IMO. Warm colors appear closer, so I'd suggest keeping the BG palette the same but working something different out with the FG. Try to figure out something in between the FG's "regular" palette and the dark feel of the blue tint, because the whole thing just seems like a wall of blue.
#13-14: Not bad, but I'd experiment with other colors or levels of saturation/darkness for the foreground steel like a very desaturated teal. It does work as it is, but something strikes me about it as off.
#15: Are you giving up on the smash? =(
#16-17: The small ice cubes recede into the background and could use more definition like the larger ice cubes do.
#18: Uhh, no offense to whoever drew the Trixie, but I couldn't even tell that was her, let alone see her that well against the BG colors. She just looks like a blue alien stick figure with a purple on its head 0.o She ought to be redone with more contrast, bulk, and definition in mind, even if it ends up being "less true" to the MLP:FiM art style.
#23-33: Loving the respective graphics and palettes on all of these.
#34: Make the BG just a LITTLE bit darker and it's perfect.
#35-36: me likey
#37: No background? Is this a WIP/are you using layer 2 for something else/chance lightning screen?
#38: I don't think the water coming out of the pipe really works at all with your custom water graphics, I'm sure you planned to change that anyways. The sewer background is delicious.
#39-43: Excellent castle palettes.
I'd like to see some level videos eventually so I can actually judge your design since screenshots never really give me a clear idea since it's such a small area. I don't have any complaints about the decoration saturation in your level: we don't want to distract the player too much from the objective. As it stands, nothing looks too bare, except maybe all that ground in screen 15. Overall, it's a hell of a lot better-looking than your old hack and still has some rough spots, but it appears to be coming along nicely as a whole!
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| Last edited on 2012-03-13 05:37:05 AM by Counterfeit. |
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| Posted on 2012-03-13 10:38:00 AM |
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Eh, I'm not very fond of a lot of the coin placement. Keeping it logical to how you want your player to jump rather than spaced out along the path would be better and it introduces a lot of "complex" enemies (Chuck, Bob-Omb, and the Wiggler) for this stage of the game, but otherwise it seems like an okay opener, if not a little uninspired. It keeps it short, easy, structurally basic, and pretty.
QuoteLevel 4 (I need a better song for that) Now this is a pretty solid level. Did you anchor that Ball and Chain near the end to something, even if it's non-contact? It looks kinda silly floating around like that...
I also like the level 5 video's design and atmosphere (apart from aforementioned FG palette) but, my one design complaint is how you can die if you kill the boss while you're jumping over a pit. D: You should either make that pit some kind of trench with spikes or use Boom-Boom's goal sphere-spawning subroutine in the crab since that's just wrong. =( I already see that mandatory procedural aspects of the design were introduced earlier, and line guides is the "new" thing in this level.
QuoteWorld 3 Fortress (It was W2 fortress during that time, but i decided to make W2 W3 and W3 W2) 10.0 best new music selection. That's my favorite Secret of Mana song and it fits your fortress quite well. :V
and are you... walking on the bottom tile row in the beginning?
/me slaps Neutron around a bit with a large Fishbone.
The air meter swimming segment and Boom-Boom have good challenge and execution, but I feel like for a world 3 fortress and given the levels you have for world 1, you're playing it too safe on the auto scroll segment, and I think I hear a grinder around the midway point, but it goes off screen so fast that it never poses any threat to Mario. Block it in so that it has a purpose, and one more enemy before the Magikoopa appears shouldn't hurt.
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| Last edited on 2012-03-13 10:39:12 AM by Counterfeit. |
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| Posted on 2012-03-13 11:09:35 AM |
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For level 1, i've made a lot of changes since that video. There are much less coins now, althought i still have to make some changes.
Level 4... i'll add some kind of non-solid rotating thingy (like the ones from TSRPR), but i'm too lazy right now. Sue me.
Regarding World 1 Boss, i made the fight easier a long while ago. It was indeed unfair, especially for a W1 boss.
W3 fortress: Thanks! i'll try that.
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| Posted on 2012-03-15 02:07:05 PM |
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new video
I can't say i'm proud of how it turned out, i feel like it lacks something.
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| Posted on 2012-03-15 05:25:22 PM |
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lol @ the goal music being so offkey.. I think all the SMW special music exists in txt form -- maybe setting default tuning ($E4, $E5, $EE stuff) in those texts at the beginning and reinserting them will undo the damage by the custom tracks, assuming the regular instruments were untouched in that bank - it SOUNDS like the regular instruments are still in their proper slots, at least... or if that doesn't work, have him spawn a door to the exit with regularly tuned/original-sampled music.
The music in the actual level portion, I do not like - it may be because the sound effects are interrupting parts of the song needed for it to sound right, so it sounds beepy at those points. It's also kinda loud.
As far as the decorations like the pillar go in the layer 3 room, do you think you could move them around a bit so the layer 3 pillar isn't going behind any scenery where it can still hurt you when it smashes down, namely at 0:33?
I would also suggest using ExGFX to "optimize" these graphics for black-and-white style usage, like the Koopa and some of the blocks with a weird white shine on them. There's a few quirks, such as the coins near the beginning, blocks with white shine, and Koopas, that could really benefit from this... and the Thwimp @ 1:28 looks bad -- dunno if anyone would care because it's just a silhouette. I also feel above all else, it's important to make some of the doors more obvious to the player.
Your FG/BG position is a smidge too high in the first room. Try C0, C0.
Design-wise, eh, I see what you mean, but it's still better than the version of level 1 you had. If you're looking for a unifying concept, I see potential based on the layer 3 smash, and that you should make other portions of this level more centric on utilizing layer 2 for scrolling or smashing to harmonize with it. The water part is "random" as far as this level goes and could be sacrificed, for instance.
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| Posted on 2012-03-21 06:28:04 PM |
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redid the level
I still think it needs polishing but at least it's better than the other one.
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| Posted on 2012-03-30 02:45:14 PM |
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Originally posted by Counterfeit#18: Uhh, no offense to whoever drew the Trixie, but I couldn't even tell that was her, let alone see her that well against the BG colors. She just looks like a blue alien stick figure with a purple on its head 0.o She ought to be redone with more contrast, bulk, and definition in mind, even if it ends up being "less true" to the MLP:FiM art style.
I actually ripped Trixie from some spritesheet, but i'd need a 32x32 sprite to actually make her fit. Plus, Magikoopas end up messing with the colors. I think i'll just stick with Kamek.
Update:

Whew, let's get in!

So, it's some kind of underground temple? That guy seems to hate outsides!



Skeletons!


Why am i even looking back?



Oh yes, Leictreon, it's YOUR fault. You better make me look at front, or else you will die!
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Bizarre Mario, take three. |
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