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Please close this thread. I don't see my hack going anywhere now, and I've had so much stuff going on I let it fade from my mind.
Last edited on 2012-09-11 01:32:12 PM by Hailcrash.
Maybe try to put more enemies in the dark plains, because it only has 1 enemy and that looks a bit bland. The night plains is a pretty cool idea though.
Originally posted by SuperWeirdo
Maybe try to put more enemies in the dark plains, because it only has 1 enemy and that looks a bit bland. The night plains is a pretty cool idea though.

Thanks. I will get to enemies rather shortly. I will definitely add a plethora of enemies before I start World 1-2.

This is all one level, by the way. I have also finished the switch palace, which is pretty much a maze with five dragon coins.
I think you should move some of the platforms around more and create alternate paths. What you have right now isn't too bad, but it's also kind of flat and linear (especially the stuff past the midway point).
Woah, your images are far too big and are causing the page to stretch! Just link to the images instead.

As for the level itself. Well, it looks a bit bland.

Screen 1 - I hope you are not making the player REQUIRE hitting the Green Switch to proceed. If you are going to do that, enable side exit.
Also, cutoff where pipe meets with the cement blocks.

Screen 2 - Flat, bland and empty. Those Bullet Bills are probably silent meaning the player won't expect them. Not good design.

Screen 3 - Water + Pipes = Cutoff! The area itself looks very bland. Add in more decoration and enemies. Just 2 Koopas aren't really much of a threat.
Advise I could probably offer you is to experiment a few with some of the tilesets you are open to and make a few starter levels, quite small ones too (not 4 screens long or something, but I wouldn't shoot for long levels just yet).

You seem pretty new to this, is this your first hack? It's on a good start, that's for sure. With some practice, you will be coming out with some nice levels!

To help get I feel of the "dark" in these plains, I would suggest altering the ground's pallete to be a bit more, um... dark.

EDIT: Oh, and do link the images please, they stretch the tables and I don't think the mods like that much, but I don't really know. Linking the images will help the page load a bit faster though, ;)
Last edited on 2012-03-06 05:10:26 AM by metalgearhunter.
Originally posted by MarioFan22
Woah, your images are far too big and are causing the page to stretch! Just link to the images instead.

As for the level itself. Well, it looks a bit bland.

Screen 1 - I hope you are not making the player REQUIRE hitting the Green Switch to proceed. If you are going to do that, enable side exit.
Also, cutoff where pipe meets with the cement blocks.

Screen 2 - Flat, bland and empty. Those Bullet Bills are probably silent meaning the player won't expect them. Not good design.

Screen 3 - Water + Pipes = Cutoff! The area itself looks very bland. Add in more decoration and enemies. Just 2 Koopas aren't really much of a threat.

This is only my first level, so I expected reaction to be as such.

I have linked to these pictures, so there shouldn't be that much of a problem with stretching the page anymore.
Next, the level isn't complete yet. I do plan on adding quite a bit of enemies. I just posted what I had done.

Screen 1 - Yes, the green switch will be required to go on. However, the pipe above will lead to Screen 3, which leads to the secret exit, which will lead you to the Green Switch Palace. As for the cutoff, I will start to work on fixing that. One of the blocks on the bridge has a vine.

Screen 2 - This is actually just the end of Level 19, but I had to splice the picture so that I could upload it. I will probably re-work this one quite a bit. As for the bullet bills, my original plan was to add a banzai, but I couldn't because it would glitch up. When I played it through, I discovered that the bullet bills were silent, which wasn't what I intended. Any suggestions as to how I can add the sound? If so, that would be greatly appreciated.

Screen 3 - I will definitely do a lot of editing to Level 25 as well. I can't add banzai bills for reasons I explained before. However, I do have a lot of options for other enemies I could choose to add in this section, which is what I plan on doing. I will start to work on getting rid of the water too, since that caused cutoff.

Originally posted by metalgearhunter
Advise I could probably offer you is to experiment a few with some of the tilesets you are open to and make a few starter levels, quite small ones too (not 4 screens long or something, but I wouldn't shoot for long levels just yet).

You seem pretty new to this, is this your first hack? It's on a good start, that's for sure. With some practice, you will be coming out with some nice levels!

To help get I feel of the "dark" in these plains, I would suggest altering the ground's pallete to be a bit more, um... dark.

EDIT: Oh, and do link the images please, they stretch the tables and I don't think the mods like that much, but I don't really know. Linking the images will help the page load a bit faster though, ;)

Yes, this is my first hack. I decided to try hacking myself after I finished my test of The Crater. Thank you for your advice, and I will definitely follow it for all the levels that follow.

Under your suggestion, I have changed the ground's pallete to pallete 7. That was the darkest I could get it too.

I still plan on opening the hack with this level, but I will definitely come back to it after I have a bit of experience. The next level will be much shorter.
Last edited on 2012-03-06 09:26:43 AM by Hailcrash.
You do know you can make your own custom palletes, right?

Here, try this. Go back the first pallete slot you used for the green.

Check the custom pallete box in the pallete editor and lunar magic and click on the five colors that represent the ground's pallete. There should be a gradient bar to your right. Simply move the colors down accordingly to the shade. This should make the colors darker.
Originally posted by metalgearhunter
You do know you can make your own custom palletes, right?

Here, try this. Go back the first pallete slot you used for the green.

Check the custom pallete box in the pallete editor and lunar magic and click on the five colors that represent the ground's pallete. There should be a gradient bar to your right. Simply move the colors down accordingly to the shade. This should make the colors darker.

The pallete I chose had the effect I wanted, for the moment. The ground is now a dark shade of gray in both sections of the level.

I am aware that I can make custom palletes though. I've seen them in both hacks that I have beta-tested (Hunter's Revenge Recharged and The Crater), and I might create custom palletes later on. Thank you for telling me how to create one.
Oh, and try not to put a midway point right before a goal, because that is just too easy.
Originally posted by SuperWeirdo
Oh, and try not to put a midway point right before a goal, because that is just too easy.

Thanks, moved the midway point to around the same location as the midway entrance, which is just after the green switch blocks.
Last edited on 2012-03-06 07:16:36 PM by Hailcrash.
I have just started work on the second level, called Origin of Dawn. This one is going to be quite a bit different from Night Plains. That level was rather dark, and Origin of Dawn will be like the dawn of a new day.

I would like to thank Hunter for both of his suggestions. Both will be used in this level. This level will be much shorter than Night Plains, and will be using a custom pallete. The background and ground will be red, reflecting the sight I see in the sky when the sun rises.
Last edited on 2012-03-17 02:36:56 PM by Hailcrash.
New development. It has just occurred to me that Origins of Dawn is going to be easier than Night Plains. For this reason, Origins of Dawn is going to be the first level in my hack.

As for Night Plains, that level's data is still going to be in LM, but I will most likely redo that level at a later point in the game.
This hack is now my main project for this site. I am about to start Level 2, but I still need to know what I have to fix.

Also, I'm fairly new to overworld editing. With only three level tiles(one for Yoshi's house), I still would like to know how to add background for the overworld for when I finish World 1's castle. Granted, I only have completed one level so far, but the overworld is something that's been bothering me.
Do you have any screens for Origin of Dawn yet?
The palette looks kinda odd and the level is a bit short. It would look really cool with a custom bg palette.
Loads BMP file *Yawn*

Okay, the palette is really bad, the level misses decorations and enemies, and the level design looks much linear (add pipes, holes and stuff). Also the level itself is too short.

I sugest the level destruction and remading.
Don't worry, I know you can do it just fix the palette and increase the lenght of your level.
Started over. I realized that Origin of Dawn really did have an eye-searing palette, and was a bit bland.

I'm trying something new this time. Trial Grounds is a level that I have started, but it's not even close to being finished. I just posted what I had done of it so far, and I wanted some feedback on that part of the level before I continue.
The only problem I see is that you really shouldn't be putting Koopas that close to the player at the start of a level. Give them at least 5-7 seconds to react.
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