| How do you design your hack? |
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Forum Index - SMW Hacking - SMW Hack Discussion - How do you design your hack? |
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| Posted on 2012-04-12 05:41:17 PM |
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I have found it a little hard to make levels first if your hack is heavily centered around a plot. If you goal is not to make an epic story, than levels are the first priority. But when you have an idea in your head for plot before you have an idea for levels (which I always find myself doing), think about how you'll organize your levels, and use gimmicks to the plot's advantage.
Good luck with your project.
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| Posted on 2012-04-12 06:33:32 PM |
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I am doing a vanilla hack right now. However, I have a lot of experience with chocolate stuff as well. For a vanilla hack, I think it is good to kinda make SMW-styled levels. Different, out-of-this-world type levels look better with custom stuff. Of course, I am too lazy to follow any of my own advice.
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| Posted on 2012-04-12 11:26:33 PM |
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I consider the story first, then I plan how many worlds my hack will have. After that, I start making levels, ASM gimmicks, the enemies placement, the graphics and the music, then I work with OW.
It's because I think that's better to create a story and then plan how many worlds your hack will have so you can easily define what you'll gonna use for your hack, seems a bit complicated at first but the results can be incredible interesting.
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| Posted on 2012-04-21 04:49:45 PM |
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Usually, ASM is the first thing you should do if your levels will revolve around a certain ASM gimmick. Another reason an overworld is good to make first is because you can make the levels have the goal points right at the start. That way, you can at least test to make sure the overworld works. Otherwise, if you make an overworld change, you would have to test through the WHOLE hack, and if it is a late world change you are testing, that will cause problems.
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| Posted on 2012-04-21 06:11:41 PM |
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Originally posted by matheleteUsually, ASM is the first thing you should do if your levels will revolve around a certain ASM gimmick. Another reason an overworld is good to make first is because you can make the levels have the goal points right at the start. That way, you can at least test to make sure the overworld works. Otherwise, if you make an overworld change, you would have to test through the WHOLE hack, and if it is a late world change you are testing, that will cause problems.
For the overworld problem if you want to see certain OW events happen just move the Mario OW sprite to the location of the level which you wanna see the event of.
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| Posted on 2012-04-21 06:22:03 PM |
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Originally posted by 1UPdudesFor the overworld problem if you want to see certain OW events happen just move the Mario OW sprite to the location of the level which you wanna see the event of.
#w{ }
THANK YOU SO MUCH
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| Posted on 2012-04-21 08:50:44 PM |
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I like to make the overworld first since I like to base my levels off of it. Then I design the level I currently have the most inspiration to make. I usually prefer making vanilla-ish levels over ones with custom graphics.
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| Posted on 2012-04-21 09:17:31 PM |
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Originally posted by KaijyuuI do too much planning, not enough making.
This. I've had a perfect formula plan for my hack for years.... never been able to finish it.
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| Posted on 2012-05-02 11:00:32 AM |
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I don't realy got a planning... I just do it out of the blue. Try to mix more in a level to do not make it boring.
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| Posted on 2012-05-03 06:19:36 PM |
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I pretty much have a basic outline of what type of level I wanna do (like a specific gimmick or theme), but then just go with whatever my brain tells me to put down. Then I tweak the level later on to try to optimize its potential.
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Forum Index - SMW Hacking - SMW Hack Discussion - How do you design your hack? |