| Super Mario TKO -- DEMO 1 RELEASED! |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Mario TKO -- DEMO 1 RELEASED! |
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| Posted on 2007-12-25 08:32:20 AM |
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Would you mind submitting that block to the block section, or at least PMing it to me too? I didn't see it submitted.
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| Posted on 2008-02-15 08:18:51 PM |
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Just wanted to let everyone know that TKO is for sure still being worked on. Here's some screenshots:

Some videos:
<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/yAUHKYGaZTY&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/yAUHKYGaZTY&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/B65L2c2WKk0&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/B65L2c2WKk0&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
And for those of you who had kind words about my music, you may be interested to know that I used some high-quality orchestra samples to make an orchestral mp3 out of the overworld music.
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| Posted on 2008-02-15 08:56:10 PM |
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Wow, those vids seemed a lot like speed runs.
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| Posted on 2008-02-15 11:32:56 PM |
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Regardless of what people say, I still say this will be one of the best hacks out when it is released. Why? Because you have two very intelligent, devoted people working on it, and it seems like their level design never fails. Ever. This is one of the very few hacks that I have been following since I heard of it.
Heisanevilgenius, you have a keen ear for music, which is nice, because few people do, and know how to use it properly. I enjoyed your custom music, though I suggest changing the orchestra hit (15) in the castle song. You have a great harmony and plenty of consonance in the song for it work and sound a lot better without that orchestra hit - or at least changing it. It's up to you whether you remove it or change it or leave it, but, coming from a fellow composer, I would highly recommend it.
The levels themselves look nice, though I think your choice of screenshots could have been better. Looking at your videos, I -know- you have more action than some of those show. Judging from what I saw in the video though, thumbs up.
Takes a lot to impress me nowdays. Congratulations on doing it.
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| Posted on 2008-02-16 12:16:48 AM |
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Hmm. I really like the way the orchestra hit fits in at the beginning there, though. Maybe I should take it out after the intro so it doesn't take away from the melody? I've been thinking of modifying it anyway just because it's a tad short.
Also, I'm a tad disappointed that the speedrun (which I did by the way so I only have myself to thank :p) is so fast you can't hear my favourite part of the piece.
Thanks for the compliments and support. I know Dispari and I are very encouraged by the comments we receive.
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| Posted on 2008-02-16 05:06:11 AM |
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God, this hack is awesome. I bet it gets Featured the second it gets released.
I love the level design, music, new sprites, gfx... in short: all of it.
and also: could you make an userbar? it deserves being supported.
I so can't wait for the demo.
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| Posted on 2008-02-16 10:45:40 AM |
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Originally posted by AmandaWow, those vids seemed a lot like speed runs.
All our videos are tool-assisted for entertainment purposes. As the descriptions note on YouTube, it's not for difficulty purposes (the hack isn't going to be overly difficult), but so it's more fun to watch.
Originally posted by S.N.N.Regardless of what people say
What do people say? =(
But we appreciate your support, SNN. If you'd like to help with anything or can offer any skills, let us know. There are a few things here and there we need help with, and in the end we're probably going to have to ask for help on a few difficult things like bosses or a block or sprite or two.
Originally posted by Sindcould you make an userbar? it deserves being supported.
Could I do what now?
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| Posted on 2008-02-16 10:58:23 AM |
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Wow, this hack sure looks awesome now. The flag-midway point was really original. I like original stuff
Originally posted by Dispari Scurolike bosses or a block or sprite or two.
I can help you with blocks, perhaps. >.>
In fact, I already have a bunch of custom blocks, that you guys can use. (Well, everyone).
Also, the block I gave you a while ago (vertical ? sphere thing), is it working correctly? Or is it bugged for you?
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| Posted on 2008-02-16 11:16:19 AM |
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Originally posted by Dispari Scuro
Originally posted by Sindcould you make an userbar? it deserves being supported.
Could I do what now?
make an userbar. Like those in my sig.
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| Posted on 2008-02-17 11:19:16 AM |
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Originally posted by InsanioWow, this hack sure looks awesome now. The flag-midway point was really original. I like original stuff
Originally posted by Dispari Scurolike bosses or a block or sprite or two.
I can help you with blocks, perhaps. >.>
In fact, I already have a bunch of custom blocks, that you guys can use. (Well, everyone).
Also, the block I gave you a while ago (vertical ? sphere thing), is it working correctly? Or is it bugged for you?
We'd love to have your help with blocks. Right now I can't think of any other ones we need. If anything comes up, though, I'll let you know.
The one block you did give us though, unfortunately, we can't really use. There's already far too many levels where there's stuff on screen at the exit. Even if we removed those, it'd still be possible to carry or have something follow you there. The only way to prevent it would be to put the exit on a separate level, and if we did that, we could just make it vertical and not need the block. Right now we're not prepared to add new screens to every level just for the exit. So, the block needs to make sprites freeze. =/
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| Posted on 2008-02-17 01:37:08 PM |
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After playing around a bit with that block I discovered something; The shelles koopa's fall down, but the ones with a shell wont. I think some sprites are incompatible with that block. I should notice this earlier. >_<
Try to play around with the block, with almost every sprite you have, and see if they are locked or not.
Also, the carryable sprites are working fine with this block (atleast the shell, key and p-switches. I dont know about the rest)
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| Posted on 2008-02-17 03:35:48 PM |
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If I hacked liked this, I would be master at SMW.
Well Done!
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| Posted on 2008-02-20 12:55:10 AM |
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Quick comment: We're working with Insanio's level end block now. For the most part it works the way we want. There are a few levels it does strange things in, so we'll have to make tweaks there.
One thing I've noticed is that it jerks the screen when hit, which can mostly be avoided if it's placed on the final screen of the level so that the camera is perfectly aligned when Mario hits it, but at least in one level, it moves anyway.
We'll continue playing with it, but for now, we're quite a bit closer to having a demo released. More work will be done tomorrow.
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| Posted on 2008-02-20 06:52:02 AM |
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I like your music, your level design is top-notch, graphics and palettes are gorgeous - as SNN said, this is one of the best projects going. I can't wait for a demo. Keep up the good work!
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| Posted on 2008-02-25 03:09:49 PM |
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Getting really close to a demo release. Right now, all we need is:
Blue Switch Palace (25% done)
World 2 level (50% done)
World 2 castle (0% done)
A boss for world 2 castle (anyone want to help with this...?)
Title screen demo (0% done)
Introduction level (0% done)
We're getting a lot of new graphics and music going. We're also winding down on some details. The player can pretty much traverse all of world 1 and 2 now. There's a few things we need to tweak, but we're getting really close.
Here's some screenshots to tide you all over.
New foregrounds, updated sprites (carryable tweeter), and new backgrounds.

New enemy graphics (rolling thwimp type monster and the starfish), and our first boss! We decided to go with the SMB3 order and appearances of the koopalings.

Pipe mazes and sandy beaches. And great graphics in the middle screenshot by my partner in crime. This level has custom seaweed and stalagmites (made to match the background) and crystal clear water.

More sneak-peeks at the sky tower (inside and out) and a little level called Notori's Island which is still being worked on.
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| Posted on 2008-02-25 03:18:12 PM |
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Looks good as usual. I'm not really a fan of the pipe maze screen, but that's probably because I don't like long mazes (see: Pipe World 2, DW:TLC) and I think it lacks decoration.
I love the screen under the pipe maze though - the FG/BG choice there is really good.
Can't wait for the demo of this - if it's as good as what I've seen and heard, you should have no problem nailing the top five.
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| Posted on 2008-02-25 03:58:01 PM |
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SO Epic I decided to make a userbar for it:
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| Posted on 2008-03-04 02:29:29 PM |
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Oh, it sounds great now. Again, it is very consonant, meaning there is no dischord anywhere. Anywhere you use quick patterns of notes is my favorite part. Great work.
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| Posted on 2008-03-04 04:50:56 PM |
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I dunno, I think I liked the other one better... >_<
But the drums are my favorite part on both versions. Yay drums. 
Regarding the level design (from the screenshots/videos at least), I agree with SNN on that it's completely perfect, both asthetically (spelling?) and layout-wise. You two would be good role-models to aspiring hackers who are actually serious about hacking, in my opinion. (I would be too, I guess, but the problem with my hack is that it's very un-balanced, as in it has very non-typical elements to it. This hack is far more balanced and/or traditional than mine.)
I'm curious. Is it harder having two people working on the same hack? Obviously you two have proved that the results from a properly-handled team hack easily surpass a solo hacker's hack, but it's probably a lot harder too...
I'd be awful in a team setting like this. Even with just one other person. I envy you. +_+
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Mario TKO -- DEMO 1 RELEASED! |