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Banzai Mario World 2 - REVIVED

Kaizo

#smw{:peace:}

not sure what else to say
Yay. It's been a while since there was a kaizo hack I could get super into, so progress on this is both good to see and kinda torture since we can't play it yet :/ Also those forest leaves are really nice looking!
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Video of Christmas Wrapping, one of the levels in the ice world. Enjoy!
Gonna show off a couple new levels...

Narcoleptic Pond

This is a layer 2 smashing level with water, but the water is a custom block that prevents Mario from moving at all (it instantly makes him fall asleep, according to the message box), so you'll have to carefully time your jumps and everything. This is also similar to another level I'm gonna make, called "Mario Is Ice", where Mario can't move at all, and you have to manipulate the environment and custom blocks using L and R.



Deciduous Deluge

This one is inspired a lot of worldpeace's work, and the basis is trying to avoid the goal sphere, since the level has the side exit enabled.

"Mario can't move at all, and you have to manipulate the environment and custom blocks using L and R"

Sounds absolutely amazing and horrific!

Also, that goal sphere thing was from VIP at first I think. Super curious as to all of the rooms you can cook up.
Dammit GBreeze you're taking all the cool gimmicks before I can get to them!

Seriously though, looking forward to these levels.
Thanks guys :)

So, I have been trying to revamp the aesthetics on all the levels. I decided to add hdma and stuff like that at the very end as well. But for now, I'm redecorating a lot of the levels, while working on the new ones. Currently, the hack stands at 27 exits completely finished, and 25 exits that need to be revamped and/or finished completely, bringing the total to 52 exits being basically done. However, I have 33 other concept levels that I've started designing the aesthetic and stuff for. I still need to make those levels of course. I don't want to rush anything, so it may be a while longer before I can complete everything. I doubt all 33 of these level ideas will actually be implemented in the final hack, but for now, expect at least 52 exits.

So here's the revamped aesthetics for Chuck Survival. Does it look to cluttered?

Dang that's a lot of levels :O. Take your time, we have already waited this long, might as well make it the best it can be. As for the screenshots, it does seem a little busy, could probably do without some of the smaller ground cover, but it looks pretty good! Keep it up!
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Yeah it's gonna be a big hack :D

And thanks! I figured it was a bit busy. For now, I just want to get all the graphics into the levels first, and then I'll polish them up.

New graphics for Rocky Road. I wanted to make it chocolate themed, and I might add more chocolate graphics and stuff (from gamma v's chocolate tileset). I want to make sure they don't clash, and I'm also thinking about changing the foreground a bit.



Nothing else to say about your levels other than how I like their sheer amount of creativity~

The palette of the logs is too bright, and I'm sure people might think it's not solid when it is in fact (even though the enemies on top of them make their behavior more obvious). You could darken them a bit more.
And yeah, the decoration of the cave seems quite busy, but your choice for most of these isn't that bad actually.
Windowless ride, feeling alive
Are you alive or just breathing?
cave survival's aesthetics look neat!

Rocky road: BACK AT IT AGAIN WITH THE MINI INVISIBLE COIN BLOCK BRIDGES GBREEZE but also those chocolate kisses look a bit like spikes to me, so maybe make them less saturated or something.
Thanks for the kind words everyone, but I have some huge news regarding this hack. After pondering the situation for a long time, reading the opinions of various hackers and playing the hacks on this site, I've decided to drastically change the direction of this hack. Before, it was a kaizo hack that focused on level design and gimmicks. Now, I want to expand on the aesthetics and story a lot more, which I feel was left out a lot in the original banzai. Hacks like Kaizo Mario world, Super Demo
World, and Super Mario World, focus way too much on actual design and leave the player wondering "why is Mario able to jump so high", or "where do Rex's actually come from", or "is baby yoshi really that disgusting". I want to delve much further into the fascinating story behind the Banzai kingdom and each of its characters, and dive into aesthetics fully. That means redesigning everything; all new sprites, tilesets, etc. Plus, I've decided to make every level have a bullet hell boss. Also, I'm reducing the number of levels down to 3. This is because I want to also focus my attention on the new youtube short series where I explore the dark backgrounds and incredible dialogue of the characters in the Banzai kingdom. Thanks for understanding, and I hope you enjoy the new direction this hack is taking.
good riddance, I hate good level design
Haha I know right.
Well, I actually changed my mind yet again, and this hack will be returning to normal. Sorry for the inconvenience!

Here's some recently updated screenshots of "In An Iceblock Land", which will be focusing on morsel blocks throw blocks ice blocks. Not really sure about the aesthetics on this one. I've managed to come up with some unique set ups in the later portion of the level though.



And here's screenshots of "Bouncy Shrooms", another "jumping is disabled" level, but the red mushrooms allow you to bounce and reach places.

Alright, so the hack is coming along pretty nicely. I overhauled all the graphics to make the hack more consistent, and I updated all the palettes. With some help from Lazy and a few others, I realized how to make saturated palettes and avoid using desaturated, color-drained, boring palettes. Everything should be more bright and cheery. Instead of using unique gfx on every level, I decided to use the same graphics per level type, to make the hack more consistent. Also, I used a lot of mario maker graphics, since they fit pretty well in SMW.

I've also decided not to become too ambitious with this project. Instead of starting new levels, I want to finish all the unfinished ones first. I have 28 completely finished exits, and around 30 or so unfinished (most are up to the midpoint), making for a total of 58 exits in progress right now. Before I implement any of the other levels I have planned, I want to finish these first.


Now, I've also ran into a few frustrating problems. I'm trying to insert leod and medic's bat morph sprite, which is available here. Whenever I inserted the patch, however, I ran into some problems. A few of the levels randomly crash whenever I start them. I think this might be a problem with freespace? Do I need to check for that before patching with asar? Also, how do I do that? If I could get this figured out, it would really help a lot.

E: also should I put a demo together and release it for C3 or something? It will still be quite a while before the hack will be released. Either that, or I can make a trailer that actually shows off all the levels instead of keeping them secret.
Demo pls :O
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A demo would be cool, but do whatever you feel is the best option after all :O
Windowless ride, feeling alive
Are you alive or just breathing?
Well, here's a demo!

There's 17 levels in this demo. It is locked, but obviously you guys can unlock it.. so I just ask not to spoil anything or play any other levels (even if they look finished) cause they still need lots of work!

If anyone is interested, feedback is also super appreciated! I want to try to make these levels the best they can be. If anyone has any opinions or feedback on levels, feel free to post it. Also, I want to make sure the difficulty is appropriate. Obviously, all the levels are in scrambled up order of difficulty, since you can play any level on the "overworld". I guess it's a little like beta testing maybe? Anyway, if you want to just play the levels for fun, that's also fine too! I won't be submitting this or anything, or posting at C3 (I'll probably just make a thread full of screenshots then) cause I don't want everyone to play just the demo of this hack. Anyone's opinions are greatly appreciated though and will help make the final, completed hack even better.

EDIT: Also there's an issue with the level "Christmas Wrapping", the spinjump is supposed to be disabled, but I forgot to include the generator in the level (since I had to re-insert all the sprites and generators) so just pretend that you can't spinjump :P it will be fixed in the final version of course.
Sweet! I have just glanced at a few levels so far. I don't know why I expected it to be easier lol. Just a few notes from what I've seen, there is a softlock at the beginning of merlin's chest, near the second chest before the turn block. Also the hammer bro from the beginning of the first level is hard to jump on, it seems oddly tight and random, maybe it would be balanced better if they threw the hammers slower?

All in all I like what I have seen so far, and the aesthetics are pretty spot on at this point. Keep it up #smw{:peace:}
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