The original Super Mario Bros. 5 was created back in 2007. It was scrapped later that year after one too many instances of hackers' block while working on the seventh world. Three years later, the hack has been resurrected and is being almost totally reworked to improve what I believe to have been flaws in the original.
Below is a screenshot of the first level of the game. It uses the Island/Beach ExGFX I recently submitted.
A demo will be available when the third world is completed.
I recently learned how to do ExAnimations thanks to the tutorial on this site. I managed to successfully make a 2-frame torch flame and a 4-frame waterfall. The problem is that, while the animations display correctly in Lunar Magic, they glitch in-game, reverting to the frames of the animation they replace. I'm not sure what I did wrong.
Acorns are a nice idea(although i think it's been done before)
Also, nice idea for the warp trunks.
Thanks. I imagine the falling acorn idea has been used before since it's a simple GFX edit that just about any hacker could probably do. I just never played the hack it appeared in.
The trunks in Verdant Woods take the place of pipes to better fit the world's theme. It's similar to what happened with clay pots in Dry Ruins.
That looks like it'll be a really good hack. It'll definitely beat my first hack, which was really no more than a bunch of blatant edits. May be neat to hear some of the music from the pirated Super Mario 4 game for the Game Boy. That was actually some decent music, but I don't think there are MIDIs for it anywhere that can be ported.
Zoom x2 and x4. Especially on the overworld. With a huge screen resolution, the overworld is really hard to select and build accurately. This could apply to the tile pickers as well.
I can DEFINITELY get behind that one. My eyes aren't the greatest eyes in the world, so it's hard for me to work with the Overworld Editor. That's why the overworld in Super Mario Bros. 5 is on the blocky side.
Mario is Missing is one of those games that had the potential to be great, but was ruined. In this case, it's because the dev team wanted to make it educational. Were it a platformer, as this hack would be, it could've been great.
Here are some screens from the first level of Pipe City. The level is still unfinished.
The main part of the level. It's full of different types of Piranha Plants.
The first sublevel. That's WhiteYoshiEgg's FLUDD sprite. Originally, Gaddly's comment about FLUDD in the Ruins Secret Area was going to be just a reference to Super Mario Sunshine, but seeing WYE's custom sprite here gave me the idea to do this. You need FLUDD to access the secret exit.
Even the sublevel is infested with Piranha Plants. Good thing Yoshi's stomach is a bottomless pit. XD
What's the song that plays in Quicksand Quandary from Essence Star? I'm considering using it in my hack if it's in the music section.
Surface part or cave part? I don't know which is the one for the surface part, but in the cave part is Cave Story - Geothermal.
Sorry that I can't help you with the other one, if it's the one that you are needing.
It is the one on the surface. I know the underground tune because I have it in my hack too. I'm wondering about the surface one because I'm looking for a good Egyptian-sounding tune for athletic levels.
All of the levels in my sixth world are composed of pipes in various sizes. The underground areas use the SMP3 underground theme while underwater areas use Bubble Man's theme. I'm wondering what would be a good theme for a general above-ground level with a pipe theme. It has to be something that doesn't use sample banks.
I saw this thread while browsing the forums for possible hack inspiration and figured I might as well post before it dies.
Drawing FG ExGFX
Picking fitting music (I may actually be a little too picky since I couldn't find a good athletic desert theme that sounded Egyptian enough and ended up settling for Desert Hills from Mario Kart DS.)
Overworld design (My OW in SMB5R is on the blocky side. This is mostly due to my vision impairment. It's very hard for me to see those tiny tiles. I also don't have the patience for plotting Layer 2 Event paths.)
ASM and music porting (Both seem far too complicated for me.)