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Posts by TheSuperRotom
TheSuperRotom's Profile - Posts by TheSuperRotom
Pages: « 1 210 11 12 13 14 15 16 17 »
It glitched the rest of the graphics! And it isn't like there's a map16 page I can download to fix it. #smw{^_^;}

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I'd put it as FG3, rather than SP3.

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Originally posted by mario and luigi
2. as Thomas said, you need sprite e7 as up and down doesn't work on vertical levels.


Only problem is Sprite E7 isn't showing up in Lunar Magic for some reason.

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Originally posted by shreerocks1324
Is it just me, or does this hack's level design look like it was remade directly from NSMB DS. I mean, look at the Underground level, where in the DS game, Mario starts by ground-pounding directly onto the three blocks.

Maybe it is me.


I am also making a New Super Mario World, exactly that. Mine has been under "Construction" since 2 months. Maybe we could team up together? I've already finished 2 worlds.


It isn't. Now as for why I'm not teaming up. From what I saw of your posts, it was a demake of New Super Mario Bros. Wii that you are working on, whereas this is a demake of New Super Mario Bros. DS. Because of this update edit
because some reason all of the sudden I can't double post #smw{...}
, it should be an okay slight bump.

Now, time for content!

 photo smw_00052_zpsbced4c1d.png

This is a new overworld for World 1. The flatness is temporary, and will be fixed by the time of release 2 (at least in World 1's case). This is a TEST level, actually placeable in Lunar Magic. You can't enter it, and both directions lead you to Level 0 but they are not enterable either

 photo smw_00030_zps25f32b68.png

 photo smw_00031_zps35fe7fab.png

First, the BG mountains colors have been slightly changed, leading us to the second screenshot. As the mountains colors have been changed, the fade-out now works properly.

 photo smw_00032_zpsc1c83182.png

The first Tower in the game. This is the main level. It is a vertical level with Layer 2 blocks which can crush you. The only problem I have is that, I can't activate the "No Yoshi" entrance for this level. But I need to because the level has Dry Bones in it.

 photo smw_00033_zps56a38992.png

Another preview for the first Tower. This also shows a problem to the right. The enemies (Dry Bones) fall through Layer 2.

 photo smw_00036_zps8e01aaf7.png

More of the same, but this time showing off the optional way to get the second/third Yoshi Coin. It's hard, but is possible.

 photo smw_00037_zps7ed381b1.png

No vertical cannons in Super Mario World = no cannons in this level.

EDIT: Outdated screenshot.

 photo smw_00040_zps2f06afa0.png

It's another secret area accessible from a sub area. You'll need the Cape Feather (which is replacing the blue shell) as..........#smw{...}.....

 photo smw_00041_zpsc1dc4fc3.png

these blocks are in the way, and if you find this area without a Cape Feather, the pipe will send you back to the main level (The one in the above screenshot)

 photo smw_00038_zps6fcda0f8.png

This is the sub area where you can find the secret area and get the third/second Yoshi Coin.

 photo smw_00042_zpscc37a38f.png

The boss of this Tower is Morton, AKA Bowser Jr.

 photo smw_00043_zps3368ee0f.png

 photo smw_00044_zpsc467e630.png

 photo smw_00048_zpsaca4f12a.png

 photo smw_00051_zpsd9c0de4d.png

Various Level 4 previews.

 photo smw_00046_zpsa0754156.png

A small/mini Mario bonus room with the first Yoshi Coin. You can reach it as Super, Fire, or Cape Mario, but it's a small door.

 photo smw_00050_zps985f243d.png

The pipe

 photo smw_00047_zpsf9e70a4e.png

here, leads to this underground sub area, with the second Yoshi Coin.

And that is all I have to show you!

See you at release 0.5 (C3 Version)!

Also the walljump has been added.


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When I use the tool to insert the SMB3 Brick Block, it gives me an error message, saying the MAP16 page I chose was a negative number. It also doesn't show up.

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Originally posted by shreerocks1324
OK, with these newest screenshots, I am thoroughly convinced that you are trying to copy remake every single possible level design aspect of the original New Super Mario Bros.

Heck, even the OW is the same. Yes, the 2nd level does have a secret exit AND a star (Yoshi here) coin near it's pipe.

Red Flag here, you should try making your levels on your own.


Originally posted by TheSuperRotom
It isn't. Now as for why I'm not teaming up. From what I saw of your posts, it was a demake of New Super Mario Bros. Wii that you are working on, whereas this is a demake of New Super Mario Bros. DS. Because of this update edit
, it should be an okay slight bump.


The one you saw was a project I abandoned nearly 3 months ago.

I hate to give this to you, but Bowser Jr. and Morton are not the same.


I hate to break it to you but http://www.smwcentral.net/?p=viewthread&t=51353, I http://www.smwcentral.net/?p=viewthread&t=52190 have made http://www.smwcentral.net/?p=viewthread&t=53919 hacks with original level design.

Do you even know what AKA means? It means Also known as Not meaning they are the same.

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400.

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Second attempt at trying to get help. I choose to insert the SMB3 block. I set it for page 400. Nothing happens until I get the error message, saying that I used a negative number for the MAP16 page. It also talks about "Just in Time" debugging. It let's me continue, but the block still isn't inserted. I have tried other blocks too, but I still get the same error. Anyone know what's going on?

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Originally posted by JackTheSpades

Also:
Do you use Block Tool Super Delux (BTSD) or normal Block Tool?


BTSD.

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C3 is on, and this year I have a project! New Super Mario World is a SNES Remake (or demake) of New Super Mario Bros. I've been working on this for about 2 months now, and since C3 has landed, might as well finally release some playable demo, and that is what it is.

Link: http://bin.smwcentral.net/u/14538/newsupermarioworldc3demo.ips

Various Screenshots:



























Note: This is my first C3 thread, so if I did something wrong, let me know.


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Originally posted by mario and luigi
wow, this looks very interesting. might actually play this.


Thanks.

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Originally posted by MarioMaster12
In 1-2 you can do various things that aren't supposed to be possible. Taking springboards and such. Also you should add a Ground Pounding patch instead of leaving Spinjump.


Completely intentional. I find the Spin Jump a lot more useful than the Ground Pound, and it does everything it does plus defeats enemies without a delay (it's really tricky to Ground Pound on an enemy, but it is a lot easier to Spin Jump on an enemy). Also, from what I can tell, carrying springboards does not really cause anything bad to happen.

Originally posted by Alex No


It is cutoff in this screenshot! Add bottom corners


Another minor thing, remember if a SMW hack is removed, it isn't because there is just like one instance of cutoff, it's because of many instances, or that along with other problems.

Originally posted by metalgearhunter

Some one has coded a Layer 3 effect with tides that react with switches,


If it's a custom sprite, I might be able to do that, if it's a custom block I can't, BlockTool Super Deluxe rejects me and says I use a negative number for my MAP16 page, even though I use tile 400, and ends up not inserting it.

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Surprised nobody asked for this already.

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Originally posted by nickofzo
Originally posted by Snifit
12th one now ready:



download


that background would be awesome too #w{<3}


True, but in the first post, he stated only certain aspects of a screenshot would be given graphics.

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Originally posted by Daizo Dee Von
And yet, you didn't fix anything I mentioned, judging from the screenshots. #ab{-_-}


All of the following are in the C3 Demo

Ahem...#smw{...}

Originally posted by Daizo Dee Von
WHY IS THE GROUND HARD TO SEE?! There is a cloud tileset, so why is this necessary? (Its the Cloud/Forest tileset, by the way)




This is the way it WAS. People on the hack's W.I.P. thread said it looked bad as well, so that was what I changed it to for the C3 Bug Test Demo.

Originally posted by Daizo Dee Von

Bad palettes on the goal post. You can fix this with two different ways:




Here, that better. The same has also been applied to all other levels.

Originally posted by Daizo Dee Von
Isn't there suppose to be ceiling above me?




Now there's a ceiling.

Originally posted by Daizo Dee Von
These blocks won't allow Mario to pass through the blocks. It is caused by a certain glitch that if four Turn blocks are already turning, hiting another one will stop the first block that was hit too early... I recommend using the SMB3 Bricks instead of the Turn Blocks.


I would've fixed it, if it wasn't due to a bug saying that I used a negative number for MAP16 tile, even though I used tile 400.

Originally posted by Daizo Dee Von
Image 1: Why have this...
Image 2: When you can simply do this?




Now it's gone.

Originally posted by Daizo Dee Von
...it effects the palettes AND graphics of the Midway point. Please, these FG graphics are a bit too detailed to use. Maybe use the original SMB's Mushroom Platforms?


I'm pretty sure 8-bit graphics would look just as (maybe even more) out of place as the NSMB ones.

Originally posted by Daizo Dee Von
The odd gap between the "out" and everything else seems a bit weird to me.


Judging as some other people may find the weird...



I fixed it.

Originally posted by Daizo Dee Von
If you shoot the shell wrong, the shell won't go through the hole...




Corrected.

So yes, major things HAVE been fixed.
Third attempt at trying to get help. Using Block Tool Super Deluxe, I choose to insert the SMB3 block. I set it for page 400. Nothing happens until I get the error message, saying that I used a negative number for the MAP16 page. It also talks about "Just in Time" debugging. It let's me continue, but the block still isn't inserted. I have tried other blocks too, but I still get the same error. Anyone know what's going on?

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Originally posted by Everest
Page 400? You mean the MAP16 tile 400. Have you tried other tile numbers?


Yeah, I have. If you want, I'll take a screen cap.

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It finally works now!

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Originally posted by BlackMageMario

EDIT: Thank god for ninjas. Do you have any idea what the problem could have been?


Absolutely no clue, it could've been due to not using the xkas in the zip file, rather using the single xkas on the site, or for other reasons.

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Originally posted by Everest
Originally posted by TheSuperRotom
Absolutely no clue, it could've been due to not using the xkas in the zip file, rather using the single xkas on the site, or for other reasons.

If it was the xkas in the zip, it would have been reported by now. The xkas there worked for me.


I was saying that originally I was using the single one on the site, rather the one in the zip.

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TheSuperRotom's Profile - Posts by TheSuperRotom

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