First post here ever! Mine was a Piranha-Plant themed pipe gauntlet level (think World 7 in SMB3) with a P-switch-oriented underground section. It never saw the light of day because it was too hard and I was shoddy with sprite memory.
And it was totally vanilla--even palettes were a daunting task back then. I used pipes INTENTIONALLY to avoid cutoff, cause I didn't want to tangle with ledge tiles back then.
This was waaaaay back in 2006. I'm starting to resurrect my old hack now.
Hello one and all. I'm Biospark88. You may not know me, but I'm one of the older dogs in the ROM hacking community. I got into it back in '06 and '07 but quit for a long, LONG time mainly due to the stress of school. Back then, I was quite the regular on Acmlm's Board and Board 2, with my old handle Phazorite.
I'm just now getting back up to speed. I've revived my longest, proudest project already, but in the meantime I've decided to make a humble little vanilla hack.
Mario's Kool-Aid Acid Trip is based on Mario drinking a bad batch of Kool-Aid (how did it get into the Mario universe? Oh wait, never question Nintendo Logic!) and finding himself on a surreal island themed after the flavors of our beloved All-American sugar bomb.
I plan to release this as a YouTube miniseries in the future, but now it's just in its earliest stages. I'll have some screenies of the custom palettes up soon. ;)
NOTE: I'll be on vacation with no access to a computer for almost 2 weeks starting Sunday, so don't be surprised if you see nothing until then. Just a word of warning :\
As promised, I have three screenies of my palettes. Hopefully this will get your appetites whetted for more. I created these mainly to hone my skills with custom palettes.
Blueberry Haunts (name tentative). I have yet to realize this level's design, so I used Valley Ghost House as a placeholder. I'm thinking of making the gas bubble's palette animate between light and dark blues.
Key Lime Cavern. This level is more puzzle-oriented and includes pools of highly corrosive lime juice (aka recolored lava). What you see here is just a test room before I actually make the real thing.
Strawberry Bluffs, which combines platforming with a creating-eating block segment I'm currently designing. It's one of my favorite sprites in the game--such a shame more hackers don't utilize it.
And after I return from vacation, stay tuned for a translucent cave portion with some Layer 2 gimmicks.
And yes, I know there is cutoff there. It will be fixed before submission.
Please don't be too hard on me--I was never an expert, and I'm returning after a long hiatus. But fear not--I have great ambitions for my other hack, and I'm taking my time to become a featured hack author. Sooner or later, you'll see the fruits of my labor
Thanks everyone for the generally positive reviews. I won't have access to Lunar Magic for a week since im on vacation, but I design all my levels on paper first so I can still make some silent progress while I'm away. Good things come to those who wait! I can still login from time to time though.
So the pink is too bright? Should I reduce the saturation or just darken it? And about the dots--if they get any darker the outlines look weird and the ground looks really flat.
And thanks a ton cyphermur for telling me how to disable the Dragon Coin's flash.
Thanks for your patience so far, viewers. I'm enjoying my low key getaway in Monterey, Calif. But don't think I haven't made progress. I've finished most of my Strawberry Scramble (new name) sketch and should be well into another by the time I return home. If all goes well, expect a YouTube video before the end of August.
And I have three more levels in brainstorming phase: Cherry Cauldron (lava), Spearmint Serac (ice) and Grape Expectations (a partially underwater castle). Screenies will be posted next week.
A word of warning: school starts in mid September, and I simply can't combine college and hacking. I may login now and then but don't expect any progress till the quarter ends.
I am in absolute awe at the graphics. Did you make them yourself? If so, you should leave this site and move to Kyoto. Seriously. I wouldnt be disappointed with graphics like these on a DS! I love the HDMA glow of the lava. It reminds me of the wavy Mode 7 lava in Yoshi's Island.
Negatives? The level is too linear, short and claustrophobic. Add some sidepaths and a few more enemies besides Thwomps and Dry Bones. I can tell you were going for easy but easy doesn't have to be boring. Variety is key. But don't make it too hard for World 1!
I was initially planning to make only 6 or so, but I'd say about 12 levels plus a few secret ones. And most levels will have a secret exit.I really like the idea of a mystery flavor. Maybe that could be the final level.
How's this for a secret: Tang tower? It'd be in a small secret submap accessed by secret exits. It'll be a sort of garbage dump called the Pit of Rejected Flavors. The main overworld will contain the rest of the game.
Have you done much work on the OW? Please make it look as awesome as the level. If you're going for an NSMB feel why not use only submaps and try to imitate those pseudo-3D isometric maps? I've seen a 3/4 view in hacks before (TSRP2's Burning Buildings), and there are incredible map graphics in Brutal Mario, so I'm sure you cam pull it off in the OW.
Vacay is over! I've made a lot of progress in the conceptual phase. My overworld is already about 70% done (the sketch, that is).
It will consist of the main overworld and two submaps. One contains about 6 secret levels and the other contains the final level--and possibly only that. The main overworld will be extremely nonlinear. There will be three possible routes that all meet up at a level called Raspberry Ruins. After beating that, you access the final submap.
I've planned out 13 main levels and will soon start designing the optional ones. One of the rejected flavors will be called...Tamarind Terror!
When I get enough done in Lunar Magic to make screenies, please let me know what you think!
How about an (almost) floorless castle where you ride air jets to navigate? I already have something similar in the form of a floating power plant in my planned chocolate hack.
Maybe not as genius as the other ideas here, but underused nonetheless.
And I like the food castle idea a lot. Koopas in chef's toques, cheese platforms, slippery sticks of butter, toxic rooms filled with stinky cheese fumes, crumbly cookies, forks as spikes, and lethally hot chocolate...oh wait, that was in the original.
Originally posted by Fine Green Koopa Troopa
It would be funny if you made the final boss into the Kool-Aid Man, heheheh
As silly as it may seem, that would be totally wicked.
This is a VANILLA hack. And I'm not a good pixel artist at this point. But you guys read my mind--it IS a wicked idea!
Progress is coming along in Lunar Magic. Take a look at this!
This is supposed to be a layer 2 translucent level, but for some reason it doesn't look translucent in LM or the game. Don't mind the terrible palettes on the rocks; once I read up on where their palettes are I'll change them to a faded pinkish-red.
Don't worry, I'll have more screenies soon enough.
And here's the current list of level names, assembled for your reading pleasure. Some of these may be renamed or not used in the final game. Please give your advice!
Key Lime Cavern
Spearmint Serac (this one needs a tweak. But I really love the word "serac")
Dragonfruit Depths (tentative)
Banana Bastion (tentative)
Guarana Graveyard (tentative)
Think about it--aren't you making a whole hack full of blatant edits? We've all played the original SMW countless times and most of us know it like our own room.
I haven't played the demo yet. But unless you come up with some clever additions to the levels that still fit in with the overall theme, it will have a n00bish feel. I see you want to keep the same palettes and tilesets for each level. As the others said, try to expand on the levels' gimmicks while keeping the original feel. You can do a lot with Banzai Bills and Rexes--just change the level's layout to something new and more challenging.
Good luck. Don't make it Kaizo hard, and above all, be creative.
Welcome, new hacker! Even though your screenies are pretty basic at this point, you have the right attitude and that's what counts.
Your level names sound promising. I like how each world contains a lot of diversity within its overarching theme. A waterlogged forest is pretty badass. I have a suggestion--make a sinking vertical forest level. To make the level seem to sink into the lava, use the Layer 2 Falls sprite. Just remember to put any screen exits where Mario is, not the pipe--and ignore the "undefined exits" warning in this case.
An easy way to add detail in your OW is just make the islands larger so there's more room to fit decorations in.
Did you move your ROM or accidentally mark it as Read Only? Make sure it's in the same folder as LM. You may have moved it when you expanded it.