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Posts by Dr. Tapeworm

Dr. Tapeworm's Profile → Posts

Thank you for the feedback. The reasoning I had for the sparse enemies in Veggiesaur's Snack's first area was to prevent the player from obtaining the fully-grown yoshi/veggiesaur at the very beginning. I'll add some inedible enemies to spruce it up a bit.

Now for some screenshots of a level not present in the demo:

Big image

Caldera Cathedral is a semi-abandoned factory atop an active volcano. This first room takes place in the mines underneath the castle, which have become more dangerous than usual due to lack of maintenance. Credit goes to GeminiRage for the KDL2 mountain tiles and Gamma V for the factory tiles.

I have a weakness for outdoor castle levels.

I really like that combination of the ruins with that YI background. The graphics and palette are very damp-looking and it works well.

Originally posted by Gamma V
That was a nice little demo with beautiful visuals and great level design. My only complaints are that you can see Yoshi's neck bulge animation when the Veggiesaur swallows an enemy and that the secret exit in 1-3 seemed to be non-existent despite it being a red dot level.

Just fixed the yoshi neck problem. As for the secret exit in 1-3, it's in the second room and involves
a blue koopa shell
.

Progress updates:

Working on the main overworld. Much of world 2 takes place on this swampy landmass.


I showed off these W2 levels a while ago, but now I've redone their palettes to my modern standards; I made the swamp slightly brighter and the forest cave less monochrome green.

Thanks for that hex edit; that was another HDMA quirk that has been bugging me. The music in Seafoam Steppe is Giddy Sky 1 from Super Princess Peach.

On a side note, I just finished porting the hack over to a new rom. Something was going wrong with AddmusicK and I had no other choice but to transfer it over.


Here are some more enemy resprites.
Clockwise from top left:
Skeeter
Hammer Bro
Buster Beetle
Ninji

Originally posted by levelengine
Edit:
Something now in Lunar Magic.

That background palette is wonderful, and the foreground graphics are nice too, especially the dead trees. The cacti look a bit mirrored in my opinion, but they still look good regardless.

Arrgh, draw me one o me original characters, ye scurvy sea dog, or ye be walkin the plank, arrghhhh

(1) (2) (3) (4)
yarrr, take yer pick and do whatever ye want with them, arrghh pirate speak

arrghh thanks ye very much, yarrghh waaargh


There's a weird sunrise-looking effect going on with this palette. I kind of like how it turned out, though.

Sorry; between SMWCI, Smash Bros, other personal projects, finals, getting roped into events beyond my control, absolutely despising SMBX's editor and generally having a lack of good ideas for the level, I haven't put much work into it recently. I still really want to finish it though, so here are a couple of new screenshots.

Part of the second room, which is mostly line-guide stuff.


Yellow switch block that changes some stuff up in the first room and opens up access to the second room.


This is going to be a layer 3 tide level; however, this palette will not be used for it.




An athletic forest level with mushrooms, moving platforms and Yoshi the Veggiesaur. Part of the level will take place in a partially-exposed cave with rising and falling water.





Purple death water river rapids?

big image
Some kind of desert mine using graphics from various sources. I find it kind of interesting how well 8-bit Kirby backgrounds work with SMW's graphical style, at least in my opinion.

Abyssal Level 1 ~ "Detour Through the Deep"
This was originally for an overworld submap of a strange undersea trench with an enormous glowing squid taking up most of the background. It ended up being too upbeat for that purpose, so I'll most likely extend it at some point to suit a regular level.


It's like a cave forest castle I guess? There's an emphasis on climbing stuff and swimming through stuff. Fishin' Boo will be there. I don't know what else to say about it at this point.


These gray blocks can only be destroyed by chargin' chucks. Use this to your advantage to open up paths and reveal secrets.

Originally posted by Maimur Siddiqui
I don't realy like your ROM Hack.#smw{-_-}

Care to elaborate on why you don't like it? It'd help if I knew.

Like much of your past work, this is looking very nice; the simple visual style is very appealing and the player character is a nice use of the no-yoshi sign graphic. I especially like the look of Chibi Rex Caverns and Chibi Rex Ruins. Keep up the good work!

Oh man those industrial levels look great! They're very reminiscent of Sonic levels, and I mean this in the best possible way.

I especially like the usage of mecha-koopas in the first level (has anyone else ever done this before? it seems so obvious) and the fire geysers in the second.