You have a lot of backgrounds with alternate times of day. Can they animate to simulate a day-night cycle? That'd look pretty af, considering how good they look already. You've done a really good job with these, especially the desert.
Still, this is the best one in my opinion: We’re looking for level designers to work onExtra Mario World!
This is great, lots of creativity! The enemies from other games, or, inspired by other games, rather, seem like a good addition. The boss seems competent enough, though nothing too special. I like the bowser blades/fists, they seem like they could have a lot of applications.
I don't really know anything about this hack, but I've seen it pop up every now and then for a long time. It gives me a vibe I really like. It seems dreamlike somehow, with some strangely sad undertones? I don't know if that makes any sense, but it's the vibe I'm getting. I'm gonna have to play this and return with some more in-depth feedback.We’re looking for level designers to work onExtra Mario World!
How about "Smash Ultimate Quickplay Camper"? It spams projectiles at you, and as soon as you get close it becomes invincible and rolls away. The only way to beat it is to trick it into rolling into a pit.We’re looking for level designers to work onExtra Mario World!
I like the background on the first set a lot. It has this nice, idyllic vibe to it. Overall I prefer the second tileset though. It's a very nice-looking grassland, which always has some utility.We’re looking for level designers to work onExtra Mario World!
Damn, this is some stuff. Will you actually be using these in-game? They seem big enough to be clunky, but not impossibly so. It'd look amazing if you could pull it off. And your WIP thread is nothing to sneeze at either! You have what is most likely the prettiest overworld I've ever seen. Everything you're showing off just looks so unbelievably good.We’re looking for level designers to work onExtra Mario World!
I'm sold on the angry bubble man. Brilliant enemy! I like how it's balanced in that it's really hard to avoid indefinitely, but since it only has knockback the environment will decide how threatening it is. This means both the level designer and the player have a lot of influence over how an encounter with this bad boi plays out. Textbook example of a useful enemy, 10/10.We’re looking for level designers to work onExtra Mario World!
I was about to say this would really benefit from mode0 and then I realized you already had that covered. This hack has my interest for sure. I'll be back with more in-depth feedback once I try it out.We’re looking for level designers to work onExtra Mario World!
At this point, I'd say that my disassembly is now capable of being used as a resource, both for researching the function of different routines, and as a way to assemble a base ROM of one's hack (assuming you're not using any patches that require LM's ASM to work correctly). I need people to use this, especially the advanced ASM users, so I can get feedback on how to improve the disassembly. Because so far, I only know of two people who have actually downloaded and used it, and only one of them (DPBOX) has given any feedback on it.
I'm very much interested in trying this out. I'm already pretty deep into SMW's engine at the moment because of my work on Extra Mario World, so should be able to contribute with some insights. Without having actually tested anything, I can at least say that it seems like you've been working crazy hard on this. You really are a mad scientist, aren't you?We’re looking for level designers to work onExtra Mario World!