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Tip: Layer 3 backgrounds and tides disappear when you hit a message box, so unless you apply this fix, plan your level around that. For example, you can add a sublevel without layer 3 at the start/midpoint, and include your message there.
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Posts by Disk Poppy
Disk Poppy's Profile - Posts by Disk Poppy
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- Wrong text messages show in some places.
- Wrong music is playing in some areas (like in the sky map - sky castle music is playing).
- In Radiatus Ruins there are custom enemies which die right when spawned.
- Crash after using the teleportation device in Cumulus Chapel.
- Crash when entering the world 6 boss battle.
- Is the high pressure water really supposed to be in the secret water sublevel of Brutal Beach Bash? I have played this level before Hydrostatic Halt and I had no idea that you had to press the up button to jump higher and as a result I was stuck.

Tested in SNES9x.
How about moving them to the smas subforum instead? Nobody will notice, right? :)
Newer Update: The level has been submitted.

Update: The level is complete. Read this post:

I decided to make a smb3 inspired desert level.

Old pics:

I assume the status bar priority problem will disappear when inserted to the base rom. Correct me if I'm wrong. Fixed.
Is ExAnimation allowed?
Thanks for feedback! I fixed these issues and decided to make a patch. Download it here! Note that the last section is unfinished but it will probably be very short. Outdated.
Looks rather nice and not cluttered. However it's weird to see moles popping from wooden blocks.
I always thought his face was bleeding.
I really like the theme. Very creative! It bugs me, however, that the third platform has a way bigger time limit that the first two despite the fact that the third gap is just as big as the second one.

Also the picture stretches the table.
Why are disassemblies allowed to be hosted here or linked to? They are derivative works of the original games and therefore it counts as distributing copyrighted materials. I think it would be smarter if they would be distributed, for example, as scripts that would disassemble the rom, then add comments etc.
Originally posted by Mechanic
Is it allowed to make a copy of e.g. the Ghost House GFX, edit that copy with the 8x8 tile editor and then insert and use it as an ExGFX file?

Yes, but you can only edit the 8x8 tiles by recoloring or rearranging them.
I have mixed feelings about the colored koopas. They almost look like a tinted grayscale image. Also make sure that the leaves don't obscure too much of the level or it may be too frustrating. Other than that, there isn't a lot of stuff to comment on yet.
So I have completed the level. Download it here! Feedback is very appreciated.

New screenshots:

Per allowiscous' suggestion I have added some columns:

Regarding the desert-to-grassy transistion I thought it was quite normal for a Mario game. :)

Originally posted by Nin
Also this is the 1000th post in this forum!

How do you check that?
Do we have to submit the custom palletes or do the .mwl files already include them?
Seems like a nice theme. I'd suggest changing the lower background color from white to a very light pink (or yellow) and removing the random hole(s) from the ground (gah I hate them!).
That was exhausting but I hope worth it.
Doritos Desert
(2 exits, more info in readme.)
Remember that the SA-1 pack will be inserted so you might want to patch your level with it.

I like that your level involves around nets which are in my opinion underused.
Originally posted by Ladida
Originally posted by Trollope
there are only going to be Nintendo characters.


Then what are pacman, megaman and sonic doing here?

Anyways, I love the art style. I hope that you manage to finish this project.
If there were so many failed attempts, maybe you could make a smaller episode this time. I'd suggest 3-4 levels per world.
Nothing is wrong with it being vanilla as long as it's fun to play.
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Disk Poppy's Profile - Posts by Disk Poppy

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