Those SMW enemies clash with the realistic backgrounds and foregrounds. I know it's pretty old and overused, but SMW Redrawn would seem to fit this hack well. Good luck, as I look forward to what else you have in store.
The graphics still clash with each other. the BG and the main foreground are practically pre-rendered while the small trees, the question mark blocks, and turn blocks are super simplistic in terms of design. Also that Sonic sprite looks pretty weird. His spiky fur sticks out too much in the back of his head, and once again, clashes with everything else. I feel like you crammed three completely different art styles into one level, and it looks pretty bad.
It appears your link to the video is actually just the link to this thread. Also, sprite tile limits was an issue with my level, but I guess zacmario won't allow patches. So, I don't know what to do about that.
I don't see any sprite tile limits in natnew's level. Is it in the second part, perhaps? Also, zacmario, sorry for not asking this earlier, but what exactly did you do with my level? The level is pretty much based around sprites, and sprite-based platforms. I'm just curious, is all.
Since when would a series that allows you to shoot fireballs underwater ever be realistic?
But anyways, those level seem to be a bit empty in terms of enemies. I don't know if this is because you killed all the enemies before taking screenshots or what, but the action seems to be a bit lacking here.
But yeah, that gimmick looks to be interesting, and the level design looks alright enough.
In the video, the hearts don't show the correct colors. Instead, for some reason they use the same colors as the Itembox/white text. How would I fix that, along with the game softlocking/crashing when hitting an enemy?
3) Glitches event
This happens when you still use the original overworld map. This perhaps has something to do with the emulator you use, ZSNES in instance as glitchy events often happen on ZSNES. If you want to strict with original overworld, keep in mind you need to either use all levels or block paths to unchanged levels. If you want to make a new one, read some tutorials on making overworld which can be found in Tutorials section, of course.
Actually, the glitch occurs because the author probably forgot to click "Uninstall Title Moves Recording ASM". Because, when overriding the original title screen movement, it also overrides the overworld data in terms of RAM, thus why you see the glitched tiles.
To be fair, you have to have a very high IQ to understand the omnipotent and magnificent work that is "Super Mario World 5". The game is extremely subtle, with hints of Bob Ross and Picasso, very famous artists that helped inspire this wondrous piece of ROM hackery. The first level clearly captivates loneliness, and the impact it can have on the human mind. Clearly, that is why the level is extremely flat and has little to no obstacles. The munchers that Mario jumps on, reflects pain stemming from such loneliness. The second level represents Mario wandering around in a forest, which is a reference to Season 22 Episode 13 of The Joy of Painting with Bob Ross. People who are fans of this piece of work realize that this hack has something to say about LIFE. As a consequence, people who dislike Super Mario World 5 truly ARE idiots-of course they wouldn't appreciate the cutoff, which hints at Picasso's abstract art. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as SansTheSkeleton_05’s genius unfolds itself on their computer screens. What fools.. how I pity them.