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Posts by Random Internet Name
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I feel like this would be the perfect magnum opus of the website. SMW hacks have been great but over time I've only seen Super Mario World get worse and worse with age. Its poor use of certain assets and variety, many levels that blend with eachother and just feel like a random list of events and overpowered ways to skip the whole game with blue Yoshi or a cape. I would love to see this, the true Super Mario World that it deserved to be

(KTB edit: Please don't quote massive posts in their entirety, it takes up space unnecessarily.)
I'm currently trying to make a Mario World Hack, my main inspirations for it are from Yoshis Island and New Super Mario World 2: Around The World created by Rilla Roo.

I'm still planning alot of it out and I only have a few stages done, I have a good idea of what world themes I'd like to see in my hack and for the most part what order they will be in. I want to combine the unique style Yoshis Island took to making levels while still making it feel like Super Mario World.

But my question is; how should I stay motivated? I have tons of good and unique ideas I havent really seen done before that I could realistically pull off but getting past making my first few levels I've noticeably started moving onto other things. How can I keep myself hooked and dedicated to making a great hack?

I can understand I'm ambitious, but doing anything lesser than this would make me feel like I'm lying to myself? Also, any general advice on how to make a good overworld or maybe differentiate levels more?
I feel like this alot, most hacks I end up just putting down because they arent what I expected (in a bad way) or they bore me. With hacks I end up finishing the ones that pull m in from start to finish and always feel exicting. I feel like first impressions are important with a hack.
I am currently working on my SMW hack right now and I have started world 2, since It will be on a beach- I'm rambling again...

Anyways I want to know what are interesting ways to use Diggin Chucks in my level design as I struggle when trying to make them at least slightly challenging since they take a hot minute to dig their rocks up from the ground. And besides coding them to act differently in a disassembly how can I use them in fun ways? Lunar Magic screenshots would be helpful.
Originally posted by bandicoot
Well, for me, one of the best way to make any enemie/hazards more interesting is using them in a situations that you havent seen them being used before(or that you barely see anyone using them)

On the digging chucks for example, I have some ideas:

- Have you considered using them in an underwater level or with layer 2?
- You could make a puzzle where its necessary to use their rocks somehow, like spinjumping them to proceed or guiding them to another area, or make them spawn enough rocks to feed a baby Yoshi needed to proceed.

You can also combine them with other hazards that is rarely seen being used with them(with a bit of gfx editing to make other vanilla sprites being possible to use with them)

Interesting I never thought of combining them with layer 2 before
I was trying to insert Hammerbro's SMB3 Screen Scrolling Pipes 4.0.2 patch and I got that all done, the fix file is not in yet Im gonna asar that in after the blocks are added but the check_sprite_kicked_horizontal file can't fine define !14C8 here is the mesaage GPS gives me
Gopher Popcorn Stew Version 1.4.21

Enter a ROM file name, or drag and drop the ROM here: "USERBLAHBLAHBLAH \SNES games\Lunar Magic\New folder\blocktoool popcorn stew\Super Mario World hackstuff.smc"
30 Shared routines registered in "routines/"
An error has been detected:
routines/check_sprite_kicked_horizontal.asm:3 (called from routines/check_sprite_kicked_horizontal.asm:78): error: (E5088): Define '14C8' wasn't found.

How would I fix this? I haven't found any posts on this.
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