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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.)
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
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?
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
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.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
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.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
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
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
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.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
Originally posted by MarioFanGamer
This looks like sa1def.asm is broken since !14C8 normally exists. Redownload GPS and replace the broken file from the one with a ZIP.

I do not have an SA1def.asm file in either folders, is that for a specfic version of the program or do I get that elsewhere? I'm currently not using SA1, as I don't know how to implement it.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
I am currently making a SMW hack and I'm still struggling to try and get levels out at a good pace. How do I avoid burnout and avoid plagiarism while creating stages? What are good ways to turn mechanics on their head to suprise players? How do I create simple buy very effective level design? How do I make a level theme compelling? Does the order I make my stages in effect their quality? I'd love to hear you guy's experience with making hacks and getting inspiration.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
Originally posted by TheBiob
"sa1def.asm" is a PIXI thing, GPS uses "defines.asm" which should be in the same folder as it's "main.asm" file.

Either way, as MFG said redownloading and replacing that file should fix it. If you update make sure you replace all files that come with the download not just the exe or something like that.

Also, just in case you don't already do this: I recommend putting GPS (and really any tool) in it's own folder to make sure it's files aren't conflicting with anything else.

Thanks for the help, MarioFanGamer and Biob, while these were only the smaller problems I had to deal with Im glad you responded, now I know how to use GPS for more complex sprite insertions.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
Originally posted by DeppySlide
This is the Event Calendar for 2022. Dates and Events in italics are tentative, and may have their dates moved as necessary, or be completely removed from the calendar.

This is not a complete calendar, and will be added to as the year goes on and more contests have their details finalized. Certain events, like 24hoSMWs and 72hoSPCs, may be planned and hosted without being added to the calendar ahead of time.


Start dateEnd dateEvent
JANUARY
Jan 7 Jan 11 SMW Central Creativity Convention: Winter 2022
Jan 21 Feb TBD Pokémon Tourney #9
Jan 28 Feb 28 Winter Level Design Contest #2
FEBRUARY
MARCH
Mar 25 Apr 25 Vanilla Level Design Contest #13
APRIL
Apr TBD May TBD Mad Scientist ASM 2022
MAY
May TBD Jun TBD Overworld Design Contest 2022
JUNE
JULY
Jul 1 Jul 5 SMW Central Creativity Convention: Summer 2022
Jul 16 Aug 22 Kaizo Level Design Contest #9
AUGUST
Aug TBD Aug TBD SMWC Class of 2022
SEPTEMBER
Sep TBD Oct TBD Super Famicompo #4
OCTOBER
Oct TBD Nov TBD BaseROM Level Design Contest #2
NOVEMBER
DECEMBER
Dec TBD Dec TBD Mosts 2022

Feel free to discuss events and suggest new ones in this thread. If you have event suggestions for events, or questions, comments or complaints about about tentative dates, feel free to either post them in this thread or send a PM to DeppySlide, or any other Public Relations staff member.

Will the website ever have another Chocolate Level Design Contest? Sorry if I've missed news on it.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
Cool demo checked it out. A few things I noticed that seem to be bugs or unintentional. In 3-A if you reached the coin quota(?) for the bonus room you just immediately go to the goal(you will be in the room for a split second then teleport to the goal. And in the FLUDD castle you can easily fly through what is supposed to be solid ground from under the screen

Also, any level with Monty Moles and the big blocks they break, aswell as any Reznor Boss can be soft locked with the Hammer bros Suit.
Try to find a way to get the reznor fight to end even if the platforms are gone and try to make the Mole blocks breakable with hammers if possible.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
To sprites mentioned:https://www.smwcentral.net/?p=section&a=details&id=24223
I am having trouble getting all of the configurable plants used in this custom sprite pack get blocked by jumping up from the pipe when Mario is on top.

Usually in Super Mario games Piranha plants respectfully let Mario pass by when he is standing on their pipe or maybe even just when he is near. However whenever I use this pack of custom sprites the plants that only shoot one fireball (long and short) will still chomp up Mario when he is standing on their pipe.

I have gone through the asm file and am still confused, I have tried editing some of the code and even removing the ; symbols on the code that is supposed to check if Mario is near to stop the plants from springing up. I inserted all of the sprites by their cfg files in pixi's list file and have put the piranha_all_venus.asm file in the sprite folder along with all the cfg files.


If I get this solved I'd also want to ask how to make the short plants and venus' green instead of red, as it has been very inconsistent when working or not working.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
-Very out of place rips of entire fg & bg sheets from other games

-Inconsistent visual style

-Underutilized custom moves/powerups

-Every level has to strictly use one sprite sheet of enemies (Ex: Random level just uses all castle sprites because why not)

-Generic 8 World Structure
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
You use the popular internet forum website known as SMW Central; short for Super Mario World Central. A website dedicated to storing all of the resources used for Super Mario World Rom hacking by the efforts of an ambiguously large community.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
(restricted)
(restricted)
https://bin.smwcentral.net/u/49948/WLDC%2B-%2BSummit%2BFever%2BRESUBMITTED%2Bv1.3.zip
Resubmitted
My first ever contest entry. Hopefully it's good it might get an update.

v1.1 Update: Thanks to some feedback on the Discord server I was able to remove a few clipping areas and improve one of the final setups in the level. Small Palette tweaks.

v1.2 Update
Unintentional spawn-point fixed

v1.3
Small Palette Tweaks, Final Update hope you guys enjoy
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”