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Posts by GoldPooka
GoldPooka's Profile - Posts by GoldPooka
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Nah. You'd have to go back to BTSD and reinsert the blocks to their new positions.

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What do you mean? When I place it above the ground, it jumps to the ground the first time, then jumps off the second.



I reinserted all my sprites into a clean ROM to test it out, and the same thing happened. As I said, the bro seems to only work at a proper height.

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He couldn't make it back up, which probably made him want to kill himself.

Well after a little bit of testing, I figured it out! For some reason, the sprite doesn't cope to well when it jumps through the sub-screen boundary. Placing it below fixed the problem. Thanks for the help, though.

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Heh, funny story. I kept testing immediately afterward to find out that wasn't the case (I'm getting closer to the solution though!). I went back to edit my previous post BUT THE EDIT BUTTON STILL DOESN'T WORK.

*Ahem*

Anyway, this thread is still open for suggestions. As I said before I could work around this if no one has any ideas.

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That's odd, it works perfectly fine for me every time. Also, the level header should be set to 00. All the other stuff you mentioned I've never encountered before.

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In Lunar Magic, File>Palettes>Import Level Palette from File... then select your .pal file.

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In Lunar Magic, click on the "Level" tab and make sure that "Enable Custom Palette" is checked. This is so that the palette doesn't copy over into other levels. Click on the rainbow-colored star button or go to Level>Change Palettes and Edit Colors... and you'll see an array of different colors. One row of colors is a palette. Clicking on a color allows you to change it.

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This is kind of a stupid question, but what exactly is HDMA? It's been bugging me for some time, but there's nothing really on the site that explains what it is or how to use it. All I know is that it can be used to add gradients to backgrounds and overlays to create a powerful shading effect, but that's as much as I know. Can anyone help me out here?

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To edit the palette of the title screen, you instead edit the palette of level C7, the level used for the title. The colors used by the title are the 2nd halves of palettes 0 and 1.

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Originally posted by TheCloudMario
Why in the world DO we have spiders?! #w{x(}

Expanding on what Blumiere said, spiders perform an important role in the ecosystem. As you know, insects greatly outnumber us, and the #1 predator of insects is the spider. Without them, we'd be overwhelmed with all sorts of bugs, but I digress.

I have an irrational fear of bees and bugs. What can I say? They sting and bite. I'm also afraid of ghosts. I know most people don't believe in ghosts, but I think there are some spirits out there who have unfinished business and stick around.

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Pretty much just edit this palette in level C7:



That's the palette the title screen uses.

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I present to you GoldPooka's Challenge or GPC as I like to call it because it sounds cooler. As I was playing some of the hacks around here, I noticed that some of them were a little easy. I know it's something called a difficulty curve, but I'm honestly not going to run through the easy levels to get to the hard parts. That's why I made a hack of my own. It's a short, hard hack appealing to those who prefer...Hard hacks. I'll clear this up right now, it's not one of those crappy Kaizo knockoffs (95% of all hacks submitted). It's actual legitimate difficulty. I'm planning on making it 15 levels long (7 main levels, 7 bonus levels, and one credits level), and I assure you, there's never a dull moment.

Enough of intros, let's get to the screenshots!





The story: After the defeat of Bowser, the Mario brothers knew they would have only a short time to rest before Bowser would return again. During this time period, Mario went on a vacation with Peach, leaving Luigi all by himself. Luigi, feeling left out, went on his own cruise, but the ship crashed near a mysterious island. Luckily, there's a castle up ahead. Maybe someone inside can help him out, but it's going to be a long way to the castle!



The story starts off at the ship. I call it "Arrival on the Isle".







The first custom block I ever made. I call it the First Aid Block. Exactly like the mushrooms of the original in that they are drugs that will help you greatly on your quest.





Oh yeah, the silver, now red, P-Switch doesn't remove any sprites on the screen at all. That would be too easy.



This room is my favorite. Things coming at you from all sides; ghosts from the sides, falling ceiling tiles from the top, and...water from below.





Yeah, I hope you're not claustrophobic. Luigi makes his way from the ship and into the water.



Then Luigi makes it out of the water and onto the beach, where he gets attacked by turtles...





...and finally onto the mainland where his quest can begin.



That's all I'll have for now, and I'll post more screenshots, and hopefully a demo, when the second level is completed.

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Thanks for the feedback so far. Yes, I know it's one level, I'm just painfully slow at working on this hack (aka: I'm lazy). I was waiting to finish 3 levels, but that would've been a while, and I hope by posting this thread, it'll motivate me to complete this darn thing faster. You'll enjoy the next level, though. It's halfway completed.

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Winter for me. It's better than being hot in the summer, and the cold temperature makes a perfect excuse to stay indoors where you can stay nice and cozy. Plus, winter break comes around. That's when I get to spend Christmas with my family.

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Well I must say, it's a solid hack with good level design and nice palettes to boot. However, I have a couple of nitpicks.

For the first level, I find it kind of odd to see plants and bushes in an ice level. I know that in video games anything can happen, but I think you should change the background to a cave background and remove the bushes. If it's like an ice garden, change the bush palettes to a more bluish color so that it blends in more with the surroundings. Also, I don't know if it's youtube screwing up, but I can't see the powerups as they're coming out of the boxes.

For the second level, I must say I'm not liking the lyrical parts to "Chocolate Rain". (But that was a pretty clever idea to use it in that level). I think the octave's too deep; you should raise the octave or change the instrument to a lighter instrument like a flute. Even so, the entire song is a little repetitive (much like the original).

As for the last level, no real complaints. I'd say it's my favorite of the three. If I had to pick something to complain about, it would be that it's a little short.

Besides all of these things, it's an interesting hack, I'll keep an eye on this one.

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I will assume you use ZSNES as your emulator of choice.

When playing through your hack, press F1 a second or two before the song starts playing. Select "Save SPC Data" and an .spc file of the song will be made. Be sure to test it out in an SPC player like WinSPC to make sure it plays properly.

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Next level up and running!



Taking LuigiYoshi's advice, I've made some rounded corners for the island.

This level is called The Grand Garden. As you can expect, it's a grassland level. This level takes place in the evening.





Reintroducing the boomerang and hammer bros. I wanted to add some new enemies to my hack, and these guys were always my favorites.



Wow, that's a lot of projectiles.



Going down the pipes in this area takes you to an underground side path.



"Why is it so dark in here!?"

Yeah, it's my first HDMA effect, used to make this cave darker as it should be.





Just some of the many ways you can have fun while your down there.







Introducing a gameplay element. To get to the special world, you're going to need a code. How do you get this code? Collect all 5 Pooka Tokens throughout the levels and go through the door at the end. You'll only get part of the code, but doing this for all of them will get you the whole thing.





This level was fun to make. That's all I have for now. The next level is going to be more gimmicky. See you then.

EDIT: Well it's safe to assume that this entire thread has drifted off into the deep abyss. However, from the feedback I've recieved, there are some people who are interested in this hack, and that's all I needed to continue designing. So thanks everyone. I'll be back maybe a month or two from now to get a second opinion when the game is near-completion. In the meantime, I'll be adding in some palettes to give my dry world some life, and I'll be tweaking some of my levels. So until then, later.

-GoldPooka

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Wow, 25 ExAnimation slots for 1 cutscene? That's unbelievable (I can't believe that you would go to such great lengths for 1 cutscene). However, I must say that it paid off, as I haven't seen any 3D effects in a hack. As everyone else said, though, make the grass move. It looks like Yoshi was moonwalking out in the grasslands one day until he heard a scream. Other than that, I can't say much else because I haven't seen any actual levels. Just remember that gimmicks only last for a short time, so you'll need memorable levels to make up for it.

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That's strange because it doesn't seem like you're doing anything wrong. The syntax should be:

xkas patch.asm rom.smc

and cmd.exe should be placed in the same directory as xkas along with the patch.

Also:

Code
org $1fb000 ;the SNES adress the code will be inserted to this can be changed to anywhere in the ROM area


I think that's supposed to be the freespace area, it just doesn't point it out.

ANSWER TO EDIT: No, because I tried this out on a blank ROM in LM 1.71 and it worked out fine.

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WRONG!

But seriously though. The value you use for xkas is the LoROM offset (without 0x). DO NOT use the PC offset. Use the LoROM.

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GoldPooka's Profile - Posts by GoldPooka

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