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Screenshots & Videos Thread 6.5

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Originally posted by MarkVD100



This looks amazing! It would look a bit better if you raised the area of land with the tower though.
*everything stops*
Yeah, that's me. You're probably wondering how I got into this situation...
*cut to next post*
It's a decent looking submap, though the square area with the castle and fort is looking a little awkward. Raising the land a bit might fix that issue, but meh.

Since we're in an OW sharing mood:
@Spy Well I'm glad you had faith in me!

@Skewer That submap looks pretty snazzy, but the shading on those darker walls is a bit drastic, especially so for the bottom ones. It's hard to explain, but it just looks too funky right now to give the illusion of depth. Also, is the map not fully revealed yet, or is it really only going to be used for four levels? There's a lot of space you're not using.

I assume the other screenshot is of a mining cave? The graphics are definitely nice, but maybe that wasn't the best part of the level to showcase. ¯\_(ツ)_/¯
As far as the OW goes, ya, it's not fully revealed; it's used for about 6 or 7 levels.
I made a level...
There are a few issues, but I pointed them in description.


Originally posted by MasterSkodwarde


Nothing to do with hacking but : Turn up your bitrate, the quality of the video will become decent then. It kinda hurts my eyes to look at your footage when it looks like pixels the size of my nose

What's the point of the climbing net and why did you put a way to go behind it ? It serves no purpose

The podoboo below the moving rock is completely useless and will never harm the player unless they fall in lava anyways
Speaking of which, the moving rock goes inside the land and it looks pretty weird

The level design seems a little bit bland, you have no variety in terrain and a terribly vast palette of enemies (Koopas, Thwomps, Bone guys, Net Koopas we see during one screen, a unique goomba, one pihranna plant that we never see again...)

You clearly tried some setups, like the two thwomps, but they're really unimaginative to me, especially with zero obstacles in the way that forces you to actually deal with them.

Also, the level is really short, given how bare it is. If you keep your level interesting, it won't feel like you're dragging it on with useless gameplay elements that the player can easily shrug off.

I do like with you did with the background though (not a fan of this grass tile however)

Originally posted by RussianMan


First thing I notice is the annoying P-switch music. I might be more because I always hated it, but if you make a level with a tense or athletic music, then it kinda breaks the immersion I'd like to have. Then again maybe it's me.

Also I don't think you need like 20 billions reset doors if you're stuck in an area like the last section with the shell carrying.

Why don't you make a separate room for your message box instead of making the water animation freeze ? .-.
The way its current works makes no sense now lol
and I don't think you needed a message box to just say "stay low".
Maybe if you inverted the obstacles (the bombs first then the fire, because the first one is slower to detonate) it would give the player enough time to ask questions about what's coming next.

An interesting level none the less


Just looking for some feedback here on the palette. I was going for something bright, but something about it feels off to me. Any ideas, folks?
Nah, that's fine imo.
By the way, I really like that pattern in the dirt!
// Layout by Maxo
I think the pine trees on the front could be a bit darker, but other than that it looks really good.
Here's a couple screenshots from something I've been working on. I'm open to suggestions.

It's looking pretty good so far! The only thing I would say that might need some adjustments is that Mario's bulge could stand to be a little more pronounced than it is right now. Gotta emphasize the goods if you catch my drift.
Originally posted by Adam

I'm not going to lie, this is the fucking creepiest thing I've ever seen in Mario ROM hacking.
Title screen reflects my reaction on point
Originally posted by Lemonade

Let me just one-up you with—

Originally posted by Random_Josh
I've been working on a new kaizo hack for 3 days now, i decided to make a new one loyal to the idea of not using save states (at least that's how i'm testing it), after my first one just kinda sucked ass.

The principal attraction to it's a lot of short, fun and challenging levels, the levels are so short that they don't even need a checkpoint!.

It's kinda nice to see how fast i can do things now that i don't have to watch a 10min video for every little thing i want to do in Lunar Magic.

Here's a little video on one of my favorite levels, the short amount of time is something exclusive to this one.

https://youtu.be/lfO9moqgdZU


Seems pretty fun from what I can see

The blood sky and the spam of ??? blocks I'm not so sure about, I'm sure you can make it look nice with landmasses or something that isn't a utility.
Also the rope tileset doesn't have a corner, so you should probably fix this using the slope texture.

Perhaps instead of making very short levels, use the multiple midpoint patch to not break the flow of your challenges ?
Originally posted by Spy
First thing I notice is the annoying P-switch music. I might be more because I always hated it, but if you make a level with a tense or athletic music, then it kinda breaks the immersion I'd like to have. Then again maybe it's me.


I think it's you, thought I may ask Stivi to do something with it (Probably P-switch ticking patch from ASMT)

Originally posted by sPy
Why don't you make a separate room for your message box instead of making the water animation freeze ? .-.
The way its current works makes no sense now lol


Yes, just like Floating ?-blocks, Minecraft and VIP hacks :P

Originally posted by spY
and I don't think you needed a message box to just say "stay low".
Maybe if you inverted the obstacles (the bombs first then the fire, because the first one is slower to detonate) it would give the player enough time to ask questions about what's coming next.


I don't know why I didn't did it for record. And did it at all. Sure, it'll be fixed

Anyway, Here's Level I made a loong time ago.

Also,



IDK where this level will be, but it's based on table stretch.

Happy 1st April Fools?


Originally posted by Spy
Originally posted by MasterSkodwarde


Nothing to do with hacking but : Turn up your bitrate, the quality of the video will become decent then. It kinda hurts my eyes to look at your footage when it looks like pixels the size of my nose

What's the point of the climbing net and why did you put a way to go behind it ? It serves no purpose

The podoboo below the moving rock is completely useless and will never harm the player unless they fall in lava anyways
Speaking of which, the moving rock goes inside the land and it looks pretty weird

The level design seems a little bit bland, you have no variety in terrain and a terribly vast palette of enemies (Koopas, Thwomps, Bone guys, Net Koopas we see during one screen, a unique goomba, one pihranna plant that we never see again...)

You clearly tried some setups, like the two thwomps, but they're really unimaginative to me, especially with zero obstacles in the way that forces you to actually deal with them.

Also, the level is really short, given how bare it is. If you keep your level interesting, it won't feel like you're dragging it on with useless gameplay elements that the player can easily shrug off.

I do like with you did with the background though (not a fan of this grass tile however)


It's a WIP
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by Adam
Here's a couple screenshots from something I've been working on. I'm open to suggestions.


is this the mythical smw2 i've heard about
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