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Super Mario: Stellar Rescue (previously known as Super Mario: Daisy's Kidnapping) - new first level wow

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Indeed, your new blue came to be better in my eyes, at least. Nice work. I can see that W3 will be a fine piece of art, from the levels I'm seeing from you.

Bonus: Nice Bubble Mario. I actually laughed when I saw him like that at first.





Dream team (feed them, please):






@chineesmw - thanks! Yeah there will be underwater stuff (as shown below!) although proper hate making underwater levels im forcing myself to do it! As far as I remember the vine teleport thing does only teleport when climbing (its definately a different map16 tile for sure but beyond that it's been a while since I did it). So, we'll say it is and if it's not it will be!

@Major Flare - glad you prefer the new blue #tb{:]} the gfx for bubble mario was kinda a test but then I thought I'd stick with it lol, probably not any better ideas anyway


--


not much to show I guess but worth posting.


underwater stuff. Graphics is basically very similar to Zamo's underwater gfx here but I started using it and it didn't really fit so I redrew, but generally it's got the same stuff (but don't worry it's not like im gonna release and claim as my own so no hates - personal use, but there will be credits)


had this guy done back in the desert world, but decided to save it for later as I felt I was going too similar to NSMBU back then, so here he is at a beach. Also, to save any weird bugs happening when there's too many sprites, the piranhas spawned from lakitu despawn after a time (as shown) which works quite well as it fits inline with how often they're thrown


not an actual level yet but there will be a level with these dolphins that chase you and push you around becuase they're flippin' annoying (get it?). They're passive enemies like the smw ones but I wanted a different take on them. E: reading that back I’ll clarify that they’re not actually that annoying btw they’re fun
Originally posted by Tahixham

Daaaa excuse me, what the HELL is this? You've turned Lakitu into a much more deadlier enemy by giving him the ability to grow plants!

(This is actually super rad, not going to lie. The Dolphins too)
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by Daizo Dee Von
Originally posted by Tahixham

Daaaa excuse me, what the HELL is this? You've turned Lakitu into a much more deadlier enemy by giving him the ability to grow plants!

(This is actually super rad, not going to lie. The Dolphins too)

I KNOW RIGHT!! I also love how the Piranha Plants are limited to 2 spawns per screen. In that way the level (and screen) isn't completely clustered with Piranha Plants.

I don't think it will be as threatening as a Spiny since it's immobile, but it's taller, so there's that. I think that difficulty fits for World 3.

Originally posted by Tahixham

This is also a creative gimmick! Dolphins once carried Mario to safety from the Porcupuffers. Now, they're willing to push him to the Porcupuffers. I wonder what did Mario do? #tb{XD}
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Thanks guys! I've actually made some adjustments to the way Lakitu throws them now as they were a little too easy to avoid. Now they're thrown more often and with less x speed so if you don't keep on the move you'll probably get hit (unless you shelter under a tree!)


so here's some stuff you've basically already seen but in level format. the full extent of Glittering Shores 2


first half, beach with the aforementioned lakitu.


you can find a bonus sky area with those lovely piranhas too


level is in two halfs with an underwater sea area, which kinda would segue into the third level as that will be underwater. also sa1 means i can spam loads of fish


aaaaaand GOAL
so glittering shores 3 is underwater


sharks


mega mega cheep cheeps that are like 64x48 in size, oh and rip van sleepy fish too


more sharks


decorative shark in goal bit



you'll notice frog mario as well (hopefully, if not get glasses).
HOLY SHEET, I'M GREATLY DELIGHTED WITH THIS!!

I have some questions...

1) What's the size of your shark sprite? Is it use SA-1? NMSTL ?
2) Why didn't you make the Mega Cheeps to eat mario? If i recall, these enemies can eat the player, correct?
3) Why didn't you used the YI Piranha Plant? (When Lakitu uses his eggs to spawn the piranha sprite)
4) Are you planning to release the hack in C3 summer 2019? (Demo?)
5) Do you have cool ideas to implement in the World 3? And World 4?
6) Your hack have a shop to buy items? Just a idea / suggestion.
Those look crazy amazing!!!

1 Thing.
Can you please make the shark sprite move his fins like he’s swimming (add animations)?
@Roberto: Glad you like it - in answer to your questions:

1) Shark is 80x32 in tile size. ROM itself is SA-1 and I'm using NMSTL yeah otherwise I'm sure I'd have problems!

2) Because it's just a big fish I guess like this. I think you're thinking of a Cheep Chomp? Could happen in the future though but definately not for the beach world itself.

3) dynamic sprites scare me

4) Expect something at C3 but not sure to what extent yet. Definately planning a C3 thing for it though because hype train and all.

5) yes.

6) It has crossed my mind and could happen but it's more a question of currency to buy items and where do they go afterwards. I don't want to use coins. So it's not a no but not a yes unless I can work out how I want to do it!


@CalHal: thanks - I didn't animate the shark becuase I didn't have room really with everything else like the big fishes and all, so probably can't/won't happen sorry.


In the mean time, have a custom rising/falling tide, giant urchin by Erik, and some porcu puffing fish that puff up and follow you when you get too close. and just in case someone suggests it, they DID have smoke/contact sprites when it puffs up and down but I had to remove them because they kept appearing when you were in range of the sprite but it was offscreen.



not in the same level. I'm maybe gonna tone down level by level screenshots pre-C3 from now and only show you the cool stuff.
Originally posted by Tahixham
1) Shark is 80x32 in tile size. ROM itself is SA-1 and I'm using NMSTL yeah otherwise I'm sure I'd have problems!

What problems you found in SA-1 and / or NMSTL?

Originally posted by Tahixham
3) dynamic sprites scare me

Why Dynamic Sprites scares you? Something wrong with them?

There is an issue in the first screenshot of your lastest post.
It's an inconsistency with the SMB3 Waterfall with the Layer 3 rise/sink water.
I suggest to use another background.
Originally posted by Tahixham

Ah, that's hot. Love the concept of Pufferfish when close in proximity.

Originally posted by Tahixham

You're making nice use of those Big Urchins with rising/falling Layer 2 Water.

You didn't cease to disappoint with the water world Tahix. Looks very creative and vibrant!
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@Robert: with sa1 and nsmtl i meant it got rid of my problems and if i didnt use them i would have problems, using them ive had none (well, some but uh ive fixed them i guess). real reason im not using dyanmic sprites like the piranha is because 1) my rom is fragile as fuck and patching something or doing something has a high chance of breakage 2) changing and redrawing the graphics takes too long and cba

about the waterfall thing, i get your point but and i know the bg is probably designed to be relative to the tides but its not something that im really that worried about, but i appreciate it being pointed out.


@chineesmw: i do try not to dissapoint, thanks #tb{;)}



i finally got around to doing something with boom boom, so here he is in beach world's fortress. decided to make creative use of tides in this battle too

but is boom boom the boss of every fortress? who knows!! that walk in entrance when you get close is all coded in etc, very much like SMB3 but I added the jump up part etc. It's not Tsutarja's one, it's my own because this sprite does a lot lot more (some of which will be shown at C3 maybe??)


and a preview of morton, boss of the desert world

i know traditionally he probably ground pounds instead, but i decided that I didn't want to do that. I actually wanted to do something cool with the grollls originally, but apparently i didnt have enough tilemap space so it couldn't happen.
Originally posted by Tahixham
about the waterfall thing, i get your point but and i know the bg is probably designed to be relative to the tides but its not something that im really that worried about, but i appreciate it being pointed out.

What will you do about this? Will you change the background or maintain it?

About the Boom Boom Boss with Beach World: I liked the Boom Boom Boss in tidal waves, why didn't you make the Boom Boom boss hurt while underwater like the NSMBWii Wendy's Castle Boss? I suggest to make the layer 3 water moving and wait until the water is drained and hit the boss. Is my suggestion good?

You're getting good in your hack. I wonder if you'll use some enemies from Super Mario 3D Land, 3D World or even Odyssey in your hack. It would be amazing.

Ooh nice use of tides in the Boom Boom battle. As for Boom Boom being used in all fortresses, I wouldn't mind as long as he continues to use the environment around him -- or just generally different in each fortress.

Also, it would be cool if a gate had closed at the entrance as the battle began. Like, making a wall of cement blocks act as a sprite, moving frame-by-frame downward until it reaches the ground. Then it turns into an actual block. Might be too much to code solely for aesthetics, but it would give a sense that Mario can't escape the battle.


The ground pound would've been a nice touch. But, at least you still give a feeling of how heavy Morton is with all of the earthquake he creates when smashing into the wall.

Could you not use some part of SP2 for the Grollls? Like replacing Koopa GFX?
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@roberto: keep it unless i change my mind
i like the boom boom idea, but I've got something similar in mind for another boss and want to avoid repetition. Thanks though
3D land/world and odessey sprites may or may not happen, just depends on the resources available to me (their graphics), becuase i can't draw sprites to save my life. if i have an idea on how to make something work and can get gfx for it though, sure.

@chineesmw: i have boom boom etc set up to attack differently each fortress (science behind it is their all under one sprite, and i set the attacks and their order on a per-level basis because i'm going to run out of sprite slots lol).
could definately code in the closing gate thing, but not all the battles are actually enclosed like above as such (example, ones on top of a pyramid), but it could work where appropriate.
the ground pound idea is actually used somewhere else though (or will be), so probably a good job morton doesn't do it to be fair to avoid repeating bosses everywhere.



in the mean time, please have a flipping dolphin in situ. i've also added the good ol' wave effect to the BG in the underwater levels because i could. I'd actually been trying to do it before and turns out the reason the code exported from effectool wouldn't work is because i forgot to turn on the sa-1 code option.




(there's a lot more going on than what i'm actually posting too!)
welcome to world 4


in the cloud world, totally original 100% uniquely named Cloudy Skies, you will find...


parabeetles who will give you a ride, ground pound them and they get upset!


scary explosives that blow up anything in their path (well, almost)


remember me? well, those spikes are back and they have mushrooms, so their balls go a bit erratic when they start bouncing around!


scary lakitu that throws thunderbolts at me (perfectly timed screenshot against the lightning effect too)


flashback to yoshi's island 1 with all the rex


one of those levels where you ride a cloud


now the sun has gone down and the scary bullet bills come out to play



that's an insight into various random world 4 bits. However, C3 plans!


I will be releasing a demo of worlds 1 to 4 this C3! #tb{^V^} Plan on releasing a demo trailer soon. World 4 is pretty much the mid-point in the hack, so we'll be halfway then which seems right for a demo, plus it perfectly times with C3.


With that, I'm looking at beta testing the demo, not really for bugs but more for level design because I generally don't get this far in making a hack, so the difficulty may be way off or something or it could actually be shit. I don't have any friends anymore to call on to beta test my stuff (how sad #tb{:(} they've all gone) and I don't want to use the beta testing forum because that just feels like I'm releasing it early and I like the hype lol. So, like if anyone wants to maybe have a play through for me send me a carrier pidgeon or whatever, and if I like your username i might send you an ips
the fourth world with backing vocals is a bomb and all levels are also simply amazing. I can not wait to play this game: D



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thanks infinity, not sure what you mean by backing vocals but #tb{^^}



now please allow me to waste 2 minutes 25 seconds of your life with this C3 demo trailer with lots of new cool stuff you've not seen yet


that's a very nice trailer, i wont miss the demo for sure!
keep up the good job #smw{:TUP:}

Was that a vblank overflow that happened when the Bob-omb exploded?
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