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Super Ninji Land 2

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Here's another level preview. This level uses Spindrifts from Mario 64. They're just this sprite.

I did release a demo of the hack a few weeks ago, so you can check that out if you want (link is in the top comment). Otherwise, the hack is nearing completion, I only have a few levels left to make, although they are quite long so they'll take a while.
The level is not bad at all! The appearance is fantastic, very cute. I think there is still some potential with the assets that goes untapped. Where you have wall jumps, some memorable sections that are wide and needing you to wall jump into a bubble, or even very fast-paced vertical setups with the Spindrift into bubbles and some flying enemies to watch out for in between, would distinguish this level for sure.

The HDMA gradient at the end could probably be obscured by more cloud cover, and if need be, having the goal post run up to a cloud ceilings so you don't have to use the goal sphere or ugly square edges to hide the rest of the background.

Just look above you...
If it's something that can be stopped, then just try to stop it!
How's this setup?

I would've liked to have the player wall-jump from a bubble, but the patch used doesn't let you jump off the same wall twice unless you touch another wall or the floor, so if you failed the jump, you wouldn't be able to reattempt it.

As for the gradient, I don't mind it being that visible during the fade-out, I think it looks cool and I've seen other hacks that don't try to obscure it.
What's the wall jump patch you're using? It's probably possible to make a custom block that will reset the flag that lets you wall jump.
Originally posted by K3fka
What's the wall jump patch you're using? It's probably possible to make a custom block that will reset the flag that lets you wall jump.

I'm using this one, but it doesn't really matter as I designed the level around it so I wouldn't need a custom block.
Looks simple enough to throw together. Let me know if you change your mind and I'd be happy to whip one up for you.
I think your new setup makes use of its central mechanics in a climactic and fun way. Coins suggesting to hug the wall to slide down was a smart idea. I really like that big air at the end!

Just look above you...
If it's something that can be stopped, then just try to stop it!
This hack is looking neat soo far >u< Always been a fan of Ninji's design; very cute and simple.

Admittedly when I first saw the heart above the Ninji I assumed that it was a taunt/extra pose, its definitely an interesting solution if not a little jank.

Always happy when hacks actually utilize the extra moves given to the player character which you seem to be doing with the walljump!

The bowser and kamek sprite both look really good and on model. I honestly probably prefer the small legged bowser sprite; it makes for more fun proportions and lets his other features stand out more. However the newer one is still good and technically more logical.

I apricate the variety in both the levels design and visuals, it really helps make each level feel distinct.

Anyways good luck with project! ^u^
Originally posted by Miku

Admittedly when I first saw the heart above the Ninji I assumed that it was a taunt/extra pose, its definitely an interesting solution if not a little jank.

You're not the first person to think that when they first saw the heart. I thought of having it be a heart at some point while making the first hack. The "super" form was originally 2 stacked Ninji for quite a lot of the development, but I decided to change it to a heart. The heart was quite large in that hack, but that was to show that it was still part of your hitbox. For this hack, I kept it as a heart like the first one, but made it smaller and less intrusive to show that it's not part of your hitbox.

Originally posted by Miku

Always happy when hacks actually utilize the extra moves given to the player character which you seem to be doing with the walljump!

It's always cool to see hacks use extra moves. The walljump fits perfectly for a Ninji so that's why I'm using it.

Originally posted by Miku

Anyways good luck with project! ^u^

Thank you!
I'm working on the final graphics for some enemies in later levels. I think they look good, but some feedback would be nice. They're meant to look like they're from the vanilla SMW style, so I'm only using existing colors in the palette for sprites. I'm counting them as spoilers as they kinda' spoil an entire world theme.

Resized so that they are visible

The enemies are Octoombas, Astro Guy and a star enemy I haven't named yet (Rip van Fish reskin)

Actual size
Originally posted by Idunno

You're not the first person to think that when they first saw the heart. I thought of having it be a heart at some point while making the first hack. The "super" form was originally 2 stacked Ninji for quite a lot of the development, but I decided to change it to a heart. The heart was quite large in that hack, but that was to show that it was still part of your hitbox. For this hack, I kept it as a heart like the first one, but made it smaller and less intrusive to show that it's not part of your hitbox.


Ah right I see, my bad I assumed it had a hitbox. That's cool then! ^u^

Originally posted by Idunno





Those look great, you managed to use SMW colour palette really effectively. Always happy to see mario galaxy enemies being used!
I mostly finished the hack, I just have to finish playtesting the levels and finalize the visuals which will take a bit. The screenshots here are for later levels in the hack that I haven't shown off prior to this. I was debating whether or not I should show some levels from the later worlds, but the point of a work in progress thread is to show your progress so I'm doing that.

Screenshots:

The only ghost house in the game, it acts as a replacement for the castle in world 4. The gimmick is swimming through ectoplasm.


A space level. Since I don't have a water world, this is my replacement for water levels. This level allows you to swim in the air like the space levels from Mario Land 2.


An "abstract" desert level. The abstract world in this hack is used for levels that I couldn't fit in any other world. The level design isn't very abstract, only the visuals are.


A museum level you unlock after beating the optional Special World. In this level, you will find an enemy gallery for the custom graphics I made for enemies and bosses as well as a sound test that lets you listen to the custom tracks.


I'm hoping I can release this hack before the end of the year
Not a lot to comment on design-wise since there's very little shown of each level, but the visuals are super solid here, good work. The upside down pyramids in the desert level stood out to me in particular, the darker shade could be brightened just a bit though as the high contrast is slightly jarring.
This might be the last thing I add to this work in progress thread, it's a trailer I made for the hack and a bit of a preview for one of the special world levels. I'm not that good at making trailers, it might not be that good.
:(
The hack might be released next week (I still have some playtesting to do). That, or I could wait and release it for the Winter C3.

Trailer:



(The Koopas and Piranha Plants aren't meant to use their special world variants, that's just because I beat the special world when I made this gif.)
I really enjoyed moderating the first Ninji hack and this one when you submitted a demo awhile back so its nice to see that the hack will be released soon.
I look forward to playing it. #smrpg{y}
Originally posted by 1UPdudes
I really enjoyed moderating the first Ninji hack and this one when you submitted a demo awhile back so its nice to see that the hack will be released soon.
I look forward to playing it. #smrpg{y}


If you enjoyed the first one, then you'll definitely enjoy this one a lot more!
:)
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