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Technicolor Mario World - Demo 2 Released
Forum Index - SMW Hacking - Works in Progress - Technicolor Mario World - Demo 2 Released
Pages: « 1 »
In this hack, the palettes are limited to only red and green, like in early color movies from the 1910 to the 1930s.

Story: The story is the same one as a regular Mario game: Bowser kidnaps Peach as usual, and Mario goes on an adventure to rescue her once again.



Screenshots:
Title screen:

Animated GIF, link because it's 2,71 MB
Also, it has "Demo Edition" because it's from the demo versrion.

World 1 Map (Note: Old level name):


World 1 levels:








Download Demo 2

And, now, Night Mountain 1:



I've decided to change the level names to show the world's name with a number, like on all of my other hacks, except for the Monty Mole Island series.

Also, I haven't made a userbar yet. It's done now:


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YouTube
Looks like a cool hack for people who suffer from Tritanopia
Originally posted by Mandagary
Looks like a cool hack for people who suffer from Tritanopia

Not that they can't play other hacks, they'll simply be unable to identify the colors properly when they play them.
I have a Discord server as well!

Back to working on my VLDC12 level!
Night Mountain 2:




Still haven't made a userbar.

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YouTube
I have nothing to say about the plot since is a common plot seen in many games/rom-hacks (mario saving peach from bowser), but i love the concept of limiting the palettes to 2 colours (red and green).
I really love the color scheme you're going for, it's very nice to look at! Really wanna see more.
Night Mountain 3:




I still need to do 3 more levels (Night Mountain 4, Night Mountain 5 and #2 Roy's Castle), and decide on a theme for world 3.

Also, the userbar is finally here:


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YouTube
The first double post of this thread! Night Mountain 4:



This level has rexes and timed lifts like on level 4-5 in MRTGM, but doesn't have bouncing Rexes. There are Hammer Bros., but they're not pictured.

Also I forgot about Night Mountain 5 in the previous post and I've fixed this small mistake. So I still need to make 2 levels and the world 3 map before the demo is released.

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YouTube
Triple post! Night Mountain 5:



This level uses Mandew's bouncing Spingy eggs, and I also had to use the line guide act fix patch (even though it wasn't remoderated) because this level is on the Rope 3 tileset.

Only #2 Roy's Castle and the world 3 map is left before I release the demo. I hope I can release it in time for C3.

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YouTube
The second demo is out.

Also, screenshots from the last 2 levels:







And the world 3 map (it has no name yet):


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YouTube
I played through the demo and found a couple issues.
one I'm pretty sure is a vanilla glitch but when I hit a ?block next to a pipe I got pushed inside the pipe and died kind of like the noteblock clipping glitch.
The second I'm trying to think of the level name but it's where you go in a pipe and have a coin snake that's needed to cross lava if you mess up the reset door doesn't reset the coin snake. I believe that's because you inserted it through the object window and not direct map16. Map16 ignores the memory index which allows blocks like that to be reused otherwise the next time you hit it, it'll just be a single coin. This is a softlock as you're only option at that point is to just jump in the level cause you can't leave the room.
Originally posted by Ninja Boy
The second I'm trying to think of the level name but it's where you go in a pipe and have a coin snake that's needed to cross lava if you mess up the reset door doesn't reset the coin snake. I believe that's because you inserted it through the object window and not direct map16. Map16 ignores the memory index which allows blocks like that to be reused otherwise the next time you hit it, it'll just be a single coin. This is a softlock as you're only option at that point is to just jump in the level cause you can't leave the room.

There is just one problem: It never was an item memory issue. Instead, SMW literally cannot spawn two directional coins in a level even if they don't share the same position. The solution: Just disable that behaviour.

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Okay, my layout looks ugly.
Originally posted by MarioFanGamer
There is just one problem: It never was an item memory issue. Instead, SMW literally cannot spawn two directional coins in a level even if they don't share the same position. The solution: Just disable that behaviour.


Ah I wasn't aware of that fact I always thought it was a memory index feature.
Either way that softlock still exists currently.
Pages: « 1 »
Forum Index - SMW Hacking - Works in Progress - Technicolor Mario World - Demo 2 Released

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