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Misty Out There
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Misty Out There
Pages: « 1 »
Mario ended up in a strange new land. Finding the way home seems kinda hard, Mario has difficulties following a path, fog is everywhere!
This is my new W.I.P. kaizo:light hack. The difficulty is kinda similar to Hope's Wind but a bit more difficult. As always, I don't want to spoil that much, however this time I decided to also post some videos of the levels to get your feedback #smw{:TUP:}.
PS: nothing is final, everything is subject to change.

Screenshots (in no particular order):



Videos:
Toxic Tubes (REMOVED LEVEL)
Spawnkill
Optimus (Preview)

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My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
Beautiful usage of layer 3 water. First half didn't feel as focused as the second, I sense, but everything else is good. Not much to comment about the rest of the hack other than how it depicts awesome ideas.
I'm taking a little break on the project for now. I'm happy with 80% of what I made but, right now, I'm not in the mood to create good levels. I'll keep you updated #smw{^_^}. I also added a new screenshot

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My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
Hi guys, quick update: I'm working on this once again.
I completely removed 4 levels and started working on 2 new ones.
Here's a new screenshot:


--------------------
My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
Can I ask you to please not use SA-1 for your new hack? SA-1 has major compatibility issues for many kaizo players - we cannot play Exodius and Hope's Wind on console (Super NT from SD card or SNES with Everdrive) because of SA-1. This results in many players leaving the hacks behind since it's a pretty bad experience having to play hacks on emulator once you get used to console. There really shouldn't be a good reason to use SA-1 for kaizo hacks that outweighs the disadvantage of so many people not being able to play it at all. A little bit of lag is totally tolerable, but in kaizo hacks this usually isn't a problem since there usually aren't many sprites on the screen.
I'd be happy to help testing or make suggestions for lag reduction if that's an issue.
Anyway, keep up the good work; the screenshots look promising.
Originally posted by katun24
Can I ask you to please not use SA-1 for your new hack? SA-1 has major compatibility issues for many kaizo players - we cannot play Exodius and Hope's Wind on console (Super NT from SD card or SNES with Everdrive) because of SA-1. This results in many players leaving the hacks behind since it's a pretty bad experience having to play hacks on emulator once you get used to console. There really shouldn't be a good reason to use SA-1 for kaizo hacks that outweighs the disadvantage of so many people not being able to play it at all. A little bit of lag is totally tolerable, but in kaizo hacks this usually isn't a problem since there usually aren't many sprites on the screen.
I'd be happy to help testing or make suggestions for lag reduction if that's an issue.
Anyway, keep up the good work; the screenshots look promising.


Hi, this hack is NON sa-1. I didn't know about all these problems before. If you want to playtest this you can contact me on discord, I'd be very happy. However, there aren't many levels right now and I'm pretty sure all of them need a little bit of extra work.

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My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind


Either way though, the statement that you cannot play SA-1 hacks on console isn't completely true; the sd2snes (aka fxpak) does support it. And there are completely valid reasons to use SA-1 even in a Kaizo hack, since it provides a lot more than just lag reduction.

Bringing the conversation back to the hack though, I'm interested in seeing what you do with those chain chomps. Hope to see some more of the hack soon!

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Thanks for the feedback Thomas.

Here's some new screenshots:


Also, a little video about a new level I'm pretty happy with:

(It doesn't have an ending rn) It's set to be the 2nd level, maybe the 3rd.

Finally, here's a crazy gif:


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My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
Damn, this one level is actually pretty clever so far, what with the wrapping bit. Reminds me of JUMP1/2 somehow.
I think second to third level is the best order, if you ask me. It's doable.
Two new screenshots:

The creation is going pretty well so far. I'm in search for ispiration right now as I completely scrapped a level I was working on.
Out of the 10 levels in the hack right now I'm 90% happy with 9 of them. Still no plans on the total number of levels (Going for 16/17 maybe).

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My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
New screenshots:

A level where jump and up/down keys are disabled


"Sunny Inferno", a very colorful but also very hard level. It's probably gonna be the second-last level.


A vanilla looking forest with some fun custom stuff

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My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
Little preview of one of the final levels I'm working on now:

I think the level it's hard enough to not make a second half even tho I had some ideas for it. Let me know what you think.
PS: Mecha-Koopas have no interaction with sprites in the level.

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My SMW related channel
My NON-SMW related channel
My hacks:
Exodius (Ignore this please)
Hope's Wind
Pages: « 1 »
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Misty Out There

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