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The Nine Power Trinkets
Forum Index - SMW Hacking - Works in Progress - The Nine Power Trinkets
Pages: « 1 »
Hello, I am now subjecting you to my love child I've been working on for 4 days atleast called The Nine Power Trinkets. It will have completely redrawn/reripped SMW graphics, custom music, possibly a custom sample group which will make unsampled songs sampled, decent level design and more.

PLOT:
Bowser has stolen all 9 power trinkets, and Mario has to find them in the middle of nowhere.

SCREENSHOTS (Sorry for the dirt tile cutoffs, I'll fix them eventually):







(I'll make the piranha plant SMB3 styled)

(Showing off my reripped/redrawn OW graphics)
Finally bothered to make a layout myself, because I know a decent amount of HTML/CSS.
Level design is a bit bland so far, but it's to be expected since the screenshots are still beta. I like how different the plot is, though.
But I think the cave is exceedingly darker than average. I suggest making it a tad less dark or something but enough to convey the theme of the level.

Good luck!
Thanks Katerpie! The level design picks up steam after the very beginning though.
Finally bothered to make a layout myself, because I know a decent amount of HTML/CSS.
The rocky tilesets look good. I really like the SMW grass hedge in the wall mixed into cave settings. I am going to agree with Katerpie but add in that I think it's the HDMA gradient that's too dark. It should be reduced in opacity (notice when Mario's on the bridge, it's hard to see the bridge at all, and then think of how noticeable pitfalls and enemies are going to be) and I think deeper background colors should express the darkness of the level without obstructing the game play. I like the palette work in the first screenshot on that KDL3 background to fit with a mountain setting. Is this hack going to be more "classic" in platforming? That's the vibe I'm getting and I like that kind of hack.

Font in the OW touches the border, and while it's not that big of a deal since it's still easy to read, using 7x7 of the 8x8 space will prevent text from running into things. The grassy textures on the OW are neat and subtle. The map is very stony-green and I'm wondering if any of the ripped accessories are going to have some color to liven it up a little. There are some perspective errors in the top-left cliff, top-center cliff, right side of the lake, and north of the clusters of trees/hills. I do find it strange how all the action is shoved off to the very edge of the map instead of right in the middle unless you are planning to have Mario be able to access different corners of it for future levels.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Counterfeit
The rocky tilesets look good. I really like the SMW grass hedge in the wall mixed into cave settings. I am going to agree with Katerpie but add in that I think it's the HDMA gradient that's too dark. It should be reduced in opacity (notice when Mario's on the bridge, it's hard to see the bridge at all, and then think of how noticeable pitfalls and enemies are going to be) and I think deeper background colors should express the darkness of the level without obstructing the game play. I like the palette work in the first screenshot on that KDL3 background to fit with a mountain setting. Is this hack going to be more "classic" in platforming? That's the vibe I'm getting and I like that kind of hack.

Font in the OW touches the border, and while it's not that big of a deal since it's still easy to read, using 7x7 of the 8x8 space will prevent text from running into things. The grassy textures on the OW are neat and subtle. The map is very stony-green and I'm wondering if any of the ripped accessories are going to have some color to liven it up a little. There are some perspective errors in the top-left cliff, top-center cliff, right side of the lake, and north of the clusters of trees/hills. I do find it strange how all the action is shoved off to the very edge of the map instead of right in the middle unless you are planning to have Mario be able to access different corners of it for future levels.


It's definitely going to be classic platforming with a few gimmicks here and there.

About the HDMA darkness, I promise that I'll dial it down, as for the perspective errors, can you point them out please, I can't really see them. The SMB3 decorations are less lively so they can fit in.
Finally bothered to make a layout myself, because I know a decent amount of HTML/CSS.
Originally posted by Synergic
as for the perspective errors, can you point them out please, I can't really see them. The SMB3 decorations are less lively so they can fit in.

Sure. It's a harder thing to describe in words when it's a visual thing:

overworld

Upon closer inspection, some of the grass edge tiles' border fill pixels are brown against grass, and green against cliff tiles, but it's very hard to tell right now given the light palettes.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Counterfeit
Originally posted by Synergic
as for the perspective errors, can you point them out please, I can't really see them. The SMB3 decorations are less lively so they can fit in.

Sure. It's a harder thing to describe in words when it's a visual thing:

overworld

Upon closer inspection, some of the grass edge tiles' border fill pixels are brown against grass, and green against cliff tiles, but it's very hard to tell right now given the light palettes.

Thank you very much!
Finally bothered to make a layout myself, because I know a decent amount of HTML/CSS.
Originally posted by Synergic
Originally posted by Counterfeit
Originally posted by Synergic
as for the perspective errors, can you point them out please, I can't really see them. The SMB3 decorations are less lively so they can fit in.

Sure. It's a harder thing to describe in words when it's a visual thing:

overworld

Upon closer inspection, some of the grass edge tiles' border fill pixels are brown against grass, and green against cliff tiles, but it's very hard to tell right now given the light palettes.

Thank you very much!


I would also like to add that maybe you should expand the level paths on this map. It would be fine, for example, if there were two sets of levels from one world and another, but this seems to be only one world. Having the map only be used for a fourth of the world, it could be bigger.

Either way, you seem to be on to something, but I wish I had more action-packed screenshots than what I have now so I can judge it properly. Regardless, I'll be keeping an eye on the project and I wish you the best! :)

--------------------
Click here to enter the world of mediocre!
Sorry for a somewhat longish period of inactivity, here are some more screenshots + the title screen.

https://imgur.com/a/e6uGcSS

https://www.dropbox.com/s/4sexmvdpwonj118/g2.avi?dl=0
Finally bothered to make a layout myself, because I know a decent amount of HTML/CSS.
Pages: « 1 »
Forum Index - SMW Hacking - Works in Progress - The Nine Power Trinkets

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