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Some SMW hack I'm working on (Glow)
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2020 - Some SMW hack I'm working on (Glow)
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Beautiful, in a simple way. Glow fits the hack’s aesthetic well. :D
If you feel the level seems too hard, the right thing to do would be to think about how hard you actually want the hack to be, and then rearrange the order in which levels you made appear in order to balance the difficulty curve. If you do want a hard hack, then it might already be good where it is.

I think the level is awesome. I admire in these style hacks, it is very easy to focus on the objective: it knows its purpose is to provide a challenge. There's definitely no boring or repetitive areas, and absolutely no hand-holding or tutorials. It feels retro in that regard. The player is expected to learn the ropes through live practice, and usually basic information on the mechanic is in the manual instead (readme or description in this case.) The wall jump is one such mechanic that would be best introduced in an area where your first try doesn't have a consequence for failure, so in that regard, only if you choose to keep Red Forest as your first sequential level, I would recommend squeezing a vertical corridor somewhere before the drop over lava so the player organically understands the mechanic.

I like the implementation of the retry system that doesn't waste time going back to the overworld, instead sending you back to the section start, and that lives have been dropped entirely.

It does indeed look like a 1st-generation GB game run on GBA or SGB, giving you a 4-color palette for layer 1 and another 4-palette color for sprites. The goal sphere takes on the layer 1 palette though - is this intended?

Just look above you...
If it's something that can be stopped, then just try to stop it!
Quote
EDIT: I made the first level and was hoping for some feedback. Does it seem to hard?

Nah, it's fine. If anything, you might want to put the ceiling in the area between 0:30 and 0:33 a bit higher, but other than that I don't think anyone would struggle too much.
Originally posted by Counterfeit
If you feel the level seems too hard, the right thing to do would be to think about how hard you actually want the hack to be, and then rearrange the order in which levels you made appear in order to balance the difficulty curve. If you do want a hard hack, then it might already be good where it is.

I think the level is awesome. I admire in these style hacks, it is very easy to focus on the objective: it knows its purpose is to provide a challenge. There's definitely no boring or repetitive areas, and absolutely no hand-holding or tutorials. It feels retro in that regard. The player is expected to learn the ropes through live practice, and usually basic information on the mechanic is in the manual instead (readme or description in this case.) The wall jump is one such mechanic that would be best introduced in an area where your first try doesn't have a consequence for failure, so in that regard, only if you choose to keep Red Forest as your first sequential level, I would recommend squeezing a vertical corridor somewhere before the drop over lava so the player organically understands the mechanic.

I like the implementation of the retry system that doesn't waste time going back to the overworld, instead sending you back to the section start, and that lives have been dropped entirely.

It does indeed look like a 1st-generation GB game run on GBA or SGB, giving you a 4-color palette for layer 1 and another 4-palette color for sprites. The goal sphere takes on the layer 1 palette though - is this intended?


There is a small tutorial level that teaches you about wall jumps and the retry system before the first level, it's entirely optional. Also, the goal sphere is using the layer 1 palette as it's a "Color Orb", which is meant to be red. All levels end with the corresponding Color Orb.
I like the minimalist design.

Great job #smrpg{y}
Hello I'ts a Me Kirbo.
I love the idea of this Hack. First of all, you nailed the GB graphics. Second, I personally love srongly-themed worlds or levels (lava, ice, desert), so the colour-themed levels thing sounds nice to me. I'll try it when it's done, although it seems a little bit too difficult for me.
This looks really interesting, I really love the old gameboy type of aesthetics you have going on in this.
8-bit style keeps growing, nice. reminds me of super gameboy

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Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
This is a good 8-bit mario rom hack!
I really love game boy!

Imagine this was ported to the Game Boy Color (CGB) or original Game Boy (DMG)

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Where's my lasaga, Jon?
This looks really cool!
This looks very promissing, i specially like the art style.
My Hack - Beta Testing
Don't ask me when i'll make NSMW3.


This looks like a good, colorful hack! But that indigo doesn’t look that indigo to me...

Layout created by Dominicentek
This hack looks COLORFUL! Keep it up!
Reporting for you for this year’s E3. Catch it on 6:00 PM PHT.
And so the Courier who had cheated death in the cemetery outside Goodsprings cheated death once again, and the Mojave wasteland was forever changed.
“Even if you personally are so dissatisfied with life that you want the world to end, surely the cruel reality is that it will continue on, unchanging. All the better for someone perfectly content, like me.”
Aya Shameimaru, Touhou Suzunaan ~ Forbidden Scrollery
Originally posted by LOLRyan2006 the Goombud
This looks like a good, colorful hack! But that indigo doesn’t look that indigo to me...

Thank you, and that Indigo color is mostly accurate. The darker parts of the tileset (the brick outlines and shading) are indigo, while the backgrounds are meant to be lighter to have some contrast with the foreground.
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Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2020 - Some SMW hack I'm working on (Glow)

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