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New Super Mario World 1: The Twelve Magic Orbs Remastered (World 8 Part 1)
Forum Index - SMW Hacking - Works in Progress - New Super Mario World 1: The Twelve Magic Orbs Remastered (World 8 Part 1)
Pages: « 1 2 3 4 5 6 » Link
Hey Rilla Roo! I just play your game in a few days
but something crazy happens

https://youtu.be/KkaZqkB6Sao
It's time for World 7, which i'm a little more than halfway done, which means that i finished five out of eight levels, these being the first four ones and the secret level.

7-1: Rocky River Source





I don't have much to say about this one as it is mostly the same as it used to be but i reduced the sprite spam to make it more fun to play.

I think it's worth noting that World 7 was probably the last world in the original hack that really had more variety in the sprite usage in-between each level, starting from World 8, most of the levels either used Pitchin' Chucks and Volcano Lotuses or Thwomps and Bowser Statues, which ended up making them feel really repetitive and not very interesting, but this is something that i want to change.

Also, for the beta testing people who pointed out the glitchy super koopa graphics, i fixed them

7-2: Purple Cliffs





As i said before, i really want to give more variety to the sprite usage and i decided to start off with this level, by replacing the Diggin' Chucks and their rocks (which were already used in 1-4, 5-5, a bit in 6-6 and will later return in World 8) with the SMM Spike sprites, which are really cool and work well with Yoshi. Other than that, the level is pretty much the same in terms of layout.

Also, speaking of Yoshi, you can no longer take him to other levels, since that was causing a lot of issues.

7-3: Deep Dark Cave





For this level, i made the flashlight effect a little brighter so it can be easier to see everything, and even see a bit of what's in the darkness. I also removed the snake blocks so i'm focusing more on using the fire flower to lit up the P-switch torches.

7-4: Volcanic Fortress





This is mostly the same as before, a fortress level focused heavily on platforming and dodging podoboos, thwomps and flames. The difference this time is that there's a boss here, and yeah, this is so far the only level with a boss, as none of the castle levels have one at this point (btw, do you guys think i should add a boss to 6-4?).

Also, there are new ash particle effects to add more to the fiery atmosphere, i also added them to the fire levels in World 5.

7-A: Rockfall Mines



Damn, this level looked so ugly.



I like to see this level as a "sequel" to 6-5, as both have the same gimmick and sprites but that level only focuses on it in the first half, while this level is focused on it by it's entirety, with some much needed variety. I also removed the diagonal carrot top platforms as these slowed down the pace of the level tremendously.

Also, there's new music as the original shared the same song as 7-2.

And that's all i have to show for today, but i still have some news to share, both good and bad.

The good news is that i got accepted in the public university i wanted, but the classes only start in June, which means that i have the whole month of May free.

And the bad news, is that i'll skip 7-5 because i still can't insert the bomb blocks. But i already requested these blocks to be converted to SA-1 and someone already claimed it, so i'll have to wait until that person finishes my request to work on that level, and i can't do that level without them as it was the central gimmick (unlike 3-5, which will get redesigned once they're done). With all that said, expect the next post to only show 7-6 and the castle.
My Hack - Beta Testing
Hey Rilla Roo, can you fix this flying koopa's sprite

https://youtu.be/UfeTAgzMm9A
Originally posted by VIANYOGA 02
Hey Rilla Roo, can you fix this flying koopa's sprite



He's already fixed it

Originally posted by Rilla Roo
Also, for the beta testing people who pointed out the glitchy super koopa graphics, i fixed them
Originally posted by Rilla Roo
For this level, i made the flashlight effect a little brighter so it can be easier to see everything, and even see a bit of what's in the darkness. I also removed the snake blocks so i'm focusing more on using the fire flower to lit up the P-switch torches.

GREAT! #smw{:TUP:}
I always liked the concept of this level, and now its playability and look makes it easier and better.

Originally posted by Rilla Roo
Also, there's new music as the original shared the same song as 7-2.

SO COOL! #smw{B)} #wario{B)}
It fits perfectly with the mine environment and, along with a faster pace and brighter colors, results in an entertaining, lively and great level, so it's noticeably better than the original with a touch of joy and fun.

There is a part of this song that reminded me of the Stage Start theme from Sky Destroyer, a NES game that I used to play some years ago.


Originally posted by Rilla Roo
do you guys think i should add a boss to 6-4?


I think you can maybe try and show us it in order to see if it's a good idea. I personally predict that a boss will make it more exciting.

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P.S. If there are some spelling mistakes, keep in mind that I don't speak English fluently.
Somebody mentioned that there will be boss fight?

Rilla, if this boss'll be good and made from scratch (not noob sprite), then you surely deserve medal.

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Yours sincerely,
Narcologer
Originally posted by Narcologer
(not noob sprite)

I wouldn't doubt the power of the noob boss if I were you. I've had my fair share of pretty nice bosses just from using the sprite, and modding it just a little bit can allow it to achieve some very impressive fights. So if it is noob boss, that's not necessarily enough to dismiss it from being any good.

Rilla, take advantage of what's available to you. Even if you're using an unmodded version of Noob Boss, there are still ideas left that can be explored.

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Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




Well, i used the noob boss in the original hack but most of the boss fights were ungodly terrible, i would like to have bosses that are more like the SMB3/NSMBWii Koopalings, but i'm not sure if it's possible with the noob boss. As for the 6-4 boss, i'm thinking of Boom Boom, it's a fortress level afterall.
My Hack - Beta Testing
hey Rilla Roo... 1up trick for you

https://youtu.be/3wPyv0_9LJE
Well, time to showoff two of the three remaining levels in World 7.

7-6: Para-Beetle Heights





I decided to give a bigger focus to the para-beetles in this level by making them the main enemies and the main platforms, and added more variations on them that have different sizes and speeds. I also decided to introduce the cloud flower here (i originally planned to introduce it in W9) to make some of the platforming easier.

7-Castle: Rumbling Ruins





Ah yes, the infamous castle level with RNG falling blocks. For this level, i completely removed the falling block sprites and replaced that section with a short sublevel where the ceiling sinks (kinda like in 12-C1 in the original hack). I also changed the color of the power thwomps to make easier to distinguish it.

That's all i have to show for today, i can't wait for World 8.
My Hack - Beta Testing
I'm anxious for the para-beetles's level and the famous RNG's castle, although I prefer it in the open air (last screenshot).
the hack of rilla roo is very good i think it will be the most downloaded from this site continue well this will be great#smw{:TUP:}
The project is getting better and better, at this rate the hack may be finished before the end of this year. I can't wait until it's done, keep on the good work.#smw{:TUP:}

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"SMW2 The Adventure Continues": Coming soon (maybe)

Don't forget to subscribe to my youtube channel:
https://www.youtube.com/channel/UCskxMpGl7Gww8EMIdSYLF_A
I like how 7-Castle was more remembered for the RNG Falling Blocks element, but I distinctly remember the RNG Falling Blocks in 11-Fortress's escape sequence being far worse.

-----------

STELLA!
Hi.

World 8: Ice is one of my favorite worlds of this game. There are many things I loved about it:







Recently, when I played this world again to look over it, I realized something in 8-A:

When Mario gets a power-up with an up-falling spike on screen, it moves up slightly and keeps this position until it disappears from the screen or falls upwards.

That's it for now.

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P.S. If there are some spelling mistakes, keep in mind that I don't speak English fluently.
Hi!

How are you these days?

Yeah, but the next hack, New Super Mario World 3, is up in the air?

I hope to make a new stage. #w{:>}
------------------------------------------
I don't want to go that far with the changed stage because I've done a lot of New Super Mario World 1.

Looking at the original hacks of the past, it was simple and really, really fun on stage. I've been to the end! #w{=D}

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Hi, I'm Lucky Kim from Hanmi-so. ^^

* Ginked Hacking Closed: Lightning's Mario (Where you can't go.)
I have two questions:

1. Which sprite did you use to make vertical auto-scrolls? I can't find it on the sprite section;
2. How did you make the level so colourful? Did you use a special tool to edit the palette?

Great hack so far. I can't wait to play it! #tb{:j}

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Originally posted by iTom33.ro
Which sprite did you use to make vertical auto-scrolls?

I don't know if that's the same one Rilla Roo used, but try this.
I'm also wondering which cave graphics did she used?

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Well, this took longer than i expected but i'm halfway done with World 8, or a little more than halfway done since World 8 has only 7 levels and i finished 4 of them.

8-1: Ice Block Hills





Not much has changed in this level, aside from the usual changes to reduce the enemy spam and make the level feel more polished. However, one (good or bad depending on your view) change to all the levels in World 8 is that now they're fully slippery as i wasn't able to insert slippery blocks because of the penguin suit, and inserting them would be pretty difficult for me. Because of that, i'm trying to make these levels easier, as the slippery physics can be a problem when you don't have the penguin suit.

8-A: Slippery Slopes





Like the previous level, most of the changes were related to sprite layouts. Also, i forgot to picture it but the falling icicles now have different colors to make them easier to distinguish, and i removed the rising spikes.

8-2: Muncher Slide





Ah yes, the infamous level with the hellish munchers. I was originally gonna remove this level with my VLDC11 entry but ever since the collab became a thing, i decided to not do that anymore and keep it, but with some changes, the main one of course being the removal of the muncher sprites, replacing them with these cool looking penguins.

8-3: Snowfall Forest





Again, not much has changed but i decided to add more falling snow blocks due to the universal ice physics.

And that's all i have to show this time, i just hope i can finish the remaining 3 levels of this world, as well as 7-5 during this month, as college starts this month for me.
My Hack - Beta Testing
Pages: « 1 2 3 4 5 6 » Link
Forum Index - SMW Hacking - Works in Progress - New Super Mario World 1: The Twelve Magic Orbs Remastered (World 8 Part 1)

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