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Originally posted by Ondore's Lies
Quote
Anyways I wanted a small demo ready for C3 but I doubt that will happen.


but everyone said 2021 was supposed to be better. : (


Sorry to disappoint. Who knows if I don't quickly put something together for C3. #smrpg{sick}#smrpg{gasp}

Anyways I've been doing some more technical stuff in regards to the hack however I've been playing around with Auto-Slide Icy Slopes as well as designing some WIP tilesets.

Early Tilesets:



Let me know what you think about the tilesets as they are subject to change however I'll be keeping the look simple.
Oddly enough this will be the only generic looking snow level you'll see early on as the next level will have a drastically different theme.

Also I'll probably ease off on the GIF's for a bit and hopefully show off some screenshots of a more complete looking level soon.
The tilesets themselves look really nice - I like the simple, minimalistic style. Graphically speaking, its design is very consistent with those "seal" designs, making them look pretty nice together. Though, the fact that the sprites and the FG are so consistent causes the Munchers' graphics to stick out a bit, since they look so different from everything else. But judging from those GIFs, I get the impression that the Munchers aren't sticking around in the final version?

The seals that follow you around are very cute! I'm curious to see what you'll do with those slippery slopes. #ab{:)}

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Currently porting:
OLDC Judging: In progress
Twitter
It's been awhile but don't worry progress is going better than ever.
I managed to push through some creative block and design the background for the Intro/Tutorial Level:

Level 1-0: Learning The Slopes (gotta love puns right?)



This will be the last GIF I post for now as they are eating up my File Bin space but I just had to share how this looks in action.

Even though it takes place in a cold atmosphere I still wanted there to be some greenery to contrast against the blues. I'm quite happy with how its turned out. The last addition will be some Layer 3 in the form of some extra trees to make it feel abit more like a fuller woodland your dashing across.

Also Thanks K.T.B I'm glad you like what you see!

That's all for now. #smrpg{<3}
Despite the background being quite simple, it looks really good and matches the style
The death frame still being Mario is scary
Some levels seems like they have no sprites, or a low threat level overall. The design seems rather focused on the platforming, but enemies can totally be a part of that!

Still, I'm looking forward to play this! It looks fun to play #smrpg{haha}
Originally posted by Idunno


Thanks! Despite been so simple there are a lot of small and unique tiles only used in a handful of places to make things look the best they can be.
I've got a few more details to add but its a good way to introduce how the backgrounds will be looking 99% of the time.

Originally posted by Eminus


Cheers! Pretty much everything shown off will not be in the final and has been just used for testing and development.
I will say that object hazards will be more prevalent than sprites however they'll be found in many places as there are a lot of sprites I want to mess around with. I'm glad you like what you see so far.

Layer 3 Clouds:



I was initially using some Layer 3 Trees however I've settled for some clouds as I feel it makes the level more "alive" in some sense.
I'll be adding and making a whole bunch of Foreground Assets soon so that'll be the next update!


As a side note I've been tidying up the thread a bit by removing some outdated or older screenshots and replacing them in some instances.
I'll also having the first post include elements from the latest updates as well.
Hello. Just popping by for a quick update.

Real-Life is pretty busy currently as I am working out moving into a new house which entails all sorts of paper work and stress.
It's going smoothly for now but I'll not have any substantial updates until I've got everything sorted.

I might post a few things on the Discord if I am lucky so yeah.
Until the next update! #smrpg{y}
Player 2 Arrives:



Just a Mini-Update. Added in Player 2's Graphics.
When he runs his nose blocks most of his face. Don't worry he'll be fine.

Also was thinking about an idea for the hack I'd want some feedback on.
Would you think it was cool to see "Remixed" levels simliar to Super Meat Boy that are harder versions of the original level?

Another factor would be the Timer would be down from 60-ish Seconds to maybe 30-ish Seconds to really up the intensity of the situation?
Let me know what you think of the idea as I might try to implement it for a 1 level teaser demo for people to try out.
This is so cute! I like the style, reminds me of simple games like Cat Planet and Jiggly Zone.

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Хуй войне!

桐生会FOREVER #ThankYouCoco
I like the idea of remixed levels.
Originally posted by Y.Y.


Thanks. I'm glad you like the overall simple aesthetic!

Originally posted by MarioriaM


I'll try to make a level revolving around this concept once the main first level is complete so people can see the differences between the levels in full.
It's nice to hear there is at least some interest in these types of level remixes.

Switch Blocks & Hazards:



I've gotten around to implementing On-Off related obstacles.
These include Blocks that you can use to platform on as well Skull Blocks which kill you if touched.
They'll most likely appear more in the Remixed versions of levels. I have a few GIFS of these assets in action on the SMWC Discord if you check on there.

But anyways I'll working on adding more and hopefully getting the first level done for people to test/try. #smrpg{y}
I've been really busy with life currently but I've managed to find some downtime this week and experiment with some new concepts.
I've decided that I'll add Remixed Levels however I want the reason for playing them lead to something new. Introducing Race Levels!

Early Seal Race Concepts:



You'll race against three other Seals who are all aiming to beat you!



In these levels you'll see a lot of X Blocks. They act as Solid Blocks for the Player as well as the other Seals.



To win you'll need a really flawless run with minimal mistakes if you want to win First Place. Blue will not be too far behind and Yellow will most likely be dead last.
Yellow doesn't mind. They are just here to have a fun time.

Think of this like Gourmet Race or You VS. Boo from certain games.
Red Seal is not a pushover and you'll need to be at the top of your game to beat him.

I've added a lot to the Base ROM at this point so really now its time to get started on properly making the first few levels. #smrpg{y}
Better late than never. I've been working on the hack in my free time so progress is going very smoothly. I've been working on implementing the enemies you'll encounter in the first level.

Enemies:



Starting from the right you have Fugoons. The Spikey ones move up and down and from side to side.
The Orange ones just stay in place and act as ways to traverse the level rather than been more of a hazard like the spikey one.

The Shell/Clam is a Clam-Bam. If you jump on them they can give you quite a boost however they'll start making their eyes redder and redder till the explode.
You can also hit them from below to activate there explosion.

Lastly we have the Cool Walruses.
If you jump on these fast sliding enemies they'll loose their shades and be a lot slower as well as less cool looking.

I say this a lot but I think how I have enough components to make the first actually level. I'll do my best to get this out as soon as I can as well as been happy with what I've made.
Real Life is quite busy at the moment but I've still got time to be working on this so I hope you look forward to the next update!
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