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Evil Conquest 2, 5 years in the making (release and final thoughts)
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - Evil Conquest 2, 5 years in the making (release and final thoughts)
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It's been some time since I last posted. I decided to do this on a whim, so let's hope this turns out reasonably well!


WHERE I HAVE BEEN

This whole thing has been in development for a long time. Around 5 years to be specific. Lots of things happened and changed, in my life, this hack and the site. If any of you even remember this project, have waited for it or otherwise, I'm sorry it took so long. The hack has been in multiple stages of "done" for a while now, but there was always something that was missing or that I was too lazy to fix. I thought about this for a while now and since I'm not revamping the whole project again to fix some bugs (which will probably cause even more bugs), I might aswell release it in the state it's in now. It would be a real shame if the 5 years of work that went into this was for nothing.
Fun fact: I haven't told my partner in crime on this project (DarkDLP02, or rather just Dustin now) about releasing this right now.

WHAT IS STILL MISSING (OR BROKEN)

  • The only major that delayed the release for at least a year now has been that at some point the game decides you actually haven't pressed the yellow switch anymore. That's why I recommend you do a savestate instead of relying on the ingame save feature.

  • While the indicators on the Overworld for exists and crystals (yoshi coins)work, the secret exit indicators will be displayed as collected at all times. Just think of them as indicators where a secret exit is and not where you have collected them.

  • SOME SCREENSHOTS





    ONCE AND FUTURE

    I don't have anything else to say than: have fun playing this. While there's definitely more impressive hacks out there, projects enabled by new-ish developments in hacking (like K3fka's Star Seeker), projects that have been steadily improving in quality from even before this was started (like Eevee's Sicari hacks) and just new talent from people I don't even know (some people in showoff are really dang creative), this is everything my hacking efforts have amounted to over the 9-ish years I've been into SMW hacking. While I probably won't make any 96 exit hacks anymore, maybe you'll hear from me again when it comes to SMW Hacking. Who knows.

    DOWNLOAD (UPDATED)



    POST SCRIPT

    Please, for the love of god, do not dm me here or on discord about anything unused you find while combing through the rom. You know who you are. To everyone else: If you find any bugs, I can't promise I'll fix them if they're not completely game breaking or too much efford to fix.







    i remember watching conan play a bit of it durring quarantine.
    very exciting, can't wait to play it.

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    My Hack Thread


    Oh my god, is it tomorrow already? Nice!
    Bottom Text


    My prediction were correct!

    I actually happy to play this hack.

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    Userbar made by Green Jerry




    i don't know what i'm looking at but this is fucking cool
    Originally posted by Luks

    allow shy guy emojis in post footers you cowards!
    I remember seeing this hack in the WIP forum a couple years ago and i always thought it looked really good and had some creative level ideas. It's great to see it finally being released
    My Hack - Beta Testing
    Im Glad To See It Finaly Got an Release its a Great Sequel to The First on :D

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    Mein Youtube Kanal
    http://www.youtube.com/user/Lordkronos100?feature=mhum


    My Youtube Channel
    http://www.youtube.com/user/Lordkronos100?feature=mhum


    these screenshots look super intriguing, especially that bubble one. i may have to give this a try later!

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    soundcloud / bandcamp / twitter / battle of the bits / buy our album
    I'll probably need to play the first one too, but sure, I'll download!
    Hope things go smoothly for you, and those around you.

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    Please pardon the eye.
    I played through the first two areas and had a lot of fun with this. The levels are mostly pretty good and the difficulty's pretty reasonable. It flows nicely and evolves its gimmicks well. I have a few complaints, however:
  • The first fortress level is a bit underwhelming. The monotonous color palette gets really tiring to look at, the music is kinda droll, and it's really long. An extra issue caused by the color palette is that the semisolids can be a bit hard to read, and the details of the tileset kinda blend together due to all the dark colors. Furthermore, the secret exit is placed quite a ways into the level and it's a rather disproportionately long level at that.

  • "I Lake This Level" plays well and I thank you for adding collision to the bottom of the screen to make swimming less stressful. My one complaint with the level is that the music is extremely loud.

  • "Fish Out of Water" has really cool atmosphere and solid design, making it a personal favorite of mine so far. My only complaint would be that the triangle blocks in this level, along with a few others, has some serious contrast issues. I was stuck on this screen for a while thinking I broke the level simply because the block was way to difficult for me to see.

  • This drop doesn't feel quite fair to me. The acceleration of the platform, the overhang, and the height of the lava pit make it a bit hard to properly read the jump before Mario hits the lava and dies.

  • The ghost house in area 2 is a bit annoying. The large ghost circles don't become visible until you're way too close, leading to what felt like many cheap hits. The red and blue ghosts' movement feels a bit erratic, with them occasionally moving in strange and unpredictable ways as I jump or run past them.

  • The cracked cement blocks, at least for me, are a bit hard to distinguish from normal cement blocks. Making the crack more bold might help alleviate this issue. Another problem with cracked cement blocks is that there are two variantsβ€”one that you fall through and another that you can bust open with throwablesβ€”and as far as I can tell they look exactly the same. In the first bonus world level I spent a full minute trying to break through some cracked cement with some throwable blocks, unsure if I was doing something wrong.

  • Those are all the issues I can think of right now. This hack is pretty great and is one of my favorites from this C3. If there's anything I didn't complain about, chances are that I loved it.
    This hack had a ton of creative ideas. No wonders it took so long to develop it.
    And while technically not being perfect it is still very impressive what you and Dustin did there. #tb{:]}

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    Originally posted by Von Fahrenheit
    i don't know what i'm looking at but this is fucking cool

    I actually made a video showing the level off when I made it, so even if you don't get around to playing the hack you can take a look there.

    Originally posted by kyasarintsu
    I played through the first two areas and had a lot of fun with this. The levels are mostly pretty good and the difficulty's pretty reasonable. It flows nicely and evolves its gimmicks well. I have a few complaints, however: [...]


    Thank you for your feedback! The difficulty was definitely one on the main flaws of the first hack, since it didn't save after every level. This one gets pretty challenging in the end, so don't hesitate to use save states once you're in the final stretches (it is doable without though).

    Originally posted by everyone else
    *nice comments*

    #smrpg{<3}







    Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaam.

    Pretty much taken back by how gorgeous everything is looking in these screenshots. I really like the choice of colours used for the more abstract and surreal levels.

    The YI constellation in the Snow Overworld is quite a nice touch.
    Amazing work Luks. Can't wait to give this a go. #smrpg{y}
    - Disstress Express: boss has glitched graphics.
    - Cabin Feverdream has only 2 diamonds, checked in Lunar Magic.
    - Acid Ocean Zone: last diamond fails to spawn.

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    Image and video hosting by TinyPic



    Originally posted by Alucard648
    - Disstress Express boss has glitched graphics.
    - Cabin Feverdream has only 2 diamonds, checked in Lunar Magic.


    Oh, thanks! Both were a quick fix, so I updated it.







    - Certain levels, like Cabin Feverdream, Socratea Exorrhiza and maybe other levels, have inctances of Fire Mario discrimination. In those places Mario has to spinjump on enemy that can be killed by fireballs. Good luck not to kill enemy by a stray fireball thrown during spinjumping.
    - Aerosmith (7-1) - Last gem near the level end fails to spawn.
    - Luks`Citadel (7-Cs) - Only 1 gem here, in plantation sector.

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    Image and video hosting by TinyPic
    Yo this hack was a damn big of a surprise tbh. I've played it till the 6th world (i think?) so far and, it's so much polished and the aesthetic work is pretty and pleasant. Still I can guarantee it gets WAY better from the 3rd-4th world on.

    The traditional style isn't quite my thing, but this one hack managed to get me pretty entertained actually; one who loves these kind of hacks that come with new mechanics and gorgeous visuals and still resemble the good ol' traditional SMW will love this so freakin much for sure. Recommended ✌️



    I am about to go apeshit!! This is amazing!!

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    Links β–Ά Twitter | Discord Server | YouTube | Steam | Twitch
    This looks super neat!
    it looks convincing, ill give it a try
    Pages: « 1 » Link
    Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - Evil Conquest 2, 5 years in the making (release and final thoughts)

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