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Mario's Vanilla Voyage
Forum Index - SMW Hacking - Works in Progress - Mario's Vanilla Voyage
Pages: « 1 2 » Link
Hello guys! This is a hack I made in my free time for the past few months.
Here's the preview of my first level:



And here's the second level:



And the third level:



Here's the fourth:



And the fifth:



The castle of the first world:



I am open for suggestions and criticism. If you don't have an SMWCentral account and still want to give criticism, please type it in the YouTube comment section.
These are your first levels? Not bad! Your terrain/ground is pretty nicely varied all throughout the levels, a lot of fun-looking action is required by the player, and you've got a good concentration of enemies to the point where a player will be neither bored nor overwhelmed.

I don't really have anything to complain about, though if I were to nitpick anyway, I kind of get the impression that level 3 appears to have a bigger difficulty jump than I would have expected, comparing it side-by-side with the first two levels. It's not really a major issue though.


Are you planning to not use Yoshi coins or anything like that? There are a few points in these videos where it looks like you were planning to add some sort of secret (i.e. the 0:35 mark in level 2), but you don't actually seem to have anything substantial hidden other than some coins.

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OLDC Judging: In progress
Twitter
Regarding your thoughts on the third level, yes, I feel like it is a big difficulty jump, but was not really sure so I asked for feedback.
I will put another level in place of it, but will move this level to a later part in the hack.

I am not going to use Yoshi coins and stuff, but expect hidden coins, 1-UPs and 3-UPs in the later levels.



Hack.
YY-CHR > Photoshop
that´s actually a really solid level design, could turn out a fun vanilla hack, keep it up!

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C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

Thanks Neidave! I really hope to keep this hack lit!

Extra Notes:
  • The Munchers hurt Yoshi because of this custom block by  Koopster that I installed.
  • Bsnes (the emulator that I use) does not have a built in recording function, so I had to use Xbox Game Bar, which caused the top bar to show up in the video. (It didn't show the bottom bar though for some reason)


I will post the recording of the next levels soon.



Hack.
YY-CHR > Photoshop
I have posted 1-4, 1-5 and 1-Castle. Please take a look!
There is a secret exit in 1-5 as well!



Hack.
YY-CHR > Photoshop
I have a name idea for the Vanilla-ish Hack!
In fact, I have a few!
Mario's Vanilla Voyage
Mario's Vanilla Venture
Mario and the Vanilla Valley
Originally posted by AppleBoy54321
I have a name idea for the Vanilla-ish Hack!
In fact, I have a few!
Mario's Vanilla Voyage
Mario's Vanilla Venture
Mario and the Vanilla Valley

Thanks, I will definitely take these into consideration.



Hack.
YY-CHR > Photoshop
We finally have an update!

2-Ghost House:

2-1:
In the first video, I would suggest moving that door closer to the ground. I do like the idea of having to use the boo blocks to enter a door, but as you show in your video, this can become somewhat tedious if the door is too high off of the ground.

Otherwise, these videos look quite nice. I like all the paths in the ghost level, and the lakitu/spiny level looks just like the sort of thing you would find in a classic Nintendo game.

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OLDC Judging: In progress
Twitter
You took one of the name suggestions aaaah I'm so Happy!!
Originally posted by K.T.B.
In the first video, I would suggest moving that door closer to the ground. I do like the idea of having to use the boo blocks to enter a door, but as you show in your video, this can become somewhat tedious if the door is too high off of the ground.

Sure, but instead of moving the door down, I will move the ground up so that the door is still a bit hidden.

And by the way, the Lakitu level actually has two secret exits! I will demonstrate them soon.

Also sorry for the awful sound quality in the ghost house.

Overworld reveal! + plus a few other levels and things I wanted to point out.
Also progress will be slowed down for now because I want to put my focus on OLDC. Once it is over I will work on this hack again.
Progress!!

I just felt like making a level so I made a short one where you have to collect all the coloured coins within a low time limit. It's rather difficult, so it's not going to be in the second world, but later on in the game.



I haven't got around to coding the ASM yet though.

What do you think? Is it too short, and is the time limit fine?
For now, these hack levels are awesome, I consider that you take some advice from the others

The last hack video is more challenging but I hope that the last level, when you collect all coins, teleport or gives the direction of goal level.

Good luck for the hack
Originally posted by DaHitmenGuy
For now, these hack levels are awesome, I consider that you take some advice from the others

The last hack video is more challenging but I hope that the last level, when you collect all coins, teleport or gives the direction of goal level.

Good luck for the hack


Thanks for the kind words, DaHitmenGuy! I will definitely take advice which comes my way.

And yes, the coins will end the level once all of them are collected.
Now on to the third world (I've put the second world on hold for a while):

3-1:


What do you guys think?
Since this is more standard/style level design, I'm probably not the best person to give feedback. I prefer a different style, and on top of that I find it very difficult to make a good standard-style level. That being said though, I don't feel that it is right to push a level design style on anyone.

Anyway, for the level itself, it seems fine enough. The main focus is Bullet Bills, and I like how it doesn't get too distracted with other enemies. It has some variety enemy-wise, but it isn't unfocused. Yoshi doesn't really seem to have much of a purpose in the level; maybe have some hidden secrets only accessible with Yoshi? After the first half of the level, one or two parts seem to go a bit overboard with Bullet Bills. There is a lot going on, and it artificially increases the difficulty. My largest problem with the level overall is its creativity; it doesn't need to be anything crazy but it should at least keep the player engaged. All of the setups in the level just kind-of blend together in my memory. Most of the level is just jumping over Bill Blasters; try and think of some other interesting ways you could use Bullet Bills. How can you get the player to move in different ways?

Creativity doesn't fall out of the sky of course-- you may need to take a break from this level if you want to make my suggested changes. Hopefully I was able to help.
Addressing your issues in my level:

Originally posted by Minish Yoshi
Yoshi doesn't really seem to have much of a purpose in the level; maybe have some hidden secrets only accessible with Yoshi?


Honestly, to my knowledge at least, there isn't much you can do with Yoshi in case of unique abilities other than jumping off him or eating berries. I did my best to include berries and add secrets which are only possible when jumping off Yoshi.

Originally posted by Minish Yoshi
fter the first half of the level, one or two parts seem to go a bit overboard with Bullet Bills. There is a lot going on, and it artificially increases the difficulty. My largest problem with the level overall is its creativity; it doesn't need to be anything crazy but it should at least keep the player engaged. All of the setups in the level just kind-of blend together in my memory. Most of the level is just jumping over Bill Blasters; try and think of some other interesting ways you could use Bullet Bills. How can you get the player to move in different ways?


I have reduced the amount of bullet bills and have tried to rearrange them. Take a look:



I'm no pro at level design, and this is my first hack and these are my first levels, so they may not be up to your standards. But I do hope to improve#tb{^V^}
Originally posted by BlueToad
Honestly, to my knowledge at least, there isn't much you can do with Yoshi in case of unique abilities other than jumping off him or eating berries. I did my best to include berries and add secrets which are only possible when jumping off Yoshi.


You could have an item like a P-Switch behind a wall (that only Yoshi can reach with his tongue) or special Koopa shells that give Yoshi certain abilities. I'd just suggest doing the P-Switch thing I mentioned rather than the shells since the level might feel too unfocused otherwise.

Looking at your video of the new level, things have improved. While I'd say there still could be some more creativity, it doesn't look bad. One thing I would probably change would be the pipe entrance at the end of the level; it can be pretty tricky to pull off. Maybe reserve that for a special bonus area?

Originally posted by BlueToad
I'm no pro at level design, and this is my first hack and these are my first levels, so they may not be up to your standards. But I do hope to improve#tb{^V^}


Everyone has to start somewhere. I myself haven't made too many levels and I wouldn't consider myself too good when it comes to level design, but I always like helping others improve their abilities. (Also, I'm really picky when it comes to level design, so I'm probably not the best person to follow the standards of. Just make what you like.) It is great to see that you strive to improve! Good luck with your project, and perhaps I'll check this thread again when you have new levels to show off.
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