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Mario's Destiny Beta 3.0 Release
Forum Index - SMW Hacking - Works in Progress - Mario's Destiny Beta 3.0 Release
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I made my own hack and its called Mario's Destiny
It goes until Lemmy

Link:http://rapidshare.com/files/147953356/MDBeta3.ips

Be sure you have the real SMW rom to patch the file :)

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I only had time this morning to play a little bit of one level of it so far, and if you do not mind me posting pictures, then that will help explain the problems further.

Gameplay-wise, because you have many custom blocks in the first level alone, I think you need to make an ingame tutorial level of some sort to explain what these blocks do. It's difficult to judge what they might do until you actually touch them. A primary example is the black block:



This one will instantly kill Mario if he touches it, for example, but the messages in the level will not tell you specifically that this block is dangerous. I've seen a custom block in the past with the same graphics, but it could only be broken by Koopa shells, and was not harmful to the touch. These differences from hack to hack make reminders mandatory, or at least the graphic of the block should be changed to something that clearly looks like it will cause injury if touched (or just have a skull + crossbones design on it because that's synonymous with death.)

Now, onto aesthetic issues I saw in the beginning:

-The overworld's palette is very bright green. I think the contrast between the bright green land and the dark edges should be lowered, and the bright green dragged slightly towards the blue part of the spectrum and dimmed for good measure. There is also a cutoff wall next to the waterfall; you should have a black outline between the cliff and the waterfall.

In the future, I would suggest making a new submap rather than recycling SMW's submap, since an original overworld makes your hack feel more like a truly new game.

-Intro's background color is bad. You can fix this by enabling custom palettes (Level -> Enable Custom Palette), and taking colors 2, 3, and 4 on palette 0, and pasting them on palette 1 like this:

(palette = p; color = c)

p0, c2 copied over p1, c2 and p1, c5
p0, c3 copied over p1, c3 and p1, c6
p0, c4 copied over p1, c4 and p1, c7

-The level to the left of the Yoshi House is the one I played; it had many problems. It uses the forest background, which can be fixed by enabling custom palettes, and making colors 2-7 on palette 0 a dark-to-light-from-left-to-right gradient.

It also had some cutoff tiles and bad corner tiles, which are marked up in the picture below:



With the blocks in the land, you can make them fully square rather than having rounded edges, although that cutoff is minor. The corner cutting into the wall is wrong, and should be just a flat right wall tile, and the corner tile with excess dirt on the edge can be corrected by opening the object placer, and going to direct Map16 access, and placing the corner tile with a transparent tip over the false corner.

Another thing wrong with the level is the surface of the still water being glitched - the still water only has the correct surface tile in the underground cave foreground tileset, and to correct the glitched graphics, you will need to copy the surface tile and paste it on the same location in GFX15, resave it as ExGFX, and insert it for use in this level. It conflicts with the short bushes using palette 5, though, so if you have those anywhere, they will end up garbled.

There is a solution for that, though, if you need to use both - open GFX15 in a tile editor and paste the non-moving water surface tile over something you are not using at all in that level, and use the Map16 editor to make a new tile with the proper surface of the non-moving water and the correct behavioral property, and paste it on a page between 3 and F, and press F9 to save, then you can use that tile instead for the surface.

Just look above you...
If it's something that can be stopped, then just try to stop it!
yeah well,when i release the complete game I'll try doing that

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