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Super Mario Place - Released! [Vids included]
Forum Index - SMW Hacking - Full Hack Releases - Super Mario Place - Released! [Vids included]
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<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/GN1qfd2E5Kw&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/GN1qfd2E5Kw&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Well, I can't get rid of that obsessive thought that says I've forgotten one last little glitch. However, I've tested it countless times, so I know that could not possibly be the case. For my game is now flawless! Figuratively speaking.

Anyhow, here is my pride, my glory, my platform-jumpy-masterpiece: Super Mario Place!

Download it now! Yes, download and play it and enjoy yourselves until fun comes exploding out of your eyeballs and nose sockets! Here's the link again, if you were too blinded by your own uncontrollable excitement/agony!
CLICK ME, MORTALS

By all means, comment and review it and such, so I can know how I did. I mean I've been working on this thing for like four years now, so I want to know if it, urgh, hasn't been wasted.

M'yup. Uh, that's all I have to say about that.
YESSSS!! I'm downloading this RIGHT FREAKING NOW. My custom sprite will have to wait. ^w^ *downloads*

Expect another post when I've progressed through your hack a ways so I can give feedback. ;)

Edit at 6:19 AM: Got to Cola Caverns 4 and decided to take a break. So far I love it. There are a few sprite graphical glitches though, involving the custom graphics for your Koopa Troopas... When you make your Koopas 16x32 instead of 16x24, a rule of thumb is to re-map parts of the Score Sprites and Jumping Piranha Plant Sprites. For some reason they use the tops of the Koopa Troopas as blank tiles, which works in the original SMW because they ARE blank, but when you change them to not be blank, well, problems. :/

Another thing was I wasn't especially fond of the glowing cavern walls in Cola Caverns 3. Now hey, it's fine that they're glowing, but the color arrangement is just eww, sorry to say. Now we both know the only reason it's like that is because Layer 2 defaults to Palette 6... There are two possible fixes. One, use the "Underground 3" tileset setting. It makes Layer 2's palette unchanged. It wouldn't be glowing anymore though. Or two, use ExGfx to make new graphics for the glowing tiles that work with Palette 6. The con there: tedious work. But since you're actually finished with your hack you may want to consider it.

The other big thing was the way some of your Grinder Line Guides worked. 80% or so were A-OK, but the other handful were broken. The Grinders would reverse direction where they shouldn't. Let me tell you something... Grinders are a pain in my ass. I don't blame you for having trouble with them; it usually takes me 4 or 5 playtests to figure out how to get the Grinders to stay on the Line Guides and to go the directions I want them to. You should really fix this though. I feel your pain, but you should fix it.

As for the good things: well, Iggy's Sandcastle was a MASTERPIECE. The beginning part was just well-done, the middle part was creative, and the third part was like the finest details added to a professional painting, only from a level-design perspective. It's like it *completed* the feel of the level. Well done, Cheese, well done.

Also, you drew ALL those graphics yourself? That's astounding! Furthermore it's radical. Though I've seen better artists, I still kept thinking, SHIT, how long did it take him to DO all this!? (How long DID it take you anyway? On average.) That there is dedication, and I could feel every minute of effort you put into those graphics with every fiber of my mind.

Lastly, I have to say something about the humor. This hack has made me smile several times... I distinctly remember cracking up when the Cutscene Message #2 said "Morton, King Of The Jungle", solely because of the mental image of a naked Morton Koopa wearing a bear hide and a jungle feather wreath and a bone club, surrounded by similar-looking Koopa Troopas. XD (Trivia fact: I torched Morton with fireballs when I got to him in your hack. I don't even get to do that often in the original SMW. :D ) The whole Tuesday thing is awesome too. (I kept thinking, "Why Tuesday?" XD I'm guessing that's the effect you were hoping for.)

One thing though is that your Info Box messages are a little hard to read. And FYI, I'm SERIOUSLY nitpicking here, so don't take this bit of criticism to heart, I'm like the only person who would ever bring this up. But... let's see, when I myself write Info Box messages, I tend to write the words in such a way that it fills up as much of the text box as possible with letters rather than spaces, and still comes out making sense. Like, there's no line on an info box that has two short or medium words with one huge space in the center. I write very compact info box messages. Again, that's just me nitpicking, I don't hold that as a fault of the hack... I just brought it up for the hell of it.

Oh, one other thing. The Title Screen Demo just CRACKED ME UP. Pure comedy gold, man, I commend you for it. ;)

I'll play through some more of the hack later and tell you what I think. So far, I would rate this an 8.8 out of 10, supposing that a score of 7 is a "not bad" video game (which it is, in video game critic lingo), would be a 9.2 or so if those few issues are addressed in some way or another.

Thanks for giving us such an awesome hack! :)

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It's me!!

High on life is the best high.
This hack really is awesome unlike the most hacks I've seen, good work Clockwork Mind!

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Hilarious!
i love this: just when it will be accepted (if it will), i'll add it in my favourite hacks :D

(seriously, i didn't notice the previous theard :\)
just an advice:

Why the hell the turn gets yellow when you hit a white block???? >_>
that's an acceptable error, but fix this would be a good idea ;)

Edit: i look that you fixed the cutoff vine, how almost everyone doesn't XD
BRAVO!

Edit3:
look this


Then, i go up, i go down again and:


How did you got this??? O_o
this could be useful, but i really wonder how you got this!
I just started playing this hack (just finished the second castle), and while your level design and graphics are completely awesome, I've noticed a slight grphical glitch in the forest world where your custom Koopa GFX screws up the 10-point tile, the springboard when stepped on, and the stem of the jumping Piranha Plant. There is some simple hex edits you can use to fix this:

Originally posted by Icegoom
If some sprites are getting slightly messed up by Koopa heads which take up a whole 16x16 tile instead of leaving the upper right corner of the tile blank, you can fix those by remapping some other stuff. The sprites which use the blank space in the upper right corner of Koopa's head are 10 point notations, jumping Piranhas, and portable springboards. (There might be more, but that's what I can remember right now, so I'm going with that) You need to remap those sprites so that anywhere they're using tile 83 they use tile 69 instead. (69 is another blank tile used by the water splash) So specifically, you need to change:

x12F4D [83 83 83 83] 10 point notations

x9E25 [83 83] Portable Springboard

x9DC1 [83 83 C4 C4 83 83] Jumpin' Piranha Plant


Andy's Note: I am pretty sure that the Bonus Game boxes use that same empty 8x8 tile by the Koopa Head during their slot machine roll. I've been too lazy to fix that tilemap, but it's there, too, if anyone has the motivation to research fixing that tilemap as well.


EDIT: Just found the secret exit to Cranberry Ocean 1. You might want to put a no-Yoshi intro to The Pasta Factory, as Yoshi and vertical fireballs don't get along very well...

EDIT 2:


What did you do to the moving coins? They create lots of cutoffness...

EDIT 3:

I'm stuck here now. The pipe doesn't work.

EDIT 4: The star warp that is supposed to lead from the Star World to the Pancake Desert doesn't work... When I use it, I only teleport to the spot I'm already in...

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My YouTube channel
Get the official ASMT resource pack here!

Thanks for the replies so far, guys. I've got to get to work in a few minutes, so I'm going to make this quick, but I'll get back to talk in greater detail.

First off, my apologies, yoshicookiezeus, for trapping you with that pipe (shame I missed that little bugger...) I suppose it's customary for hacks to undergo several re-releases, and I've already corrected that in the event of.

As for the D-coins, that block was accidentally placed over a different one. I've removed it from the level entirely.
Nice job actually having a cape to hit it with, though. I made capes kinda rare.

Otherwise, I hope those graphical glitches you guys have encountered are minor enough not to detract from the game. You're observant, I'll hand you that.


Originally posted by ContedeContis
Then, i go up, i go down again and:


How did you got this??? O_o
this could be useful, but i really wonder how you got this!


You got me, dude. It's the Ghost in the Machine or somefin' o_O
Just to say, that color swap glitch with the log tiles is a simple glitch in the system having to do with how the game loads the palette. It sometimes happens with vertical pipes in vertical levels, so your tiles must be on some sort of palette where that can variate and happen from scroll. Its unfixable by all perspective I see, and is a bug that does not effect your hack by our acception standards. Don't worry about it.
Yes! I've been waiting for this since I first saw it. I was bummed out that I missed your first demo, but you released the full version sooner than I expected. I'll definitely try this out first chance I get. I may possibly make a video playthrough of it, if that's okay with you :)
Clockwork Mind, I saved my 1900th post for you. You should be honored. :P

This hack is AMAZING. I totally love it. The graphics you drew were astounding. They weren't too simple, or too complex. The plalletes were nice in some parts (they were really gross in some parts and eye burning in others, but i'll discuss this later.

First off: the level design:
Wow. I love the level design in this hack. Yes, there are some parts that are kind of iffy, but thats gonna happen. You're only human, right?
The first world had pretty short levels in the beginning, but i like it. Easy goin for the first world. I noticed the difficulty and level length increased steadily, and it worked pretty nicely.
But that first castle... oh, its a masterpiece! Everything comes together so nicely! I wouldve NEVER thought to use the layer 3 tides like you did in that second room! (then again, i hardly use them at all. XD)
The second world was very enjoyable. The name of the world, well, i liked it (Grapevine forest) and it suited your levels. The one level with all of the autoscroll (the second level) surprisingly works out nicely. It's not too much, and not too little. but the plateletes in the 2nd and 3rd areas of castle 2, just BURNED MY EYES! No offense or anything, but what were you thinkin, dude? :P

2nd on my list: Overworld design:
The overworld design in itself is nice. the plalletes in most parts are ok, but they look kinda bad in Cola Caverns and Grapevine Forest. And all the vine tiles making up the forest on the main map would be fine if it weren't for all of the garbage around them! I would advise editing the graphics so it's just all green around the vines.
I really liked how you included the little help levels. :D

Overall plot/everything else:
"And, to make it worse, it's a Tuesday! Mario hates Tuesdays!"
One of THE most random things i've ever heard out of a Mario hack. I love it!
As for the castle destruction sequences, alot of the text was very funny.
I dislike how I cant use start to scroll on the Main Map. Is there a reason for this?

Glitches:
I havent found many glitches, i've just found some misplaced tiles:
See?
And some graphical glictches, mostly involving the turn block. The turn block,, when hit, dosent stay the clubs or the spades, but turns back into a normal turn block! And the throwable ones look like turn bliocks, and turn into the Spade Block sprite. Please fix this.


I bet, if you fix up this hack a little bit, like the GFX errors and the platlete eye-burningness, this could be an even better hack than it is now! I look forward to see how you will make this hack even better!

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<TLMB> I use YY-CHR to edit DNA
Hrrrngghhh... yeah, okay, you guys have convinced me. Some time soon, I'll blow through this thing and clean out the final tile/graphic blemishes.

I'm sorry, I got a bit hasty with Mario Place toward the end. It's because I have another huge game project in the works that I've been wanting to continue. -_- People are waitin' on it and stuff. I'm actually running behind, and it was coming to the point where it was inefficient to repeatedly weed out ever tile error when I needed to be making this other video game. Oh, if only I had eight paid hours a day to work on these things...

In any case, apologies for the yellow turn blocks and such. I promise you guys if this game wasn't free, I'd make it perfect.
But I know my audience. You hacker guys can be accepting of these little things ;P

And to Neko, thanks for the in-depth preemptive review thing. I'm glad you're enjoying the game so far :]
I really do love this hack, but it just seems a bit unpolished. Whether it's the palettes, cutoff tiles in the OW, or the clashing graphic styles, there are certain moments where it just seems either frustrating or odd.

No specific complaints, just that.

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I'm a dirty heathen. Anyone have a Christian baby for me to eat?
It's good! Except for two small reasons.

1: I see you like making bonus areas. It's fun in the beginning but when you have 30+ lives it's pointless.

2: I happen to like secret levels more than most people and (well, I didn't go farther than world 1 yet...) there dosn't seem to be a lot. And there is also that I can't access the first secret yet :/

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Our world will stop advancing once humans manage to create sufficient magnificence for a whole lifetime. Until then, I just create.
Awesome video game music on my youtube channel
Originally posted by Clockwork Mind
For my game is now flawless!

...except that a fish clearly jumps through the cieling in the trailer. (00:24)


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I said figuratively speaking :p
Hey, have you played the game, or are ya just gonna nitpick randomly as such? :x

Originally posted by Tama Yoshi
1: I see you like making bonus areas. It's fun in the beginning but when you have 30+ lives it's pointless. 2: I happen to like secret levels more than most people and (well, I didn't go farther than world 1 yet...) there dosn't seem to be a lot. And there is also that I can't access the first secret yet :/]


1. Good, you might need those lives later.

2. There are a good amount of secret levels in the game, but most are after the first world. And are you so certain about what is inaccessible? ;]
This hack is very, very good on level design/secrets and its had me going back to play more each day, I love it!

There are quite a few glitches/bugs I have come across though, I'll try and name a few of them here.

- Be careful where you place the question blocks, alot of the time I've seen them pasted over other tiles, and when you hit it, then hit a P switch, the block then acts like a coin, then once you grab the coin, it creates a 'hole' in the GFX.

- Palettes, some look really good, however, places like Candy Sky 5, take a look at the BG.

- The biggest bug I have encountered so far is that I got to the (I think) 2nd Rainbow Warp then warped to the Sky OW, tried warping back but the warp is disabled, so I carry on from here, and got stuck at block bridge as I don't have all the color switches, now I'm stuck :(


Other than that, though, I look forward to seeing them fixed up and replaying this hack and hopefully finishing it :)

Good job :3

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Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Originally posted by Kc
- The biggest bug I have encountered so far is that I got to the (I think) 2nd Rainbow Warp then warped to the Sky OW, tried warping back but the warp is disabled, so I carry on from here, and got stuck at block bridge as I don't have all the color switches, now I'm stuck :(


Uh-oh, I know what you've done. But fortunately, you aren't stuck. If you find the secret that enables the Rainbow Warp in Candy Sky, and then complete the Rainbow Road levels, they'll loop you around full circle and you'll be able to continue the OW where you got off (in the desert I think?)

Hm... I'll add info blocks about that or something, as to not freak people out.
weird it for me a instant dead when I start the second level?
I'm guessing you probably didn't use a clean ROM when patching the IPS.

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My YouTube channel
Get the official ASMT resource pack here!

Hey, just making a brief update with a level playthrough while the hack is being processed.

Note this is from the Lite Edition, which is far easier than the standard edition I'm loading to this site. The Lite Edition is simply targeted for people of non-hacker skill :p
The level is, for the most part, an accurate representation.

So, this is for the uncertain souls who haven't given SMP a spin yet...

Super Mario Place (Lite Edition): Grapevine Jungle 2 Playthrough

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Keen observers may notice I've corrected some of the errors you guys have pointed out, including the koopa head tile glitch and the yellow turn blocks. The same change has been made to the standard edition :]

I played up to grapevine jungle two. That level before that was WAY too long and the section on the bridge with the jumping things out the the pipes? Yeah major lag there. I liked the graphic edit for the koopas. Its awesome =)

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