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Luigi's Awesome Adventure [Super Crazy Update That No One's Gonna Look At!]

I've been checking this thread for a while now, and this hack is honestly turning out to be great! I'm loving your castle level... not only because it uses non-SMAS graphics (which is kind of rare in SMAS-y hacks), but it's fairly unlinear, and the P-switch puzzle especially caught my attention.

Keep up the good work, I'm really looking forward to seeing more of this!
The p-switch puzzle kinda' bugs me because you're requiring the player to deliberately abuse a technical flaw in Super Mario World's engine (respawning the same sprite via screen reentry in order to get two p-switches) in order to solve it, but I guess it's okay...maybe.
I think that castle level shows off the full potential of that GFX. Nice work
i just lurk sometimes
Originally posted by dogma
Change the message near the spring to say something like 'If you find a spring, keep it with you as long as you can'

The springboard is right next to the text box, so I'm sure people with common sense will know the box is referring to that.

Originally posted by dogma
At around 1:01, there is no way of knowing there is a Yhwomp there, before it is too late

I'm aware of this. I still want an enemy there, so I'll either replace it with a dry bones or make it lower.

Originally posted by dogma
In the P-switch maze, is it possible to do it all the way through without needing the second P switch? Isn't it just easier to place one half way through the maze?

Yes, you can do it without the second switch, but it requires slowdown. And no, I don't wanna put a second switch, since it will kill the puzzle feeling of this castle.

Originally posted by Mineyl
you're requiring the player to deliberately abuse a technical flaw in Super Mario World's engine

I don't consider this as a flaw in the game's engine. The game is doing exactly what you're telling it to do. And if I remember correctly, a featured hack did something similar.
Originally posted by ChaoticFox
Originally posted by dogma
Change the message near the spring to say something like 'If you find a spring, keep it with you as long as you can'

The springboard is right next to the text box, so I'm sure people with common sense will know the box is referring to that.


The reason I suggested changing the level was to give people a clue about how to use the other springs. Currently it sounds like you're only asking players to keep that first spring around as long as possible.

Minor thing but I still think my version helps players out more


Originally posted by ChaoticFox
Originally posted by dogma
In the P-switch maze, is it possible to do it all the way through without needing the second P switch? Isn't it just easier to place one half way through the maze?

Yes, you can do it without the second switch, but it requires slowdown. And no, I don't wanna put a second switch, since it will kill the puzzle feeling of this castle.


Fair enough.

What would be awesome is a really challenging maze that is just about possible with one switch without slowdown, but understand if its too much work /don't want to change

Originally posted by ChaoticFox
Originally posted by Mineyl
you're requiring the player to deliberately abuse a technical flaw in Super Mario World's engine

I don't consider this as a flaw in the game's engine. The game is doing exactly what you're telling it to do. And if I remember correctly, a featured hack did something similar.


Agree with ChaoticFox here - don't consider this to be a flaw at all and actually once you figure it out, the level is a really nice use of it.

Can't wait to play this, this looks like it will be something really really special.

*shrugs* The point is that if you pick something up and take it out of a room, you don't expect the same thing to be sitting there when you come back while you're still holding that object in your hands. Logic and all that. Whether the other hack was featured or not is irrelevant, but do what you must.


Working on the main overworld. Obviously, it's unfinished, but tell me what you guys think of it so far.
Nice! The OW is shaping up to be pretty good. Also like the mixture of SMW bushes, and SMB3 bushes. Good job so far!
There's not really much to comment on for the overworld, but I do happen to like the clouds you've got up there.
Hello there, here is my new blog. I will usually update it every day.
My Pokemon:

Party Image cause I feel lazy.
World 2!

Piranha Plant is animated!
Whoa. That is really cool, ChaoticFox.
I assume that it's not finished since it's really undecorated and pretty empty, but for real, that piranha plant and smb3 sun are awesome.
I like the gradient in the 'background' there too.
Good work.
IRC Quotes (March 20th update!)

/MKICK 4: Flantastic Puns
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I'm just making levels at random anymore...
"What the hell am I doing anymore?" Something wrong?

Anyways, I think it looks great so far, and I'm especially digging the translucent effect you've achieved with the water in the foreground. Very spiffy. :3
Glad you like the level. And no, nothing's wrong, I just give my videos random names out of boredom. Expect other dumb names in the future. :P
Good. Upload more!
I'm not sure what this level is 'about' - probably need to see all the level.

Translucent effects = WIN. Absolutely gorgeous and used very well!!

I ported everything to a new ROM, so whatever changes you see, now you know why.









Here's a video of Level 1.
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Credit goes to Neosz for the kickass samples.
So your sorta taking out the SMB3 style right? Either way it still looks awesome nice job!
Yeah, I've decided to stray from SMB3. Also, Luigi's graphics are just a placeholder until I come up with some new graphics for him to use.
Luigi's graphics look fine the way they are, to me.
"Lip: A Fairy's Tale" project status: Slow (Visit the project thread here!)

Yes, you could say I like Osaka.