So, here it is. I promised to make the thread on March 1st already, but for some reason I decided to hold it up for a bit longer. Instead, March 10th it is.
For the few of you out there who have been following me the past two months (or who have been checking the Screenshots thread and/or #serioushax) know that I have been working on a hack. It is my sixth (or third serious) attempt at a hack, and hopefully the first succesfull one, even if only for a demo. However, my latest previous attempt was back in Spring 2009, and I was a whole lot less experienced with SMW hacking back then (but not too much). So I suppose that it's going to be different this time.
Despite my previous failures, I am destined to borrow a few ideas from those earlier hacks. If anyone cares to see which hacks those were: Pokey and Kolorado & Mario: Old Plots, New Villains.
For example, I want to incorporate certain bosses into the story and plotline. So, what exactly IS the plotline of my hack? I shall explain, without telling the story of the end. That is to be a secret for now, though I have to say I have a good idea of what I am going to make this turn out to.
The story is built around the character of Roy. I know, pretty egocentric, but the plotline is based around egocentrism. You'll see that later.
Anyway, Roy walked around in a dark place, and a deceased professor, Dr. Bloock, his former worst enemy, came by him at that moment. The undead ghost of Dr. Bloock attempted to kill him, but Roy was quick enough to flee from the scene. By fleeing, however, he left behind his "dignity". Now that Dr. Bloock got ahold of his "dignity", Roy becomes a whiny attention whore and calls in help of Mario.
Because Mario is pretty generous, and Roy promises him a "very special something few people experience" as a reward, Mario decides to go on to it and retrieve Roy's dignity from Dr. Bloock. By helping Roy, however, Mario doesn't know what he's going into...
Since my speciality in SMW hacking is ASM, you may expect a gimmicky hack. However, I am not going to base my level design around the gimmicks - level design is still number one for me, and gimmicks should accompany it.
I am terrible with music, so there's a big chance I'll just select my sound track from SMWC's sources (there's plenty here though), and chances are even that I am just going to use a couple of SMW tracks too.
Graphics-wise, well... that's what you could call a mixture of chocolate and vanilla, since I actually do like to use some of SMW's graphics (as shown in the following screens).
Hm. Furthermore? I don't think I have anything left to say.

This is the Nintendo Presents screen here. The idea is simple - the screen fades in to the highest brightness setting, then you see "Roy" in the middle and two HDMA beams, one on top and one on the bottom. These beams move towards eachother until they eventually merge. When they have merged, the game will continue to the titlescreen.
No pictures of the titlescreen just yet. I did start a little on it, but there's nothing noteworthy to show yet.
Instead, let me show you the intro screen.

This basically consists of wavy HDMA effects and Layer 3 text that goes up a bit. Nothing special. There are two "phases" in the intro screen - in both, text scrolls up, but in the second phase you will see Roy coming out of the dark suddenly.

...that is what happens when you go from phase 1 to phase 2.
After that, it is just more text scrolling up. Press Start to go to the OW.

The first submap. I was pretty proud of it myself when I made it, since I am not really a great OW designer.
This game has a day/night cycle system, with a 24-hour timer. It counts in hours and minutes, with a minute being added onto the timer for each IRL second, but the time only increases within levels. So no, it does not use the time of your PC clock. Sorry, but I felt that was just unnecessary.
The OW border changes depending on the time. If it is between 19:00 and 6:59, the border uses the "night scheme", whereas if it is between 7:00 and 18:59, the "day scheme" is used.
When I took this picture, I believe it was 6:40. You can view this timer within the pause screen during levels.

This, for example, is the OW during the day.

The start of the first level. A message box pops up the first time you enter this level, giving distances to each place of importance on the submap.
Oh, and the background HDMA changes per hour too. Right now it uses the HDMA gradient which is used between 6:00 and 6:59.
As for the SMW background, I had comments on it that it clashed a bit with the foreground. I personally believe it doesn't clash, but I do have intentions on changing it to a somewhat more... idk. A background that has to do with grass dunes.

This Pokey here has varying speeds depending on whether it's day or night, and it also depends on chance (during the night he is almost always faster than during the day though).

Initially I just used him here because Sumo Brother is an underused enemy, but he's actually useful too. Oh, and I fixed a bug that occurs with the flames. When they strike, and you stand about 8 blocks underneath it, you can still be hurt by the flames. Did you know that?

That's right. A metal detector! In all seriousness this first level possesses great secrets already, having an alternate path with many obstacles but also a rewarding end. But I am not going to reveal what that all is.

Yessiree, these buggers are back again! ^_^ Thank imamelia for making the disassembly already so I didn't have to (though it wouldn't have taken a long time to do). Oh, and as for your comment inside the sprite, imamelia (if you're reading this), don't you worry. I'll definitely show why my alternative nickname (Fuzzyfreak) still applies to me. ;)

This is the beginning of the alternate path that I was talking about. The difficulty of this jump and the two coin arrows pretty much should give you a warning that if you think you can't handle the difficulty, you should jump down and take the path below.
Also, yet again I find that Sumo Brother enemy to be very useful. Why do people use this good ol' sumo so little? D:

That's the path to take if you don't like difficulty. In progress as of yet. (The alternate path is too.)

Just to show that the time changes. This is around noon.

This is around midnight.
And last but not least, for those who haven't seen it yet, here's the pause screen. I didn't really work much on it since then, so it's still pretty actual, but expect radical changes within a couple of weeks.
Aaaaand... that's it for now!
e: oh and it will be BSNES compatible
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
For the few of you out there who have been following me the past two months (or who have been checking the Screenshots thread and/or #serioushax) know that I have been working on a hack. It is my sixth (or third serious) attempt at a hack, and hopefully the first succesfull one, even if only for a demo. However, my latest previous attempt was back in Spring 2009, and I was a whole lot less experienced with SMW hacking back then (but not too much). So I suppose that it's going to be different this time.
Despite my previous failures, I am destined to borrow a few ideas from those earlier hacks. If anyone cares to see which hacks those were: Pokey and Kolorado & Mario: Old Plots, New Villains.
For example, I want to incorporate certain bosses into the story and plotline. So, what exactly IS the plotline of my hack? I shall explain, without telling the story of the end. That is to be a secret for now, though I have to say I have a good idea of what I am going to make this turn out to.
The story is built around the character of Roy. I know, pretty egocentric, but the plotline is based around egocentrism. You'll see that later.
Anyway, Roy walked around in a dark place, and a deceased professor, Dr. Bloock, his former worst enemy, came by him at that moment. The undead ghost of Dr. Bloock attempted to kill him, but Roy was quick enough to flee from the scene. By fleeing, however, he left behind his "dignity". Now that Dr. Bloock got ahold of his "dignity", Roy becomes a whiny attention whore and calls in help of Mario.
Because Mario is pretty generous, and Roy promises him a "very special something few people experience" as a reward, Mario decides to go on to it and retrieve Roy's dignity from Dr. Bloock. By helping Roy, however, Mario doesn't know what he's going into...
Since my speciality in SMW hacking is ASM, you may expect a gimmicky hack. However, I am not going to base my level design around the gimmicks - level design is still number one for me, and gimmicks should accompany it.
I am terrible with music, so there's a big chance I'll just select my sound track from SMWC's sources (there's plenty here though), and chances are even that I am just going to use a couple of SMW tracks too.
Graphics-wise, well... that's what you could call a mixture of chocolate and vanilla, since I actually do like to use some of SMW's graphics (as shown in the following screens).
Hm. Furthermore? I don't think I have anything left to say.

This is the Nintendo Presents screen here. The idea is simple - the screen fades in to the highest brightness setting, then you see "Roy" in the middle and two HDMA beams, one on top and one on the bottom. These beams move towards eachother until they eventually merge. When they have merged, the game will continue to the titlescreen.
No pictures of the titlescreen just yet. I did start a little on it, but there's nothing noteworthy to show yet.
Instead, let me show you the intro screen.

This basically consists of wavy HDMA effects and Layer 3 text that goes up a bit. Nothing special. There are two "phases" in the intro screen - in both, text scrolls up, but in the second phase you will see Roy coming out of the dark suddenly.

...that is what happens when you go from phase 1 to phase 2.
After that, it is just more text scrolling up. Press Start to go to the OW.

The first submap. I was pretty proud of it myself when I made it, since I am not really a great OW designer.
This game has a day/night cycle system, with a 24-hour timer. It counts in hours and minutes, with a minute being added onto the timer for each IRL second, but the time only increases within levels. So no, it does not use the time of your PC clock. Sorry, but I felt that was just unnecessary.
The OW border changes depending on the time. If it is between 19:00 and 6:59, the border uses the "night scheme", whereas if it is between 7:00 and 18:59, the "day scheme" is used.
When I took this picture, I believe it was 6:40. You can view this timer within the pause screen during levels.

This, for example, is the OW during the day.

The start of the first level. A message box pops up the first time you enter this level, giving distances to each place of importance on the submap.
Oh, and the background HDMA changes per hour too. Right now it uses the HDMA gradient which is used between 6:00 and 6:59.
As for the SMW background, I had comments on it that it clashed a bit with the foreground. I personally believe it doesn't clash, but I do have intentions on changing it to a somewhat more... idk. A background that has to do with grass dunes.

This Pokey here has varying speeds depending on whether it's day or night, and it also depends on chance (during the night he is almost always faster than during the day though).

Initially I just used him here because Sumo Brother is an underused enemy, but he's actually useful too. Oh, and I fixed a bug that occurs with the flames. When they strike, and you stand about 8 blocks underneath it, you can still be hurt by the flames. Did you know that?

That's right. A metal detector! In all seriousness this first level possesses great secrets already, having an alternate path with many obstacles but also a rewarding end. But I am not going to reveal what that all is.

Yessiree, these buggers are back again! ^_^ Thank imamelia for making the disassembly already so I didn't have to (though it wouldn't have taken a long time to do). Oh, and as for your comment inside the sprite, imamelia (if you're reading this), don't you worry. I'll definitely show why my alternative nickname (Fuzzyfreak) still applies to me. ;)

This is the beginning of the alternate path that I was talking about. The difficulty of this jump and the two coin arrows pretty much should give you a warning that if you think you can't handle the difficulty, you should jump down and take the path below.
Also, yet again I find that Sumo Brother enemy to be very useful. Why do people use this good ol' sumo so little? D:

That's the path to take if you don't like difficulty. In progress as of yet. (The alternate path is too.)

Just to show that the time changes. This is around noon.

This is around midnight.
And last but not least, for those who haven't seen it yet, here's the pause screen. I didn't really work much on it since then, so it's still pretty actual, but expect radical changes within a couple of weeks.
Aaaaand... that's it for now!
e: oh and it will be BSNES compatible
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------