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Mario's Kool-Aid Acid Trip

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You can combine with YY-chr to make them wider or connect them. Also in the pink, the green looks out of place in the BG.
Originally posted by Wormer21
You can combine with YY-chr to make them wider or connect them. Also in the pink, the green looks out of place in the BG.


What do you mean? You're talking about the level with the black background and the Grinders, right? And by the green looking out of place, do you mean the FG arches?

FYI: I'm slightly color blind.

And I still suck with sprite memory, so please, viewers: Which setting works best with lots of Grinders? 0F? When I use that, some of the winged block platforms disappear, but the Grinders work perfectly.

PS: I changed the cement blocks to a more pinkish-grey color to go with the fruity feel. Hehe, "fruity" :P




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It's your lucky day again, viewers! I'm giving away another level for another user to design. If you feel up to the challenge, reply to this comment! The first to reply gets the privilege of designing "Orange Oasis"!
"(Z->)90° - (E-N²W)90°t=1"

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I'll do it if no one replies soon

Edit: You know...Go ahead and send me the info, I'm on Christmas break after all.
My Current Hacking Project: "Static E"
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Mario's Kool-Aid Acid Trip (maybe?)
*cue Prize is Right clangs and whoops*

Ladies and Gentlemen, we have a winner! Lost ECHO, lucky recipient of the rights to Rhubarb Ridge, will now be designing Orange Oasis!

On another note: I'm working actively on Grape Expectations, Tamarind Terror, and Grindin' Groselha. Expect new screenies soon.

EDIT: Lost ECHO sent me a video of Rhubarb Ridge in action! (At least part of it.) The link is right here.

Please comment!
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O....nice level there and is great grassy-red theme :)
Looks good. I was not fond of that pink but well, it can fit a grassy world.
I've been hacking away feverishly these last couple of days. And have I got a treat for you all! Here are sparkling new screenies of... Tamarind Terror!!!



I'm a forgiving soul. The difficult rejected flavor levels all contain a star block.


Eek! Ghosts everywhere!


My Map16 expertise has grown a lot lately. And god, I love the palette in this level.


However do I get down there?


Jump precariously from slope to slope, dodging the ghost ring, and find a way to get the vine out of that block!


Lure the Boo Blocks into position to climb that shaft. I made the vines purple intentionally.


That green rimmed ghost is a glitched Swooper. I'll have to fix it once I learn how to combine sprites.

How's it look? I didn't really want the mist to be red, but if I can I'll change it to a more lavender color.

Comments, please!
"(Z->)90° - (E-N²W)90°t=1"

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Current project: Mario's Kool-Aid Acid Trip
The design looks good but the cement block spam is far too much.
Also, that note block in the second screen appears to be glitched and there is slight cutoff in the third screen where the triangular dirt tile meets with the corner.
w00tage! 100th POST!!

The cement blocks are placeholders for cave ground, which I will show off once I implement it.

Yes, I know the note blocks are glitched. That shouldn't be too hard to fix, as it doesn't conflict with any enemies in the level.

Cutoff? I see it now. Easy as pie to fix.

EDIT: I got the cave rocks implemented in my level now. Here are some pics:





And here's the title screen. I'm thinking of using Rhubarb Ridge for the demo.



More to come--stay tuned!
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Geez. Where did everybody go? Well, here's some more screenies. Please feel free to comment and nitpick. The more the merrier!

Question, viewers: If I shut up and comment less about my screenshots, will I get more replies? Thanks.



Welcome to Grape Expectations, a partially flooded castle! Still very much a work in progress, but here are some early pics.


More of my new cave ground in Tamarind Terror.


It's a maze!














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The BG is a bit glitchy near the Yoshi Coin. Also, did you edit palette 1? It's used for the shadowing so it should be darker than the whole BG. Otherwise it looks fine.



Are those bullets silent? If yes, it's a no-no. Use bullet shooters instead or use this patch. Remember to add enough freespace.





The ground on the very top is cutoff.



Well, this level looks a bit empty. I'd suggest to add some bushes or grass as decoration. Some parts look like they lack enemies. Or did you kill them before?
Originally posted by Wormer21


The BG is a bit glitchy near the Yoshi Coin. Also, did you edit palette 1? It's used for the shadowing so it should be darker than the whole BG. Otherwise it looks fine.

Funny, it wasn't glitched in LM. You enter this level through a vertical pipe near the top, so the BG Init Position must have been funky. I'm still trying to get the shadowing right.



Are those bullets silent? If yes, it's a no-no. Use bullet shooters instead or use this patch. Remember to add enough freespace.

Thanks, I'll fix it once I learn how to use Xkas. And sorry for the noob question, but what's freespace?




The ground on the very top is cutoff.
That's because it's incomplete. :P


Well, this level looks a bit empty. I'd suggest to add some bushes or grass as decoration. Some parts look like they lack enemies. Or did you kill them before?

I haven't added in all the sprites yet. This level is still under construction. But I'll add decorations too.
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You'll learn about how to find and use freespace exactly in the process of learning how to apply patches, but to put it simple to cure your curiosity, it's empty space in the ROM, in which the patch can insert its code to, so the game can execute it without overwriting pre-existing, important code.
Your layout has been removed.
A small update, but one nonetheless: I added castle GFX to Lemonade Desert to make the pyramids look cooler. Which palette goes better with the level?



This one uses palette 0 (like the BG). I can't darken the edges without darkening the BG's pyramids too.


This one uses palette 2, the same as the ground.

And finally...


This is Serpent Rock. It hides a great secret. What is it? Sorry, I'll never tell!
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The second one is better. The first one looks too similar to the BG.
Another minor update: Grindin' Groselha has Ghost House bricks replacing its cement blocks. Do you like the palette or does it need to be brighter? I was thinking of changing it to a more greenish color to contrast with the BG.




And this is the medium-autoscrolling, underwater side area of Grape Expectations. Layer 3 smashers also appear here.

All comments are welcome. Double posting sucks >:)
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I'm back! I hope everyone had a very Merry Christmahanukkwanzaakah--I certainly did. I just now took enough time off from Super Mario in 3D Land to post some screenies of a new BG I made. Pick your favorite!




Cutoffness Man had a field day with this one.



This BG is still very much a work in progress.

So here are the fruits of my palette fiddling. Please give honest feedback. This thread seems to be languishing and I need to hold your interest, viewers!
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The first one. Other have cutoff at the edges. Well, the palettes also aren't the best (hilla, icebergs and the moon). Also, the moon is cutoff too. Otherwise it looks pretty nice and well made for a vanilla SMW BG.
I've been doing a fair amount of work behind the scenes. I don't really have much new to show, cause I'm mostly polishing, revising and decorating old levels. But for now, here's a verbal update. Take what you can get ;)

As for the pink BG, it'll be used for the secret level, Horchata Hijinx. It will be the last level in the rejected flavor world, and thus the hardest and longest. Once beaten, it takes you right to the final area, Tang Tower--which floats in the sky above Kool Isle. It's one of two ways of getting there.

Speaking of which: The enemy forces in this hack are called the Tang Gang. They are one of Bowser's elite Koopa units who drank the same bad batch of Kool-Aid at a party during R&R time. Once in Kool Isle, they have built a tower and plotted to gain 100% market share by conquering the land.

They are led by a general. I'm thinking of naming him something along the lines of Zuko, the Kool-Aid competitor mentioned earlier.

As for Tang Tower, I haven't really visualized it yet, since I'm saving the biggest and best for last once I've honed my skills and feel satisfied with the rest of the game. But this much I do know:

--It will occupy 3 submaps! No, really. It will have 3 parts, each consisting of a single level on an entire submap. This is the gimmick--it will still be just three levels played sequentially. Repeat: Tang Tower is planned to be THREE levels instead of just one. (I just had to find some use for the remaining submaps!)

--All 4 switches must be activated to reach the final tier. Along the way are message blocks giving you hints on finding these well-hidden switches.

--The graphics, objects and sprites are still vanilla or "choconilla". I may make an exception for "Zuko", as I don't want Bowser or any of the Koopalings in the hack.

--Stay tuned for more. And although I will be designing the remaining levels myself, any inspiration, assistance, contributions or feedback is greatly appreciated. Lost, if you're reading this, please give your $0.50, and send me a PM if you have any progress on your levels.

Biospark88 out!

EDIT: Key Lime Cavern is getting some sweeping changes made. I'm scrapping a lot of the old ideas in it, but keeping the same overall aesthetic. Here's a primitive screenie of a new sublevel:


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