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Mario's Kool-Aid Acid Trip
Forum Index - SMW Hacking - Works in Progress - Mario's Kool-Aid Acid Trip
Pages: « 1 2 3 4 5 6 7 8 » Link
Wow, that last screenshot is amazing! Keep up the good work ECHO!

- BLackMageMario
Orange Oasis looks awesome. So polished--better than anything I could probably do right now. Are those palm tree/mushroom hybrids? Trippy.

Minor nitpick: All the mushroom caps are that same yellow color. A few, err...orangish ones would give it some variety.

As for the desert screen, it looks great. The gradient in the hill is supposed to be heat distortion, right? And those sand mounds look pretty good. If you can put some texture in the hills, and get those cactus obstacles working, it'll be perfect!!

Don't stop Lost! You've proven your worth to me as a hacking partner!

SOON TO COME: Inside the mausoleums in Guarana Graveyard!

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"(Z->)90° - (E-N²W)90°t=1"

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Current project: Mario's Kool-Aid Acid Trip
Thanks for the positive feedback Bio, I'll see if I can't make some mushroom tops with other colors... (I think there is a natural orange color in the palette of that level) I wasn't sure what I was thinking when I made that gradient in the hills, but yea... Heat distortion, perfect description. any suggestions for the hill textures? and if anyone knows how to get to the poke segments GFX and make them Map16 objects, I'd be grateful for that how-to as well.

Also, Bio I like your work as well...it surely is as good as mine especially given the fact I have no idea how to use layer 2 like you manage to do. I've enjoyed working with you, i'll definitely see it through to the end.

As always,
Echo, out.

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My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)
Here are a few pics of the mausoleum:







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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
I personally dislike the palette. The BG is fine, but I don't like the stone gradient (it looks quite weird to me) and I don't like how brown the wooden platforms are. Could you change it, please? Also, the moving hole sprite looks awkward when the BG is a different colour besides black.

- BlackMageMario
Originally posted by BlackMageMario
I personally dislike the palette. The BG is fine, but I don't like the stone gradient (it looks quite weird to me) and I don't like how brown the wooden platforms are. Could you change it, please? Also, the moving hole sprite looks awkward when the BG is a different colour besides black.

- BlackMageMario


I figured as much ;) I wasn't sure about the palette myself. I was going for the "guarana" color scheme Lost ECHO suggested (green, red, and beige or gray) here.

I made the BG completely black, darkened the green palette a bit, and brightened up the wood to a more orange/red color. The shadowing on the stone is a bit lighter too:


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"(Z->)90° - (E-N²W)90°t=1"

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Current project: Mario's Kool-Aid Acid Trip
It looks, ok, I think you may play with a darker green for the BG color as well as ever so slightly darken the grey in the FG. otherwise the screenies look good. I'm wondering how well those moving floor opening things(I cannot remember what they are called XD) will look in gameplay because the wood posts kinda make it look weird on the screenshot.

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My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)
Sorry for the lack of progress. I'm still working on this (I've taken a break for the last couple of weeks), but it's worth mentioning that Lost ECHO just figured out how to make cactus obstacles using the Pokey segment GFX. The 8x8 Tile Editor has worked its magic yet again.

If all goes well, you'll be seeing progress soon.

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
I may as well post the preliminary result of what I call the "Pokey Cactus" GFX Biospark mentioned in his previous post.



The problem is I need four 8x8 tiles to replace to make this (I can do it with 2 however).

Does anybody know 2 or 4 places the map16 editor will be able to use that I can replace the gfx in the 8x8 editor for? I'd hate to break the rom and have to restore it.

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My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)
Finally got back to working on a new level, and here's what came of it! This is "Pineapple Piedmont", the first level on the medium route.






I'll replace those pipes with logs. They look awkward here...

Glitchiness!! How do I keep the silver coins from getting trapped? I guess I can't use Monty Moles here...




A wooded sublevel, still under construction. It's the first time I've used Ninji in the hack ;)

Remember the honeycomb sublevel from a few months back? I'll be using it here.

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"(Z->)90° - (E-N²W)90°t=1"

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Current project: Mario's Kool-Aid Acid Trip
Nice work as always Biospark, I'm liking the palette for the level. There is cutoff on the darker hill in your BG, right underneath the top piece. As for the glitchy silver coins, you COULD make the underside blocks act like dirt, that would let the silver coins fall but then Mario could jump through the platform. Keep up the good work, I hope to have some progress to show on my end soon enough.

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My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)
Here's some improvements on Pineapple Piedmont (called PP from now on):


Cutoffness Man vanquished by replacing pipes with logs. I also tweaked the palette a bit.


The silver P switch is guarded now.


Replaced the moles with Koopas. Ninja coins no more!


Palette tweaks and a new BG for the sublevel.








ATTN Lost ECHO: I had an idea for the cactus obstacles. Open up a clean copy of the Normal 1 tileset in YY-CHR. Make an ExGFX file with the copy/pasted cactus tiles overwriting whichever tile you want, and I'll load it just for the desert levels and sublevels. That way, you don't have to overwrite anything globally.

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"(Z->)90° - (E-N²W)90°t=1"

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Current project: Mario's Kool-Aid Acid Trip
Somebody? Anybody?

PS: A lot of what I'm doing right now is improving existing levels, so please give me some extra feedback so I can know what to improve on.

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
I personally am not a fan of the green that is used on the tree trunks, inte dirt, and that weird dotted-column plant thing. Other than that, things look like and SMWorldy, so I'll have to play it to judge it.

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I wonder what a HFD opcode would do in ASM...
Well that brown thing in the trees a little strange.Otherwise keep upe this work and finish the hack!
Originally posted by TLMB
I personally am not a fan of the green that is used on the tree trunks, inte dirt, and that weird dotted-column plant thing. Other than that, things look like and SMWorldy, so I'll have to play it to judge it.


Sorry, but what is that last sentence supposed to mean? But that aside, I'll post palette tweaks soon.

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Sorry for slow progress in general. School is starting soon, so this hack may once again stagnate at times. Plus, I've finally decided to figure out YY-CHR and dabble in hand drawn graphics.

If anyone wants the "painted desert" sandstone tileset I'm working on, feel free to PM me. It's my very first one, so don't expect anything amazing :P

More to come!

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
The Echo is back!

unfortunately, due to a critical laptop failure, my progress has been backed up to the last time I saved it off-computer. I haven't been put too far back but catching up ( insomuch that it comes close to the screens I've posted) is gonna be a pain.

I'll edit this post with updated screens later today... after I figure out ExGfx.

EDIT: I lied, I don't have new screens... I made a Demo video.

Linky

I figured out ExGFX, and made some pretty cactus obstacles. The next Demo video should be this level's final cut.

Enjoy :D

Next on the plate is getting Rhubarb Ridge redesigned.

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My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)
Bio checking in...

Very nice level, as always. Those cactus obstacles turned out great! Just take off the floating Munchers, though.

The wavy pattern in the hills is unique, even if it doesn't feel that "deserty". But I can't really think of anything that would look better in vanilla GFX. I already have vanilla pyramids reserved for Lemonade Desert proper.

School will be out soon! Progress will resume then.

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Progress has resumed. I didn't have much to show for a while, but once I have screenies, I'll edit this post for your viewing pleasure.

Since last update:
--Several sublevels have been finished or polished.
--Lots of palette tweaks.
--General fixing of game breaking bugs.
--Minor edits here and there. Some of the rejected flavor levels are being overhauled. (Guarana Graveyard was weaksauce...)

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Pages: « 1 2 3 4 5 6 7 8 » Link
Forum Index - SMW Hacking - Works in Progress - Mario's Kool-Aid Acid Trip

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