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The Classic Creative Reassembly [team hack]
Forum Index - SMW Hacking - Works in Progress - The Classic Creative Reassembly [team hack]
Pages: « 1 224 25 26 27 2836 37 »
Originally posted by Pokeymeister80
@Silverswallow: Hmm.. I mean something like this should be allowed?:



If your using layer 2 there it's fine but if you want to redraw tiles to look like that without layer 2 then no you can't.

Originally posted by Pokeymeister80

Also:
Originally posted by SilverSwallow
• We’re using Lunar Magic version 1.90

Maybe change to 2.12 would be good idea?


I rather stick with 1.90 at least for now.

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So yes, I'm going to drop level 18 because lacks of motivation. I'm sorry because I don't have enough time to working on the level, so sorry.

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"Abashed the Devil stood,
And felt how awful goodness is, and saw
Virtue in her shape how lovely.
—saw, and pined his loss."
-John Milton, Paradise Lost
Originally posted by Pokeymeister80
So yes, I'm going to drop level 18 because lacks of motivation. I'm sorry because I don't have enough time to working on the level, so sorry.


Alright I'll take you off the claim list.

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same for me, except I'll do better on classic levels anyway

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Want to see my Super Mario Timeline?
I'm sorry but I'll need to drop my Level also... I may be able to work on anything for the Hack later, but for now I don't think I can manage to do so. Still looking forward to a Release though!

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C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

currently working on: http://www.smwcentral.net/?p=viewthread&t=78239

Alright guys here’s a level I’ve been working on that’s inspired by world 7 from Super Mario Bros 3.



The first section is based on world 7-2 and the second section is based on 7-4.

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Looking nice, SilverSwallow. Though, I don't like the palette in first 2 screenshots. I'm assuming the palette is inverted?

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"Abashed the Devil stood,
And felt how awful goodness is, and saw
Virtue in her shape how lovely.
—saw, and pined his loss."
-John Milton, Paradise Lost
SilverSwallow, your plaette and level loks amazing, good job.

And

I want to claim a level again :3 As you know I finished two levels already and since we have 3 topics and I had classic and creative, guess what's left?

1. 1B: : [Reassembled level 2 (secret exit)]


I take a reassembled level of course ;) Before I begin my work, just as always some questions:

I want to make a canyon like level IF WE HAVE NOT ONE LIKE THAT ALREADY.

And is HDMA allowed? That's pretty much it.
Originally posted by Pokeymeister80

Looking nice, SilverSwallow. Though, I don't like the palette in first 2 screenshots. I'm assuming the palette is inverted?


Yeah I was unsure about the palette on those blocks too. I'll probably change it up some.

Originally posted by Shog


I want to claim a level again :3 As you know I finished two levels already and since we have 3 topics and I had classic and creative, guess what's left?

1. 1B: : [Reassembled level 2 (secret exit)]



Cool I'll note you've claimed that level.

Originally posted by Shog

I want to make a canyon like level IF WE HAVE NOT ONE LIKE THAT ALREADY.


I know a few people have used the vanilla canyon BG in their classic levels, but none have made a canyon in RASM style.

Originally posted by Shog

And is HDMA allowed? That's pretty much it.


Only fake HDMA is allowed in RASM levels.

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Okay, I need to claim 2 sublevels, one secondary entrance and one ExGFX file for sprite reassembly (number really doesn't matter)

My idea for the level? Cyan Castle Canyon


Dark atmosphere in the mountain. Enemies you are going to encounter are little pink dinos parachutes goombas, thwimps and more!

The "little" gimmick of this level: You continue going up or down depending on the pipe: (Up Normal, Down Secret exit)
Okay Shog you can take these:

ExGFX 133

Sublevel 14F

Sublevel 159

Secondary Entrance # 14F

So far it's looking pretty nice and I like the idea, however I'm not really loving the palette on that dino. Try lowering the saturation a bit so the colors are not so "strong".

Looking at it again I also think he clashes a bit with the rest of the graphics. Maybe try making him blue or green.

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I'm going to go ahead and claim Cookie and Cream Level 3

I'll try out the new graphics I made recently in my C3 thread:



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Sorry guys been tough to find time for my level lately.

Anyway here is a peak at the final section after the halfway point:



Based on Super Mario Bros 3 level 7-7. You just dash for the goal collecting stars along the way so you can stay on the munching plants.

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Oops been a while since I've shown any of my level's progress.



For those unfamiliar with the gimmick, the level goes pitch black repeatedly.

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The palette seems a bit unpolished in my opinion. I really think you should change the darkened palette a lot and give it a better gradient. Also, the logs in the lighter palette in the last screen could use a fix up too. Otherwise, looks nice. Those Koopa saws are lol.

- BlackMageMario
@BlackMageMario

Ah yes, well when it animates it actually looks much better and you don’t really notice that the palette looks a bit odd. I do see what you’re saying though and if it wasn’t animated the palette definitely would need adjusting.

Thanks for the feedback.

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So, here is the .ips file for my final entry for this team hack:

http://bin.smwcentral.net/u/3838/Blurockgrysky.ips

As always, whoever plays this, make as much critism as possible :)
Oh cool thanks Shog.

I should have a review of the level by tomorrow.

EDIT: Review time

Interesting level Shog it was fun, I liked how you implemented the split path. I describe the issues I found below:



1. It’s much too cramped in this under area you should raise the ceiling here a bit. Also you make it is way too difficult to reach the upper area where the Yoshi coin is located. I’d insert something to make reaching that area a bit easier (such as a music block or invisible coin block).

2. Lots of sprite memory problems here caused by the Big Boo I’m guessing. The p-switch and little boos will disappear and reappear. Deleting one of the big boos might help fix this problem.

3. You probably should remove these coins as they cramp up the area after you use the p-switch.

4.The cement block is pretty ugly, and you should raise the ceiling here to make it easier to get on the swinging platform.

5. I think the castle wall decorations would look better if they used palette 2 instead of palette 4.

6. A suggestion here, I think the trip back with the p-switch is a bit too difficult since you have to climb with the switch. Since it’s challenging enough to get the p-switch in the first place I think you should just include a quick exit (or short cut if you’re big Mario) as shown in the image.

You could also consider using tile 100 if you want to make it one-way so big Mario can’t get there so easily.


In the sky castle section a lot of the space is underutilized and many areas are cramped. Munchers look awkward the way they are placed. To the right I have an example on how you can make better use of the extra space:



Fix these issues and I think it’ll be ready for insertion.

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A TCCR will release after end of year? The release dates are unfinished, execpt beta testers, bugs, glitches, etc... Have a important! Good job!

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Amazing layout by JackTheSpades
http://www.smwcentral.net/?p=files&sort=1&order=1

Whole level has a better flow now in my opinion. I let the palette as it was btw, because I like it that the castle tower looks like the brick FG.
Pages: « 1 224 25 26 27 2836 37 »
Forum Index - SMW Hacking - Works in Progress - The Classic Creative Reassembly [team hack]

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