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Mario and the Valley of Darkness *Demo V1.02 posted*
Forum Index - SMW Hacking - Works in Progress - Mario and the Valley of Darkness *Demo V1.02 posted*
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-DEMO V1.02-

I'm about 96% of the way done.

This is going to be a FULL size 'semi-kaizo' mostly vanilla hack. So far I plan on having 68 levels,
I'd describe it as a kaizo hack with 1 huge difference: I try to avoid constant, never ending timing jumps and time limits where you have to be perfect down to the frame.
It pretty much has a difficulty curve that goes from the difficulty at the end of SMW and goes into straight kaizo mode. (At times even harder...)
I use lots of made up tricks and puzzles (some glitching later in the game) and all the level design so far is made by myself (just a few of the tricks were inspired from hacks I've played),
so expect some challenges you've never seen. I REALLY try to avoid the kaizo 'small timing jump' type tricks, so theres more playing and less loading states in this hack...
It is NOT like a kaizo in that you have more flexibility and you actually can finish levels with extra shrooms, feathers, yoshis and the game still keeps the same intended solutions to levels.
You can easily get 99 1ups in this level but that doesn't mean it makes it easier. So far here's the progress:

overworld- 97% complete: 0% OW events, 98% Palettes, 90% event pathing
levels- 90% complete: 62/68 levels complete.
music- 5% I'm just about to start learning to add music, I have all the tracks picked out, but I have some that aren't in the music section... still trying to find some.
I'll try and pick up on this asap.
current overworld design:

current submap:

some of the levels:










So far everything is vanilla with some map16 (mainly because idk how to use custom stuff yet) The only custom inserts I plan on doing so far are: slope fix patch, music, blocks, and backgrounds.

Feel free to be really picky in pointing out errors and giving advice. Fixing and editing levels and palettes is no problem for me.
if you see a block that could work well in my hack let me know about it.
Anything else I'm missing or might want to do before a release for testing? I've already fully tested all levels twice. The harder levels have been completely tested til my thumbs burned

So far here's my to do list:
1. set up difficulty curve by placing levels in order of difficulty. (I made them all randomly as i went along) I plan on switching several sub-levels to balance the difficulty
2. set up and plan the palace switches
3. set up correct sub-level and secondary exits
4. event pathing
5. Re-type message boxes on new OW
6. custom music

once this is done, ill ask for some more feedback and make a new list of stuff based on feedback. feel free to give some feedback, I'm sure there's at least a perspective error on there somewhere

yczedit: table stretch begone
Why did you stick all the screens in just one image? This breaks the tables, and now I cannot point out errors in every single one :V

Okay, I have to say your OW isn't that good. I see a perspective error on the top, another on the middle and bottom right, and on the Yoshi's House island. And something bad I see in the submaps is than every single one is based on just one palette. BTW the top right one is eye-hurting, and the middle right the palette is ununderstandable. On the middle left one I see more perspective errors, and as on the main area, the top left one has bridges that cutoff.

About the level screenies: I can't say much about them, but some of them, as the water level, look pretty decent. Unfortunatelly, in most of them I see cutoffy and strange BGs as in the third and left bottom screens, and bad palettes as in the seventh, fifth, eighth and last screens. You need to improve these things ungently.

And seems the hack theme is very creppy. I don't see really problem with this, just in my oppinion in every hack most of the levels need to give a happy day feeling.

Well that's all I can say. Maybe if ya fix these errors you can have a better hack ^-^

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Well, your OW looks quite decent, although there's some perspective errors, cutoffness and bad palette, it has a decent design, just don't be too random with the tiles, it makes your OW looks a bit strange.

As for the levels, some of your levels looks pretty good, although there's some errors like cutoffness, palettes and enemies placemente, like the Chargin' Chuck in lava, this isn't a BIG problem.

Overall, it's looking quite good so far, just fix the errors and the palette and you'll have a nice looking hack.
sorry about taking so long to respond (accidently lost the text >,< )

BMO, sorry about putting all the images together I see why you say that now.
I'll edit that and fix the errors in a bit. I'll be uploading updated pics with these fixed errors at the start of every new page so it doesn't get too laggy.
about the OW palettes: I've heard you can unlock palette rows or something like that, but I don't know how to do that yet. So I'm only using 4 rows of palettes for this OW until I learn that trick. (I'll learn it asap)
The bridge tiles on yoshi island are supposed to give a "pier" type of feel, I wanted it to be a pirate island. I'll see if I can use custom OW tiles to make it better.
I'm either going to call if Mario and the valley of pain or the current title, its a very hard hack to the creepy palettes kinda fit it I think.

Discoman, It's hard to tell from the screenshots I use pure map16 backgrounds so some of the animated tiles might seem like cutoff, like the animated green water in the lab level.
I was kind of wondering what you guys thought overall about my map16 bgs, I can learn custom graphics for bgs but let me know if map 16 bgs just won't cut it.
I don't mind doing away with them, I'm just on the fence whether to go all vanilla, which doesn't seem likely.
Here's some without the foreground:
volcanic mountain range

bowser's nuclear lab with animated water

elegant ghost house
1st screenshot:

Meh, the palettes aren't that great in this picture... Try lightening up the grey palettes.

2nd screenshot:

Pretty good looking. I can't really say too much on that one.

3rd screenshot:

Kind of cutoff-y.

4th screenshot:

Err... Not too good, if you ask me.

5th screenshot:

Nice. Pretty good.

6th screenshot: God... It's actually pretty damn bad. It just looks... Pretty bad. Try making more colors than JUST RED. Also, the "lavafall" doesn't look good.

--------------------
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

A Mario and Luigi Story: The Universe's Star Demo 2:
50%
Status: Dead until I regain interest. Link to hack thread.

ok, I edited the level pictures, removed the last red castle bg and fixed the perspective errors.
I also added another map16 bg the 'underwater tower' these are pretty much all the map16 bgs, the rest of the backgrounds are just palette variations of original levels
I just understood how unlocking palette 1-4 works so I'll be playing around with the OW palette for a bit.
I'll edit the OW screen once I'm done.
overworld world palette has been redone, this is try #1 using palette rows 1-4, I edited the screenshots from both posts.
I organized/cleaned up a lot of the random decorations on the OW and submap that were just thrown around so it looks neater, although some might say it looks too plain in some parts now.
I also fixed the bgs and will be adding more screenshots of other map16 based bgs I've made.
I'll start working on the to do list unless something else to fix is spotted or someone suggests something to improve.
The overworld isn't too good, but is okay... There's many room of improvement here.

Screen 1, 2, 3, 4: Meh, these pallete gonna rape my eye, you proably need to use the non-eye raper pallete.
Edited 1st post again: OW Palette try #2 this time with a swamp theme. This is my first time doing this, now that I get the importance of themes I think I'll be a bit better off.
If I end up keeping this theme I'll change the hack name. Also, this theme doesn't fit some of the submaps so I'm thinking of doing away at least with the purple submap which I'll update today (maybe the ice world too). I already know what I have in mind to replace it.

I want to get an idea of the opinions on the OW look before fixing the submaps though, so I'm working on level difficulty for the moment. Lmk about any problems/things I should improve.
1st post Screenshots edited again.
I reworked most of the palettes, still some mixing to be done (left middle submap obviously) but I like the overall style.
Still not sure what I wanna do with the ice world since it doesn't fit in well.

Halfway done setting a difficulty curve, I still have to edit some levels to make them easier and make some harder to get a smooth learning curve. I'll be working on this for now.

Let me know what you think and what else I can improve on, I'm getting a little closer to releasing a demo.
WOW! a vanilla hack with distorted/wacky palettes, I haven't seen that in ages.
Please, finish this soon(or release demo... meh) I definitely need to try this!
I really, really, like the way the overworld looks. I think you did a good job with it. There are some minor errors here and there, but they are all an easy fix.
These levels look... strange. I mean that as a ompliment; they look unique and different from most of the other hacs ou there.

Holy shit, I didn't realize this was vanilla until someone said it was. Good job
This just looks awesome! I like vanilla hacks that use crazy palletes. The last one I played was The Unworld. Really looking forward to this.
Screenshots updated again

I've been a little busy but I still take the time to do little things whenever I get the chance, I just don't post a screenshot for every little change.

Currently finishing up OW pathing. I'm starting to update all the level palettes, since I made the levels long before the OW palettes were done.
I'm pretty sure the only OW palettes that are being completely changed are submaps #5 and #6. All the other palettes should remain the same, aside from minor palette shading fixes.
Level difficulty is almost done and I'll be re-doing individual level and sub-level palettes for a while. As soon as level difficulty is set up I'll be posting a demo.
Not much left to do on my list, keep in mind this hack can be VERY HARD... I'll try and show the difficulty a bit more with some level screenshots.

Here's my new to do list:
1. rearrange sub-levels
2. set up and plan the palace switches
3. events
4. custom music/inserts


edit: I already know what I plan on remaking the ice world into, it should be interesting...
Submap updated!

Pathing is just about done except the fire world, I need to set up the switch palaces to set this up.

I'm going to remake the bottom right submap palette again and that should do it for the OW. If you still see any perspective errors or things I could do better please point them out.

So far I'm still remaking level and sublevel palettes but am getting very close to being done. I plan on posting a demo soon but had some questions. How many levels does a normal demo have? or should I put in every level?

I've been picking out custom tracks for a while and have some very nice ones, so that might be something I could put some time into.
This is my first ever hack, so I know some things might seem weird...I wanted this hack to have a creepy feel to it rather than the happy sunny day feel of SMW.
I do plan on making a vanilla hack like that once this one is complete, but for now I'm finishing this up. I hope to have it done in 1-2 months, unless I end up not going all vanilla.
Originally posted by MegamanX9001
Submap updated!

Pathing is just about done except the fire world, I need to set up the switch palaces to set this up.

I'm going to remake the bottom right submap palette again and that should do it for the OW. If you still see any perspective errors or things I could do better please point them out.

So far I'm still remaking level and sublevel palettes but am getting very close to being done. I plan on posting a demo soon but had some questions. How many levels does a normal demo have? or should I put in every level?

I've been picking out custom tracks for a while and have some very nice ones, so that might be something I could put some time into.
This is my first ever hack, so I know some things might seem weird...I wanted this hack to have a creepy feel to it rather than the happy sunny day feel of SMW.
I do plan on making a vanilla hack like that once this one is complete, but for now I'm finishing this up. I hope to have it done in 1-2 months, unless I end up not going all vanilla.
For a hack called "Valley of Darkness" you should use Castlevania music. I don't see it that much, and I think it would be cool seeing it in this hack.
Submap Updated!

That completes the OW, so this is what the OW should look like in the final version, apart from minor fixes.

halfway done with level palette fixes, the mario pathing is done, but I still have to connect pipes stars and exit paths. (I've been having trouble with them)

I've been picking tracks for some time now and have them down to about 20-30 tracks for both levels and the OW. I'll leave a list once I have them down to about 20. I have PS1/Gameboy/Nintendo DS tracks I want to put in so I'm not sure if I can learn it or request to have them made in a reasonable time. I'll work on this after a demo is up.

I still need to do palace switches (along with placing the colored blocks throughout levels along the worlds. I'll finish up the level palettes first, that way I can release a demo and work on the switches while its being tested. Demo soon!

CerberusYoshi, yeah I have 2 tracks on there I'm thinking of putting in but I'm still not too sure yet.
I have to say, you improved your submaps amazingly! All of them are good, except the Bowser's one. Its palette isn't good and the way you placed the things, specially the castle parts and the bushes are odd. I reccomend to remake this one, and design it as you made with the others.

--------------------
Halfway done with OW level palettes and 3/6 submaps level palettes too. I'll be posting screenshots of quite a few levels probably tomorrow.
The demo is going to be without the palace switches and should be up in a week or 2 at most.

Originally posted by Austin
I have to say, you improved your submaps amazingly! All of them are good, except the Bowser's one. Its palette isn't good and the way you placed the things, specially the castle parts and the bushes are odd. I
reccomend to remake this one, and design it as you made with the others.


yeah I saved all the screenshots and its cool to see the progress. That was all on 2 palette rows and now that I have the full 4 rows I can do a bit more.
I forgot I never used 4 rows on that castle section, I think I'll add to it or might remake the palette if it doesn't look good enough.
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Forum Index - SMW Hacking - Works in Progress - Mario and the Valley of Darkness *Demo V1.02 posted*

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