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SMW: The Lost Age C3 thread
Forum Index - Sunken Ghost Ship - C3 Museum - Spring 2012 - SMW: The Lost Age C3 thread
Pages: « 1 » Link
Originally posted by Fireseraphim
As you should know the general premise of this hack is sort of an ode
to the silver age of SMW hack, This was a time before Fusoya came out of Retirement and upgraded SMW. A time before SNN made his historic 1000th
post, A time when the memory of Icegoom leaving the community was still fresh on quite a few people's minds. Basicly it was the period between the years of 2004-2008. Some say the silver age ended in 2009. My hack will loosely emulate certain trends running among hacks from that era.

And here's a select list of things about hacks from the silver age that I intend to mimic (But not slavishly)

*Some of the default graphics of hacks from the Silver Age didn't quite match up with the default style, but they managed to look good anyways.
*Most Silver Age hacks had First worlds that were somewhat Easy to Medium Difficulty, with the Difficulty spiking on world 2 and raising gradually afterwards.
*Some Silver age hacks had serious plots of varying epicness
(Examples being Super Mario Infinity and The Second Reality Project 2)
*Most hacks didn't have the benefit of the Newbie Boss Sprite or Dispario Scuri's NPC sprites, nor did they have Romi's Variable Width Font Cutscene tool
*Most hacks from the Silver age had odd modifications to stock enemies (Examples being the Faster Bullet Bills from Super Mario Infinity and
the chargin' chucks that were weak to fireflowers in Super Mario's New Adventure: The Plumber's Fury)
*Finally, Most hacks from that era had very creative Big Boo Battles

Likewise I'm still thinking of a plot but I have a few loose pieces already. the wrecked ship on the world map near Mario is one of those fragments of the plot.

Here are the screenshots for those who are interested:

I think quoting my main thread should be sufficient.

I been holding off on releasing a demo till c3 and it was a painfully long wait. So now here's a DL link to the demo:

Also, Chester is on my shit-list for violating my rights to political neutrality and for drafting me against my will.

Ooh, a tribute to the old times, nice! I'm loving the orange palette you're using (except for that pipe... maybe you could try toning down the white on the left side?), and while the terrain seems pretty interesting and varied, your screenshots show no enemies whatsoever. Is that an unfortunate result of you taking the screenshots in certain places or times where the enemies were unseen, or does the level actually lack enemies?

Anyway, I am rambling at this point. My last praise will be to the submap screenshot: it looks well-decorated, and I love the little numbered level icons. I'm definitely downloading this when I have the time!
Can you put the file in your filebin here, I don't want to make a random account to lol. Looks cool though.

Your layout has been removed.
Changed the DL link.

Interesting. Judging by your screenshots the game reminds a lot of Super Mario Bros.

Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Well, C3 is almost ending but I promissed to myself to comment about this hack; one that I finished playing.

I really enjoyed this much man. Your level design is pretty great, gave me a feel of SMB3 and DKC in certain parts. But as you said in the last message, I'll report some things I found (I just realised they're out of order):

Press enter again.

Bad corner tiles there.

Seems like you forgot to place the sprite that fixes these issues here.

Just being sure you know this.

It's wierd: when I enter on midway I cannot get this. Also, don't place them in map16 (don't place anything in map16 actually, it would be better).

Mario's way too close to the corner. I consider this bad, but depends on your oppinion fix it or not.

I guess it's just me, but was kinda hard to recognise BG and FG on the start of this part.

Well, I'm trapped because I broke all the blocks. Damn me!

Priority sometimes isn't a good idea.

There's no reason at all to enable sprite buoyancy on this level. If you disable that, you'll get rid of this "splash" when exit a pipe with something.

My block stock is over! Duh!

I'm pretty sure there's a patch that allows you to use bigger level names :)

Well, that's everything I found, no enough time to write anything else :P I hope it was helpful.
Pages: « 1 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Spring 2012 - SMW: The Lost Age C3 thread

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