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Vanilla Twist! | World 6 stuff! (Back on track)
Forum Index - SMW Hacking - Works in Progress - Vanilla Twist! | World 6 stuff! (Back on track)
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Happy 5k posts, man. You've been through a lot, haven't you?

Anyway, this is just looking fine, but I will admit that the Star Road world is a bit squary, so I'd recommend you to edit it, if you can. Other than this, it's great: The level design looks pretty neat! I can't wait to play the final version of the hack. Well, what can I say? Keep going!

e: Typo! #ab{>:}
Originally posted by S.R.H.
Everything's looking just great, everything seems so planned and very-well made, great job, but can't you just use custom palettes in "Wet Thwomp Tower", it is just plain bad looking. Seriously. If you can use custom palettes in the map, why not in that level too?

I've been avoiding level custom palettes since forever in this hack - I'll probably only use a completely different one once. My goal is to create nice athmospheres with SMW's original palettes, and since there's already an existing underwater castle color, I don't really think making a new one would turn out any consistent.

Quote
The maps have lotsa perspective errors

o_o?

Originally posted by Macky
Anyway, this is just looking fine, but I will admit that the Star Road world is a bit squary, so I'd recommend you to edit it, if you can.

I have to agree with you, but that's the best I could put up... I can't think of a way to make it less squary that isn't redesigning from scratch, so I guess it's got to stay. :/


Thanks for all of your kind comments and feedback guys. I really appreciate it, no kidding! :D

~



Say hi to Humble House (hi!). This is a seemingly challenging level which was made around reflecting boo buddies and a few boo blocks. Could use some polish in a few areas, but I think it's overall eh, okay enough.



Secret boo boss btw...


Oh, and this is another level I just got done with: Mount K84. It's also pretty hard. It was gonna have a really more boring name, but I came up with that when I found out that reaching the 84 sprites limit is not that difficult (ironically there's barely any slowdown in there). .-.
(In reality, that's the second time that this happens to me, Deep Forest is also in the sprite limit boundaries.)


Welp, time to get working on SRH's submap... #ab{>_>}
Looks good, but I still don't like the overworld having a custom palette and the level's don't. I say get rid of the OW palette. It just doesn't feel right
Bowser's world is the only one that's going to use a completely new palette set (and the Star World more or less?). I really don't want to use Vanilla Dome's colors in there... Those weren't made for a lava submap. You know, I'm only using new colors where there's the need.

Also if it's of any consolation the level with a custom palette I mentioned will be in that map in a special enough spot (it's not Bowser's castle).

Thanks for posting!
the new screenshots are looking great for the most part. the idea of the big boo fight being unedited from the original super mario world's may be an overused idea. try to see if you can make a custom big boo obstacle-course fight; that way, it'd be more fun and interesting to play through. the new ghost-house level reminds me of choco-ghost house, which introduced boo buddies and boo stone blocks. and this is probably just me, but that floating door looks a bit strange and cutoff at the very bottom; the pixels get cutoff as the bottoms of doors do not have outlines as the tops do. not a big problem, i'd just thought i'd say that.

good luck with this, Koopster! #smw{:TUP:}

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Currently: Starting college!
hi humble house thingy

Anyways, the levels seem great, but since there are secret doors and other stuff here and there, I suggest you to add the coins to guide the player. Trying to find X around the level without hints is nothing but annoyingness. Also, I suggest you to make a new big boo boss fight, you can get ideas from the latest 24hoSMW entries.

Also, the "perspective errors" I said are the islands that don't have lines (or whatever they're called).
Wow, looks great Koopster. I get SMW feeling very well.

--------------------
Super Mario Flashback


I'm late (as always), but thanks for the comments!

Originally posted by S.R.H.
Also, the "perspective errors" I said are the islands that don't have lines (or whatever they're called).

That's minor cutoff, and as I probably told you at some point while I was designing your submap, I prefer not to have them on high priority because that'll limit the design. Perspective errors are other tough stuff.

About the big boo boss fight, I'm not sure if I'm going to change it to something different... If a nice enough idea comes up in my mind, I'll try to apply it.
Also, I've tweaked that level a lot by now, most of the screens are accurate but not all of them. I can tell you that it feels a lot less messy right now though.

Now I gotta stop being lazy and post some updates; finished one more level and am almost done with another one (only final room left).


Shivering Shooters:



A quick but kinda challenging, eh, challenge? Also features some pipe shooting:


(Stop sliding and get back to work, Mario!)

I find that this concept is kinda underused in hacks nowadays, so I thought why not to use it?


Chill Cavern I bet those level names are killing you:



Scrolling pipes are back, about time - haven't used them since the first level in world 2 and I pretty much had forgotten they were a thing in my ROM until now. This level also turned out really difficult and it's not very short. I also put a little section that involves melting ice blocks above a large pit near the end:



I put some decent effort on placing the yoshi coins on this level, so I'm thinking about making some secret thing out of collecting them all. Perhaps it should make a message show up and reveal the location of the final switch palace (blue). Thing is that I haven't even started planning world 6 (where it's supposed to be reached from) yet...


So that's about it for the day, I guess. :)
This level is looking great! Nice usage of those pipes. You can put lots of secrets in this level, so I hope there at least are some. Also..

Originally posted by Koopster
A quick but kinda challenging, eh, challenge?


rofl :P



Anyways, Chill Cavern yes those level names sure are killing me is looking great as well. That's some quality level design you've got there.
"this is cool stuff I swear!1"
You should be ashamed of yourself for such an awful pun.

In all seriousness, I definitely like where the levels are going so far. Also challenging levels that involve sprites and not munchers or cramped level design? *Approved* The only issue I see is the slanted pipe not being blocked off on the bottom; unless the cape is nowhere to be seen, you'll likely go through the bottom of it, causing some weird interactions. You're A-okay, otherwise.

--------------------
Are you an ASM coder and want a boost on your Steam, Switch, PS4, or Xbox One accounts? Private Message me for details.
(I also offer SMW Custom Songs in exchange for ASM! I don't do ports though unless it's to remix.)

Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading or boosting in exchange. 4 more left.


Originally posted by Daizo Dee Von
You should be ashamed of yourself for such an awful pun.

kek

I'm late as always, but thanks for the replies guys! Always good to see people stopping by, y'know.





This is "#5 Nice Ice Chamber". Eh. The icey castle that's about melting blocks. There are a few "reset" doors that actually aren't plain reset, but they'll take you to little rooms with stuff in them. Anyways, you can use these doors if you run out of flowers or if you melt blocks in a tough way, as the message explains.



One of the "reset rooms". This takes to a 3-up moon, if you're interested!



Layer 3 smashers have been forgotten for five entire worlds. ;_;



Lame joke is lame



^


All in all, you've gotta be skilled to get through this level! In fact, the difficulty of the hack in general has been rising a lot since I started this world. I bet I'm gonna have fun with the sky world... :P

~

Also, here's a list of my current goals with the hack:

1. Update my Dropbox backup, it's been a while I don't done;
2. Finish the current accessible star world levels, as well as the level that follows the fifth castle;
3. Redesign that one dark water level from world 4 (been long I've been intending to do that, but my motivation for that is pretty much null...);
4. Might as well design the sky submap already, but that's no high priority.

Aaand then, I'm going to be hiring beta testers. Because honestly, if I keep on designing and designing and no one but myself keeps track of the issues, no wonder I'll end up with zons of stuff to fix at once.
And don't worry - if you've already played an older demo I won't force you to go through the two first worlds again - I'll make sure to get an .srm with the two first worlds beaten ready for you. No old .srm files will work because I've made some "enable up/right/down/left" shenaningans in the star world and it's gonna be completely unplayable if those don't work.

So yeah, testing's not going to happen right now, there's still a bit of polishing that needs to be done before I put this up to testing, but if you're interested, you're more than free to speak up!




On a side note, the userbar broke :( sad (where's the goose)
Originally posted by Koopster

*Or is she?

The melting blocks caught my interest, considering I actually like those blocks. Luckly there's a reset door, considering the fact that it's easy to screw it up if you're not careful (of course, it depends if it's the "shatter blocks" or the actual Ice blocks).

--------------------
Are you an ASM coder and want a boost on your Steam, Switch, PS4, or Xbox One accounts? Private Message me for details.
(I also offer SMW Custom Songs in exchange for ASM! I don't do ports though unless it's to remix.)

Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading or boosting in exchange. 4 more left.


Originally posted by Daizo Dee Von
*Or is she?

Lol, that's exactly what beat me from getting a full grade on my last English test. :P
Fixed. Thanks for posting!

E: also those are the actual ice blocks that make fireballs disappear, not shatter blocks.
Well it's definitely been fun to design the Star World levels. :3

Unforgiving Forest:



This level was one of the first I've created for this hack. I think I've shown screens of it before. This is a revamped version, but the concept is still the same. Chomps, a few muncher pits, gray P-switch, Tango N Jig song, there's a few more chucks now.

Super Shroom Party:



Short level, first one that uses the mushrooms in the game (I forgot about them mostly so they're gonna be pretty rare...). Since it isn't a very long course I decided I'd put a short time to increase the challenge or something. It's very feasible in less than 100 seconds though (the secret exit not so much).
Ey guys, I'm back to this hack for now.



I need some feedback on this. I'm not very satisfied with what can be done for a sky world only with SMW's overworld tiles, and for that reason I'm not very happy with this submap overall. The peeps on tge IRC said it was decent, but I'd like to hear a few more opinions, and please let me know if there's anything that can be changed to make it better. :3
I think this world won't take too long to finish, as in not many months of work. I've been having a lot of neat ideas for sky world gimmicks since very long ago, so I'm excited to start designing all those levels.

Also I'm hoping to finish this hack still this year. Preferably release it when Summer C3 is around, but nah, no rush if I can't get it done by then. And I'll leave beta-testing for when all's ready anyway.




And I still haven't remade that water level... Ugh.
Why aren't you proud of that? I love it and it looks like it took a while to make.

Excited to see these "neat ideas for sky world gimmicks"!

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I don't even know what I'm actually doing anymore... will I ever finish a hack?
Originally posted by Koopster


This actually looks VERY nice.
I don't understand why you feel unsatisfied, I love it: It's pretty unique for a sky world.
I think what may be making it look strange is how the clouds looks more like ice terrain. The greatest detractor is probably the palette; The blue/lilac tones make it look really icy. The hill decorations probably aren't helping either, as they would imply that the mass is solid ground.

I also can't help but notice how flat the cloud looks. Drawing new overworld tiles with bigger shading near the bottom might help it look better and more like an actual cloud. SMW's art style is simple, so it shouldn't be that hard at all.

A humble suggestion i have, but you'd have to make several changes, is to break this big cloud in little ones. One or two levels per cloud, for example.

The feeling of jumping from cloud to cloud to explore the place would be nice o/



Anônimo disse...
"Além disso, Gevegir, você me decepcionou como um Hacker Brasileiro."
26 de agosto de 2009 18:16
The OW looks pretty good (I don't think it needs any change at all), but if you're still not satisfied, take in consideration CxGx's idea (pretty neat one).

Good to see some progress ^.^

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Bye.
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Forum Index - SMW Hacking - Works in Progress - Vanilla Twist! | World 6 stuff! (Back on track)

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