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JDCGames Collaboration 2: Cancelled
Forum Index - SMW Hacking - Works in Progress - JDCGames Collaboration 2: Cancelled
Pages: « 1 211 12 13 14 1522 23 »
@Jonny
Looking really good here, the palette is great, nice use of the Layer 3(?) lava waterfalls and such. It could use some more decorations at some points though.

@Lord Pokey
I can immediatly see you were inspirated by underway, but you did change enough to give it an unique feel. I can already see the sprite placement is excellent and I really like the secret place you put in for the second Yoshi Coin.

@Neidave
Great job, especially love the palette. 2 minor thingies.
- The coin placement is pretty random. Try to use them in a way they can guide the player. Groups of 2 or 3 coins can make a clearer path to follow than 1.
- Above the 3rd turn block sprite there are 2 bullet bill shooters at the same height. At different heights they're more challenging to dodge and better to look at. But if you want it to let it that way, it's fine.

___
Comment on my own level:

@JDC
Don't worry, it was just the entrance to the castle/ruins. One thing: I don't think I'm able to make it look more like a factory, so I hope a grassy/castle/ruins level is all right.

A pic to show it'll sure have castle elements:



(I think I'll make a transition between the hill and castle BG, but I'm not sure and that is why the BG is pretty much messed up now. I'll let you know when I need another ExGFX file and Map16page)

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Formerly known as Oh Hell No (all those names)
Currently taking the Software Science/Web Science combined bachelor. Having your own room is nice :)
Not really sure about the darker castle tiles. Are they pass through? If not, I would use the normal palettes in them, as they look like they aren't solid, I would recommend making the Ghost House bricks use that palette instead, and adding some vines to them would be nice :3
@Mario's Hat

I was planning to use the darker castle tiles when you're lower in the castle, but I guess using them both in the same section isn't that good. The Ghost House bricks already have the darker palette and some vines in them would be cool, thanks for mentioning those things.

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Formerly known as Oh Hell No (all those names)
Currently taking the Software Science/Web Science combined bachelor. Having your own room is nice :)
Going to claim some resources.

Map 16 Pages: 2A

Sub Level: 6A

ExGFX: 9A ~ 9F


I'll inform you of anything I don't end up using.

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My Youtube Channel for Hacking and Gaming.
@Lord Pokey This is what I call a great Level Design (Of course - it is inspired by Underway ;))!

@Oh Hell No Really nice combination of the tilesets! I am looking forward to playing your Level!

Also I just finished the first half of my Level... If you want to try out, here you can find the IPS:

http://bin.smwcentral.net/u/20871/icyskies1half.ips

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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

Well being that this is basically a vanilla hack for the most part, actually setting up the tiles in palettes in such for the Haunted Desert level was really difficult. (I expected not less.) Anyways after about 3 hours, I managed to finish setting up the level so now I can start working on it. Here's just how the level will look in terms of foreground and background.

Haunted Desert Level

What do you think? I'd appreciate hearing your opinions in input in such.

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My Youtube Channel for Hacking and Gaming.
Originally posted by EvilGuy0613
Well being that this is basically a vanilla hack for the most part, actually setting up the tiles in palettes in such for the Haunted Desert level was really difficult. (I expected not less.) Anyways after about 3 hours, I managed to finish setting up the level so now I can start working on it. Here's just how the level will look in terms of foreground and background.

Haunted Desert Level

What do you think? I'd appreciate hearing your opinions in input in such.


Nice palette and awesome BG. You've done well decorating it! I'd imagine that theme being difficult.
@Evilguy: That's looking really good so far, I especially like the background =). The palettes are very good too. I'm looking forward to seeing more of this =)
Cool Background indeed!

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My Youtube-Channel



Currently working on: nothing *eyes roll*
Looking pretty swell so far Evilguy. As people have pointed out, the background is pretty nice, and doesn't clash at all with the foreground. Can't wait to see more.

EDIT 2: Can I claim 8B0 to 8BF in the map 16 thing? Thanks.

- BlackMageMario

EDIT: Here's the report on ShadowFire's level.

Gameplay:

The gameplay was pretty good! It felt like a world 4-5 level, though, so I don't know if it's hard enough for an S level. I do have some issues though. Also, very nice secret man, although you might want to make it harder to enter.

First off, there's only one mushroom throughout the level. I know it is in world S, but it might have been nice to have a Fire Flower in some secret location in the level.

Second:



I can't enter this pipe. Is this intentional, or is the pipe just broken?

Antithetic:

The level's palette was pretty nice, although it certainly seemed like chocolate to me! (besides the underwater part) All the enemies' colour schemes fitted in with the level as well. There were only two minor issues I found:



Minor cut-off there. It'd be nice if you could get just one tile from a random ExGFX file and use it to fix that (although that would require some extensive palette trickery).



There's a weird palette on the right side of that palette there, where the tree meets the leaves. I never really saw this happen in the original SMW, so I assume that'd it be an easy fix.

Anyway, again, really good level man! Just finish it and fix those minor issues, and I'll be back to you.
Remember me switching levels? Well a bubble level fitted better in a fortress, so I moved the level and editted it a lot so it fit a fortress:




What do you think?

--------------------
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.




Do the bubbles hurt too like in the ghost house of the original SMW? Or can you swim in them? Anyways, it looks great!



Originally posted by BS187
Do the bubbles hurt too like in the ghost house of the original SMW?

It instant kills you because its more deadly and its a toxic bubble.

--------------------
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.




It looks cool, definitely better than the old one!

The only issue I can see is that the small bubble variety doesn't seem to be a perfect circle in the corners. You'd better fix that, it looks kinda strange. It's minor, anyway.

Also, are you thinking on animate the bubbles to make them, eh, bubbly? Just an idea.
Looks pretty interesting, Daizo. Is the green water and are the green bubbles safe to touch? Or are any of the bubbles safe to touch? Anyway, can't wait to see more of it Daizo.

- BlackMageMario
Wait, Recon is not dead!

Ahem. I've updated the level to make it look somewhat better. :P
Updated level

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I like Akira Sunazuka and sharks.
This reply is a few days late but thank you everybody for the feedback about my Haunted Desert level. Setting the whole background, palettes & tiles up took about 3 hours alone. (No joke.)

Well I've actually managed to finish the level within the two days of working. Designing the level was a bit tricky to work on but not too difficult actually. (I guess setting it up was the difficult part.) I also tested about 10 times as well -_- A players point of a view is better then my own so here's a completed IPS if anybody's interested in testing the level for me.

Haunted Desert Level

Just thought I should note that once again, I was having sprite memory problems with the newest base rom (Even after I applied the NoSpriteLimits Patch.) so had to use the old one again.

--------------------
My Youtube Channel for Hacking and Gaming.
Sorry about the delay. =( Been a bit busy.
And oh god this snow is lagging this post. =/

@Jonny's level 14: I like the atmosphere you have here. I think the variation oin enemies is also better now you have added spikes and buzzy betteles. Keep up the good work. =)

@Lord Pokey's Level 102: Looks good! The choice of aesthetics you have used here is simply stunning. Looks inspired by Underway actually, which is never a bad thing. =P One thing I must say though, is the fact there are two random munchers near the dragon coin which is a little unprofessional in my opinion. I's remove them personally, but it's upto you.

@Neidave's Level1A: Looking good. The level is coming together quite nicely I'd say. If I had to critique one minor issue though, you seem to have two bullet bill cannons at the same height, which is a little unnecessary as they both spawn bullet bills at the same height. This issue has already been mentioned by Oh Hell No though.

@Oh Hell No: I like the choice of aesthetics you have used to create a nice ruins feel. The only problem I have with it is the fact it doesn't really look too much like a factory at the moment, which is the theme of the level. Perhaps if you created a more "interior" background it'd look slightly better?

@Daizo: I like it so far! The layer 3 background of the level here really makes it stand out more than the previous level did (even though that was going to have a layer 3 BG at the end. Just hard to visualise). One of my issues at the moment is some areas still look "icy". For example the coins and the spikes. Another thing is I'd advise you to make the bubbles hurt you rather than kill you so that the level is more fair. You're also allowed to use the random shell generator (we talked about this), but please make sure you still stick toi the bubbles idea as otherwise, the level would lose focus.




@Claims: They've all been added.
@IPS's (Neidave + Evilguy019): Will test shortly.


Oh, can someone please put a 24 hour post after this? I'll have the feedback from the IPS files soon.

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Please don't send me PMs about why JDCGames is down. That part of my life is over.
Not 24 hour post.

Anyway, I just have some feedback on EvilGuy's level.

First of, pretty good level! There are very few issues, and all of them are minor!

Aesthetics and Music



The palette on the box is sorta odd.



You might want to either change those tiles beside Mario to something else.



Could you maybe change the palette a bit, because right now, it doesn't look like it'd hurt you. Maybe making it lighter would be good?



Where are these coins "ghost coins", and not collectable? Any particular reason?

Now, there isn't any music in this level. I know JDC will probably pick the song himself, but did you not choose the song because the patch would crash or any other reason?

Gameplay Issues (minor)



This life is very easy to get, since you only need to spin jump off a respawning Ghost. Maybe change this to something less valuable?

I'd also move the midway point a little bit back, but not too much.

Anyway, the level, like I said, is really, really good! The atmosphere is perfect and level design is mostly solid!

- BlackMageMario
Thanks Blackmagemario. I appreciate it when other people test levels as the creator can get more than one opinion on the level. Thanks again. =)




Evilguy019's Haunted Desert

Problems
Level B
-I agree that the palette of the skull box is a little odd.
-Minor aesthetic iussue, but I think the areas where the ledge is between two other platforms (see screens 1,4 and D in level B) is a little unusual. It would be better with corner tiles in there instead.
-I also agree with what BMM pointed out about the corner tiles being pass-through-able. (Appears in Level B on screen 9, and also level 6A screen 1, and also level 67 on screen 5)
-Only 3 of the 5 eeries showed up at screen 9. Might just be that time I tested it though. I'd recommend changing it to 1 or 2 eerie(s).

Level 67
-Same palette issue with skull boxes recurs here.
-I personally think the life here is fine to get. It is only world 2 so it shouldn't be too hard to obtain.
-I'd advise turning the "fake coins" into real coins.

Suggestions
Name:
Solitary/Sandy Sepulture (with "Sepulture" meaning burial)
Gritty Grave (not so sure on this one)

Music Suggestions:
#1, #2 or choose one of your own.

Review
It's a pretty cool level. =) The background is really cool how you assembled it. It definitely adds to the haunted atmosphere in the level. With just a tiny bit of aesthetic fixing, this level will be inserted.
89%




Neidave's Ice level

How big are you planning your level to be? If it's not planned to be so large (ie. 12-15 screens), you might consider moving the midway point back a few screens.

Problems
My main problem with the level is it suffers from a few focus issues. It starts out great with the turn block bridges, but later on in the level (around screen C), the level starts to lose focus as it has water and other things in the level. My advise to fix this would be to perhaps rework screens C and D a little to focus more on turn block bridges as that seems to be the "gimmick" of your level.

Minor issues:
-Screen 7 seems a little 'barren' decoration wise compared to the rest of the level.
-The fake cloud on screen C isn't too appealing really. Either replace it with a normal cloud or remove it. (Or rework that area to include some turn block bridges)

Review
(Suggestions for level name/music are typically done when the level is complete)
The majority of this is a great level. =) It's just that the latter screens of the level (Screens C/D) seems a little random and thus brings the overall focus of the level down unfortunately. If you fix up those screens to include more turn block bridges and be less "random" the level will be much better. =) For now though, my current percentage would be:
80% (possibly going up to 83-86 if focus issue fixed)





In other news, I have fixed the overworld by including some more slopes. I've also inserted SF's submap into the baseROM. We're just waiting for Daizo's World 6 submap to be done and then the full overworld can be considered complete. =D

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Please don't send me PMs about why JDCGames is down. That part of my life is over.
Pages: « 1 211 12 13 14 1522 23 »
Forum Index - SMW Hacking - Works in Progress - JDCGames Collaboration 2: Cancelled

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