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JDCGames Collaboration 2: Cancelled
Forum Index - SMW Hacking - Works in Progress - JDCGames Collaboration 2: Cancelled
Pages: « 1 2 3 4 5 6 7 8 9 1022 23 » Link
Originally posted by Mario's Hat
EDIT2: What happened with JDCGames? Looks like there is almost no activity there.

Its mostly due to lack of descussion, god I wish there where more topics and forums.

--------------------
Are you an ASM coder and want to trade "resources"? 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 "resources" in exchange. 4 more left.




Originally posted by Daizo Dee Von
Originally posted by Mario's Hat
EDIT2: What happened with JDCGames? Looks like there is almost no activity there.

Its mostly due to lack of descussion, god I wish there where more topics and forums.


Meh, things aren't the same as they used to be. I was quite happy with the old site (jdcgames.net) until it went to be parked. Since we switched back to ther very old site, things aren't the same. =( That's probably the reason no one posts there anymore. Same for me too I guess.
we need some threads/forums other then jdcgc2. that's all.

EDIT:
expect my finished level in a week or so.

--------------------
Later.
I have an interim ips of sorts of my level so far if anyone would like to try it out =). Click here

The pipe to the secret exit leads to an incomplete level, so ignore that for now.
That's a very cool level you got there, like always. :) I have no complaints, but I'd suggest you to use super koopas generators, whistling chucks or even both. It would help to variate the level variety without leaving it's main theme.

Nice job. :)
Am I making too slow of progress? Well this is where you guys tell me to restart this level =( (AKA a 8 screen demo).

*crosses his fingers* (I hope its not as bad as I don't think)

--------------------
Are you an ASM coder and want to trade "resources"? 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 "resources" in exchange. 4 more left.




That's not bad Daizo, but isn't the best level either. :( I'll be honest there, layer 2 bubbles aren't so good as they seemed. They go up and down so regularly for a buble. Also they take off all the background and make it so empty... If we could do those as sprites... But none of us can do such ASM AFAIK. :/
Well, if JDC decided to implement custom Layer 3 BGs in the hack, SMW clouds in the background could do it just fine.

By the way, I don't know if somebody has already stated something similar.

--------------------
MK2TDS
Actually JDC decided earlier that later there will be a Layer 3 BG in there.

--------------------
Are you an ASM coder and want to trade "resources"? 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 "resources" in exchange. 4 more left.




I claimed secondary entrance #8 in an earlier post but it's already being used in another level and I didn't realise.

I'd like to change my claim from that one, to secondary entrance #87. =)
@Daizo - It's shaping up to be a decent level I think. =) It does look a tiny bit bare though, but that will easily be fixed when the layer 3 BG is inserted into it. Q-Bee's suggestion sounds good - I think clouds would work well there. Perhaps some clouds could be on layer 1 as well, to give the level a bit of depth? As for the level design issues, there's only a few minor things to fix:
-Quite a bit of slowdown around Screen 5, around the lift and afgterwrds near the chuck.
-You can't really "see" the lotus's projectiles on screen 9.

@MrEsc - Sorry to hear there was a conflict. =( I'll add secondary entrance #87 onto the list now. As for the level, you know what I think already, but it is a good level I think. =) What Austin said, about the super koopa generators, would be a cool idea for the second half. I'm looking forward to seeing the cave sublevel you've told me about too.





I guess I could show off what I have so far, for the Themed Factory B
Basically, this level is going to be one of those silhouette levels
kind of like the ones on DKCR. It's called "Faded Fortress" for now.







And finally, here is the new baserom for today.
This baseROM features the following changes:
-Magma Mound, BY Evilguy019, Inserted
-Calignous Cliffs, By Austin, Inserted
-Bubble Trouble, By JDC, Inserted
-Jagged Jeopardy, By Mario's Hat, Inserted

-A few new songs have been inserted (see first post).
-Minor bug fixes.

24th November 2012
Download me!
Eh, sorry, but the idea didn't work as I thought it would, I'm dropping my CI level. :'(
Originally posted by Mario's Hat
Eh, sorry, but the idea didn't work as I thought it would, I'm dropping my CI level. :'(


That's OK. =) I'll remove your claim of the list then.
So i assume we are going to use the mario pallete patch? I've tried level's like that, and you can't do it without mario's pallete going haywire. The BG seems a bit too bright compared to the rest of the level, so you might want to remedy that.

Are you going to make use of the spot-light sprite?

--------------------
Later.
Originally posted by ShadowFire
So i assume we are going to use the mario pallete patch? I've tried level's like that, and you can't do it without mario's pallete going haywire. The BG seems a bit too bright compared to the rest of the level, so you might want to remedy that.

Are you going to make use of the spot-light sprite?

I'll probably have something like that inserted for my level later on, yes. I'll fix the BG too, but my idea was to have the BG and certain FG elements (the lava) coloured in, so it doesn't look like a level taken from Tomb Raider.

As for the spotlight sprite, I'm not sure at this moment. I might use it for the secret exit sublevel I think, since there is a secret exit in the level.

Speaking of secret exits, I guess I should mark on the 1st post which ones do have secret exits. It was marked in the baseROM and on the JDCGames site before it was taken down, but I guess it wasn't transferred here. I'll sort that one out now.





In unrelated news, I am thinking of hiring a few people to do a alpha test of this hack. I know that sounds a little daft, but considering how the last one turned out, I think it would greatly benefit us to do more testing this time round. By that, I mean when we have a few more levels done or so.
I think i've finally gotten Twilight Trunks finished, and it's ready for testing =). There's a secret exit to try and get too for this one, so try to get both exits and all the dragon coins during testing if you can.

Click Here

I hope that its ok, if you have any comments or things that you need me to fix, just post them here =).
Thanks for getting thsi done. =D

Problems
Main leve
In the main level, the piranha plants seem to go behind the trees. This can be fixed be rearranging the piranha plants and/or the trees.
Maybe just me, but the main level does seem a tiny bit short. This isn't a bad thing though, and can probably be left as it is.

Cave Sublevel
This is the sublevel I have the most problems with I'm afraid.
ON screen 3, the very steep slope is cutoff. Not many people actually know this, but the cutoff can be fixed. Just put a regular corner tile at the bottom right corner of the steep slope and tile 1FF at the top left of the very steep slope. You'll need a normal corner tile above that, but otherwise, the cutoff will be fixed.
The coins at screen 4 of the sublevel make it look like an incredibly misleading jump, causing me to die in the lava. This isn't very good, really. Just move the ledge to the right over to the left by one tile so the player knows where to land.


Review
This is a very good level. =) The palette of the cave level and the general atmosphere of it is pretty cool. The idea of having a "challenge" room before a secret exit is a unique idea, and a better one than having a tedious puzzle before it, for example.
As for the main level, it's good I think. The dragon coins are especially challenging to obtain, which is a good thing.
As for a percentage, I think it deserves:
89%
OK, so this post is going to stay here until I'm finished testing. So here are the legends of my states.

Legends:
White - Haven't gotten there yet/I'm not done just yet
Green - All good
Blue - Not too major/nitpick
Yellow - Pretty important error
Red - Major Error
(Link) - It's an image (If it says 'so' on it, it has a hoverable description)
(Sugt) - Suggestion (hover over it)



World 1:
Sunrise Shore
-Minor Cutoff with the pipes (Link) (Sugt)
-I don't know about you, but parts of the dirt going in front of Mario looks kind of weird to me. (Link) (Sugt)
-Could just be me but the palette here is a little odd, I know where this is going but the fact that the dirt is brigher then the grass, the pipe and the green mushroom platform is MUCH brigher then everything else is a little... Strange. (Link) (Sugt)

Seabreeze Spree
-The name should be 'Sea-Breeze Spree'
-Big Mario can't jump out of the water that high. (Link) (Linkso) (Sugt)
-Layer priority issues here. (Link1) (Link2) (Sugt)

Tide Stride
-The whole level seems out of place with the rest of the levels. It seems too classic and not as detailed. (Sugt)
-This looks weird for Mushroom Platforms. =| (Link) (Sugt)
-More odd Mushroom platforms and also the most noticeable problem in hacks that have these Mushroom Platforms. (Link) (Sugt)
-This is borring. (Link) (Sugt)
-Whoa Whoa Whoa, wait a minute? Isn't there suppose to be a cave song here? (Link) (Sugt)

Stickleback Stride
-That little peace of grass goes in front of Mario when you go in the pipe. (Link) (Sugt)

World 2:
Dinosaur Dunes
-You can stand on the very last pixel here. (Link) (Sugt)
-If you try to go down through this pipe, it will make Mario go behind the forground. (Link) (Sugt)
-That exploding turn block should be the same colour as the ? Block. (Link) (Sugt)
-Cutoff. (Link) (Sugt)

Arid Awakening

Ravaged Ruins

World 3:
Perilous Pathways

Fiery Flora

Magma Mound

Cascade Chambers

Manic Mines

Industrial Interior (Daizo Dee Von is made by Industrial Interior? Lol... Fix the first post =P)

Calignous Cliffs

World 4:
Twilight Trunks

Mycollic Marsh

Clay Caverns

Spiny Shelter

World 5:
Chilly Course (Another level that made a user, heh...)

Jagged Jeopardy

Hovering Haven (What's with all these levels that makes users? XD)

Soaring Sanctuary

World 6:
Somber Steppe

World Chocolate:
Cocoa Clifftop

Caramel Core



When I'm done with this list, I'll PM you JDC. For now, just check this post every day. Be warned that this is Constructive Criticism.

--------------------
Are you an ASM coder and want to trade "resources"? 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 "resources" in exchange. 4 more left.




also relevent

--------------------
Later.
That looks pretty good so far SF, level design wise I think it's looking good, the difficulty seems just about right I think =). Although the palettes look good, I think that they could do with being brightened just a bit or made more saturated, so that Mario doesn't stand out too far from it palette-wise. =)



Also, as I got my previous level done i'd like to claim another =).

I'd like to claim:
Level 002:Sunken Ship Themed

Sublevels: 3B~3D
Secondary Entrance: 29~2A

Thanks =)
Pages: « 1 2 3 4 5 6 7 8 9 1022 23 » Link
Forum Index - SMW Hacking - Works in Progress - JDCGames Collaboration 2: Cancelled

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