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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex edit at $00EEB2 in the ROM map, you can replay the level without a problem.
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Mario's Enigmatic Tales 1 - The Betrayal [REVAMP!]
Forum Index - SMW Hacking - Works in Progress - Mario's Enigmatic Tales 1 - The Betrayal [REVAMP!]
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Originally posted by S.R.H.


I know, but it doesn't make any sense imo. Maybe a flying Chargin Chuck would be better?


It would be better, indeed. But coding it was beyond my poor ASM skills, so I'm happy with the head.

Now, some pictures of the 9th castle: #11 Shadow Showdown. It will have 6, 7 rooms, and a nasty surprise in one of them. It'll have also a custom boss, whose code I'm almost completing. So, have fun with the screenshots:

#11 SHADOW SHOWDOWN



































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Dream team (feed them, please):






Looks pretty challenging. I like the palettes used there and your sprite choices are also pretty good. I liked the demo a lot, so I can't wait for more.

Only the Koopas could have the white a little darker, but it's very minor.
ah, back to this hack! all those ball 'n' chains, magikoopas, and large spikes are really going to make this level tough, not to mention the grinders.

i really like those background shadows; i never see someone actually edit the original super mario world backgrounds before.

everything, including the level design, looks great, and i cannot wait to play this hack when its full version is released!

i have a small nitpick, though:

instead of having bright backgrounds with darker foreground, i'd suggest reversing it: having bright foreground with darker backgrounds. again, just my opinion.

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Currently: Starting college!
Originally posted by mario and luigi
instead of having bright backgrounds with darker foreground, i'd suggest reversing it: having bright foreground with darker backgrounds. again, just my opinion.

It's not an opinion it's literally how lighting is supposed to work in all those levels :V.
Also the shadows were in the original SMW backgrounds.

Anyway, the level design looks nice, but the levels themselves would look better if they weren't monochromatic (bold because I've already pointed out this issue and it seems like you've completely ignored it...).

E: The bright yellow spikes, doors and bridges clash a lot with the dark FG, as does the fire Magikoopa #tb{''}.

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Originally posted by MagiLuigi
(bold because I've already pointed out this issue and it seems like you've completely ignored it...)


Gee, I wonder why
Originally posted by Fierce Deity Manuz OW Hacker
Originally posted by S.R.H.


I know, but it doesn't make any sense imo. Maybe a flying Chargin Chuck would be better?


It would be better, indeed. But coding it was beyond my poor ASM skills, so I'm happy with the head.


You can use Sprite GFX Creator by JackTheSpades.

Originally posted by rekcaH WO zunaM ytieD ecreiF
<screenshots>


These are looking nice, but as MagiLuigi said, the foreground should be bright while the background is darker.

Also:

Originally posted by SuperAgentYoshi
Gee, I wonder why


it is a mystery

Tag <offtopic> was not closed.


Originally posted by S.R.H
You can use Sprite GFX Creator by JackTheSpades.

It would be nice, but I'm not sure if 32x32 sprites could have a number of frames that's not a power of two. I tried it, but at the end, I chose to code a 16x16 routine, which is better to me.

Originally posted by Magiluigi
Anyway, the level design looks nice, but the levels themselves would look better if they weren't monochromatic (bold because I've already pointed out this issue and it seems like you've completely ignored it...).

No, I did not ignored you. The thing is, I'm not that palette expert, so I prefer to stick with a specific color to each level. It's a flaw, as I have to agree with you. Regarding the spikes, door and bridges, I'll darken them a bit. This castle won't have any Yoshi Coins.

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Dream team (feed them, please):






With my Mario knowledge and the title Shadow Showdown, I think I know who the boss might be...

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


Some Video I've done.

For you to see, the challenging and fatal 4th room of #11 Shadow Showdown. Get ready, fellas xD

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Dream team (feed them, please):






Originally posted by Magiluigi
Originally posted by mario and luigi
instead of having bright backgrounds with darker foreground, i'd suggest reversing it: having bright foreground with darker backgrounds. again, just my opinion.

It's not an opinion it's literally how lighting is supposed to work in all those levels :V.
I just finished up the let's play I made, apart from World 9 once it is finished, and I had one big problem with "Bulldog Bowser". In my video, I literally got to Bowser with less than 10 seconds on the clock. I don't know if I just suck or if it was intended, but please add an extra 100 seconds or so.

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


Originally posted by RainbowShell
I just finished up the let's play I made, apart from World 9 once it is finished, and I had one big problem with "Bulldog Bowser". In my video, I literally got to Bowser with less than 10 seconds on the clock. I don't know if I just suck or if it was intended, but please add an extra 100 seconds or so.


Well, I put that time considering my SMW capabilities. I kinda suck when it comes to play my own hack, but I somehow managed to get the midway point with the timer at 100-200 seconds taking the longest route (underwater, then pillars, the hothead room and the layer 3 smashers room). If you take alternative routes, you can get to Bowser's room with 400 seconds left. That's what I intended.

EDIT: BTW, are you littleboybrowny of Youtube? Because I really liked the LP's I saw (though I think there are some missing videos).

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Dream team (feed them, please):






Originally posted by Fierce Deity Manuz OW Hacker
BTW, are you littleboybrowny of Youtube? Because I really liked the LP's I saw (though I think there are some missing videos).


Indeed I am!

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I don't even know what I'm actually doing anymore... will I ever finish a hack?
I downloaded this after seeing a let's play on youtube.

I've only just gotten to star world (the reverse level was brilliant) via world 2 but I'm very pleased so far. It looks and feels Vanilla but has its share of subtle Chocolate elements and great choice of palettes. You really have to think and observe to find secret exits.
Looking forward to the full version. Very creative. :D

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a
Sorry for the doublepost.

Finished the demo 4 last night and found 2 glitches.

The fist one is in the "Up the Chocolate Hills" level. I was using a Yoshi when I almost fell at the last platform (disappeared from the screen at the bottom) but dismounted Yoshi at the last second. I was at the end but the tape wasn't moving. It was stuck to the bottom. I ran to the right and reached the endpointm went back but the tape was still stuck. I wasn't able to cut the tape and finish the level.
It's possible that this is an SMW glitche rather than your hack's though.

The second is a minor graphics glitch. At the muncher-based level, forgot the name. This is the level that had the secret exit to the ghost ship. On the way to the secret exit there was a silver p switch you had to press. When you get down there there are munchers on vines that acted like coins. You could run through them and pick them up and the coin count would increase. I saved a playthrough but I have yet to convert and post it.

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a


Originally posted by Re1Mu2R3
Sorry for the doublepost.

Finished the demo 4 last night and found 2 glitches.

The fist one is in the "Up the Chocolate Hills" level. I was using a Yoshi when I almost fell at the last platform (disappeared from the screen at the bottom) but dismounted Yoshi at the last second. I was at the end but the tape wasn't moving. It was stuck to the bottom. I ran to the right and reached the endpointm went back but the tape was still stuck. I wasn't able to cut the tape and finish the level.
It's possible that this is an SMW glitche rather than your hack's though.

The second is a minor graphics glitch. At the muncher-based level, forgot the name. This is the level that had the secret exit to the ghost ship. On the way to the secret exit there was a silver p switch you had to press. When you get down there there are munchers on vines that acted like coins. You could run through them and pick them up and the coin count would increase. I saved a playthrough but I have yet to convert and post it.


About the 2nd glitch, thanks for reporting it. I have the solution, and I'll implement it ASAP.

Now, new video: the 5th room of #11 Shadow Showdown. A room to refresh your mind after the torture of those spikes... but I didn't design something easy #smw{>:)}

Enjoy the 5th room of the 9th castle.

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Dream team (feed them, please):








Preview of the 6th room of #11 Shadow Showdown - starring the mighty BLACK MAGIKOOPA!



Also, I came with the two final level names: Extra Info Agency (credits will be hosted here, I guess) and the final tower #12 Peach, the Foul.

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Dream team (feed them, please):






Originally posted by Fierce Deity Manuz OW Hacker
Preview of the 6th room of #11 Shadow Showdown - starring the mighty BLACK MAGIKOOPA!



Also, I came with the two final level names: Extra Info Agency (credits will be hosted here, I guess) and the final tower #12 Peach, the Foul.


The background seems alright, but that foreground seems to be a bit too dark. Also, the steps don't look right. I don't know why.

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Click here to enter the world of mediocre!
Suika Ibuki - 25107
I don't know why but almost everyone who makes Vanilla hacks use more from Darker pallets.
But this one really doesn't makes sense since the FG should be brighter than the BG.
Also the candles on background are missing flames
#unbanMB980
neat level design; although i do have some suggestions on your palettes. first off, the foreground looks way too dark compared to the backgrounds. and speaking of the background, the candle fire is missing; if you are going to disable the fire, it'd be better if you disable the candles altogether as they do look a bit better this way. that magikoopa's face looks extremely bright and pale compared to its clothing and the surrounding palettes, although this one is only a suggestion.

i still cannot wait to finally get to play the full version; good luck!

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Currently: Starting college!
Pages: « 1 2 3 4 5 6 7 » Link
Forum Index - SMW Hacking - Works in Progress - Mario's Enigmatic Tales 1 - The Betrayal [REVAMP!]

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