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[Video] WYE's New Hack - Gameplay Footage
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - [Video] WYE's New Hack - Gameplay Footage
Pages: « 1 »
That's right, folks - for those who haven't heard, since early 2012 I've been working on a new hack. I've been keeping it a lot more secret than my previous hacks and showed screenshots only on occasion, so this is likely the first visual material you'll see of it.

The hack's name and premise I'd like to keep a secret for now as well. Something you should know, however, is that I'm trying to make as many resources as possible myself this time - graphics, patches, perhaps even music if my skills allow.

That's about it for the introduction - click the screenshot below to see the gameplay footage video I made!

Feedback of any kind is appreciated. Hope you enjoy!



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Wow! This looks so different and realistic. I am amazed. I saw the video and everything seemed to be smoothly done with satisfactory level design. Great work!
There's so many custom stuff and ASM gimmicks, I can hardly believe this is SMW. #ab{O.O} Despite the (few) slowdowns, I didn't find any issues. Everything looks so great, graphics and OW especially, and you managed to make very nice HDMA stuff to make everything look even more realistic. Also, that counter system. *-* Superb work, WYE. Hope to see more of this in the future! #ab{:)}
Simply impressive! The graphics and the ASM gave your hack an unique feeling of a Mario game, rather than just another SMW hack. You made me curious about what this hack is about... I hope it will be released sometime soon, can't wait to play it! :3

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Twitter
Looks like something I haven't seen before. Also, it looks liek a sprite migh come next, according to your picture. Nice thing you have, WYE. Those GFX surely beat my rips really hard.

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You can download my VLDC12 entry Here - final update
Are you using the Message Box Expand patch?

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Okay, my layout looks ugly.
Obviously a hack this advanced would use something more advanced #ab{o_o}.
And here I thought the message box expander was a one-off. Looks like you have this and one more project to go, which is great!

I'm loving what I'm seeing here. The graphics are excellent (I take it you drew them, given that you are naturally good at drawing tilesets) and the status bar is especially appealing. Was it inspired by SMWCP2's drop-down one by chance? Design-wise, it's a little hard to critique levels thoroughly when they're fragmented like this, but given what I've played from you in the past, I know you know what you're doing.

Also, that map. That map.
Originally posted by S.N.N.
Also, that map. That map.

This. It's so beautiful.

And I agree, you'me made amazing asthetics without spamming decoration all over the level. I especially like the water in the grassland levels, the water level's graphics and the parallax scrolling on some BGs. I love all the ASM gimmicks as well; they add to the charm (like the custom Save Progress? window). Also, nice status bar!
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Very nice. I do like the more realistic backgrounds. I feel they attribute to the "natural" ambiance of the flower field levels very well. The map system looks very impressive as well. Keep it up.
Thank you for the comments, everyone. #ab{:)} Seeing my hack is mostly well-received means a lot to me.

Originally posted by Ripperon-X
Also, it looks liek a sprite migh come next, according to your picture.

I'm not sure what exactly you mean. Mind clarifying?

Originally posted by S.N.N.
And here I thought the message box expander was a one-off. Looks like you have this and one more project to go, which is great!

I always seem to manage to get three things done for C3, don't I? #ab{:P}

Originally posted by S.N.N.
The graphics are excellent (I take it you drew them, given that you are naturally good at drawing tilesets)

Thanks! Yeah, they're all hand-made - mostly drawn in Paint.NET on a drawing tablet and either copied over to YY-CHR or ripped with edit's tool.

Originally posted by S.N.N.
and the status bar is especially appealing. Was it inspired by SMWCP2's drop-down one by chance?

Not sure which came first, actually. My main inspiration as I recall was DKCR, but SMWCP's status bar may very well have been an influence.

Originally posted by S.N.N.
Design-wise, it's a little hard to critique levels thoroughly when they're fragmented like this, but given what I've played from you in the past, I know you know what you're doing.

I hope so too. I've been told these levels looked too linear and rush-through-able, so I'm trying to give the laters levels just a tad more complexity. All I've really done so far is the first two anyway.

Originally posted by S.N.N.
Also, that map. That map.

Heh, thanks - here's hoping I can make more like that, since I've lost the original .pdn file! #ab{^^;;;}

I'm also looking for ways to fix the frequent slowdown, as addressed in the first comment on Youtube. Still not sure what exactly causes it, so my current plan is to wait for an SA-1 compatible LM and hope that chip'll be the cure.

Again, thanks for the feedback so far.

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Another really nice-looking hack? I love your graphics, especially the parallax effect you did on some of the backgrounds (that river...). And the level design looks pretty solid to me. I also really like the overworld; did you code a custom overworld yourself or just change some things about the regular one? If you're only three levels in, though...well, I certainly hope this hack gets finished. I'd hate to see it go to waste.
This project in a nutshell.

Seriously WYE this is just too awesome.

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The overworld and the way coins and lifes are tracked are certainly impressive, but some levels featured in the trailer look very empty, especially the water and cave ones, they certainly more enemies.

That being said, I thought you quit hacking when you dropped Pokey's adventure, I'm glad to know you're still in the scene.
Man, I like the parallax effect seen in the three levels you showcased in your video, as well as the graphics you made. It sure as hell added to the charm to your hack.

One thing, the backgrounds appear to be realisticly drawn in mind, which I believe, it contrasts to the cartoonish tilesets and sprites that I saw in your video. Nevertheless, I hope to see more of this in the future.

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On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.




Wow... This just made my day.
Really, I have never seen graphical skills like yours on this site! Those backgrounds and their details are fantastic. I'd sort out that slowdown in the water level though (you're probably already on it!)
This looks amazing. I'm really impressed. I hope that I can eventually play this someday. I think your graphical style is a really nice aesthetic that still fits the Mario style. For me (again, for me), it almost makes me think of a 3D Mario game brought to 2D. Your sprite status bar is the best I've ever seen. I love the mean flower enemies -- they're unique, new, and fit right in. Really great, professional work. Can't wait to see more.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
You've got to optimize those flower enemies if you're going to have them as a common enemy. Lag as frequent as that would be rather frustrating.

Otherwise, it does look pretty cool.

World Community Grid: Thread | Team
 
Again, thanks for the positive feedback so far. #ab{:)}

Thanks for the criticism, too - what I've taken from this thread (and German Youtube comments) is that I should reduce the all-too-obvious slowdown and look out for potentially boring level design.
Both are issues I'm taking seriously - I'll do what I can to get the slowdown fixed, and make sure to put find a reasonable balance between structure and complexity for later levels.

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I'm loving the gfx and asm behind this. This is something I am looking forward to in the future. Excellent job.
Layout by LDA during C3.
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Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - [Video] WYE's New Hack - Gameplay Footage

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