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Mario vs. Bowser and... MIGHTY No.9 (Read the first post, thank you)(CANCELLED due to patch issues)
Forum Index - SMW Hacking - Works in Progress - Mario vs. Bowser and... MIGHTY No.9 (Read the first post, thank you)(CANCELLED due to patch issues)
Pages: « 1 2 3 4 5 6 » Link
Since Grey Strikes Back, i have a hiatos of SMWCentral for a long time, i decided to make a new hack, in other words, a crossover hack(i love crossovers), called Mario vs. Bowser and Mighty No.9. Before of post something, listen some advices:

Advices:

1)I'm not expert in level design, but even i can do my best. If you're tired about my Level Design or something, send a PM if you want change my level design yourself.

2)I prefer to insert the custom musics with AddmusicK later, since that Kipernal's version is buggy. I don't trust the AddmusicK because this can crash some ROMS.
I'm using the Romi's Addmusic.

3)Level testers, please rate some levels and OW, and tell what think about it.

4)MrDeePay mentioned something about: A first section with enemies and after a second section, but with different enemies from before. That's true, but i can change this, i think.

5)For sake of god, don't feel me like Grey Strikes Back. This was my worst moment of SMWCentral.

6)You can choose other stages


Intro screen

Overworld:



Levels:


The first level


Thanks to Poloros and his NSMB2 wide blocks


The second level, a cave


Be careful, shell bro attack


A weird place


Third level


Checkpoint Star


Whenever hit the wide block, this can't affect the enemies: It's a glitch?

Base/Demo Rom:

Newest:

10-12-2013

Oldest:

10-02-2013
09-24-2013
09-19-2013
09-16-2013
09-12-2013
09-09-2013
09-08-2013
The screenshots looks good! The hack is amazing! I will play this LP very soon! Great work! #smw{O_O}

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Amazing layout by JackTheSpades
6 months ago, I wouldn't have accepted, but since I haven't been doing a lot in the hacking scene recently, I agree to test Roberto's hack.

Do not complain about him not accepting my ideas and criticism, I'm not going to bother with whining about how he doesn't take heed of my comments and yadda yadda yadda. If he complains about not getting help just ignore him.

I will start playing soon.
The levels and all sure look nice. The OW though is a bit to linear for my taste (the paths, not the scenary).
All in all, it looks really nice. I like your intro screen ^^

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Nice job here, I've just checked it out and it was pretty good. Not really any complaints that wouldn't be nitpicking, as this seems like a very early build. Keep it up! :3
Judging by the screenshoots it looks like you've improved a lot, so far everything seems fitting, the levels look fun and your overworld's physics look nice - though it's still a bit low on decorations, and in the places you used a lot of it it's arranged in a too squared and repetitive way; nothing that can't be easily fixed though.

I have no time to playtest your hack now as I stated by PM, but who knows in the future I can give it a try. For now, good luck!
I have to agree that your level design improved a lot. Though the decoration on the OW is a bit too much, it's nothing that could be major and break the feel of your hack. I'll also try playing it, just for the heck of it. And yes, I'll help you with level design and grammar, as mentioned in a PM, so I'll probably make a new post just for that.

I wish you a good luck with your future levels!
Originally posted by Roberto zampari
Level testers, please rate some levels and OW, and tell what think about it.

Through a pm, or by posting in here?

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
Here's the (pretty detailed) review you asked for.
Turns out this is way better than your previous work. Keep up!

Here you go.
To Egadd:

Do you read the rules? I'll wait your feedback, try the newest rom. Please.

New screenshots


Boom Boom's fortress


Making better than SMB3 Grassland fortress


Ding-Ling Beach: With Wario Land 1 Rice Beach graphics


Agumon from my previous hack


What the heck


The Bass Fish, hiding at the ocean

To Oh Hell No:

Originally posted by Oh Hell No's feedback
I would make the waterfalls:
- Swimmable
- Or put a message box explaining they're not.
- Or, if youreally want to, make a enemy fall into it before you can possibly do it to indicate they're not.
I fell to a unfair that because of the lack of one.

I think this very unnecessary...

Originally posted by Oh Hell No's feedback
Screen 3: I should replace the munchers with waterfalls here as the shells from the shell bros can cause slowdown when they're on screen because the lack of a pit they can fall in and go off-screen.

Nice idea, i'll put this when the World 1 is done.

Originally posted by Oh Hell No's feedback
Screen 8: Would be a good place for a secret exit! Why not make one to unlock an additional level or so. Secret exits, in most cases, make your hack more interesting to play.

I put a bonus room in screen 8.
Check the today's version

Originally posted by Oh Hell No's feedback
I rhater use fuzzies/chainsaws the whole time as grinders fit better in a castle level.
Level 32: The goomba's are going into the wrong direction. Try to work around it so they do not become useless.

For a strange reason, whenever insert the chainsaws and/or fuzzies, it's disappears.
Also for the goombas in wrong direction.

Originally posted by Oh Hell No's feedback
Overall: Although it was a bit slow, the level was fine. Not exceptionally good, but sure fine.
7.5/10

Do you want medium auto-scroll?

To Everyone:

In the today version, you can choose the stage, i just enabled the directions in all stages.
And new stages are inserted.

TODAY'S VERSION
I promise don't ignore you, Egadd. Also for the level testers.
Let's me see your feedback.

Originally posted by Egadd's feedback
LET'S GO
I would suggest changing the title to Let's-a Go!
Look in the ROM map for a hex edit that will remove the TIME UP! message from your stages
Have you considered changing the status bar?
Background palette is iffy, and could use a gradient.
The Boomerang Bro seems a little drastic for the first level, as well as causing sprite errors for
the overcrowded area below it
Speaking of which, thin the enemies out there
You don't need so much sprite variety for the first level. Try sticking with the basics
That pipe seems rather useless, next to the boomerang bro
The level suddenly switches to a linear path through square hills instead of the caves of before
keep your levels consistent
Could use some in-dirt decor
Avoid lots of the "dumb" sprites (ones that will fall off ledges) in levels like these with lots
of ledges
The constant powerups could be avoided with a lesser difficulty
The Lakitu and Spinies aren't necessarily bad, but I feel that they aren't fully within the context
of the level. spread them out more and stop clumping them together
Stay focused. The level is a few places that don't all fit together
Different gfx for the boomerang bro pls (still don't use them in this level, or save it for the
very end)
VERDICT - Not incredibly focused, and ultimately the flater style of previous hacks would've fit
better here


-Oh Hell No, also mentioned about the background palette. I changed the BG palette a bit darker.
-I changed the name
-I replaced the spinies with rexes.
-I planning to use the pipe for a bonus level
-Dumb sprites? Did you mean the goombas and green koopas?
-Should I use the Sonikku's C3 Stuff?

Originally posted by Egadd's feedback
OH MY,IT'S CAVES...
Stop with the all-caps level titles, also try Oh My, The Caves!
The intro seems useless to me and rather bland
I have a feeling your buzzy beetle palette is wrong
No sfx when a Mushroom is in a long ? block
The waterfalls are nice, but could use some explanation (though this is very much your choice)
The Charging Chucks feel out of place here
It could use less sprites overall, some bits have disappearing sprites
Does it really need cement blocks? use some other type of block
Shell Bro could use some explanation
Boomerang Bros, again, uneeded
Both Bros could use new gfx
I wasn't fast enough for the bonus room when I first found it. I would suggest removing the pit
VERDICT - Not much better than the first, but ultimately a little more playable


-The level intro is very common in hacks or games before to start to an underground level.
-Poloros created that ? "Long Blocks". Also, use two channels for hit head and coin. The "Coin" and "Hit ? Block" share the same channel.
CLICK HERE
-If i use less sprites, the level will be boring.
-I replaced the cement blocks with gray falling blocks (screens 7 and 8)

Originally posted by Egadd's feedback
PLATFORM PANIC
Bullet Bills this early in the game?
Could use some more platforms in the later section of the level
VERDICT - Effective use of sprites and a easy auto-scroll challenge makes this level a flawed
winner


-I replaced the bullet bill shooter with a plant column.
-Whenever that put a grinder/chainsaw, it's disappears.

Originally posted by Egadd's feedback
DING-A-LING BEACH
that name...
Beach graphics overused and don't look great
All of the different sprites clash
Tight squeeze at the end of the first water section
Ladders cutoff
The digimon sprite really doesn't belong
VERDICT - eh


-It's Wario Land 1 Rice Beach
-Where's the clashing: Agumon or Wario sprites?

Thanks for the Feedback, Egadd.
Try to play Boom Boom Fortress and The Hungry Fish.
Originally posted by Roberto zampari
-If i use less sprites, the level will be boring.

Not necessarily, and I feel the levels in general could do with less sprite variation, the first level had at least 7 different types of sprites. Goombas, koopas, jumping piranha plants, classic piranha plants, falling platform, munchers(I know it's not a sprite, also not a good idea to put them in the early levels), boomerang bro...and so on. The first level of SMW had rexes, banzai bills, a koopa shell, and a chuck and piranha plant. That's all.
I am also working on testing this hack, it will be done tomorrow.

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
I've made a review too!

Before you read, I just want you to not misunderstand me, I've been honest when writing this review. You've improved your hacking skills a lot, but you still have a bit more to learn, the review is also in portuguese too, so you have no excuses to not listen my opinions in it.
Played this hack for some minutes, I think that you've improved some of your skills, but here's some tips:

1) Try to put less powerup blocks, in some of the levels there're a lot of them and these levels aren't so hard to require so many powerups.
2) Your levels are very short, they require less than one minute to pass them. Try to make longer levels.

Since Mighty nº9 is in development (will be released only in 2015), it seems strange that there's some connection between Bowser and Beck. Well, too early to talk about...let's wait.
I liked that multiple block. Looks funny.

Overall, good job! See you in the next update.

--------------------
Bye.
Originally posted by Roberto zampari

-I replaced the spinies with rexes.


I don't think you need to use any sprites there at all.

Originally posted by Roberto zampari
-Dumb sprites? Did you mean the goombas and green koopas?


Yes, and Spinys as well.

Originally posted by Roberto zampari
-Should I use the Sonikku's C3 Stuff?


No. The level doesn't need any more variation.

Originally posted by Roberto zampari

-The level intro is very common in hacks or games before to start to an underground level.


Either shorten it or remove it. I understand that it's common, but that's not to say it's needed. They usually contain secrets as well, if that's any idea.

Originally posted by Roberto zampari
-Poloros created that ? "Long Blocks". Also, use two channels for hit head and coin. The "Coin" and "Hit ? Block" share the same channel.


If you don't know how to fix it, it's not a big deal.

Originally posted by Roberto zampari
-If i use less sprites, the level will be boring.


Not really. The first few levels are supposed to be a warm-up anyway.

Originally posted by Roberto zampari
-Where's the clashing: Agumon or Wario sprites?


Both clash with the normal SMW stuff and both clash with the tileset which, in case I forgot, is overused.

Originally posted by Roberto zampari
Thanks for the Feedback, Egadd.
Try to play Boom Boom Fortress and The Hungry Fish.


Happy to help. I played Boom Boom Fortress already and it seemed fine, though I don't think you need bone-throwing Dry Bones in the first level. I'll get to the Hungry Fish this afternoon.
Originally posted by ShadowPhoenix's feedback
DING-A-LING BEACH:

Design is okay, but the beach graphics are overused


Could you explain what meaning "graphics overused"?

Anyway, this is for entertain you:


World 5.
The Starship graphics are from Super Bomberman 2, i decided to make the things very interestings. If you defeat the Starship boss, the starship disappears. The final stage of World 5 is a house, where Mario faces the last battle against Beck.


The route of the World.

New Level: Montagnes Jaunes


Monatgnes Jaunes, it's because i don't found a perfect name for the level.


The diagonal pipe


A Pitchin' Chuck


The secret exit

Some advices:

-I'll release the Base/demo rom in the friday.
-I changed some parts of Main OW.

Looks good. Only question I got, will there be a path after an event, or will Mario just float to the other castle?

--------------------
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Originally posted by Roberto zampari
Could you explain what meaning "graphics overused"?

With "graphics overused" I simply mean graphics used in a lot of hacks, or that you see with much frequency in them, so would be nice if you find different graphics or try making it more unique with some palette change.
Originally posted by ShadowPhoenix
Originally posted by Roberto zampari
Could you explain what meaning "graphics overused"?

With "graphics overused" I simply mean graphics used in a lot of hacks, or that you see with much frequency in them, so would be nice if you find different graphics or try making it more unique with some palette change.

If it was used in a lot of hacks, who moderated and accepted this?

Anyway...

Screenshots:


The World 1 Castle, in other words, a 1# Beach Base.


Thwimp, Kaboomba and Ball n Chain.


I just need to reach to the ladders


The World 1 Boss: Standard Beck.


Negen Lake: The word "negen" in deutsch, meaning nine.


Need avoid the urchins and pick the key.


Derpy Hooves will appear in the hack. Everyone loves Derpy Hooves.


Need your feedback about the levels, i don't know if it were better or not. I'll be greateful if you give some ideas for the next levels.

TODAY'S VERSION
Pages: « 1 2 3 4 5 6 » Link
Forum Index - SMW Hacking - Works in Progress - Mario vs. Bowser and... MIGHTY No.9 (Read the first post, thank you)(CANCELLED due to patch issues)

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