Language…
15 users online: Ahrion,  AmperSam, Angel Miranda, autisticsceptile1993, Boosius, Connnnair, crocodileman94,  Donut, gemstonezVA, Golden Yoshi, katun24, KimmyWBTVE2022, NikSik1, Subrosian, underway - Guests: 98 - Bots: 141
Users: 56,266 (2,261 active)
Latest user: Bullrunfarms

Super Yoshi Land 2 - Slight Changes + New Levels

Standard

It's been quite a awhile since I've posted progress about my hacks but in effort to be more active I decided to not only to create a thread of my new hack but also announce that Super Yoshi Land: The Rescue Mission is getting a sequel. I'm aware that it is probably a bit early for a sequel being that the hack hasn't been moderated yet. (Nor will it be for a long awhile I assume.). That and there's a few errors I want to fix along with and update telling more about the plot and an alternate final level. It's just after I spend a long time testing a hack, I get really burnt out on it and don't want to come back to it for awhile. The update will probably come before the year is over but for now I just want to move on to other hacks I have in mind. Anyways as usual when it comes creating a new hack I want to try out a different style. This hack will be pretty different from the prequel in quite a few ways and here's how.

Plans for this hack.

1. If I was labeling this hack It would be a vanilla hack with custom elements but I'm not going to label it a vanilla hack. I still plan on mainly using resources that are within the game but It's not going to be limited to just that.

2. Dragon Coins have been replaced with Star Coins and there are 3 in each level accept fortress levels which only have 1. Also, the game now saves how many Star Coins you have collected so there will be no getting an extra life after all 3 are collected.....sadly. Now collecting those coins will actually be useful however as you'd need to collect a certain amount to access certain areas.

3. This one is just a minor detail but the goal bar has been replaced with a goal star which means there are not bonus games at the end.

4. The SMB2 health system is still here but there won't be as many collectible hearts this time around. The only reason for that though is because having a certain amount would cause it to conflict with the Yoshi coin counter.

5. Now for the last but most important detail to this hack. This hack just like the last one will have 6 worlds and one final world. This hack also has a doubles theme going on and if you aren't sure what I mean by that is that there a two versions of enemies (Most of them.) and two versions of each world accept the final world. The different version of the enemies will have something different about them compare to the normal version, rather it's speed or how it can be killed. As for the different versions of the worlds, the theme of the world would be different. Now despite how that may sound, I don't plan on making blatant edits. (Of course there would be resembles here and there however.)

Anyways, I think I've explained all I needed to explain. Now to show off the first two levels of the hack that I managed to complete.

1-1: Aqua Fields
(Video)







1-2: Water Stream Plains
(Video)






The first different enemy is introduced within the second level and it's the green rex. The difference between the green rex and the blue rex is that it moves noticeably faster. Well this is all I have to show so for now. So far things are flowing together pretty well but it is still a bit early so that can change. (Hopefully it doesn't though.) Anyways comments and feedback are always welcomed and appreciated.
My Youtube Channel for Hacking and Gaming.
Great ways of using map 16! Level design is very unique. Keep up the good work, this looks awesome so far! I couldn't even tell you what you need to improve on because there is nothing!#smw{:TUP:}

I like what i see. I assume that the green Rexes are a disassemblys, Am i right? Also, The green palette for the FG in the first 9 screens is kinda dark. Still, Keep this up.
@Two Tails: Thanks a lot. Well that's actually quite great to hear. Been working on trying to improve my level designing skills as of late.

@Akireyano: Thank you. Actually the blue ones are the disassembles and the green ones are the original ones edited with the SMW Customizer tool. (Kind of a backwards way to do things.)


Well after a few technical difficulties (Rom randomly getting corrupted.) I manged to finish the third level of World 1 today. This level introduces another new enemy but it doesn't come till the last part of the level. Also this level steps up the difficulty just a bit but still easy for the most part.

1-3: Aqua Canyons


Section 1






This part of the level may seem like it's a bit hard to navigate through but it actually isn't. The arrow signs also indicate the correct path. Also if screenshots seem like they're lacking enemies it may have to do with me killing them or them just being in the previous screen. The level definitely doesn't lack enemies. (Also really bad at taking screenshots which is why I usually prefer to show videos instead.)


Section 2






Porcu Puffer fish makes his first appearance in this level but don't be alarmed. I'm sure most of us have learned how to kill this guy by now. (There's even a fireball provided within this level that's easy to get.) If you don't know how to kill him though, the dolphins are here to help you.


Section 3





Meet the other version of Porcu Puffer fish and unlike the normal version, this one is here to stay. The difference between this one and the normal version is that this one can't be killed. Despite how that may sound, this section is still not much harder then the previous section and is also a pretty short section. Anyways, making this level was actually quite fun. Usually I don't enjoy using the water set enemies as I can never usually use them efficiently but I'm actually starting to like that set quite a lot. Comments and feedback are always welcomed and appreciated. I really would like feedback.
My Youtube Channel for Hacking and Gaming.
Nice unique style for this level! I love how you actually made a level with a puffer fish look fun! I have one question though. How did you get the water in the front? Is it layer 1, or just a bunch of different animated water blocks. If it's door number 2, I'm surprised. You should make a userbar for this hack sometime, just a thought!

I loved Super Yoshi Land so much, really much. How can I not the second one the sequel?


Nice usage of palettes and vanilla GFX combos man. Every stage you showed of great design and some new world themes it seems to, which can make it interesting to use the vanilla combos.

Love the Green Rex and Red Porcupuffer YEAH!

Good luck and Keep going on!
Well from what I and Scooter102089 played in the original in our double LP, the original was fantastic. Glad that SYL2 is in the works right now, and with it's gimmick of using stronger existing enemies is a really nice touch!

(You might want to
idonno, bump the Super Mute World 2
thread?)

!!! YOUR SAMPLES ARE COMING SOON !!!

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.




Some of the water animation tiles in priority to some edges are looking a bit weird, maybe the animation looks different than the animation of the original water tiles, but not like it's really a major issue to be fixed.

It aside, I can see you're putting effort in this hack and you're going very well with progress, so keep it up!
This hack looks great so far! I LOVE the palettes and MAP16, but I think you can find better Yoshi graphics here.
Originally posted by LaughingLuigi
Yoshi graphics here.

Eww, that would make the character clash with the rest of the game's graphics. The other Yoshi look's fine.
!!! YOUR SAMPLES ARE COMING SOON !!!

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 LaughingLuigi
Yoshi graphics here.

Eww, that would make the character clash with the rest of the game's graphics. The other Yoshi look's fine.

I know that, and I think the other Yoshi looks fine too, but I think the one I suggested looks better.
@Two Tails: Thanks. Glad it doesn't seem bothersome dealing with the puffer fish in all. The water in front is still apart of layer 1. Just did a lot of editing in YYCHR so it wouldn't cause cut off. (Was actually thinking about making a user bar though I'm not very good at making them.)

@xImseiken3:Thank you and I'm glad you liked the first one. World themes may be difficult to come up with but I at least don't plan on repeating world themes from the first one.

Daizo Dee Von:Thanks, glad your enjoying the first one so far. (Also yeah I've been meaning to update that thread for awhile now.)

Mirann: That's because the timing for some of the water tiles is slightly different thanks to examination. (Which I'm not quite sure how to fix.) Thanks btw.

LaughingLuigi: To be honest aside from the small Yoshi graphics I actually like the current Yoshi graphics I'm using better. Also like Daizo said, that Yoshi would clash in this hack and would fit a lot better in a chocolate or redrawn hack. Thanks for the suggestion though and for the comment.

Alright guys so I've managed to finish a level over the weekend and starting level 5 of world 1 today. Even though I'm still at the beginning of the hack everything seems to be flowing together pretty well so far. Right now I'm just making sure not to introduce too many new versions of the enemies at once. At least for this world you you'll mainly see at least one enemy introduced at a time. Anyways so level 4 is the first actual underwater level of the hack. I figured since this is a Water theme world it would only make since to make a level that's underwater. (I'm thinking of making level 6 underwater as well.) Though the whole level is finished I'm only going to be showing the first half of the level (Technically 2/3's of it.)


1-4: Aqua Caverns (Temporary name.)


Section 1






Water theme'd world means more water enemies to deal with. The main obstacles in this underwater section are the water streams and the electric jelly fish. I probably don't have to explain the electric jelly fish but if you go within the water streams, you'll be pushed down slowly (A little too slow.) and you'll swim up slowly (Again a little too slow) while your in them.


Section 2






The second section is pretty similar to the first section in terms of obstacles accept it was a lot more jelly fish. Also we've seen the normal blurp fish and now meet his other version. The blue one is not only faster then the normal blurp fish it also swims in wave motion.

The last section of this level takes place outside the water which I'll probably show later or in a full level video. To my surprise this level didn't turn out to be as difficult as I thought it would. It can seem a bit overwhelming at first but it isn't much more difficult then the previous level shown. Water levels I find fun to work on sometimes, mainly when there's more to them then just swimming forward. Well I'm hoping to move on to World 2 soon but I'm not going to rush myself there. Anyways comments and feedback are always welcomed and greatly appreciated as I'd like to hear your thoughts.
My Youtube Channel for Hacking and Gaming.
Originally posted by EvilGuy0613
(Was actually thinking about making a user bar though I'm not very good at making them.)

Tahixham's userbar.tk would help you a lot with his Userbar Maker. If you're really stuck, I could gladly make it for you if you wish.

Originally posted by EvilGuy0613
That's because the timing for some of the water tiles is slightly different thanks to examination. (Which I'm not quite sure how to fix.) Thanks btw.

You can fix it by re-animating the original water, and moving all the animations to slots 0, 8, 10, and 18. Not a lot of it, but I guess you could also fit in 1, 9, 11, and 19, but It'll go out of sync with the slots I mentioned earlier. What I do to make it easier for myself is make the water "flat", and make it darker when there is land behind it.

Anyways, I'm kind of shocked you're already at level 5, and I'm still stuck in the second world in my hack (and it has 5 levels pur world and has been developed since The After Years! =O). Well in terms of graphics, I'm kind of pleased with the results. I have to question how all those bones exist in this peaceful lake... if you can even call it peaceful! The level design it self look's okay, but I need a video to judge it 100% (which I was never disappointed by your level design anyway).
!!! YOUR SAMPLES ARE COMING SOON !!!

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
You can fix it by re-animating the original water, and moving all the animations to slots 0, 8, 10, and 18. Not a lot of it, but I guess you could also fit in 1, 9, 11, and 19, but It'll go out of sync with the slots I mentioned earlier. What I do to make it easier for myself is make the water "flat", and make it darker when there is land behind it.


Ah thought that may have something to do with it. I noticed depending on where it's placed in YYCHR results in the tiles being out of sync. I'll try and fix it but if worse comes to worse I'll either just leave it or make the water flat.

Originally posted by Daizo Dee Von

Anyways, I'm kind of shocked you're already at level 5, and I'm still stuck in the second world in my hack (and it has 5 levels pur world and has been developed since The After Years! =O). Well in terms of graphics, I'm kind of pleased with the results. I have to question how all those bones exist in this peaceful lake... if you can even call it peaceful! The level design it self look's okay, but I need a video to judge it 100% (which I was never disappointed by your level design anyway).


Well you know me, I generally work faster then most hackers. (You should really get to work =O) The level doesn't take place in a lake I hope you know. (Hence the level name.) I was going to try and show a level video this morning but I'm already a bit short on time so I'm aiming to show a level video tonight. Thanks for the feedback.
My Youtube Channel for Hacking and Gaming.
All the main levels are almost finished for World 1 but as I usually would I'm going to due all the fortress levels last so you can expect some progress from World 2 soon. Anyways managed to finish both levels 5 & 6 of World 1. (Actually finished level 5 awhile ago but 6 took quite some time.) Here's another underwater level but this one is centered around bullet bills. I have screen shots of the level but I do recommend maybe checking out the video as it usually shows more to the level. (Also in this case section 2 in which I didn't take screen shots of.)


1-6: Bullet Bill Ocean (Video)


Section 1






The blurp fishes make their return both normal and blue version but we also have a new version of the bullet bills. The red flashing bullet bills will turn back around if you're aligned with it otherwise it'll continue straight forward.


Section 3






Here's the last section of the level in which Banzai Bills makes a visit. The arrows usually indicate screen exits but in this case they're used for indicating when Banzai Bill is coming. You also have plenty of time to duck in cover before it reaches you. There's only one Banzai Bill near the end where you don't need to duck in cover.

Anyways I'll probably be starting World 2 very soon. In the meantime comments anyone? Feedback is always appreciated as I'd really like to know what you'd think.
My Youtube Channel for Hacking and Gaming.
Nice underwater level, yeah vanilla power! And cool usage of underwater enemies and bullets!

Cool setup! Am waiting the next world now!
If you saw my comment on YouTube first, then you would know about my opinion about the level. The level was really thought out, but there are a couple flaws I picked up. The aesthetics are nice as always, and the bullets are thought out so you don't have to get hit cheaply (looking at you, Armed Lake).

The flaws are actually a little more then what I posted at that video. I already mentioned the hand holding with the arrows for the Banzai Bills. I haven't pointed out that at 0:40, I'm not the biggest fan of backtracking after getting a coin, but that's a bit minor. Other then that, the level is actually pretty good.

Wish you luck on the other levels... And don't forget about Mute! D:
!!! YOUR SAMPLES ARE COMING SOON !!!

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.




Still haven't forgotten about this thread. Just kind of been switching which hacks I'd work on and since I haven't worked on my chocolate hack in awhile I wanted to get a lot of levels done before I went back to this hack. Anyways, so I finally decided on world 2's theme. Instead of repeating the forest theme I decided that I'm going to make it sky theme'd because I usually never have a full world dedicated to sky levels. (Probably because they take long for me to make.) Only problem with going with this theme is that now coming up with the alternate theme of this world is going to be a bit difficult but I'm sure I'll figure something out. Anyways here's the first level of world 2.

2-1: Sky Gardens (Video)






As you can see there's a few Super Mario All Stars tiles mixed in here in there but not to many. The level kind of starts off easy but begins to pick up the difficulty a little before the midpoint and after as well. As you can see we have blue spinys which are immune to fire balls and cape attacks but can still be killed by throwing an object at it. (Don't mind the palette as I plan on fixing that.) Also with a new world means the star coins will start to step up their game when it comes to hiding. Capes are also now provided starting at world 2. (Well there's one level in world 1 that has a hidden cape.) Anyways comments and feedback are always welcome and appreciated.
My Youtube Channel for Hacking and Gaming.
I like how the ground forms pillars as if the entire area is a bridge made of dirt and grass. As alternate theme, maybe something to do with thunder or lightning... seems different enough, but if you have other ideas, feel free to save the idea for later.
!!! YOUR SAMPLES ARE COMING SOON !!!

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.




@Daizo Dee Von: That actually sounds like quite a neat idea. I think I might possible try and execute that somehow.


So progress in world 2 seems to be going well so far. I was a little worried at first being that it's working with a theme I'm still not quite use to but I think I'll manage. I have an idea of how most of the levels will look and play out in this world. (Let's just say it'll have lots of cliffs.) Anyways here is the 2nd level of world 2 called Cloudy Forest, though the clouds don't actually start to show till the second portion of the level.

2-2: Cloudy Forest (vIdeo)


Section 1






Section 2






Kind of recommend watching the video as it shows a little more to the level. (That and I'm not the best at taking screenshots.) Anyways this level has quite a lot of goombas which were quite hard to actually put them in good spots being that they aren't the most threatening enemy in the world. There is also a new enemy and this time it's a new version of a goomba. The dark brown goombas take 2 stomps to kill, stay on ledges and are immune to fire balls. (Thankfully another enemy that stays on ledges.)

Well more progress to come soon. In the mean time comments are feed back are always welcomed.
My Youtube Channel for Hacking and Gaming.

Standard