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Frutti Kingdom Adventure:: Even More Overworld Progress!
Forum Index - SMW Hacking - Works in Progress - Frutti Kingdom Adventure:: Even More Overworld Progress!
Pages: « 1 2 »
Introduction
Welcome to Frutti Kingdom: a magical universe situated none-to-far from Dinosaur land. The place, which is populated by the jovial Toki creatures, seems like the ideal tourist destination which is why Mario and crew have taken a short vacation there. However, something is amiss. Bowser has teamed up with an unfamiliar foe, and has snatched the princess right from Mario's clutches! As usual, our hero must embark on an adventure to save her.

If you want to assign an arbitrary ice-cream flavour to this, I guess you could say this is chocolate. Some levels will have more of a vanilla feel to them, though, like the level I am currently working on now -- Wallrun Wonderland.

There are 5 main regions of Frutti Kingdom which act as the worlds of this hack. However, there are no world 'themes' as such. Instead, each region is home to all sorts of levels. The regions are as follows:-
-Pineapple Plains
-Strawberry Sands
-Watermelon Woods
-Mango Mountains
-Tomato Tundra





Wallrun Wonderland
The first level of FKA. This level provides a gentle introduction into the game and introduces purple triangles which mario can use to run on walls. As a minor note, some of the graphics are not final. In particular, I am referring to the original Mario graphics and original Lakitu graphics which I plan on switching out soon. Finally, this is explained in the second message box in this level (see screenshot 10), but the blue coin at the end is the checkpoint tile. It functions identical to the midway point bar in SMW.
Without further ado, here are some screenshots:-





The graphic style you are going for I'm a fan of. The level from what can be seen so far isn't flat which is a big plus.

Btw, did you overwrite the flopping Cheep Cheep sprite under the Piranha Plant and that's why the stem is red, is that a custom sprite or what?

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You can call me Dark for short if my full username irritates you.
The Graphics are well-chosen so far and the palette looks nice as well! And somehow the leveldesign reminds me of my older levels, but that may just seem to be like that because of the Screenshots.... But I really have to say, that I'm quite happy to see someone creating a Hack with a little more complex design after some time honestly, so don't forget to keep updating this thread from time to time and don't even bother cancelling the project! #w{=D}

Edit: Think about adding an HDMA-Code to the background - It would look nice in my opinion!

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C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

currently working on: http://www.smwcentral.net/?p=viewthread&t=78239

Replies:-
Originally posted by DarkComplexion

Btw, did you overwrite the flopping Cheep Cheep sprite under the Piranha Plant and that's why the stem is red, is that a custom sprite or what?


I've applied the Piranha Plant Fix patch to prevent the VRAM error. I've put a red stem on as I prefer it red as opposed to green. Thanks. :)

Originally posted by Neidave
And somehow the leveldesign reminds me of my older levels


Hope that isn't a bad thing...

Originally posted by Neidave
Edit: Think about adding an HDMA-Code to the background - It would look nice in my opinion!


That's an excellent idea! I've since added a blue-ish HDMA code to the background.




Sizzling Sands
So! I've designed a new level of this hack which I'm naming Sizzling Sands. It's meant to be a desert level which utilises Firebars -- that's what the custom sprites are in the image below. This time, I've decided to show a full-level PNG instead of a few screenshots as I feel a full-level image would better show the design of this one.


I'd appreciate any thoughts and comments. Thanks!
I just love this. And is it just me or does the first level look like a yoshi's island level...

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*honk*



Nice Graphics you have chosen there and no - It's just the multiple paths that remind me of my own older levels, which is why I am most likely going to have fun playing the complete Hack! :)

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C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

currently working on: http://www.smwcentral.net/?p=viewthread&t=78239

Cool what I am seeing here. And the levels you showed look fun to play too, and I like the gfx choice in the desert!...I will keep an eye to this thread. Or 2.
Cool looking stuff you got there! I hope you mainly focus on the Level design since it looks like you focus more on the graphics rather than the gameplay itself. #ab{:P}
Replies:-
Originally posted by Yushe
And is it just me or does the first level look like a yoshi's island level...


I'm not sure! It could be that the first level's vanilla styled as opposed to Sizzling Sands so I guess it might have a more SMW-ish feel to it.

Originally posted by Neidave
It's just the multiple paths that remind me of my own older levels, which is why I am most likely going to have fun playing the complete Hack!


Cool! I like an element of non-linearity in my levels, but I don't consider it a necessity. Sometimes, I like making more linear levels as seen below. :P

Originally posted by Arireyano
I hope you mainly focus on the Level design since it looks like you focus more on the graphics rather than the gameplay itself.


I do focus on level design more and use graphics as a means of spicing up my levels and making them look unique. What makes you think otherwise?




Ocean Olympics
This, I suppose, is a more 'back to basics' level idea. This is inspired by the more linear levels of SMW. I've got a Porcupuffer plus dolphins here used in (hopefully) creative ways plus with torpedo teds causing Mario a nuisance near the end! This time, I'm going to show a video of the level so you can hopefully see it more in-action. I'm... not really happy with how the turned out though, but you might feel differently. Whilst watching, though, I'd request that you ignore the following:-
-Claustrophobic segments in a few segments. I plan on raising a few of the ceilings in this level to prevent this.
-the lack of custom music in the level.

So, without further ado, here is the video:-
Humongous Video Link!

As usual, please comment if you like/love/hate it!
Um, could I possibly get some replies on the previous video? I'd rather not show off any new content until I can see what is good/bad about what is already shown. Thanks!
I do like the fact that the level is equal parts land and equal parts dolphins, but I don't like the fact that the Porcu-Puffer's palette is incorrect or the usage of Torpedo Teds out of water (they're torpedoes, dammit!).

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Kinda in hibernation for a while. I hope to be back in full swing soon.
i really liked what i saw in that video! seems like you got a knack for designing levels around how the player will actually interact with them and that's great. don't worry about what that other dude said "wrong palette" and torpedoes being above water are nothing to worry about they both totally work in the context of your level. keep up the good work man!

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Originally posted by Zildjian
don't worry about what that other dude said "wrong palette" and torpedoes being above water are nothing to worry about they both totally work in the context of your level.

No, they do not. Ever seen what Porcu-Puffers look like in the original SMW, which I think is much more fitting for its GFX (it has red lips and yellow fins)?

And do you have any idea what torpedoes are?
Originally posted by Wikipedia
The modern torpedo is a self-propelled weapon with an explosive warhead, launched above or below the water surface, propelled underwater towards a target, and designed to detonate either on contact with its target or in proximity to it.

With the way the Teds are placed currently, they wouldn't be moving underwater.
(Sorry if this seems mean, I was trying my best to explain this.)

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Kinda in hibernation for a while. I hope to be back in full swing soon.



That's look awesome ! keep it up ! :)

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I'm at a different computer so I can't show any more progress (yet), but I will answer some questions:-

Quote
I do like the fact that the level is equal parts land and equal parts dolphins, but I don't like the fact that the Porcu-Puffer's palette is incorrect or the usage of Torpedo Teds out of water (they're torpedoes, dammit!).


Thanks for your post. :) Firstly, I must say I both agree and disagree with you. In the stance of the Torpedo Ted issue, I don't think this is a really an issue in the Mario Universe; after all, we have floating coins here, turtles which aim to kill you, and flowers which make you spit fireballs. Torpedo's might be a bit strange in a random level (like a forest), but in the context of the level's location, which is a coastal environment, I feel it works fine. However, I do agree about the Porcupuffer's palette being a bit off. I've fixed that by giving him a less saturated blueish colour.
Torpedo Teds have always appeared underwater in official Mario games.

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Kinda in hibernation for a while. I hope to be back in full swing soon.
Originally posted by Footsteps_of_Coins
Torpedo Teds have always appeared underwater in official Mario games.


This isn't an official Mario game. Not been an ass here just saying. Using sprites in other ways is something I look forward to in hacks. Bowsers Bowling Ball makes a cool addition to some level even though it was only used in a boss fight...

Anyway I digress, I really like the level design in that video, as Zild said the use of using sprites like the dolphins seems so fluid and planned, really makes the level flow together quite well! Good work! :D
I really like the level design you've showed, and the palette makes for an interesting break from the 'make it green/brown' trend in hacks. It all fits together well.
I don't see the Torpedo Teds as an issue, but maybe you could tweak the GFX to make them look like rockets. Though it doesn't matter really.

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Usually inactive/procrastinating on a hack idea.
Alright, you can break logic however you want. I'll just pretend the Teds are magic and leave it at that.

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Kinda in hibernation for a while. I hope to be back in full swing soon.
This is just my opinion, but I think the rocks little a little odd on the ceiling.

I know that I've seen other hacks do this, but it looks like regular rocks being flipped and placed on the ceiling rather than rocks coming from the ceiling as if they were embedded in the soil.

Rocks from the ceiling are just fine as long as they look like they are falling though. ;)
Pages: « 1 2 »
Forum Index - SMW Hacking - Works in Progress - Frutti Kingdom Adventure:: Even More Overworld Progress!

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