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Tip: When making your overworld, mix the terrain up! Add decorations to the overworld. Don't leave large empty grass or sea regions. As an example, angled land and multiple colors look much more interesting than square land and flat, plain colors.
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Colossus (ALL LEVELS FINISHED / ANOTHER RELEASE)
Forum Index - SMW Hacking - Works in Progress - Colossus (ALL LEVELS FINISHED / ANOTHER RELEASE)
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It's a huge improvement, but I'm unsure if the graphic fits very well with the hack in general consisdering you're using Pac's GFX hack as base. I'd say you to change the texture of the foreground more for something more fitting to SMAS and do full black outlines for them, not those "dotted" ones.

But this aside, it's a nice level theme you've got to work on.
The graphics for the last level of the second world do seem nice despite it not exactly fitting. If you are going to keep those graphics, please remove any traces of other graphical elements that do not fit those graphics so at least it looks for (for the level regarding consistency but not level-to-level consistency). The other screenshots seem fine to me though I will have to wrap my head around what to do with the use of graphics in some of them.
The screen in the latest post seems fine enough.

I like the look of the hack so far, keep going on! Am curious how will it be the map design for this one!
Originally posted by Mirann
It's a huge improvement, but I'm unsure if the graphic fits very well with the hack in general consisdering you're using Pac's GFX hack as base. I'd say you to change the texture of the foreground more for something more fitting to SMAS and do full black outlines for them, not those "dotted" ones.

But this aside, it's a nice level theme you've got to work on.


Originally posted by Everest
If you are going to keep those graphics, please remove any traces of other graphical elements that do not fit those graphics so at least it looks for (for the level regarding consistency but not level-to-level consistency).


I really did want to fit an Arabian city into the desert world, though it does stand out, in terms of using 3D effects (unlike everything else before it). I have no idea what to do to change it any further, except for maybe finishing up the dotted outlines (I didn't want to change my tileset too much). The only things I used outside the tileset in Flaming Passion were the blocks, the enemies, the pyramids in the background, the Bullet Bill cannons, and some pipes.

Originally posted by xImseiken3
I like the look of the hack so far, keep going on! Am curious how will it be the map design for this one!


Don't expect too much from the overworld, because I don't like building them. I still do have to add a few things though (decoration, not paths and levels), and alter some palettes.
Colossus does not die. It only expands.



At this point, I've set up a system in which the switches will be placed. One level in World 3 will hold a secret area that you need all the switches for and also clues on where these switches are hidden.



I'm not too sure if I want to go through with encoded messages that you need to find the right decoding key for (these keys are hidden in another 4 levels), to decode the messages or if everything should just be plain readable already.

EDIT: This third world should be completed soon enough.
Aside from the encoded messages in the Artifact Temple and the Great Hall you'll get to from the temple by finding all 4 switches, World 3 is pretty much done.


Originally posted by levelengine
- anti coin?
- basic on/off ctrl'ed devices (blocks, conveyors, etc.)?


The anti coin was originally supposed to go in a level with anti moons (the latter had an avoidance layer 2 gimmick), but the anti moon idea was scrapped because of a weird interaction with getting the moon from above that turned it into a solid block. The anti coins aren't all that necessary anyway, so those are gone.

In addition to the simple ON/OFF blocks, there are now antimatter bombs (ON/OFF controlled or just placed there independently) that are instant kill, no matter what.

Now with World 3 done and more block ideas finalized, here's World 4.
World 4 - Water/Rainbows (Great Seaman's Reef)

The Great Seaman's Reef is also another notable landmark that stands out from this huge world, and shimmers in multiple scenic colors. Though the color looks more impressive from the outside, the reef's history is associated with Baha, the seaman whose expertise could not save him from a vicious pursuit of a colomber, and a crash into the reef and his watery grave. The ship is now literally scattered everywhere...

The reason I've parenthesized and question-marked "Rainbows", is because I'm not so sure if I should make all of World 4 rainbowy.

E: World 4 WILL be rainbow colored. I mean, it's the first time I've done that, I think.
Originally posted by levelengine

Now with World 3 done and more block ideas finalized, here's World 4.
World 4 - Water/(Rainbows?)


The reason I've parenthesized and question-marked "Rainbows", is because I'm not so sure if I should make all of World 4 rainbowy.


Personally, I think you should. My suggestion to go along with my recommendation is that you can use the different colors of the rainbow to represent different themes, environmental, mood of the levels you plan to make around a specific color. I would look up the basic principles of color theory and color psychology if you want to take my suggestion and explore those possibilities.

--------------------
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.




It's confirmed that rainbows will happen, but I'm already about a quarter / third into the world, and I've pretty much used multiple colors most of the time (like in screenshot one).

Color theory does seem interesting for something else though.
It would be cool to see a rainbow colored ruins in ocean type world.

So yeah that's something I never saw and it's looking damn good!

So keep going on!

So yeah, most of World 4 was in fact rainbow colored (mainly in just the coral reef areas though), aside from a few places in it.

I've also implemented, tested, and confirmed that the custom sprites set up in this hack (two more new ones) work. I've also added in new graphics since I finished off World 3 (I'm trying to excel at that too), and got the ON/OFF conveyors working solidly.

World 5 - Ice/Fire (Osmo Rift)

The continent of Osmo was ruptured long ago and thrown off balance. What was once a flat and easily navigable plain is now a twist in landmass, in which each step you take could send you into boiling lava or deep crevasses. The once nice settlements of Osmo now lay in ruin and dust...

This is going to be a split world (fire on one half, ice on the other), in which you may even see the two themes cross over into one another. What else should I try from there?
I may play this as it does look interesting. Your level design looks very varied and fun so I'll keep an eye on this.

Originally posted by levelengine
This is going to be a split world (fire on one half, ice on the other), in which you may even see the two themes cross over into one another. What else should I try from there?

You should experiment with other theme combinations.
I do have a feeling that ever since SMWCP2, fire/ice may have been exhausted.
Although I already started my plan for World 5 and have no intent on backing out, there are other ideas for later worlds that may be more unique than this one. Plus, I may be able to fit a few other themes into this fire/ice split (depending on what I can think of).
Well I don't have a problem with an another different style of Fire/Ice world.

In my opinion continue it as it is. It is already loiking nicely along, keep up!

The gfx style is too great to be true!!

W6 - could be: Sunken temple ruins!
W7 - Caved Factory (cave+factory)

Then a transition level betwen w7 and w8

W8 - epic castle in Dark sky (got reminded from SM64). If you like this Idea PM me I will tell you some inspiration, too lazy to explain here.

Of course those are only suggestions If you havent decided yet.
The background you've shown in that first screen of world 5 doesn't look all that great; You have shading going in opposite directions and it's just a visual mess. Other than that, this is looking good. That rainbow world is gorgeous!
@xImseiken3:
When I make a hack, the overworld (and world themes) come first, so I don't need any ideas for world themes here. But these ideas could help in my next hack (whenever that is). Especially anything crossed with sky. That needs to be done.

In fact, I have 9 worlds (with every map functioning as intended), plus a possible something special hidden in the Great Hall (more experimental levels, which don't give exits but something else).

@Wuthering:
Shading issue has been fixed.
Well justvgave suggestions, cause If I understood correctly your last post "what should I do from here"..

Unless you meant that in terms of levels.

If so then I misunderstood that...

Am curious how will you put this world...maybe 2 (ice), 2(fire), and 1 or 2 mixed?
World 5 as it is, has 2 half levels missing and 1 full level missing.

Soon enough, I'll be starting World 6, which I can't wait to do.



I'm also back to drawing my own graphics (except I'm missing a background to go with this FG). Expect to see these later on.
Please get rid of the horrible pillow shading. The excessive contrast between yellow and blue in the diamond pattern wall thing is also really bad.

--------------------
Originally posted by Magi
Please get rid of the horrible pillow shading.


Would that be most of this tileset? I looked up the term and I probably did do this a whole bunch (here and possibly in earlier GFX I drew), not knowing the term until now.

Anyway, this tileset was being saved for a checkerboard themed level, thus explaining the crazy patterns of conflicting colors, and pretty much the overall abnormality of everything you just saw. Plus, it can definitely be revised.

Instead of yellow and blue, I may just go with white (or tan?) and black, to make it look a little more sensible, but I don't know.
World 5 is largely done, save half of one level, a bonus room in another level, and the final level of world 5 (I have something very special planed for it but I'm waiting until later to implement it).

And for world 6, there is a temple-ish theme; However...

World 6 - Rukh Palace

Finally, Rukh Palace. Previously home to the surreal artist Rukhba, Rukh Palace remains as a huge mystery to all who explore it. Hallways and caverns very rarely look the same, and some of the decoration is weirder than ever. Despite the dangers of the palace, many adventurers come to admire the art styles and search for the Money Pit. Some adventurers are never seen again, whether they cross the wrong path in Wakana, get electrocuted in the entrance defense hall, or give into greed and suffer the curses of the Money Pit...

Rukh will be quite different from most places and it will have some strange but distinct areas to it. It may appear to be a walled battlefront from the outside, but there's really a lot to be found in it (such as the checkerboard hallway). The earlier screenshot is a part of Rukh, though I did somewhat update it.

I've had a gimmick I have yet to use in a level so far, and this palace just might be the place to do it.
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Forum Index - SMW Hacking - Works in Progress - Colossus (ALL LEVELS FINISHED / ANOTHER RELEASE)

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