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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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The background in screen 1 is distracting and the foreground doesn't fit in with the BG in the second. Both look uninteresting overall level wise to be honest.

The effort is still there though, I'll give you that. May be better in game, I don't know since you posted two screens of two entirely different levels.
Originally posted by MercuryPenny
The background in screen 1 is distracting and the foreground doesn't fit in with the BG in the second. Both look uninteresting overall level wise to be honest.

The effort is still there though, I'll give you that. May be better in game, I don't know since you posted two screens of two entirely different levels.


Considering from my guess at the second screen, im assuming World 6 of his hack is part-underground, correct me if im wrong, levelengine.

Though I have to agree that the first screenshot is distracting, primarily due to color vibrancy.

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




For screenshot number 1, should I darken the castle wall in the background substantially?
As for number 2, it's not even an established level yet. It's just to test the new GFX.

In fact, World 6 is quite a mix.
I have to agree with the others that it is difficult to distinguish the background and foreground in the first screenshot (I would darken it though not so substantially; just dark enough to give a clear distinction). I can happily say though that this hack seems be on a smooth ride to completion as the levels presented here are just as good as your previous levels.
Better?

As stated before by some commenters, it was highly recommended that I adjust the walled battlefront background a bit.

Also, being a place made by a fictional surrealist, there's still more oddities to come. Rukhba was also known to be vindictive as well as imaginative.

Fore example, here's Wakana (that's the level name)...


There are some really good ghosts. Even then, they've got a weakness, though it's quite abstract.
I love how the (previous) first screen looks thanks to the fact that it was created with Vanilla graphics! :3

As for the second screen, it also looks nice, but I find it out of place. Maybe because the foregtound doesn't have outline and it looks realistic? Anyway, keep going.


Progress halted, sorry. Well now, only one level in World 6 is missing, so I'm going to move on to World 7. As it stands, World 6 (Rukh Palace) consists of a lot of custom GFX for castles, some of which are just experimental. You've seen the outside of a haunted temple with Japanese inspiration, a money pit, and a chapel so far.

World 7 - Madoka Mesa

You've made it here, congratulations. Before travelling to the 1000 Year Monolith, you could search for other worlds before this one. Be ready for this world should you go right away, for the Mesa is truly vast...

As for switch palaces, they are now hidden in levels (in all of the later worlds), though the Artifact Temple (earlier post) hints at their locations. Also, there won't be any encoded messages/Caesar ciphers, so you'll be able to read everything the instant you find it.
1st screenshot: It's me or there are cutoff?
2nd screenshot: Change the layer 3 palette, it's ugly.
3rd and 4th screenshot: Nice SMB3 style mountain-athletic-grassland.
Originally posted by Roberto zampari
1st screenshot: It's me or there are cutoff?


Actually yeah. It's just 1 pixel cutoff but it's next to every purple brick.

Originally posted by Roberto zampari
2nd screenshot: Change the layer 3 palette, it's ugly.


I had to try something; maybe I could improve it, I don't know.

Originally posted by Roberto zampari
3rd and 4th screenshot: Nice SMB3 style mountain-athletic-grassland.


World 7 is gonna be pretty nice overall. Except I have to try a bit harder to get the mesa feel.
I would simply get rid of that layer 3 background as it does not look the best around some decoration. That is up to you however. The rest of the screenshots look pretty nice in contrast and I congratulate you for making it this far.
Originally posted by Everest
I congratulate you for making it this far.


It's my pleasure to keep this hack going.

I posted these two screens earlier in the SS&V thread

when I improved the palette of my mesa levels. The original screens are a couple posts up under the huge World 7 text.

Plus I've added a bounce level very recently (with musical notes; I know that Underway used them first, so please don't explode guys), and before that, I made a room for a vertical section.
As posted in the SS&V thread, it's a 1 minute 38 second insight of Clockwork Aerie.

I've been altering sprites into wind-up dolls for this tower. So far you'll be able to see the Koopas now looking like clockwork soldiers, and I may try to do the same for the Chargin' Chucks. Also, this level will be big, and also difficult too.
C3 happened, and slowed progress down. However, over the past 2 weeks I picked it up again. I finished off World 5 (it was missing two levels) and World 6 (it was missing one).



World 7 is still missing two levels (one regular level and the 1000 Year Monolith). As it is, I have one World 4 level, Dolphin Island, that I might move to World 7 due to its high difficulty for World 4. If I do, I'll have a new iceberg level go in place of DI, and that iceberg will take the rocket barrel section and the ending room that follows into Sacred Sky Ruin. DI might get tweaked to fit the curve for World 7 levels, or may be left as is.
This is Dolphin Island.

This word idea was floating around development for a long time, and now's the time to use it.

World 8 - Dark/Pipes (Pumpkin Place)

Oh, be careful here... this is the Pumpkin Place. This land is cursed with darkness, many pumpkins out to kill, and even hordes of disappearing ghosts. Oh, and there's also a pipe sub-theme. Expect a lot of twists to intermix with this place...

I'll add a video of Dolphin Island to this post soon enough.

Added userbars for those who want:
1) The Grotto

2) The Mesa

3) Pumpkin Pipes
More updates; also bringing this list back up.

Originally posted by levelengine
List of new add-ons so far:
- different set of base graphics + more custom GFX
- basic on/off ctrl'ed devices (blocks, conveyors, etc.)
- tar flooring
- rocket barrel sprite
- melting ice blocks
- Phanto sprites
- bounce blocks
- sideways piranha plants + venus fire traps
- HDMA (thanks Jack~)
- better creating/eating blocks (thanks a fuckton leod)
- vertical wrap levels (like in Super Mario Bros 3)
- changed font
- Elite Koopas


In addition to adding in more levels, I've also changed the default font (keep it?), and made many modifications to the world map; one example being the moving of Rukh palace to the to left corner and making it look more like entering the castle walls than it did before. I also added a submap for the two final levels, which before shared World 8's submap.


I also found the elite Koopas (I know what you're all thinking now, to be very afraid), but I couldn't help but notice their graphics would have to be altered to better fit the base rom I've used since the beginning.

The sort of idea I had before changing their looks was to give them ninja hoods instead of scarves to distinguish them from regular Koopas. Here's what I did so far on the elites:


Also, Dolphin Island has been moved to World 7 through helpful suggestions, though it'll be altered to fit in the mesa world, and I've done an iceberg level for World 4.
I would want to see Caslevania-themed level/world as hidden/postgame/bonus content. I am remembering your old 1-level hack named "Dracula blocks out the sun" and it was great despite being rejected due to high difficulty. Also long ago I was enjoying Anikiti`s SMW hacks mostly due to various CV referenses both in graphics and level design.
Yeah, Castlevania (the action-adventure side scrollers) were amazing. The Drac hack I built way back then was Castlevania inspired if no one could tell. The Anikiti hacks (particularly the OSEs) served as a lot of inspiration / plus are partly the reason why my hacks end up being very very hard to beat. Anyway, I was thinking Castlevania 3 when I put its gothic font in (the one from the Western version).

Originally posted by Alucard648
I would want to see Caslevania-themed level/world as hidden/postgame/bonus content.


I have an idea of making an anything goes world as an expansion to Colossus (yes, I just spoiled this and it may happen) for those who clear all 10 worlds.
I like what you did with the elites, but I do have some suggestions.

Instead of ninja hoods, which actually look a little weird to me (painted faces), how about you give them trojan helmets or something?

The flying ones also seem to look out of place because they look like the SMW esque koopas. Try redrawing them to look like the SMB3-esque ones.
This hack looks awesome! Has everything you ever want in a Mario hack. I can't wait until it's finished! Keep up the good work, levelengine. #smw{:TUP:}

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Originally posted by Scorpion
I like what you did with the elites, but I do have some suggestions.

Instead of ninja hoods, which actually look a little weird to me (painted faces), how about you give them trojan helmets or something?

The flying ones also seem to look out of place because they look like the SMW esque koopas. Try redrawing them to look like the SMB3-esque ones.


I knew that wouldn't be easy to do. Even more so because SMW's Koopas have arms while the ones from SMB3 do not.

Originally posted by EddyCartoon
This hack looks awesome! Has everything you ever want in a Mario hack. I can't wait until it's finished! Keep up the good work, levelengine. #smw{:TUP:}

#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}
#lm{save}#lm{save}#lm{objects}#lm{save}#lm{objects}#lm{save}#lm{save}
#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}
#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}
#lm{save}#lm{objects}#lm{save}#lm{save}#lm{save}#lm{objects}#lm{save}
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#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}#lm{save}

Thank you for the compliment.

Meanwhile, More of World 8


Now that I've gotten back to Colossus, there's two levels left to build in World 8 right now.
Hey. Since you have the ability to make graphics, I do wonder if you should resprite some of the enemy defaults in the base hack you are using for your work?

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




Pages: « 1 2 3 4 5 6 » Link
Forum Index - SMW Hacking - Works in Progress - Colossus (ALL LEVELS FINISHED / ANOTHER RELEASE)

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