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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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That second screenshot looks pretty damn amazing, loving the palette there, though if I could say, could you maybe use a different color for the BG, the way it is right now looks a bit weird. Or you could change it all together. Here is a suggestion, though it may not be the best...

Link

Who knows though, you may like it.

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Your layout has been removed.
Originally posted by levelengine
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.

I can understand your reasoning here. Maybe you can edit the shells to at least resemble the ones from SMB3??? That alone would make a lot less of clashing difference. Some people take these guys on, and it would look weird to stomp a flying green one (which looks very SMW like) only for it to suddenly change to an SMB3-esque. Editing the shell and most likely face (if applicable) to resemble SMB3 ones would make a world of a difference.

Originally posted by levelengine
World 7 - Madoka Mesa


Is that tileset for download on the central publically, because I've seen it used, and it looks great.
Originally posted by Scorpion
Is that tileset for download on the central publically, because I've seen it used, and it looks great.


This is the grass tileset from Super Mario Bros. 3 that came with Pac's base hack, though it did get modified, mainly to add the style of grass Super Mario World had, but I changed a few other things in that tileset and other things in the base as well.
I've actually seen that tileset used in a couple SMBX episodes.

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Kinda in hibernation for a while. I hope to be back in full swing soon.
A similar tileset was made for SMBX, but this is a custom one by levelengine (or at least an edit of the SMBX version).
As it stands, I'm two and a half levels away from finishing World 7, and one and a half levels away from having done World 8.

Meanwhile in World 7:
New Obstacle inspired by SCGMD/Stepmania/whatever

As I said earlier on my user bio, if I have an idea for Colossus, I implement it if I can.
Damn, dude! That's great and very original! Can't wait to copy the idea and make my own level! (?)

So anyways, I have a suggestion; make it play a different sound effect everytime you pass these blocks. Also, I suggest you to make it so that if the player fails, this room restarts cause I think dying and restarting from the beginning is a bit harsh.
I would have the custom blocks spaced out more to give the player a more proper introduction to the gimmick shown in the video if I were you.

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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.




So... what now?




I finally figured out what the framal blocks were. Essentially, these blocks flicker in and out of existence and you have to time every move accordingly.
Later, the four color framal blocks are seen, that appear in the following sequence: red, yellow, green, blue (and infinitely repeat). Shortly after, framal climbing nets (also following the same color sequence) also appear, and take centerstage.

I'm finishing up replacing an older level in World 8 that was a little too cryptic and too long. By C3 I'll have more news.
Cool use of the framal blocks, I guess the players has some time to react, yep? Everything looks nice, but I've a weird feeling about the second screenshot. I think the background blocks would look rather confusing, try to darken them a bit.

Nice work.
Nice idea with the framal blocks. Good to see some color on a castle. We need more colorful castles..

@Wormer21: I don't think these are in the background. It looks like Mario can touch them, but they disappear after some time.
I've decided to cut back on the size of World 9 (from 9 levels to 4, and dropped the target exit count to about roughly 92), with hopes of finishing the hack sooner.
After getting the first 3 switches from worlds 6, 7, and 8, you'll beĀ able to enter the 1000 Year Monolith, which has a ray of light that will open up World 9, where the endgame begins. From there on out, it's pretty much a battle for survival.


World 9 - The Pyramid

The pyramid, trapped in another dimension entirely has been the all-seeing eye, and the site of natural disasters that tore holes in the dimension surrounding it. Much like Virus Soup, it's every alien, pirate, and scientist for themselves in a quest to figure out what is controlling the pyramid and how they can tap into its limitless power, though it is commonly said that the pyramid is its own living entity, free from any sort of human influence whatsoever. The remnants of crashed ships are said to have been caught in dimensional rifts generated and only seen by the pyramid, and then demolished by a natural disaster shortly after entering this dimension.

I'll likely come back shortly with a possible level for World 9.
So is this still your largest hack? Also the overworld shows 5 levels you can enter and not 4.
Originally posted by Nin
Also the overworld shows 5 levels you can enter and not 4.


Wrong. 3 yellow spots and a castle. That large castle have a blue door that warps the player to another part of the OW.
Just to clear up, the ninth world has 4 playable levels, though that giant castle actually looked like one from far away. That castle's actually how you get into this world. (This explains these two screenshots and their context, plus the ray of light)


Also, more of an idea as to what World 9 could look like. Just putting this out there so you know that this is still going.


Again, I'm mentioning that I've released a pre alpha for testing purposes, and explained why during C3:
Originally posted by levelengine
Due to a slow development cycle, the prealpha is here to be tested. While I want a very hard romhack, I have already made some attempts to curb the difficulty, though you guys can now provide even more help. If for some reason the patch doesn't work (as I have been trying to lock it to try to ward off potential plagiarism), say so immediately and I'll replace it.
If you have any questions to ask, do so here, as the pre-alpha could be a rather unstable build.

Get it here.

I figured I'd release this as I've been making both many levels for various collab hacks, and I also have a thirteenth hack in the works.
Wow your hack is REALLY GOOD it's SO chocolaty#wario{O_o}

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Originally posted by Maimur Siddiqui
Wow your hack is REALLY GOOD it's SO chocolaty#wario{O_o}

Could you please try being a bit more constructive when posting? I've noticed it a few times, but maybe saying why exactly you like or dislike a certain hack would be more interesting than what you're currently doing. Not really a "warning", just something to consider.

Now, to keep on topic, this does look great so far. Didn't play the pre-alpha yet, but the levels look pretty creative and well made overall, so nice work! Will play the hack later to hopefully give some better feedback.
Originally posted by Eternity
Originally posted by Maimur Siddiqui
Wow your hack is REALLY GOOD it's SO chocolaty#wario{O_o}


Could you please try being a bit more constructive when posting? I've noticed it a few times, but maybe saying why exactly you like or dislike a certain hack would be more interesting than what you're currently doing. Not really a "warning", just something to consider.


When you don't give too much of a shit about building a romhack you likely won't mind. However, if you want to be a great game designer, it can be a nuisance whenever the person complimenting can't state why they think it's good. This is called blind praise.

I for one appreciate that I'm making people happy and giving them something they'll want to play.


I can imagine this outdoor section to begin 9-4 with is going to require some work in curbing the difficulty, though I wanted to see how a double Magikoopa level would play out.

Plus by the point you make it to World 9, you save after every level, assuming the save prompts checked field doesn't bug out.
Yeah, two Magikoopas may increase the difficulty, looks like it will be quite challenging. Good work on this, but try to not get overboard. It's not easy to keep a fair difficulty with sprites like these. :P

Whatever, looks promising. Maybe I'll check your pre-alpha in my free time.
I've used double Magikoopa shenanigans before myself, and my setup was to start off with one Magikoopa and add the second one further in. I dunno, might be something to try if the current setup ends up being too hard, but then again it is world 9-4. #wario{:)}

I'm also looking forward to the final product as well!
Layout by Mirann <3

I'm probably retired tbh
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Forum Index - SMW Hacking - Works in Progress - Colossus (ALL LEVELS FINISHED / ANOTHER RELEASE)

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