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Engine Talikuu / Sweet Bro and Hella Jeff / Glitch / Untitled
Forum Index - SMW Hacking - Works in Progress - Engine Talikuu / Sweet Bro and Hella Jeff / Glitch / Untitled
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Note: Stella Somnium now has its own thread, so if you're looking for updates on it you will find them there.

[If you want to read about the hacks themselves, you should skip ahead because the first four word bricks are talking about myself and are probably very boring]

Hello, SMWC. You may or may not remember me from when I was more active here(hopefully not). You may have also played one of my mediocre hacks on the site, Super Mario - Bowser's Secret Weapon or Talikuu Quest. Or my entry to one of the level design contests years ago.

After my most active time on the site, I sorta lost interest for Super Mario World hacking for a while. I would still make sure to briefly check on SMWC every once in a while to see what was going on or in case anyone has attempted contacting me.

While checking the site one day I came across this excellent level design advice thread. After reading it, I had a bit of a hacking realization. All this time, the reason my hacks were never really very good was because I had the fundamentals of level design all wrong. My old process used to be focusing on land design(without even really making it fun) and trying to make it /look/ cool, then throwing enemies in randomly. Possibly one of the best examples of this was Mushroom Heights from SMW-BSW. I learned a new way of designing levels, and that inspired me to take a shot at designing a new hack. After some more time of working on and off, I am finally feeling myself starting to become more involved again.

I currently have five ongoing projects and jump between whichever one interests me the most at the time. They are as follows:

[Currently Untitled]
Description: My first hacking project after I actually started to understand the basics of designing a fun level. So far the levels are mostly like traditional Super Mario World hack levels.
Story: Nothing really decided about the story yet. Even the player character(currently Jax) is subject to change, though not very likely.
Screenshots:

Uh, well here's this I guess? There's honestly not much to show of this one that isn't in the video yet.

Videos: Outdated Level - This was the first level I made after reading the level design tips. Since then, I split it into two levels, one the level shown up until the turn block maze section with a different ending, and the other an underground level containing the turn block maze, which I am planning to expand upon.

Sweet Bro and Hella Jeff: the The Viodio Game
Description: Yup, I'm making a joke hack. Although if you happen to be familiar with the webcomic this is based on, you may understand more what I'm aiming for with this one. Unlike the majority of joke hacks I've seen, this one is not made with little to no effort and instead uses more effort than usual specifically to make it even worse in a humorous way. I guess a way of putting this is that it isn't aiming to be a bad hack, but instead a bad game. If that makes any sense.
Story: Not much decided yet. The player will switch between Sweet Bro and Hella Jeff and they're going through the levels to get their video games back which have been scattered around for some reason, as each stage ends with the player collecting a game.
Screenshots:

Hella Jeff in a tutorial stage.


the BEAUTIGUL VIEW of an undesiged level...........

Videos: (Warning: The audio on this one is a bit louder than average so be cautious) Acorn Forrest - The first level I made for this game, containing wonky hardly-working eating blocks. Since the video I changed the level palette.
Midnoght Island's - The second full level I made for this game.


Engine Talikuu Quest (temporary title)
Description: This is probably the most developed of my five hacks so far. There's a demo of my old hack Talikuu Quest on the site, so some of you may be familiar with the talikuu. In the more likely case that you're not, talikuu are fictional creatures I designed years ago. There are many species of them, most of which aren't very bright and are very irritable. In this hack, you play as one called an engine talikuu. I'm aiming for it to be a more fast-paced and fun game. So far, every enemy in the game is a custom sprite, giving it a unique feel.
Story: No real story yet, but it involves the engine talikuu collecting its favorite drink, oil. I don't plan on the story being very in-depth.
Screenshots:

The graphics for the next level I will be designing, Frenzied Factory. The thing to the right is an exploding thwomp, graphically an explosive carrier thing that drops down when you come too close.

Videos: Minty Mountain - Copy-pasted from the video's description: This is probably one of the most fun levels I've designed so far. The end freakin sucks though but I'll redo it later.

"Glitch" (temporary title)
Description: You know when you happen to glitch a game and manage to reach an unfinished new area players aren't supposed to see? I'm planning to use this hack to try simulating that feeling, but with a whole new glitch world.
Story: No real story decided yet.
Screenshots:

Custom FG and BG, as well as showing the player character, a fox with a glitched-up palette.


Glitch area 1.


Glitch area 2(?) Not sure about this one.

Abstracted Void (tentative title)
Description: While trying to draw up enemy ideas for one of my other hacks, I ended up drawing a hooded character I quite liked and I decided to start a new hack starring him(though I kinda worry he bears a bit too much of a resemblance to another user's character, so if any of you feel that is the case please let me know and I will try redesigning him). I am planning on this hack being a bit of an atmosphere-oriented game, giving strange and abstract worlds for the player to experience.
Story: I don't have much story-wise decided yet, but I'm hoping to come up with something somewhat deep and involved. I have a few bits and pieces of ideas so far, but mostly stuff I would like to keep a secret for now.
Screenshots:

The player character and two enemies. Everything in this screenshot(except the status bar) was drawn by me. The robots replace koopas, the colorful square clusters replace ? blocks(the one on the left is empty) and the circle shaped thing is a coin replacement. The tileset was designed with the idea of foreground and background switching roles, in a way. If you have noticed, the FG resembles hills, mountains and stars while the BG looks somewhat like grass tiles, both upside down.


Some of you may recognize this environment from F-Zero's Silence track. It has always been a favorite of mine and when I was younger I would always wish I could actually reach the backgrounds in F-Zero to explore somehow, and now I'm making that possible in a way. The background I "ripped" from the game(as in, painstakingly recreated it pixel by pixel even though there were probably way easier methods), and the foreground was drawn by me, though the sand was based heavily off the sand tiles bordering the track in the original game. Also there's a spiny replacement to the left.


More of the Silent Desert. I'm going to try making the level spacious and desolate feeling while not being very boring, but I'm honestly not sure how that's working out. Once I'm done or at least have more progress on it I think I'll post a video of it to get feedback on the level design.


Aaaaaand one more. I'm probably going to change the volcano lotus's graphics later on. Also, the electric generators to the left will damage the player as well as cause any sprite that comes in contact to explode.

That's all I have to show and awkwardly explain so far. Thank you for taking the time to check my thread.
I'm not at all familiar with Homestuck but I have read about Sweet Bro and Hella Jeff and how much stylistic suck it is, so I think I'm very much interested in progress of that. That's also one of the few original joke hacks I've ever seen thus far.

--------------------
Legacy custom music

Originally posted by Sokobansolver
I'm not at all familiar with Homestuck but I have read about Sweet Bro and Hella Jeff and how much stylistic suck it is, so I think I'm very much interested in progress of that. That's also one of the few original joke hacks I've ever seen thus far.

Thank you. ^^

Speaking of SBaHJ:tTVG, I made a custom desert tileset. A background may come later, assuming I don't decide to leave it blank for this level.


I've also done some work on Engine Talikuu Quest's Frenzied Factory level, mostly deciding which custom enemies to use and giving them graphics.

The thing above the block in the middle is an explosive carrier. It's a graphical replacement of the exploding thwomp sprite. And the enemy to the right is a cherrybomb talikuu, a graphic swap of the bomb koopa sprite.

And finally, some very slight work on Abstracted Void, mostly graphical and technical stuff. The windmill sprites are animated to turn in the wind.
Oh my. I've looked at the screenshots (on your last post), and well, the style is not that great. Firstly, the colors are really bright, you don't need it to be bright to make it look good. Secondly, the graphics are looking like they are 8-bit. While this is not something bad, the factory graphics Gamma V made are completely clashing. You can make it fitting with a simple palette, so nothing major, no worries. I have also seen the grassland graphics you made, and wow, that background is WAY better than something I would ever draw (not kidding, I seriously fucking suck at backgrounds) so bonus points! Anyways, the problem here is the foreground graphics, I do see the effort in there, but why are the colors like that? I mean, in the grass, I can see many colors; blue, green, dark green, brown.. a simple grass just has green and brown, from what I know. I guess that the palettes are being worked, right? If they are not, wow, you really should change them. Not trying to be rude, though. I am just trying to give you some suggestions.

So yeah, good luck with these projects!
Originally posted by S.R.H.
Oh my. I've looked at the screenshots (on your last post), and well, the style is not that great. Firstly, the colors are really bright, you don't need it to be bright to make it look good.

Do you mean this in all of them or just the desert tileset? Because the desert tileset is purposely bad and is meant to be for a joke hack. :p I'll keep that in mind in general though since I am noticing some excess brightness in the others now.

Originally posted by S.R.H.
Secondly, the graphics are looking like they are 8-bit. While this is not something bad, the factory graphics Gamma V made are completely clashing. You can make it fitting with a simple palette, so nothing major, no worries.

I'm guessing by this one you're referring to Engine Talikuu Quest in the second screenshot? I feel like the talikuu player sprite itself doesn't clash much but the explosive carrier sprite really does look out of place. I'll try experimenting with things like you suggested and see what I can do.

Originally posted by S.R.H.
I have also seen the grassland graphics you made, and wow, that background is WAY better than something I would ever draw (not kidding, I seriously fucking suck at backgrounds) so bonus points! Anyways, the problem here is the foreground graphics, I do see the effort in there, but why are the colors like that? I mean, in the grass, I can see many colors; blue, green, dark green, brown.. a simple grass just has green and brown, from what I know. I guess that the palettes are being worked, right? If they are not, wow, you really should change them.

Thanks ^^ I kinda worried initially that the background was too simple. As for the foreground graphics, the attempt here was to basically recreate a small version of a background and flip it upside down for the foreground tiles, so you can see what resembles hills, clouds, mountains and stars in the FG, which is the reason behind the many different colors. The same idea was applied to the background too, as it was designed loosely like an upside down grass tile. Though I did make an exception and make the sky dark blue instead of brown, so I suppose I can change up the foreground palettes too.

Originally posted by S.R.H.
Not trying to be rude, though. I am just trying to give you some suggestions.

So yeah, good luck with these projects!

Thank you for your honesty!




I've been doing some more work on the Frenzied Factory level itself, so I took some screenshots. The explosive carrier is not seen in any of these screens so this is more of a chance to see if the talikuu itself clashes.


The first room of the level, featuring the first cherrybomb talikuu.


The idea here is that there are two versions of the TNT button thing, one stationary and one which you can carry, and I needed to teach the player that some of them they can carry. So I placed a carryable one here with a nearby bomb block sprite, which can only be destroyed by an explosion, and some coins as an incentive. Although now that I'm thinking about it, maybe I added too many coins.


And finally, here's this. The player will be inclined to jump directly up to get off the depleted platform, but if they want to put one of their lives at risk they can attempt to jump into the small passageway, which may lead to a secret exit to a special world or something that would truly be worth it.

EDIT: I did a bit of experimenting with the palette of the level in Abstracted Void. Which one looks better? Of course, if the new one I'll have to do some editing because it looks a little weird.

Originally posted by Zerio
Originally posted by S.R.H.
Oh my. I've looked at the screenshots (on your last post), and well, the style is not that great. Firstly, the colors are really bright, you don't need it to be bright to make it look good.

Do you mean this in all of them or just the desert tileset? Because the desert tileset is purposely bad and is meant to be for a joke hack. :p I'll keep that in mind in general though since I am noticing some excess brightness in the others now.


Wow, I'm an idiot. >_> Also, yes I did mean the desert one. I don't really suggest using bright colors, but it is being used for a joke hack anyway, so it can be looking bad, but still, the decision is yours, of course. Each option is a win in my opinion.

Originally posted by Zerio
Originally posted by S.R.H.
Secondly, the graphics are looking like they are 8-bit. While this is not something bad, the factory graphics Gamma V made are completely clashing. You can make it fitting with a simple palette, so nothing major, no worries.

I'm guessing by this one you're referring to Engine Talikuu Quest in the second screenshot? I feel like the talikuu player sprite itself doesn't clash much but the explosive carrier sprite really does look out of place. I'll try experimenting with things like you suggested and see what I can do.


God, I seriously am an idiot. I thought all of these were from the same hack even though I read the whole post. So, that's what happens when you post when you didn't sleep for a long time. x_x So anyways, the player graphics aren't that bad, but there is light in it, but no darkness? That's a pretty.. uh.. different.. yeah, a different shading style, but Gamma V's graphics are just different. Can you please give me the graphic file? It's not like my graphics are super-duper good, but I can make it more fitting, I guess. If you don't want to, then I can just say that you should have more detail in it, and you should use black outlines so it fits even more.. also, what's with the player graphics in the status bar? I mean the player's face in the item box.

About the new Frenzied Factory, I like it! Your level design seems really nice, but as always, I will talk about the graphics and stuff. The background doesn't clash, however; the graphics in it (the background) really look like foreground graphics, I suggest you to use darker colours. Nothing major, though. Still, just a suggestion.

About the new grassland graphics; they sure do look better! However, I still don't understand why the dirt (I guess that is dirt?) in the background is blue.. yeah. That's all I can say. Good luck!
Originally posted by S.R.H.
Originally posted by Zerio
Originally posted by S.R.H.
Oh my. I've looked at the screenshots (on your last post), and well, the style is not that great. Firstly, the colors are really bright, you don't need it to be bright to make it look good.

Do you mean this in all of them or just the desert tileset? Because the desert tileset is purposely bad and is meant to be for a joke hack. :p I'll keep that in mind in general though since I am noticing some excess brightness in the others now.


Wow, I'm an idiot. >_> Also, yes I did mean the desert one. I don't really suggest using bright colors, but it is being used for a joke hack anyway, so it can be looking bad, but still, the decision is yours, of course. Each option is a win in my opinion.

My original decision to use brighter colors here is similar to how the webcomic it's based on uses a lot of simple/bright colors, and also the weirdly sharp contrast between the darker grains of sand and awkward white shading make it look pretty funny to me. I did a background for it after all, which may lessen the strain from the FG slightly?


Originally posted by S.R.H.
Originally posted by Zerio
Originally posted by S.R.H.
Secondly, the graphics are looking like they are 8-bit. While this is not something bad, the factory graphics Gamma V made are completely clashing. You can make it fitting with a simple palette, so nothing major, no worries.

I'm guessing by this one you're referring to Engine Talikuu Quest in the second screenshot? I feel like the talikuu player sprite itself doesn't clash much but the explosive carrier sprite really does look out of place. I'll try experimenting with things like you suggested and see what I can do.


God, I seriously am an idiot. I thought all of these were from the same hack even though I read the whole post. So, that's what happens when you post when you didn't sleep for a long time. x_x So anyways, the player graphics aren't that bad, but there is light in it, but no darkness? That's a pretty.. uh.. different.. yeah, a different shading style, but Gamma V's graphics are just different. Can you please give me the graphic file? It's not like my graphics are super-duper good, but I can make it more fitting, I guess. If you don't want to, then I can just say that you should have more detail in it, and you should use black outlines so it fits even more.. also, what's with the player graphics in the status bar? I mean the player's face in the item box.

Nah, I understand how it was confusing, since a lot of threads here are just on one hack. And there isn't really shading in the player graphics, the engine talikuu just happens to have a silver stripe on its forehead which happened to line up with the eyebrows in pixel form. :p And you mean the graphics file for the character, explosive carrier enemy, or the foreground? I was going to try some modifications to the explosive carrier's graphics soon. And the large icon in the status bar currently doesn't really have a function, I just felt like giving the game a huge player lives icon.

Originally posted by S.R.H.
About the new Frenzied Factory, I like it! Your level design seems really nice, but as always, I will talk about the graphics and stuff. The background doesn't clash, however; the graphics in it (the background) really look like foreground graphics, I suggest you to use darker colours. Nothing major, though. Still, just a suggestion.

Thank you. ^^ And I'll try changing the background up. Maybe desaturating it could work. Near the top of the screen there are some palette errors, but that's because of a certain patch I installed which I plan on uninstalling.

Originally posted by S.R.H.
About the new grassland graphics; they sure do look better! However, I still don't understand why the dirt (I guess that is dirt?) in the background is blue.. yeah. That's all I can say. Good luck!

Well originally the background was drawn and colored as an upside down grass tile, so I had the area beneath it blue and the area above it was originally a sunset orange. However since I pretty much moved past that idea(for the palette, anyway) I can change it to something less strange.

There's not really much new that I can post about yet, but I guess I should show a screen from a very underdeveloped level in Engine Talikuu Quest.

The red engine talikuu will race you to the oil(goal replacement) at the end of the level, and if it beats you to it it will take it.
Well, time for some more small updates. First off, I made a couple of handmade userbars for my hacks. If you want to support one or both of them, copy and paste these awkward mixes of BBCode and HTML into your signature. The other three hacks will probably have userbars once I actually come up with names for them.


Code
<a href="http://www.smwcentral.net/?p=viewthread&t=73588">
[img]http://i.imgur.com/3d6V1Ra.png[/img]</a>



Code
<a href="http://www.smwcentral.net/?p=viewthread&t=73588">
[img]http://i.imgur.com/Me3cd2c.png[/img]</a>


As you may have noticed from the userbar, "Abstracted Void" is now going by the name "Stella Somnium" which will stay its name from now on unless I decide otherwise. You may have also noticed the mysterious silhouettes beside the main character. These are other characters who will be featured in the hack. They are all fully designed, but due to the nature of revealing them throughout the course of the game, I would prefer to keep their actual designs a secret for now. Here is an easier to see picture of their silhouettes:



In Sweet Bro and Hella Jeff: the The Viodio Game, I've done some work on designing the level now known as "Cryptric Deserg." It will have lots of secret passageways. Where does that squirrel think he's going?



Also something I haven't shown yet, the first submap of SBaHJ:tTVG's ovelwrold.



In other, more serious overworld news, I decided to attempt a bit of an overworld for Engine Talikuu Quest. I think the perspective might be really weird. Unless you think of it as if it's sloped downward towards the screen, maybe?



Any thoughts?
About the last overworld, well I really like it! Again, it is better than something I would ever be able to do. I also don't see anything wrong or weird with it, except there are a few minor mistakes here and there.. well, actually, the only mistake is that you forgot to put the lines. Or is it a WIP?
Originally posted by S.R.H.
About the last overworld, well I really like it! Again, it is better than something I would ever be able to do. I also don't see anything wrong or weird with it, except there are a few minor mistakes here and there.. well, actually, the only mistake is that you forgot to put the lines. Or is it a WIP?

Thanks! Yeah, it was a work in progress, hence the lack of decoration. As for the lines, originally I didn't have any since one wouldn't connect to both ends correctly, but then I remembered I could just x-flip them halfway down. :p Here's a newer version, also showing the overworld talikuu graphics.


I've also tried changing the background palette of Frenzied Factory and the explosive carrier graphics as suggested. The explosive carrier still needs quite a bit of work as is still looks out of place. Also ignore the light blue in the upper area of the BG. It's because of a "separate status bar palette" patch I applied and I've been planning to remove it with Xkas Anti but I think it's an Asar patch, so... if anyone knows how to undo Asar patches please let me know.


And finally, I started a new level which aims to explore a concept I don't believe has been done yet in a Mario hack, either that or it's just very, very rare. I have seen one video demonstration showing a similar idea, but I haven't seen it incorporated into a full level or hack. I'll show a screenshot but I'd rather not ruin the surprise by explaining the idea. I plan to change the background, too.


And now for some progress on the other four hacks.

[Currently Untitled]
Not very much for this one yet. The reason for that I think has to do with incomplete player graphics and that I have no idea what to make the enemies, graphically. But I do have something to show. I think I'll put two player characters; Ayla and Jax. I'm not sure how exactly, if it will be like SBaHJ:tTVG where some levels you play as one and other levels as the other, or if I'll allow the player to choose which one, or if I'll stick them together to make both playable at once or what. Well, here are Ayla's player graphics. (Hopefully it's not considered explicit. If it is I'll add clothes to both player sprites.)


Sweet Bro and Hella Jeff: the The Viodio Game
<fong face="conic sand ms paint">Here's a random screen from the in-progress Cryptric Deserg.


"Glitch"
Well, for this one I've mostly been contemplating how to handle the glitch world. I think I will avoid mentioning the "glitch" idea in the hack description and having one or two "regular" worlds before revealing the hack's true nature. Does that sound alright or too deceptive? Anyway, here's a screenshot showing a level concept and enemy graphics. In this level, some areas of land act like water tiles. I'll have to see if I can make creative use of this somehow.


Stella Somnium
Pretty much just working on the Silent Desert some more. Here's a random screen.
All of my work in the past few days has been on Stella Somnium, so this will probably be the least cluttered/confusing post in this thread so far.

First I would like to show the "Nintendo Presents" replacement, designed with a mysterious feel in mind.



Second, some custom title graphics. I'm not too sure I like how the title itself looks. I might tweak it quite a bit. What do you think? The level itself won't be final, it's just a lazily done placeholder.



I also drew a new overworld border to create a more cosmic theme. Here's that with a placeholder/vague mockup of what will most likely be the first submap.



And now for the most important part, the levels themselves. The majority of my focus has been on the level design. I also drew a few more graphics(platform blocks/cloud replacement, X9 robot enemies, semi-custom buttons). I'm very happy with how the design is turning out so far. Here are two screenshots of each of the in-progress levels, also showing off the newly added HDMA which I think looks quite nice. Any original SMW graphics still in the game will be replaced whenever I feel inspired to do so.









And finally, there is one last thing I would like to show this time, and that is another in-progress F-Zero background rip.



Constructive feedback on any aspect that I have not designated as a placeholder would be greatly appreciated.
So I finally figured out how to export .avi files from ZSNES. Here's a video showing the two most well-developed levels from Stella Somnium which I have been showing here. Both of which are between "over halfway designed" and "almost done." I suppose I'm mostly uploading this as it is to get some sort of feedback on the design, as screenshots alone I feel don't truly illustrate it enough.

VIDEO

A few things to note:

-The levels are quite obviously incomplete, so of course the 'ends' will be changed and expanded upon. The first will not retain the impossible to dodge electricity, and in the second the end of the final ruin-like area will be greatly changed, as its current form is just experimenting with possibilities of level design.

-Any original SMW graphics seen in the game will be changed at some point, so don't worry about the cement blocks.

-In the first level, the blue buttons(P-switches) will be replaced with their block counterpart, to prevent carrying them around and allow them to be reused in case for some reason the player doesn't get through the blocks in time, and to prevent certain awkward handling as seen near the end of the first level. This also means I'll rework the path to reach the key, as it's significantly easier with reusable P-switches.

-I will add blocks to prevent you from carrying items past them, to prevent players from carrying the springboard around the whole level thinking there's some secret somewhere or something like that.

-I still need to disable the item box since I feel it'd essentially be a fourth HP slot. It's for this reason I've been avoiding red energy(mushrooms) throughout most of the level.

-The button/P-switch graphics still need to be redrawn. In its current state they're simply SMW P-switch edits. The new ones will probably still have the same general design and color scheme.

-The puff of smoke graphics obviously glitch up, because the leaf clustersprite taking up one of the 8x8 tiles which is part of the smoke. I'll remap which tile the clustersprite uses to fix this.

-The one dialogue in this video sounds awkward and kinda robotic, but once I decide more of the story and the character's personality I will rewrite it to sound less forced.

Well, I think that's about it. Please let me know if you think anything I have yet to acknowledge seems boring, awkward, unfair, or otherwise just something you would like to point out or suggest to me. And that applies to every aspect; level design, graphics, music, anything.
Lately I've switched focus from Stella Somnium to Engine Talikuu Quest, and I finally finished Minty Mountain(that half-assed ending from before doesn't count) which makes it my first actually finished level that doesn't majorly suck. So here's a video.

And a screenshot of an area in the video.


Any feedback?
Lately I haven't been the most productive I could be with my projects, but it's not like I've been incredibly productive from the start.

I've only really made progress on Engine Talikuu Quest. I've done some work on a level shown previously, the monochrome one. Though I'm still keeping that one secret for the most part. I also tried to start a possible 1-1, but I ended up deciding to make a custom palette. That caused it to turn out looking more like a 1-3, so I've been making that instead. Here are some screenshots. I didn't crop out the black border surrounding the screen captures, but it's not a big deal.




The weird yellow talikuu are bronto burt reskins. They will either fly in a straight line, or wait on a post for the player to come near, then fly up in a circle before flying straight. I'm going to change the graphics for sure to make it more like they're flying, and I may end up changing the palettes too, making them darker.



As for Stella Somnium, the reason I haven't really been working on it as much is because I wanted to learn some ASM first and possibly code a custom boss. However, I've found that to take more time and effort than I originally thought. I still do plan to create custom bosses, just not this soon. I'll go ahead and continue regular work on it for now. There is something I can show, though. Due to some story development, I've decided that two of the 'mysterious silhouette' characters will most likely be revealed in the intro cutscene, so I may as well show their unobscured sprites.


The character on the left is currently unnamed. He will be on the same side as the player character, who also happens to be unnamed still. He has the ability to manipulate keys and luck. The character on the right is on an opposing side of the player. His name is Ignus. His abilities won't be made apparent from the start, but one of the two powers should be rather obvious from his design.

Holy crap the palettes need to be fixed.
So many erros...

Originally posted by Zerio
http://i.imgur.com/9Qf3N35.png

Um that's a little flat?

The same person? Oh nevermind.

@Crash Kandicoot: That's being plain mean, not helpful. Try to be nice when you tell an user their problems, also, did you notice that two of these hacks are joke hacks and/or unserious hacks?
This is beatiful. I just cried from this great piece of artwork Zerio is doing~ #fim{<3} This with no doubt has to be featured. Why? Because a hack like this can't be ignored, it should be known by amazing users!
Originally posted by Crash Kandicoot
Holy crap the palettes need to be fixed.
So many erros...

Originally posted by Zerio
http://i.imgur.com/9Qf3N35.png

Um that's a little flat?

Thanks for the feedback, but can you be a little more specific? As in what parts of the palettes need fixing? As S.R.H. said, one(Sweet Bro and Hella Jeff: the the Viodio Game) is a joke hack and one is also a 'glitch' hack so of course the palettes will be weird. If it has to do with any of the other three, please let me know and where. I know the mushrooms in the new Engine Talikuu Quest level have one sort of out of place color, but there could be more stuff I overlooked.

And by a little flat, do you mean the player/enemy graphics? I think they look fine, but it could just be my familiarity with it.

Originally posted by Macky
This is beatiful. I just cried from this great piece of artwork Zerio is doing~ #fim{<3} This with no doubt has to be featured. Why? Because a hack like this can't be ignored, it should be known by amazing users!

Which one do you mean? Kinda confusing with five hacks here, ahah. But either way, thank you!
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