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Mario Hard On (Just a Level w/ Stiff Trees Edition)
Forum Index - SMW Hacking - Works in Progress - Mario Hard On (Just a Level w/ Stiff Trees Edition)
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GSG Hack Thread 3.0: No more completely new graphics edition

This time around I'm planning to finish this. What has been killing my hacks are BIG ideas; complete graphic overhauls, 2manypatches2name, etc. Mario Hard On isn't going to have any of that (well, it will, but not to the scale of my past hacks). Basically a simple Mario hack that is, well, really hard. I guess it's in the same vein as "Rise to the Challenge" in that point then. Note though that I'm trying to make something challenging, not something stupidly impossible.

In addition to a hard difficulty, here a few other things:

Lives will be hard to get. There are three ways to get lives:
- 1 1 Up Mushroom that are hidden in each level
- Dragon Coins
- Collecting all coins in a level, which total to an EXACT 100 coins. Every time you enter a level, the coin counter resets to 0, so you can't lives from, well, err, dying.
- The occasional 3 Up Moon
Also, bonus stars will not be in the hack

About 2-3 power-ups per level
- Will be more stringy on a Yoshi level

No world themes
- Levels will be whatever it is, and whatever I feel like making
- There might be worlds though, despite that. I will probably do a 4 levels per world like SMB1.
- I WILL be adding almost all of my contest levels, made better and (in the specific case of VLDC2014's Hostel) more playable.

I will still use custom sprites, music, graphics and general patches

Spin Jumping on enemies that you can spin bounce on will hurt you.
- This is a nerf to the, in my opinion, overpowered SMW spin jump that effectively made enemies like the Spinies harmless than they are in other games.
- I kept spin jump due to how useful and different it is from a normal jump. And plus, the Turn Blocks.
- If I find a way, I will disable killing shelled enemies in one hit. Buzzy Beetles were terrifying in SMB1 and 3, it's a shame how not a threat they are in SMW.



Screenshots:


But Also Hammers




JUST NETS






Stay tuned!



Update 1
Update 2
Update 3
Update 4
Update 5

.
The name is my favorite part so far
Why not remove lives?
Originally posted by Torchkas
Why not remove lives?


Because I like game over screens.

I'm gonna add that you-can-save-anwhere-on-the-map-like-in-sma2 patch, so having to redo levels shouldn't be a problem.
You could have, you know, done a bit more stuff before making a thread. Because right my boner is just not interested.
Making a thread makes me more motivated and obligated show stuff.
Update

Finished the level, which I named "But Also Hammers" after a cheeky comment by Torchkas.

Here's a video of the full level: Link
The full level in LM: But Also Hammers

I'll constantly go back to this level, like I always do with my other levels. But for now I consider this one finished. I won't do this show-off-everything deal with all the levels. Since this is just the first level I made, I feel like it's okay to be fully shown off.

With that said, here's a .bps of the first level, for anyone to play. I would love constant feedback on my work, and I am a believer that all levels should be tested thoroughly:

HammerHardOn.bps

Thank you to anyone who tries this out!
Looks ok and is a good first level for a hard hack.
Only thing I don't really like is that the BG looks kind of empty above the clouds.
Consider adding some stars or fake/real HDMA to make it look more appealing.
But all in all: Well done, you created a nice and short level!

--------------------
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by lolyoshi
You could have, you know, done a bit more stuff before making a thread. Because right my boner is just not interested.


Same here, besides, the images are not really telling us much.
Originally posted by Macky

Same here, besides, the images are not really telling us much.

You know that he posted a video and a bps file of a level?

--------------------
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by NGB
Looks ok and is a good first level for a hard hack.
Only thing I don't really like is that the BG looks kind of empty above the clouds.
Consider adding some stars or fake/real HDMA to make it look more appealing.
But all in all: Well done, you created a nice and short level!


Actually not sure if it'll be the first level. Right now I'm making levels as I go. I'll probably decide order once I have a few levels done.

The screen doesn't scroll vertically, so there's no point in adding stuff above the clouds. I do plan on adding animated sparkly stars though, to make it a little prettier. Might consider hdma, even if it's fake.

Thanks!

Originally posted by Macky
Same here, besides, the images are not really telling us much.


Literally posted more content one post above you. I already explained why I made a thread below that post too. I am, for the most part, showing off level design more than anything. Reason why I emphasize the videos more than the screenshots.

EDIT: Updated the first post! Now with more hammers and GIFs!
For the single level that you've shown, I think that this hack will be fun. It looks like you're making the levels hard but fair, and I enjoy that type of difficulty.

The Hammer level shows off some of your ideas for level design nicely. It's cool how you stuck with the ropes and arches throughout the level, and while you didn't change the palettes noticeably or at all, it fits well for the platforms that you have. The music also complimented the cloudy yet slightly energetic level.

It pleases me to hear that you will be enabling saves at any time since that is a problem that's often ignored in some hacks. As Torchkas mentioned, I think that it would be neat to remove lives entirely unless you plan to include some sort of reward based off life count. I don't even know how that'd work, and a typical Game Over screen doesn't really have any value for a challenge hack where you save after every level. One other fix you could include would be to allow the player to drop their item from the item box at any time rather than the standard forced drop.

Good luck with the rest of your levels! I'll make sure to pop in frequently to see what you're putting out.
Update! I decided to have a mini-boss at every end of the level, with each world (if I do add worlds) ending with a bigger boss.
But Also Hammers Boss

Full, Updated Level: But Also Hammers | But Also Hammers Boss
Level Link: Hammered Hard On

Still would appreciate people playing this level!

Edit: Gave the level a more pleasing look to it! Check the first post!



Originally posted by Domiok
For the single level that you've shown, I think that this hack will be fun. It looks like you're making the levels hard but fair, and I enjoy that type of difficulty.


Thanks! I'm gonna try my best to be consistent with that, especially how I'm adding almost all of my contest/unused levels, which some are terribly unfair. I'll be fixing though.

Originally posted by Domiok
As Torchkas mentioned, I think that it would be neat to remove lives entirely...typical Game Over screen doesn't really have any value for a challenge hack where you save after every level.


Despite that though, I'm really just keeping it in for the novelty of a game over screen. Might get creative with it too. I'll consider doing a reward on lives though, maybe something about the amount of lives you have left after each world..?

Originally posted by Domiok
One other fix you could include would be to allow the player to drop their item from the item box at any time rather than the standard forced drop.


You can do that already. It's in the game. You press select.

Originally posted by Domiok
Good luck with the rest of your levels! I'll make sure to pop in frequently to see what you're putting out.


Thanks!
I really like the new colors, you did a great job with those.
I played you level and it's very...very difficult. I used savestates (sorry for that, but at some point I was impatient.)
I have to say that you did a good job placing the powerups. Everytime I lost my mushroom (i didn't load/state when I have powerups), a new one was right ahead.
But the boss fight was too hard for me. One normal hammer brother with a smw one would be enough.(But I guess it was the point that it is hard#tb{D'X})
Also for a leveldesign perspective: the big yellow hammer bros are introduced IN the boss fight, which isn't the best thing design wise. Either you make it ONLY the yellow bros/two of those or none of them.
Another thing: at first I was irritated that my spinjump doesn't work on enemies.
Explain this via message box or apply a patch to disable it completely.
But otherwise nice, didn't found any bugs while playing and had fun with the level.

--------------------
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by NGB
I really like the new colors, you did a great job with those.


Thanks!

Originally posted by NGB
I played you level and it's very...very difficult. I used savestates (sorry for that, but at some point I was impatient.)


I'm cool with that. As long as it isn't used so extravagantly. I understand why some people would resort to savestates.

Originally posted by NGB
I have to say that you did a good job placing the powerups. Everytime I lost my mushroom (i didn't load/state when I have powerups), a new one was right ahead.


Since I am limiting myself to at least three power-ups per level, I try my best to find the perfect places for them. I was a bit worried about that, so thanks for the feedback.

Originally posted by NGB
But the boss fight was too hard for me. One normal hammer brother with a smw one would be enough. (But I guess it was the point that it is hard#tb{D'X})
Also for a level design perspective: the big yellow hammer bros are introduced IN the boss fight, which isn't the best thing design wise. Either you make it ONLY the yellow bros/two of those or none of them.


The Sledge Bro (the big yellow hammer bro) is the mini-boss of the stage, in nature like Birdo in SMB2. You will not see "boss" characters as normal enemies for the most part, though I don't doubt that I'll break that for one level.

Originally posted by NGB
Another thing: at first I was irritated that my spinjump doesn't work on enemies. Explain this via message box or apply a patch to disable it completely.


Ah, sorry. I don't think this level would be the first level in the hack, so I didn't include anything about nerfing the spin jump. I'll be telling the player about it though, and emphasize much about how spin jump is nerfed.

Originally posted by NGB
But otherwise nice, didn't found any bugs while playing and had fun with the level.


Great to hear! Thanks for testing my level out!
It'll be more than great to play Hostel 2.0 in this hack.
Layout by x-treme
YouTube
Originally posted by Master Lakitu
It'll be more than great to play Hostel 2.0 in this hack.


Whether or not that's enthusiasm or sarcasm, Hostel will definitely be in this game. I plan to separate it into 3 different levels (and maybe even create a fourth), which, ultimately, might end up being a "world" in itself. The Hostel in the final VLDC compilation is actually incomplete and is, in fact, not the correct Hostel in the game. There are THREE other sections not present in the vldc collab (which is actually in the hack itself, but the exits are wrong). The part you play is actually the LAST half of a four-part level.

Eh, I'm digressing. It'll be a better Hostel(s), for sure.



Update:

In similar news, I added the first contest level to the hack. Specifically my FISH NETS level from the VLDC6 contest, and even more specifically, the NETS part. The original level was a two parter, with the first section being a descend down a vertical level romping through nets and carrot tops, and the second section being an SMB1/SML inspired bridge level with the SMW fish generator. You can watch a play-through here.

This level got an Ambivalent from Cou, Enjoyable from Axem and Deepay, and Favorites from Lighty. Probably my best contest level so far, the main problem was the disjointed-ness of the first part and the second part, so I decided to separate it into two levels. I don't even know if I will add the FISH section of the level, since it is (looking back now), pretty terrible. I might make a new version inspired from it though.



Left is the original NETS, and right is the port.

The main thing I need to do to NETS are better transitions from one screen to another. Because this was a VLDC, I wasn't able to add any patches that allowed me to use more sprites in transitions, since it caused major problems with sprites suddenly disappearing. Now that I'm not restricted by Vanilla, I can now add more sprites and obstacles that I couldn't add beforehand. The level will largely stay the same, but it will still be changed to play fresh and new, with some other small fixes. Also have some new custom music.

Finally, I won't show off contest levels much unless it's something huge. The only reason they're in the hack is to have a second chance at making them better.

Also I write a lot.
Update!

Finally finished the port of NETS (aside from a proper end!) I actually worked on the level more than I anticipated, changing many things from the original. First and foremost, it is a lot harder than FISH NETS. And second of all, I gave it a graphical revamp.


dont mind the terribly coloured sign. It's gonna be taken out.

I have decided to replace all of SMW's foreground tilesets with custom/edited ones. This includes the arches tileset:



The first post has been updated with new, before and after screenshots of my VLDC6 Collab level, which is now named "JUST NETS". I'll update the But Also Hammers screenshots soon as well.

Now to work on a new level!
Update! It's a slow day, but I try to make one post everyday, at least.

First post has been updated with new Hammers screens.

New SMAS SMB2 player graphics:


Also, a peek at a new level that's more than likely not going to have any "objects" in it:


and a little something
Finally an update!

I scrapped the level above. Didn't have any motivation. Instead, have a new level I have tentatively named "Walk".



It's just a nice, unassuming "walk" through a forest with great trees, giant shy guys, and buzzy beetles. Nothing really interesting going on. Nope. I swear this isn't a new, upcoming contest level in disguise. I'm saying the truth, really.

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Forum Index - SMW Hacking - Works in Progress - Mario Hard On (Just a Level w/ Stiff Trees Edition)

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