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Luigi's Revenge! New Patch + Discord Server
Forum Index - SMW Hacking - Works in Progress - Luigi's Revenge! New Patch + Discord Server
Pages: « 1 215 16 17 18 » Link
Originally posted by Kaisaan Squiddiqui
Originally posted by Pixel-Gon Gamer
I think the reason people didn't like it, was that it breaks when you come back to it. Other than that it's fine, so please keep the levels.


Well actually, you're probably wrong. It's the fact that the levels are just extremely-sugar-coated-"blatant"-edits of the original levels.


Not all of them were, but parts of lakeside pass and stage following it were. The other stages were all good.

--------------------
Check out - Super Mario World: Vanilla Revitalized
VLDCX Entry - 35th Place! - Fuzzy Heights
Yeah, you don't have to delete everything. Keep the best levels and scrap the rest.
Originally posted by Undertaker
Yeah, you don't have to delete everything. Keep the best levels and scrap the rest.


Yeah, I might just do that, but they're not really that "fitting", as this hack is going to be pretty plot heavy, so I sort of just made the levels pretty hastily, I might keep some "good" levels, but I don't really see anything satisfactory...

Even then, I don't think my level design is that good, but I'll still try.
Well hey, if you've tried, then you've succeeded.

Your level design skills will improve in time, I guarantee it. I suggest at least backing up your old one before you start from scratch. I can't count how many times I've deleted everything only to regret it the next day.

And hey, if you've given up on designing regular hacks, there's always kaizo
Originally posted by Undertaker
Well hey, if you've tried, then you've succeeded.

Your level design skills will improve in time, I guarantee it. I suggest at least backing up your old one before you start from scratch. I can't count how many times I've deleted everything only to regret it the next day.

And hey, if you've given up on designing regular hacks, there's always kaizo


Well, you're right, as I've been ROM hacking SMW for almost three years now, and I know it has improved by a lot. The hard part of making a good level/hack is finding fitting GFX/ASM/Music for it, so maybe some ideas/opinions on what I could use could really help.
It doesn't really matter if your hack has fancy ASM or music or anything. You can make a 100% vanilla hack and still be interesting, its just not very easy. Granted, hacks with loads of ASM can be pretty impressive as long as you don't pull a Brutal Mario (which I still like for some reason) and use fancy ASM to make up for crappy level design. Don't worry about needing good ASM or music, because that doesn't make your hack good, it only makes it more interesting. Its like when you're writing a research paper, pictures don't make a good research paper, they make them more interesting.

As far as suggestions go, I can't think of anything specific, but I recommend thinking of level themes that aren't used often (Sewers, ice forests, etc).
I've managed to make TWO new levels, and I'm pretty proud of both of them, so why not I show both of them off.

THE JOURNEY BEGINS

(Placeholder level name because I'm not sure if this is the first level)



Starting screen, with a free power-up.



Next part, this level features Monty Moles, which I've made to pop out immediately, but there are holes indicating where the Monty Moles will pop out of.



A small cave, with only Three (one?) Chucks, a dragon coin, and something else... (Which I'm pretty sure you can't get).



One you exit the cave, you are shot out of from a pipe, only to see a Kickin' Koopa (Nice name, right?), but don't worry, you don't run immediately run into the Koopa.



You're just one screen away from the end of the level!

And yeah, that's all for the level, well there is more things, but you'll have to play it yourself to feel the experience.

CHUCKS' FORT

For this level, I got the idea of making a level where all the enemies are only the different types of Chucks, it worked out pretty great, IMO.



Starting part.



More Chucks.



Even more Chucks; also, I tried to be generous with the power-ups, as there's a lot of Chucks, but I'm not sure if I added too many power-ups, and don't worry about all the Chucks causing slowdown, I'm using the SA-1 patch.



CHUCKS, EVERYWHERE.



Another small cave, which is also sort of a bonus room, based off of the same level from "old" LR's W1-2.



The final fort before the end of the level.

BUT WAIT, THERE'S MORE!

Since I'm really proud of my levels, and I wanted to show them off (even more), I've decided to make a patch of the two levels.

LINK

EDIT: I've added a .ips with the .bps for those who are having problems with the .bps.

EDIT2: This doesn't seem to work with SNES9X, OR ZSNES, your only choice is to use ZMZ (Which is the only emulator that seemed to work) for now until I can find a fix. Maybe because I'm using the SA-1 patch? IDK.

EDIT3: You'll need to play the patch with ZMZ, this version of SNES9X, or this version of ZSNES (why would you even use ZSNES...).

Note: This is pretty much an Alpha version of the hack, as I haven't even added anything Luigi-related yet, I just made the patch to show off the levels.

Feedback would really help, as I've worked hard on this, and also want to see how I can improve them.
Good to see this hack is back in the works.
BANANA SLAMMA.
I want to play the Chucks' Fort level, it looks really funny, just look at all those chucks.

EDIT: I just played them. The levels were a bit short but sweet.

Everything can be hacked.
I played it and I found a few things that should be fixed.

1.

That's a lot of time for such a short level. Keep in mind that's how much time I had left just before beating the level.

2.

So much fun walking through solid objects.

3.

I don't understand the point of this spring.

4.

Interesting idea, but it seems like a waste going through the same
level again just to get some coins.

5.

Stop



Giving



Me



Powerups!

I should mention that the music stops whenever you pause the game.
Idk if there is a fix or not.

Anyways, fix those and it should be all good. #tb{:)}
1. I'll change that.

2. I'm not sure how you went through that, but I'll try to find a way to get rid of that. Fixed

3. The whole point of the spring to collect that Dragon Coin, if the player didn't take the pipe. I removed the spring, so now it is mandatory to enter the pipe(s).

4. It's not only a bunch of coins...

5. The whole point of all those power-ups was that in case the player took damage by all the Chucks, I'm not sure which ones I should remove.

I guess that's all.
Wow, these palettes are pretty damn good but not worth praising. Anyway, I think that what OmegaYoshi said is good, but I'll elaborate.
2)Put a pseudo corner tile beneath that ramp of the pipe. Make a ledge tile in the Map16 and make it behave like 1e4 or something. Also, he walked through it because you need a corner tile to walk on ramps as opposed to right through.
5) You should have them about where the Chucks are.
Other than that, this is pretty nice, don't give up.
I think I should reply to everyone, I guess.

Originally posted by Pixel-Gon Gamer
Good to see this hack is back in the works.


Originally posted by Kixune
I want to play the Chucks' Fort level, it looks really funny, just look at all those chucks.

EDIT: I just played them. The levels were a bit short but sweet.


Thank you!

Originally posted by Chillah
Wow, these palettes are pretty damn good but not worth praising.


Thanks!

Originally posted by Chillah
2)Put a pseudo corner tile beneath that ramp of the pipe. Make a ledge tile in the Map16 and make it behave like 1e4 or something. Also, he walked through it because you need a corner tile to walk on ramps as opposed to right through.


That's actually what I did, lol.

Originally posted by Chillah
5) You should have them about where the Chucks are.


I'm not quite sure what you mean by that, maybe could you tell me which power-up blocks I should remove/move?

Originally posted by Chillah
Other than that, this is pretty nice, don't give up.


Thank you! Don't worry, I won't give up, although, I'm waiting for Pixel-Gon Gamer to finish drawing his Luigi GFX, and for someone to fulfill my ASM Request, and for me to think of an idea for a level, don't worry, it's not ded.
(This is more of a post for anyone wondering about this hack's progress status)

So, it's been a while since I've last shown an update; of course, there's always IRL stuff, but I seem to still have enough free time to work on this and other stuff, so IRL isn't much of a problem.

So here's what's happening right now...

I'm waiting for Pixel-Gon Gamer to finish his Luigi GFX (not much of a problem, as I know he's working on it and is almost done).

I'm waiting for someone to accept/fulfill my ASM request (I'm pretty sure I added all that was needed).

I'm also waiting for someone to help me with this problem I'm having with the Center scroll patch (I legit do not know why anybody is helping me with this, maybe I fucked up my ROM in an all new way?).

I also don't really have any ideas for levels right now; hopefully, I can think of something.

Also, I found out what was causing the error with the patch pf the two levels, check the original post for what you'll need to do.
Wow, 7 months since an update.

So I fixed all the problems said above, and I ported to a new ROM. Not much has changed in the levels,
and I changed some palettes and stuff,
nothing major. Here's the latest patch.

Some people say that the music selection isn't good, so some recommendation for what I should change would be nice.

I also converted the one file one player patch to SA-1 myself, if someone could check if there are any problems with it, please tell me.

I still need to get a user bar and for Pixel-Gon to finish up the Luigi Graphics.

Oh, and here's a link to the new LR Dicord. (I got rid of the IRC channel, should I bring it back?)
Pages: « 1 215 16 17 18 » Link
Forum Index - SMW Hacking - Works in Progress - Luigi's Revenge! New Patch + Discord Server

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