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Yet Another Mario Adventure

At least that's what I'm calling it for now. (very creative, I know :P) I'm likely to change the name of it if I come up with something better later on, but for now, I'm calling it this. YAMA for short. (. . . :D)

Anyways, I finally decided to make a hack. #ab{:)} I have been working on it for the past couple of weeks now, and got a grand total of four levels done, as well as the overworld for the first world. Probably would've gotten more done quicker if it wasn't for school getting in the way, but that's aside from the point.

Anyways, I obviously came here with screenies in my possession, so this post wouldn't be contentless, and boy did I have a lot of them. 32, if I recall correctly. I actually had to cut down a bit so it wouldn't be too many. <_<

I will try my best to come up with descriptive descriptions of each shot here.


Yoshi's House. I kept it to level 104, and I only edited the message box. I basically came up with my own generic text to go along with it, and gave a small hint about the first world. When I release a screenshot of the OW, you'll see there are two paths you can take, a short and harder one, and an easier but long one. And no, before you ask, this isn't going to be a recurring theme for every world.

First level, this one is on the "easier" path. Not the best at coming up with names, so I currently have this one set as "EASY PATH", but don't worry, I'll come up with a better one eventually. #ab{:P}


As you can see, I did my best to keep the terrain varied so it would be interesting. I also made sure to include decorations, of course. :P

The enemy "theme" for this level is mainly koopas, parakoopas, and chucks.

A vine. You need to break the block above it before hitting it, similar to what I've seen done multiple times. It basically leads up to an area with a few clouds and a 3-up moon. I wanted to have something hidden, but not TOO hidden, since it's still only the first level. I also wanted the players to be introduced to the concept of hidden things and subtle non-linearity, of course. :P

This is the first level of that slightly harder path I mentioned above. It is also accessible right from the beginning. Those two message boxes explain that a little for people who neglected the Yoshi's House, and even shows that you can exit the level by touching the screen just to the left.

The main reason why I'm showing this shot is because I have a feeling I'm going a little too far over a very minor concept that isn't even going to be regularly occurring in the hack, but I wasn't quite sure. I would appreciate any thoughts on that, but for now I'm leaving it as-is.


Running out of things to say about these shots. >_>

Coin quides lead over the pit so you don't end up falling into a pit because of the blind jump. Adventurous people may try going for the yoshi coin...

Also, ignore the midway point there. When I was designing the level, I completely forgot that I was planning on NOT including midways in the "harder" levels, and I have already removed it.

At the goal, I included a little bit of water here at the end. The level after this on the same path is a water level, and I came up with this idea to give it the feel of "transitioning" to the next.

Not sure if this was a good idea or not though. Tell me what you guys think.

The aforementioned water level. An optional yoshi coin can be obtained by traversing past the spike balls.

I put little safety platforms under things such as power-ups. Again, ignore the midway, already removed it, yada yada. I put this water level on the hard path of course. (optional path, water level, yeah, totally going to repel people from taking this shortcut :P)

There are a few tight spaces such as this one throughout the level. The coins hint toward a yoshi coin above.

Again, I wanted to do a little "transition" thing at the end.

Fourth level, just finished this one today. This is an underground level, and put a little pipe at the start. Put coins over it to indicate you should go through it.

And for those who don't go through it, they get an arrow pointing the other direction so they don't run through and accidentally jump off the cliff before they realize they're going the wrong way. I didn't want to put a cement block wall because I personally didn't think it looked good and/or fit well.

The main theme of this level is bullet bills. There are a number of these bill canons throughout the level.

Koopas are also present. No parakoopas, though.

...And goombas. As you can clearly see from these shots, I also included some lava pits. Be careful!

...So that's all I got so far. Expect an overworld pic VERY soon, I am trying to polish it up a tad before I show it off. Expect it sometime tomorrow or the day after.

Anyways, as for these shots, I'd really like you all to give your honest feedback and criticism. Don't worry about hurting my "feelings" or whatever-- I won't cry if everybody tells me these pics suck, and for all I know they probably do. :P Just remember to be constructive with it.

Oh, and another thing. If you see something here that I DID do in a good way and you think I did it well, please do not worry about posting a "contentless-because-it-contains-no-criticism" post, I encourage all posts of the sort because as I said already, this is my very first hack and I would much appreciate advice on what I should improve on and some indications on what I'm doing right and should keep on doing.

Thanks! :)
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Um do you know how to change the background?





I like the idea of transitioning the water. Though, a shear drop into water is weird; I'd actually make a bridge that Mario walks over during the march.
Originally posted by Theluigifan
Um do you know how to change the background?

What kind of question is that? Of course I do. :P

Originally posted by Chanukah
stuff

Interesting idea, but wouldn't that give the impression the next level is a water themed level (i.e. something similar to Yoshi's Island 4) rather than a level completely underwater?
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Look into screwing with palettes and change the backgrounds up a bit. I get this blatant edit feel from the 105 hills.

Also, your design so far looks quite nice and I like your idea of having the overworld split into easy and hard paths. The background in the first screen with the water is incredibly empty, do you have the vertical Layer 2 scrolling set to Constant? It may be worth it to change it to Variable, or adding more to the upper part of the background.
Originally posted by MercuryPenny
stuff

Thanks, I changed it to "variable" and I think it looks really nicer than before. :)

The OW screenshot is almost ready, but I'm having a bit of a problem. When I beat a certain level, is saves after beating it, similar to castle levels. However, I don't know how to disable this as the level I'm using for that ID is not a castle level. I tried messing with it but couldn't figure it out. Does anyone know how to fix it?
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Klick #lm{ow16x1} and select the level. Push #lm{owlevel} and look at the right side of the window that popped up.
Look for Save prompt. Uncheck it and the save message shouldn't appear anymore.

Some comments at your levels:
The level design looks alright, but you should consider changing the pallets, since it creates a whole new feel to every level.
It gives each level it's own touch and helps to make your levels more memorable.
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Currently working on:
Project C

Finished project:
Originally posted by NGB
Klick #lm{ow16x1} and select the level. Push #lm{owlevel} and look at the right side of the window that popped up.
Look for Save prompt. Uncheck it and the save message shouldn't appear anymore.


Hrm, strange. I looked in the prompt in the OW editor but it wasn't checked. >_> Weird because after that I double-checked the ROM right after it and sure enough, the thing saved right after beating it. Are there any other things that could cause this?

Quote
Some comments at your levels:
The level design looks alright, but you should consider changing the pallets, since it creates a whole new feel to every level.
It gives each level it's own touch and helps to make your levels more memorable.


Alright, I get it, I'll try changing the palettes and such.
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I think using level tile 7E and/or 80 also creates a save prompt after beating tge level. Take a look at the level tile you're using and check if my memory is right in the special options in lunar magic. I can't, because I'm at my mobile phone so sorry if my information is wrong.
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Currently working on:
Project C

Finished project:
Originally posted by NGB
I think using level tile 7E and/or 80 also creates a save prompt after beating tge level. Take a look at the level tile you're using and check if my memory is right in the special options in lunar magic. I can't, because I'm at my mobile phone so sorry if my information is wrong.


Doesn't seem to be the case, as this level tile is set to lead to level 4, not anything like that. Maybe that one does it too? I'll try to do something about it, maybe there's some hex edit/asm patch or whatever?
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Ok, I fixed the problem, thanks to NGB helping me out in PMs. :)

...And after a bit of preparing and finishing up, the first OW screenshot is finally ready. It's really not that great, but don't worry, I promise the next one will be better. ;)

Anyways, here goes:



As for this one, I basically made it a grassland type area. I made a pipe to get out, since there wasn't enough space for a simple exit off the side of the screen. I also think I MAY have gone a little overboard with the amount of levels in it, but I'm not sure.
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Delicious, a non-linear overworld. How many worlds to you plan to make?
If all goes as planned, there will be somewhere around 6-8.
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Is it just me or is the Overworld.....flat.
Originally posted by Ningamer
Is it just me or is the Overworld.....flat.

Eh, it probably is, but this is supposed to be just a generic grassland world, not some mountain or whatever where I have to include a bunch of complicated structures to make it actually look like what it's intended to look like. But thanks for the comment.

Also, I've made a couple more levels. I'll do a couple more before I post screenshots, don't want to make a too content-less post. I may post a demo when the first world gets finished :)
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I'd say it's fine. It also looks visually appealing so there is no point of adding hills or water around it.
Alright, new screens are up! :D I am now ONE level away from completing the first world (the castle level), in which I may release a demo. ;)

Anyways, I took you guys's advice and messed around a bit with the palettes/backgrounds to make the levels more unique/memorable. Here is the result:


Goomba Grounds. The main theme here is goombas (well duh!).

Piranha Plants are present, too.

...

...

Something I came up with and put near the end.

Parakoopa Sky. First sky level in the hack.

Multiple gray falling platforms are used.

These yellow things are here, too.

...

I've done something like this before, but you can get the yoshi coin if you fell adventurous enough.

You get a very slight, very brief glimpse of the yoshi coin hidden there. I say "very brief" because the glimpse of it you get is while on a path of gray falling platforms, so people with good eyes and are very attentive are likely to see this (there is another way to get to it though).

Shell-kick Party. Lot's of shell-kicking koopas are here.

I personally think this palette combination was a nice choice. They go really well together IMO.

Some hills with chucks

The "pile" of hills on the right has a few shell-kickers. I generously included a shell here to defend yourself with.

Yoshi Town. First level here to include Yoshi.

Basic enemies are throughout the level to get used to him.

No, you do not have to sacrifice yoshi to get that coin.

...

platforms


Also, yesterday I started playing DW:TLC and I really like some of the SMB3 styled GFX included. I might use them sometime in the future, so just a heads up.

Also, I made a request in Underway's C3 thread for a userbar thing, and I think the result came out pretty well. If you want, put it in your signature and stuff. :P



Code:


As always, post thoughts/comments below (especially on the screenshots!).
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Usage of tileset specific sprites would really help your levels. You're using too many global sprites like koopas, goombas and chucks.

Your design is decent otherwise, though.

Quote
I personally think this palette combination was a nice choice. They go really well together IMO.

Eh, I'm feeling really iffy on the grey ground.
Looks really nice! Maybe try to put custom palettes like other people said and maybe add a few message blocks here and there. Other than that, it looks great! Keep up the good work!#smw{:peace:}
Originally posted by MercuryPenny
Usage of tileset specific sprites would really help your levels. You're using too many global sprites like koopas, goombas and chucks.


I think you're right- heck, even a couple times I was wondering if I was going overboard with the chucks and whatnot. The thing is, there are only so many different enemies in the game that would actually fit well in grassland levels. But I see what you mean. I'll try to stick with completely different things more often.
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