Tip: Use this patch to fix the bug where editing the upper right 8x8 tile of the sideways walking Koopa Troopa in GFX01 makes the coin sparkles look glitchy.
From both Mario & Waluigi and M&W: In Search of Luigi
Everyone lived so happily in both the Mushroom Kingdom and in Wario's Lair. Bowser was taking a well-deserved vacation from capturing the princess, and thus giving the Mushroom Kingdom peace. In the other hand, Wario and Waluigi kept stealing goods for his survivance, obviously Wario being leader of both. Wario, then, decides their next target: the Mushroom Kingdom's Castle goods. Waluigi, as always, has to do all the hard work, but gets fed up of that, and separated from Wario by the way to the Kingdom. Mario, by the way, kept living in peace in his house, with Luigi. Waluigi then decides to betray Wario once and for all, getting to Mario's house and warning him of a theft. Wario discovers this, as he was secretly following Waluigi, so he decides to not only steal the goods from the castle, but to capture the Princess, Toadsworth and some Toads. Realising this, the Mario Bros. get ready to confront Wario, with the help of Waluigi.
After defeating Wario and some of his minions and rescuing the Princess and the Toads, the three adventurers return to the Mushroom Kingdom, forming a friendship. But Wario is not done yet. Aproaching that Bowser is on a vacation Wario captures him, and gets him to a new base in the depths of Bioma Land. He also enlists the Koopalings to his command, spreading 4 of them, and the other 3 guarding its base. Not only that, Wario is not done yet... he goes to the Mushroom Kingdom by his own, and aproaching that Mario was not home, he captures Luigi¹ and takes him to his base, too. After realising that, the pair of now good friends venture to Wario's lair to finish with him once and for all.
¹ Waluigi didn't realize becase he lives in another place.
Most importantly, it needs a background. Secondly, work on the colors. They're not very good, and the ghost house specifically is far too grey. The concept is a good one, however.
Palettes are pretty important for most atmosphere of your hack. I recommend every time you insert a new thing, including for future hacks, try playing with the palete a bit. With hue shifting, you can change any color without changing or losing the lightness and saturation information, while lightness obviously changes the overall brightness of the game and saturation the "temperature" of your hack. High saturation makes your hack "hot" in terms of colors while low it will look more grayish, aka without life.
When making a palette, be sure to take a good hue/base color, set a saturation and change the lightness according the color slot. That's usually the best way of making a good palette.
For the ghost house for example, you could increase the saturation by a little bit and use either red or blue as hue base. And note that the ghost house itself looks weird because it's not symmetrical. Try making the both sides similar, align the upper windows together with the door and put a space between the right lower window and the column.
Try using the original ghost house as reference, click File -> Open Level Address and put "38200" without quotes and press OK. It should appear the original ghost house. You can't really copy it since it's an entire object, but you can take a look and improve your own ghost house entrance.
Anyway, good luck on this! You're doing a nice progress so far, don't worry if something goes wrong at start, it's normal for who is doing the first pages of his/her SMW Hacking history. Practice is the key of success.
Vitor already said pretty much everything there is to say about the ghost house, so I'm not gonna comment on that. Just one thing: that mirrored cobweb looks wierd as hell. I suggest you get rid of it.
As for the overworld, the first thing that caught my eye was the tiny tree palette. It's kinda bad. Allow me to compare the trees from SMW to yours: - -
Notice how your tree has a lot more contrast to it? The inner part is so dark that you can barely make out the face. I suggest you brighten that color a bit (that would affect the ledge border, though. If you don't want that to happen, you could also edit the tree in YY-CHR).
Speaking of ledges, the upper ledge is very straight whereas the lower ledge is very curved. You might want to do some terraforming there. That island could also use some elevation changes - notice how everything is on the same level of height? I'd look a lot more natural if it didn't. Oh, and it looks wierd how the shipwreck overlaps with the land.
On a more positive note, no perspective errors. I don't see that very often, so props.
Also, may I suggest you use LICEcap to record GIFs? It's a lot smoother than gyazo and pretty much everyone on SMWC uses it.
Koopris Mufti Guy
Posts: 24/74
Since:
Location: Hiroshima, Japan
Thanks, Vitor. Now it's symmetrical, and made it more to red (hue)
Originally posted by Lazy
*post*
Thank you too, Lazy. I fixed the three coloration, the shipwreck, and I'm working on terraforming.
Originally posted by Koopris
*post*
I know I can install other GFX for Waluigi but the game's vanilla, so no ExGFX apart from coloration changes. Anyways, I am tempted to only make Waluigi custom
Anyways, thank you guys <3 I can't do this without your help, so everything is appreciated. Also, I'll edit this post with some images of the interior of the ghost house. See ya
Also, support the hack! Userbars:
Koopris also made one:
EDIT: Here it is! The ghost house!
1-GH: Greeny Hills Ghost House
A level that will change your definition of greeny.
By now, this is the color I'm satisfied the most.
As you can see by this Yoshi Coin and by that shelless (?) koopa, the level look is "darky"
This level features: boos, shelless koopas, some bob-ombs, up-downside classic piranha plants, and pipe-dwelling munchers
The first puzzle.
Eh? I swear I've been here!
The level hides two paths to the normal exit. This is the first one, can you find the second one?
A room with info
about the Dark Lands
and a Yoshi Coin.
So that makes 8. I'm just missing the Castle and I finish the world 1 (but I maybe redo 1 level). Suggestions are, as always, welcome!
I'm also tempted to add custom music, but I don't know. I also want your opinion about that . EDIT2:
Double post, but anyways, I have content! And it's... the castle
1-Castle: #1 Morton's Lair
The Koopalings order in the game is random
The entrance to the castle. I'm starting to think it looks weird.
A water sublevel (I don't understand why Fishbones doesn't start facing Mario
This part of the level features Layer 2
That Yoshi Coin is on Layer 2
Selfie ft. Morton
The boss. Credits to Koops and modified by me.
Anyways guys, I'm thinking in release a small demo (9 levels OR one w/the first two of World 2). I want your opinions of that. Thank you!
EDIT: The Koopalings order will be:
W1: Morton
W2: Larry
W3: Wendy
W4: Roy
W5: Castle: Iggy ; Tower 1: Lemmy ; Tower 2: Ludwig
@Erik557: You can use the disassembly version of the sprite to make it face Mario's direction.
Also, this looks simple, but nice for being almost completely Vanilla.
@Erik557: You can use the disassembly version of the sprite to make it face Mario's direction.
Also, this looks simple, but nice for being almost completely Vanilla.
Thank you. I'll try the disassembly.
Also, I changed 2 submaps:
Watery Desert is now Palmy Beach Mining Grooto is now Coldy Mountains
The title screen looks nice, good job. What's with the flipped yoshi coins, though? :o
The intro level is just as fine, but I don't think that the saturated red on the bush is looking good. Otherwise, you did a nice job here.
I really like the beach level you've shown here. I would prefer more enemies (unless you killed them or something) since it's world 2, but oh well. My only complaint about how it looks is the ground palette; I don't think there is enough contrast on it.
I really like the final map. Nice palettes and a nice shape there. Hope to see it finished. Really good job on it.
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