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SMW: Mario's Revisit
Forum Index - SMW Hacking - Works in Progress - SMW: Mario's Revisit
Pages: « 1 2 » Link - Thread Closed
Hello,

After a very long hiatus on making hacks, I decided to actually make one after the bad blatant level edit one I made so long ago.

The story is that after a year from what happened in SMW, Mario decides to visit Dinosaur Land once again.(And that's really it... I may add more later...)

Anyway, I've got some screenshots!(I didn't show the overworld because I don't actually know how to make a proper custom overworld... So for now it'll just be the vanilla one)

Title Screen(May change) :



I've also completed a level, so here's some screenshots of that:















Right now, my goal is to make a 15 level demo. Please, give feedback so I can improve this hack.

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This looks nice so far, but I recommend adding some decoration in the 6th and 8th screenshots.
Also, be prepared for people that will say "cutoff!" or "more custom palettes!". I personally don't mind it since it's supposed to be a sequel to SMW in the same place, but many SMW-ish hacks get this.
Not bad. It looks simple, but I see it's going to be a SMW-ish hack. Yeah, I agree if it goes with decoration.

Well, I don't mind cutoff too, but the water doesn't look very well. Not that it's cut off, but the cement blocks look rather strange, especially when you can replace the lower-right blocks with actual ground.

Other than that, good luck with your project.
Originally posted by S.R.H.
This looks nice so far, but I recommend adding some decoration in the 6th and 8th screenshots.
Also, be prepared for people that will say "cutoff!" or "more custom palettes!". I personally don't mind it since it's supposed to be a sequel to SMW in the same place, but many SMW-ish hacks get this.


I'll add more stuff there, and I think this will be a vanilla hack because I've got no idea how to use custom palettes or use ASM.

Originally posted by Wormer21
Not bad. It looks simple, but I see it's going to be a SMW-ish hack. Yeah, I agree if it goes with decoration.

Well, I don't mind cutoff too, but the water doesn't look very well. Not that it's cut off, but the cement blocks look rather strange, especially when you can replace the lower-right blocks with actual ground.

Other than that, good luck with your project.


I've actually forgotten why I've put cement blocks there... So i'll do that when I can.

Also, this post will very probably be edited to show an update.

Edit: Updates!

I've changed the first level a bit, so here's some screenshots of those changes:









Here's the Yellow Switch Palace:





And the next level that i'm working on:









That's all I've got to show for now. Remember to give feedback!

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Yeah, the ground looks much better now. Still, it feels a bit empty. It needs more decoration and obstacles.

The second level is really empty. It's nice to have split paths, but your level is lacking enemies and items. Try to put some of them.
Originally posted by Wormer21
Yeah, the ground looks much better now. Still, it feels a bit empty. It needs more decoration and obstacles.

The second level is really empty. It's nice to have split paths, but your level is lacking enemies and items. Try to put some of them.


I was planning on adding those things in the second level since it's not really finished yet

I'll add some more stuff to the first level, and make a custom title screen cutscene.

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Decorations and such are always nice, but overall the level design so far looks pretty unique! Good luck with this project
I just did the first level (Baby Steps) for now, which is a good vanilla level but needs a bit of improvement before I'll play the other levels.


Not really an issue and something that doesn't bother me, but vines generally look better if the top of them touches something.


Cutoff on the left and right side of the top of the water. Donut bridges certainly can't be in water.
Suggestion: Lower the water by 1 tile.


Floating muncher; you'll get banned for that.
Also, while this whole underground area had a good puzzle premise, it's also a death trap. If the player fails to grab the blue P-switch before the silver one wears out, there's no way out of the underground. If the player fails to go through the green pipe before the blue P-switch runs out, there's no way to get out of the underground.
Most efficient fix: Figure out a way for the player to reset the puzzle.


Pretty insane amounts of cutoff all over the water here. This might get it rejected at its current state. Also, while this is rather nitpicky, the bottom of the vine cuts off the top of the donut bridge a little tiny bit.


Well, that sure was an easy 1-up. I'd make that block hidden.


Unfortunately the animation after you beat Baby Steps caused a pretty bad graphical glitch there, which is like instant removal.

This has potential and I definitely like vanilla hacks, so I'll be supporting this. Keep up the good work and fix those things as best you can, and I'll be back to play the next level. Good luck.
Originally posted by Xyspade
Unfortunately the animation after you beat Baby Steps caused a pretty bad graphical glitch there, which is like instant removal.


I don't know what causes that, but i'll look into it and see what's wrong( I didn't alter the overworld in any way so I don't know what could be causing the glitch )

And as for the other things, those I will fix as soon as possible

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Uninstall the title move recording ASM.

Quote

Looks like the sprite buoyancy isn't on.
I really can't tell with a decent degree of certainty by seeing the screenshoots only, but it looks a little like the levels are either flat with rather few enemies or nicely shaped but not populated at all. Try to make interesting environments and then integrate enemies in them, never overpopulating segments or doing it in a way it becomes ridiculously difficult, but never leaving them empty either, or they'll get boring easily.

Cement blocks are never too good divisions. They have transparent corners, so it looks really weird if you use them to "end" water or pieces of land. Of course, cutoff like this is never the biggest of problems, but it's a good thing if your hack looks as good as possible, you know?

Originally posted by Xyspade
Pretty insane amounts of cutoff all over the water here. This might get it rejected at its current state.

Quote
Unfortunately the animation after you beat Baby Steps caused a pretty bad graphical glitch there, which is like instant removal.

This is valid for the pre-2013 moderation standards, nowadays it's just kind of silly
As in, of course they should be fixed, but those reasons alone wouldn't warrant the removal of an otherwise good hack.
Originally posted by Koopster
I really can't tell with a decent degree of certainty by seeing the screenshots only, but it looks a little like the levels are either flat with rather few enemies or nicely shaped but not populated at all. Try to make interesting environments and then integrate enemies in them, never overpopulating segments or doing it in a way it becomes ridiculously difficult, but never leaving them empty either, or they'll get boring easily.

Cement blocks are never too good divisions. They have transparent corners, so it looks really weird if you use them to "end" water or pieces of land. Of course, cutoff like this is never the biggest of problems, but it's a good thing if your hack looks as good as possible, you know?


I think I understand what you're saying.

Also, I'm trying to turn one of the TEST levels into an underwater section, but the underwater background does not want to render properly, no matter what I do to the GFX loaded.

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Underground 2 tileset (0D in BG1 if you're bypassing the graphics).
Originally posted by MercuryPenny
Underground 2 tileset (0D in BG1 if you're bypassing the graphics).


That's what I was doing before but it's working now, so... meh.

Edit: Since I haven't posted any screenshots in a while here's the new title screen with a small preview of a finished level that i'm too lazy to take screenshots of:



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It's okay I guess, but there really isn't much to say about that. Mind taking a video of it, at least?
I know I haven't been updating this thread, but I can say that World 1 is finished. I don't have screenshots of my underwater level or the world 1 castle but I'll show them when I can take screenshots of them and upload them.

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Just went ahead and played through the demo in which World 1 is completed. These screenshots are from various levels and I'm sure you'll be able to tell which one they're from as the creator.


I see you fixed the silver P-Switch issue but the blue P-Switch issue still exists. If I don't collect these coins before the P-Switch wears out, they turn back into solid blocks and I can't exit the underground area. Though it's a very minimal chance that this will actually happen, it's still possible and I know a hack mod would complain about it.


I happen to go into this level as Fire Mario and accidentally shot the green shell with a fireball. Now I don't have a green shell to throw at the turn block, so I can't complete this room.


This was kind of a boring spot. Some enemies or something here would be nice.


That monty mole came out of nowhere (correction: it came out of the above part of the level). If I didn't do the above part of the level first I would have completely not expected this, which is kind of an unfair death. Thankfully I was Fire Mario so I didn't die.


I can't dismount Yoshi to climb up the vine here. If I try, Mario just drills through the turn blocks until he dies in the pit.


Another kinda boring part with nothing happening, and this level didn't have a lot of interesting design. Just about all the walls were mere rectangles.


Blind jump. Please insert an indicator of some kind that shows that I should be jumping down onto the ledge below. (I usually do this by putting in some coins shaped like a down arrow.)


And another instance of if-I-wait-too-long-I'm-stuck-here P-Switch puzzle. I would say at this point to avoid the types of puzzles where a P-switch is required to solve them, because, as described above, if you wait too long, you're stuck.

That's all I could find in World 1. Level design is pretty good for vanilla, but there are some boring parts that could use a few more decorations or enemies. I also hope I'm not being too harsh or nitpicky with this feedback because I don't want to deter you from working on this - it does have potential as I've said before. I look forward to more.
I've decided to release a beta of this hack because this thread hasn't been getting much activity and I need more feedback.

Download it by clicking here.

The beta is playable until World 2's water level and after the cave level. In case if anyone missed the detail, it's the vanilla overworld because the game is supposed to take place in the same place as the original SMW is.

Enjoy it.

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Originally posted by Luigi_Fan
The beta is playable until World 2's water level and after the cave level. In case if anyone missed the detail, it's the vanilla overworld because the game is supposed to take place in the same place as the original SMW is.

Enjoy it.



I hope one day, you'll edit the OW.

I'd say the OW is what I like the most in SMW.#tb{:j}

Keep going!

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Keep going with your project!

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This is so insane! I've got powers, and I'm fighting supervillains!

-Rena Rouge
Pages: « 1 2 » Link - Thread Closed
Forum Index - SMW Hacking - Works in Progress - SMW: Mario's Revisit

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