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New Super Mario World: Alive and Kickin'.....For Now At Least

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Heh, I bet you weren't expecting thisAfter Talking with Gregor, (and showing him a bit of what I've made and updated) he allowed me and gave me his blessing to continue working on this hack! I haven't done to much yet, but I have finished The World Map and Completed Pumpkin Forest 1.

Anyways, Screens:


World 5: Sorbet Bay. It's the Water World of the game (even moreso then World 2.) It's also the shortest world (even shorter then World 1) with only 5 levels.


World 6: Puddin Skies. If you notice at the bottom, fake HDMA has been added to give it a felling that you're in the sky. Oddly enough, this is the only world without a castle at the end. You'll see why. Airship!


Large Image
Large Image #2
Pumpkin Forest 1. This is a semi-completed level that I completed! Starting where Gregor left off, I tried keeping his style in the level while showcasing my own ideas.

Another Large Image
Pumpkin Forest 2. Using the new tiles, I made a Gimmick where Mario must use the Conveyer Belt and dodge the Kirby Spike Things. The conveyer belts are from Mario Maker and are Animated. The level also takes place at a gold mine. Also, THIS PALLET IS NOT FINAL. I'm currently making a new cave pallet as the current one is to generic.

This is more of a side project (Working Title is my Main Project) But I'll try to keep this updated when I can!
I haven't taken the time to look at his thread, but I decided to comment on this one anyway. Both overworlds seem alright and so do the levels you have built from where the author ended it, but I find the way the yellow ground on the cave was arranged to be pretty ugly, honestly. And what's the point of the falling grey platform when you can just jump from one ledge to another without dying?
Katerpie: The Second Level Has Been Redone From The Ground Up. The Gray Platform was there to teach the player that those spikes are dangerous. The Yellow Tileset has been removed. Here are some screens:


The level is an Autoscrolling one FYI.
that palette really doesn't look good in my opinion, everything is the same color
I'm tinkering with the pallet. I'm trying to get an sunset type vibe with the pallet. Any advice?
Wow the Overworld Map5 and 6 looks really good!
Originally posted by TheAbusefreakhacker0
Wow the Overworld Map5 and 6 looks really good!


Thanks. Map 5 was completly made from stratch by Me. Map 6 was made by Gergor. All I did was add some HDMA and add some more floating islands.
Ehh. Feedback is low. I should of expected it though.
Anyways, I've been working on a new status bar. It's deffiently a WIP and won't look like this in the final game.


Any Ideas/Feedback would be nice!
Originally posted by Nin
The Gray Platform was there to teach the player that those spikes are dangerous.

What. That's just broken level design ideology. That platform teaches me nothing, it's actually just a barrier if I'm curious enough to check if the spikes are dangerous. But who wouldn't have figured that spikes hurt?

Quote
Anyways, I've been working on a new status bar. It's deffiently a WIP and won't look like this in the final game.

I assume the item still comes down in the middle, so I think you should keep the item box in the middle; it also looks a bit more "in its right place" this way in my opinion. If you're gonna do that, make sure to put some stuff to its right side too, maybe dragon coins. Otherwise, I love simplistic status bars like that, but I have no clue why the lives and coins are vertically misaligned?
1. That whole level has changed. I realized the stupidity of the level design and changed it.

2. Oddly enough, the item falls on the right side (right below the place where the item box is.)
There's gonna be an unbelievable amount of times where the item just drops inside a wall, due to being on the right.
It wasn't put in the center just because it looks good, it also makes the most sense gameplay wise.

Maybe someone should really make a patch that makes reserve items spawn right above the player (like in the modern Mario games)...
Your layout has been removed.
Originally posted by leod
Maybe someone should really make a patch that makes reserve items spawn right above the player (like in the modern Mario games)...

Maybe that someone is you wink wink nudge nudge
Originally posted by leod
There's gonna be an unbelievable amount of times where the item just drops inside a wall, due to being on the right.
It wasn't put in the center just because it looks good, it also makes the most sense gameplay wise.

Maybe someone should really make a patch that makes reserve items spawn right above the player (like in the modern Mario games)...


I guess it makes sense to have it in the center. However, that makes that right side of the screen completely useless. My status bar keeps track of:

* Lives
* Coins
* Yoshi Coins
* Reserve Item

Assuming that I do change it back to the middle, what should I put on the right?
Put some of the counters to the right and leave others on the left? What's the deal with dividing them accordingly?
Nice work! Bwahahahahaha! Has this hack got custom music?
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
Originally posted by ForthRightMC
Nice work! Bwahahahahaha! Has this hack got custom music?


Yes....and no.

This hack will have some remixed. Vanilla music from the 7th and 8th VLDC along with some of the music from the original.
Originally posted by Nin
Originally posted by ForthRightMC
Nice work! Bwahahahahaha! Has this hack got custom music?


Yes....and no.

This hack will have some remixed. Vanilla music from the 7th and 8th VLDC along with some of the music from the original.


Really? Not even Simple Minds?

Also really digging Overworld 6. The floating...bridge things kind of kill it though.

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