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A "Retro" Themed Level From My Very First SMW Hack!
Forum Index - SMW Hacking - Works in Progress - A "Retro" Themed Level From My Very First SMW Hack!
Pages: « 1 »
Hey, everybody. I'm Drew. #smw{:peace:}


A good friend of mine ("Botcrazy" on SMWC) just taught me how to use Lunar Magic about a week or so ago. Since then, I've been putting in 10+ hours a day working on my very first SMW hack, "Super Drewiigi World".

I stream on Twitch, I make let's plays on YouTube, and now, well... I make hacks! This is an incredibly fun new hobby and I wanted to show you guys a level I spent a great deal of last night on.

So, without further ado, I present everybody with a level from "Super Drewiigi World"!

Click here to watch a video sample!

If anyone would be interested in a demo of the game, it's roughly 80% done (five worlds when completed) and I'd be happy to shoot you an IPS patch. I'm extra interested if you wish to stream it.

EDIT: I made the color a bit easier to read.


--------------------
My "Gaming with Drew" Twitch Channel.
My "Gaming with Drew" YouTube Channel.
So... judging from the video, in the special world, you're going to have remakes of SMB1 levels? That's all I can say really from the video.

Anyways, good luck this!#smw{:TUP:}
Originally posted by OmegaYoshi
So... judging from the video, in the special world, you're going to have remakes of SMB1 levels? That's all I can say really from the video.

Anyways, good luck this!#smw{:TUP:}


Thanks for the comment and view, OmegaYoshi!

And actually, no. This was a random idea for a random level. The rest of the levels are unique and made from scratch. #smw{B)}

--------------------
My "Gaming with Drew" Twitch Channel.
My "Gaming with Drew" YouTube Channel.
Let me point out some issues.

1:01 The right goal bar is green, while left is in its original color, which looks pretty weird.

1:13 For underground, that pallete is too light.

1:17 Goombas should have their WHOLE body colored blue. Right now, only only their feet is blue.

1:40 You should not recolor star sparks.

2:24 Why not use original Piranha Plants? It is vanilla, because it does exist in SMW, it's just a bit... glitchy.
But there's a patch to fix that.

2:42 That message box pallete is quite unfitting. You should color it blue, like the rest of underground.

2:59 Why don't you use normal ground istead of cement blocks? You used it in start of this level, so why not here?

3:08 This pallete of bottoms of ledges might look well in SMB, it looks very weird in SMW.
Pallete of clouds should be improved as well.

3:59 Why is top of lava white?

4:03 Chains or whatever it's called should be attached to something, not just float in air.

4:16 Looks like sprite memory issues

4:55 This creature looks really weird.

SMB has been remaked a lot, so this isn't really anything special.

I hope that your other levels are better, and a maybe also a bit more original.

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Have a nice day/night!
Originally posted by RandomUser46
Let me point out some issues.

1:01 The right goal bar is green, while left is in its original color, which looks pretty weird.

1:13 For underground, that pallete is too light.

1:17 Goombas should have their WHOLE body colored blue. Right now, only only their feet is blue.

1:40 You should not recolor star sparks.

2:24 Why not use original Piranha Plants? It is vanilla, because it does exist in SMW, it's just a bit... glitchy.
But there's a patch to fix that.

2:42 That message box pallete is quite unfitting. You should color it blue, like the rest of underground.

2:59 Why don't you use normal ground istead of cement blocks? You used it in start of this level, so why not here?

3:08 This pallete of bottoms of ledges might look well in SMB, it looks very weird in SMW.
Pallete of clouds should be improved as well.

3:59 Why is top of lava white?

4:03 Chains or whatever it's called should be attached to something, not just float in air.

4:16 Looks like sprite memory issues

4:55 This creature looks really weird.

SMB has been remaked a lot, so this isn't really anything special.

I hope that your other levels are better, and a maybe also a bit more original.


Thank you very much for the constructive criticism. I won't be able to fix all of the issues you pointed out, but I can certainly try my best to do what I can! :)

Also, this is just one level of a five-world game. Every other level is original and unique. I hope that you, as well as others, will enjoy the final product.

Also, please keep in mind, I just learned Lunar Magic last week. This is my very first attempt at a rom hack, so hey, be gentle, guys. #smw{:peace:}

--------------------
My "Gaming with Drew" Twitch Channel.
My "Gaming with Drew" YouTube Channel.
Things I noticed:
You could use ExGFX for the castles, where two pipes meet at opposite angles, the mushroom section and Toad. They look odd as it is, especially the SMB1 graphics imitation with reduced palletes. All of your Ball-N-Chains are placed a block too high. Your starting level also has a green tinge to the brown blocks, which is a bit odd.Underground, you could also copy over your turn block pallete onto the yellow koopa row and check "Use Custom Palletes" in the pallete editor. This will stop your turn blocks from flashing yellow when hit, and won't break the yellow koopa's pallete since you didn't use any in that level. Also in the underground section, your ? block seems to have broken shading- the lightest color on the bottom of the block should be darker than the one above it. Also, the status bar seems to be broken-all the colors in "Mario" are a deep blue, and the 1up underground could be colored blue, to match SMB1 better. The castle section also has an odd orange color for the moving turn block bridge.
I'm not trying to be overly critical, and most of these are minor, but this is just what I noticed. Otherwise, it looks good.

Tag (div) was not closed.
Tag (div) was not closed.
the toad that was made from ropes and a mushroom sprite for the head was the best
Originally posted by PorygonPOW
Things I noticed:
You could use ExGFX for the castles, where two pipes meet at opposite angles, the mushroom section and Toad. They look odd as it is, especially the SMB1 graphics imitation with reduced palletes. All of your Ball-N-Chains are placed a block too high. Your starting level also has a green tinge to the brown blocks, which is a bit odd.Underground, you could also copy over your turn block pallete onto the yellow koopa row and check "Use Custom Palletes" in the pallete editor. This will stop your turn blocks from flashing yellow when hit, and won't break the yellow koopa's pallete since you didn't use any in that level. Also in the underground section, your ? block seems to have broken shading- the lightest color on the bottom of the block should be darker than the one above it. Also, the status bar seems to be broken-all the colors in "Mario" are a deep blue, and the 1up underground could be colored blue, to match SMB1 better. The castle section also has an odd orange color for the moving turn block bridge.
I'm not trying to be overly critical, and most of these are minor, but this is just what I noticed. Otherwise, it looks good.


Excellent feedback. Thanks for the tips. I'll see about implementing those changes next time I load up Lunar Magic.

Again, much appreciated.

Originally posted by Final Theory
the toad that was made from ropes and a mushroom sprite for the head was the best


Ha! Glad you liked that. #smw{;)}

--------------------
My "Gaming with Drew" Twitch Channel.
My "Gaming with Drew" YouTube Channel.
I would recommend that you use custom sprites also Good Job on inserting custom music!!#smw{^_^}

--------------------
Eh?
It looks pretty decent so far, and I do like the grouped Mario 1 levels by world (Not counting 1-1) in a single level, although the pallets make me think "Icky Iggy". Have you thought about using ExGFX? Knowing you're just a beginner, I'll make a small tutorial for you.

Lets say that you want to download these graphics, these, these, and these. The first step is downloading them.
When downloaded, extract the folders, and get the ExGFX files. Rename them to "ExGFX*valid number goes here*" if they're named differently. They can have values from 0 to F starting from 80. Make a folder in the same folder as your ROM called "ExGraphics", or extract the ExGFX from the ROM via Lunar Magic to automatically make one. Next, put the ExGFX files in the ExGraphics folder. You can also get YY-CHR if you want to view the files without LM, or change/make new ones.
The next step is to import your Map16 files, unless you want to make them by scratch. Simply open the 16x16 Tile Map Editor and click the #lm{impsel} button, then open the Map16 file of choice. If it overrides a page you don't want, you can simply move the tiles somewhere else by dragging them to another page, or copy it, undo it before you inserted it in, then paste it on another page. Just be warned that if that you change where the tiles are and a level is using those tiles that you changed, you'll get a garbled mess of tiles until you use "Remap Direct Map16" to fix it (Which is hard to use if you ask me) or remove those tiles.
The final step is to either import the pallet, or import an example level. For pallets, you can import them by going to the Pallet Editor and clicking #lm{imppal}. If you already have a custom pallet in it, you'll have to do some editing to make it look normal. For levels, you can either "Import from Multiple Level Files..." (File > Level), or "Open Level from File..." (File). I prefer the Open Level from File button since if you do the multiple level files one, it'll import all of the .mwl files that are in the folder that you chose. If you do the Open Level from File method, you can also change where the level's saved by doing "Save Level to ROM as..." if you want to move it elsewhere.


So there's my tutorial for you. Also, for the castle, I recommend using a firebar sprite, and what was happening with the Ball 'n Chains were Sprite Memory Errors, which you can fix by installing the No More Sprite Tile Limits Patch and setting the Sprite Memory header to 10.

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I have a DeviantArt, if you do want to see my art on there. I don't really visit it much now, though.
Originally posted by thesmb3fan144
I would recommend that you use custom sprites also Good Job on inserting custom music!!#smw{^_^}


I'm looking into it right now. Thanks for the comment! #smw{:TUP:}

Originally posted by cheeyev
It looks pretty decent so far, and I do like the grouped Mario 1 levels by world (Not counting 1-1) in a single level, although the pallets make me think "Icky Iggy". Have you thought about using ExGFX? Knowing you're just a beginner, I'll make a small tutorial for you.

Lets say that you want to download these graphics, these, these, and these. The first step is downloading them.
When downloaded, extract the folders, and get the ExGFX files. Rename them to "ExGFX*valid number goes here*" if they're named differently. They can have values from 0 to F starting from 80. Make a folder in the same folder as your ROM called "ExGraphics", or extract the ExGFX from the ROM via Lunar Magic to automatically make one. Next, put the ExGFX files in the ExGraphics folder. You can also get YY-CHR if you want to view the files without LM, or change/make new ones.
The next step is to import your Map16 files, unless you want to make them by scratch. Simply open the 16x16 Tile Map Editor and click the #lm{impsel} button, then open the Map16 file of choice. If it overrides a page you don't want, you can simply move the tiles somewhere else by dragging them to another page, or copy it, undo it before you inserted it in, then paste it on another page. Just be warned that if that you change where the tiles are and a level is using those tiles that you changed, you'll get a garbled mess of tiles until you use "Remap Direct Map16" to fix it (Which is hard to use if you ask me) or remove those tiles.
The final step is to either import the pallet, or import an example level. For pallets, you can import them by going to the Pallet Editor and clicking #lm{imppal}. If you already have a custom pallet in it, you'll have to do some editing to make it look normal. For levels, you can either "Import from Multiple Level Files..." (File > Level), or "Open Level from File..." (File). I prefer the Open Level from File button since if you do the multiple level files one, it'll import all of the .mwl files that are in the folder that you chose. If you do the Open Level from File method, you can also change where the level's saved by doing "Save Level to ROM as..." if you want to move it elsewhere.


So there's my tutorial for you. Also, for the castle, I recommend using a firebar sprite, and what was happening with the Ball 'n Chains were Sprite Memory Errors, which you can fix by installing the No More Sprite Tile Limits Patch and setting the Sprite Memory header to 10.


Thank you for the detailed response and helpful tutorial. I have been looking into adding the "No More Sprite Tile Limits Patch", but will it matter that I'm adding it very late into the development of my hack?

The custom graphics I might save for the next hack, but then again, I might not. I'll think about that part.

Again, thanks so much for taking the time to write such a lengthy response.
#smw{^_^}

EDIT/UPDATE: Okay, we have a problem. I did exactly what you suggested. I installed the ".asm" file you recommended to me and set the sprite header settings (lakitu head) to 10, and... it fixed most of the issues (such as the ball 'n chain in the castle), however, several OTHER things are missing, namely the platform that the hammer bros. ride on.

What do I do from here?


--------------------
My "Gaming with Drew" Twitch Channel.
My "Gaming with Drew" YouTube Channel.
Pages: « 1 »
Forum Index - SMW Hacking - Works in Progress - A "Retro" Themed Level From My Very First SMW Hack!

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