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Mario's Epic and Tedious Adventure [He's back again and about time too, and this time, he's in the mood]
Forum Index - SMW Hacking - Works in Progress - Mario's Epic and Tedious Adventure [He's back again and about time too, and this time, he's in the mood]
Pages: « 1 2 »
Everything that was here was scrapped so I nuked the first post lol.

Click here for my latest post.
Hello! Some of the screenshots look decent, but some need work. For example, the overworld needs lots of work. Unless you are planning to change it, the bottom of the top cliffs are cutoff, the palette of some of the water appears green instead of blue, and some land tiles are using the wrong palette. Try looking at the original Super Mario World overworld and see how the tiles are placed there.

The first screenshot shows an interesting background palette.

The last three screenshots show a strange outline to the background clouds in the sky, including the sixth screenshot. Make sure to fix that unless you are planning to have a custom background later on.

And this is minor, but the palette for the blood-like ghost house should have a better red gradient for the background and foreground, including the spikes.

Lastly, the semifinal and final screenshots show empty level design. Try spicing it up a little bit by adding in question blocks, for example, or even decoration.

Good luck with this hack!

--------------------
Currently: Starting college!
Originally posted by mario and luigi
Hello! Some of the screenshots look decent, but some need work. For example, the overworld needs lots of work. Unless you are planning to change it, the bottom of the top cliffs are cutoff, the palette of some of the water appears green instead of blue, and some land tiles are using the wrong palette. Try looking at the original Super Mario World overworld and see how the tiles are placed there.

The first screenshot shows an interesting background palette.

The last three screenshots show a strange outline to the background clouds in the sky, including the sixth screenshot. Make sure to fix that unless you are planning to have a custom background later on.

And this is minor, but the palette for the blood-like ghost house should have a better red gradient for the background and foreground, including the spikes.

Lastly, the semifinal and final screenshots show empty level design. Try spicing it up a little bit by adding in question blocks, for example, or even decoration.

Good luck with this hack!


I see where one would mistake the overworld tiles for a miscolor, but the screenshots with the toxic waste are in a level tile near the green water. The discolored tiles are actually the toxic waste (the green water) and the dead grass/etc. (the brown ground).

The blood-like area is actually supposed to be darker and redder than the rest of the level.

As for the other stuff, I completely agree with you.
The outline is REALLY awkward and I actually haven't gotten to figuring out how to fix it yet. #smw{:trollface:}

The empty level design is something I've noticed and gotten to fixing.

Thanks a lot for the help!
Alright, here's a quick update for all of you.



First off, I want to let you know I've implemented on/off blocks. For those of you who haven't played a ROMhack with these in them, an on/off block is one that is solid when the switch is on, and acts like air when it's off, or vice versa for a second, inverted version of the block. In this case I wanted to be creative and make on/off blocks like yellow turn blocks, just green and activated/deactivated by the on/off switch.



This here is Grassy Meadow, the level that pushed me to use SA-1 and add uberASM once and for all. I pulled out all the cards on this one to make it look good while retaining the fun.



This is one of the levels inside of the Deathshuttle, a spaceship used by the mysterious yet evil Dr. Fourthwall to try to break into the real world. On/off blocks and electricity are everywhere.



The Toxic Hills are, well, hills. This area has toxic waste everywhere, so watch your step!

New videos:
Deathshuttle LVL 1

Deathshuttle LVL 2

Updated Reactor Core boss, now with a small cutscene and escape sequence

Grassy Meadow



Hope you liked this, more to come.
Another level I worked on today.



This level is called "Psychedelic" and I'm sure you can tell why.

It's full of neon-colored platforms and enemies. ON/OFF blocks are also included to make it a bit more interesting.

Click here for a video on this level.


Once again, PLEASE let me know your opinion! I want to make the best hack I can, and feedback will show me just where I can improve!
This Psychedelic level seems very good, with glowing background and rotating blocks. Have you created full overworld of this project?

--------------------
Believe what you want, not every sentence is true.

Haters will always be haters and try and make you blue.

But blue is a pretty color, it doesn't have to end.

Even if the hate, is hidden within your "Friends".

-Yoka Hiro aka Cwoodsdean
Originally posted by ForthRightMC
This Psychedelic level seems very good, with glowing background and rotating blocks. Have you created full overworld of this project?


Thank you for your compliment!

The overworld is nowhere NEAR done. I usually just develop it as I make more levels; it's just more comfortable for me. I do have the whole story laid out, though.
Allright.

--------------------
Believe what you want, not every sentence is true.

Haters will always be haters and try and make you blue.

But blue is a pretty color, it doesn't have to end.

Even if the hate, is hidden within your "Friends".

-Yoka Hiro aka Cwoodsdean
Just got finished with a huge level. It's generically called "Bowser's Tricky Castle."



The exterior of Bowser's castle. Lots of enemies to make sure you can't reach Bowser!



ON/OFF blocks in action.



These switches activate cutscenes and allow you to proceed!



Fight with Bowser. I used imamelia's disassembly for the gray castle block and modified it. The moving walls pushing you into lava are the result. On top of these spawning, there's 3 balls on chains and Bowser spits fireballs at you.

If that wasn't bad enough, you need to break through the wall before you can even start attacking Bowser. Bowser has 5 HP.

Thanks to Secretchaos for the ripped GFX used for Bowser.

Click here for a video on the FULL level.


I can't stop stressing how important your feedback is to me. If you can, please let me know what you think of this! Thank you! :3
Yoshiatom's Post
INCOMING FEEDBACK (since you've got, like 1 post of feedback)

Firstly, the level looks pretty chaotic with the amount of sprites on screen at once, although I'm not sure how it plays out.



I'd personally use switch palace blocks for the ON/OFF blocks (as in, the ones that are solid or not) but that's just me. #ab{:P}

The boss is pretty interesting! I think it's a bit unpolished on how the wall just magically appears, as well as how Bowser has no animation when he breathes fire, but the boss itself is fairly unique and looks like a decent challenge.

(Also the cutsceens are great, considering you didn't use a WVF cutsceen patch!)

I can't think of good conclusions

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
Thank you very much for your opinion. I agree that it's chaotic, but that was the intention. #smw{:trollface:}

The ON/OFF blocks basically use the turning block's GFX, just green and activated/deactivated by the ON/OFF switch like in this screenshot:



Thank you for the compliments on the boss and cutscenes, I put lots of work into them. :D


Also one more thing...

Originally posted by yoshiatom
I can't think of good conclusions


I saw that ( ͡° ͜ʖ ͡°)


I made a miniboss within about 2 days.

Click here for a video on the FULL boss. (you'll probably have to if you want to know the full concept of the boss instead of a static screenshot)


This is my first time experimenting with sprites with actual graphics and sprite interaction rather than invisible sprites over blocks. Still trying to figure out how to spawn sprites at exact positions so for now I'm just using invisible sprites to spawn sprites at their location.

Well either way I think I did a decent job. Let me know what you think! :3


This is the Sewer of Decay, a sewer filled with toxic waste. You don't have to worry about the slime dripping from the ceiling, though, just the toxic sludge at the bottom of the level.

Click here to see a FULL video of the level.
The squarish slime drops dripping from the ceiling/pipes don't look very much like slime in my opinion, I'd change them to look more slimy. Also the background seems kinda distracting but aside from that the level seems pretty good and challenging like the rest of your levels.

--------------------

My hacks: Justice for Mario / Unnamed Kaizo Hack
Originally posted by Centipede
The squarish slime drops dripping from the ceiling/pipes don't look very much like slime in my opinion, I'd change them to look more slimy. Also the background seems kinda distracting but aside from that the level seems pretty good and challenging like the rest of your levels.


Thank you!

Maybe you're right about the slime. I might change it in the future.

How do I make the background less distracting? Is it the pipes or excessive ExAnimation?


Here we have the Deathshuttle Exterior. If you've seen my earlier Deathshuttle levels, this one is supposed to come before those levels. In this particular level, however, you're outside of the spaceship and have to solve puzzles!

Click here to see a FULL video of the level. (Contains minor puzzle spoilers.)
Originally posted by ThePat545
How do I make the background less distracting? Is it the pipes or excessive ExAnimation?


I'd say both but mainly the excessive ExAnimation.

Also the most recent level looks pretty good, couldn't see anything wrong with it aside from the end obviously.

--------------------

My hacks: Justice for Mario / Unnamed Kaizo Hack
Thank you very much!

I'll be sure to do what I can about the pipes and definitely the ExAnimation.

The end of the last level shouldn't have killed Mario, definitely fixing that.


This is Mount Cleverchest because I'm horrible at names.

Mt. Cleverchest will have 3 different levels. The first one is the one you see now, the second one will be lava-themed, and the third one will take place at the top and be both lava and ice themed.

LET ME KNOW WHAT YOU THINK! #w{=3}

Click here for a FULL video of the level.


This level is called Carnival Commotions, filled with key-locked blocks and ON/OFF blocks along with Chucks and blue Koopas. Nothing too hard about it, I might add a power-up and maybe some coins too.

Click here for a FULL video on the level, and let me know what you think! #w{=3}
Pages: « 1 2 »
Forum Index - SMW Hacking - Works in Progress - Mario's Epic and Tedious Adventure [He's back again and about time too, and this time, he's in the mood]

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