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Facepalm
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Facepalm
Pages: « 1 2 3 4 5 6 »
Hello. Back in 2014 (wow how time flies) I started a hack called 'Facepalm'. Although I finished a fair bit of 3 levels, I never continued. But now I am continuing with this hack, starting to get back into hacking and lunar magic and all that stuff.

So here is the new thread for this. I won't be posting very often on here, now that my life is much busier than 2-3 years ago when I was still making hacks but I promise I won't bail out on this one. ^^

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6 level demo.

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Level 1 video.

Level 2 video.

Level 3 video.

Level 4 video.

Level 5 video.

Level 6 video.

Level 7 video.
Looks very creative and has great design as well. Here's some problems I saw:

~ 0:45: Kind of repetitive and too easy compared to the couple of wall-clips you have to do next. Speaking of wall-clips, I despise them.

The second half of the autoscroll section (the two brown platforms was nice) was slightly bland/easy. (relatively)

Keep up the great work man!
Thanks for the feedback. Just 1 thing though, there actually isn't any wall-clipping in this level; the smb2 pipes used in those levels can sometimes be entered in a wall without needing Mario to be standing on a solid block, so wall clipping isn't needed at those bits.

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2 update screenshots, been rather experimental lately so this might change.


Impossible surely? Also, many dolphins.

Heads up post as I haven't posted here for a bit, level 2 is finished, the video is rendering now and expect the video to be up by tomorrow!

And another thing, only now, after recording and during rendering, did I notice a break near the end that (hopefully) been fixed, a cookie to whoever notices it from the video because I'm too lazy to change the video now.

E: Ugh, on further inspection, that might not have been a break at all >.> But still, the cookie offer still stands if anyone finds one.
'tommorow'

Level 2.

Expect level 3's video to be uploaded soon.
woo 4 posts in a row

Level 3.

If you're confused/surprised at 2 levels in 2 days, I said in my first post level 3 was pretty much finished when I made this thread. Work on level 4 will commence soon, but in the meantime feel free to comment on either level 2 or level 3.

Now it's time for sleep.
Well designed levels so far. The second Chuck at the end of the second level has no purpose whatsoever since after you bump your head on the ? block, you can bounce onto the other Chuck, but found no major breaks for now. I thought the music in the underwater area was a bit unfitting per se, although maybe that could be just my impression. Good job and all that stuff!
Small(ish) update, level 4 is coming along rather slowly, mainly because I've hit a snag with sprite limits. I'm considering installing SA-1 onto the rom, but thinking about it I'm not actually sure what the problem is, what happens is that any sprites that I add into a certain screen simply refuse to render, not invisible, just not there at all, this includes the throw block sprite. This only happens in 1 screen and there's only about 5 other sprites there. :/

Eh, while I consider that I might as well post some screenshots, remember most of these are actually first draft shots so they might not be included in the final level exactly how they're shown here.










I haven't changed the palette or the music yet, that's something else I'm kinda stuck on xD This is going rather well...
Some of these jumps look kind of annoying, but I still really like the first screenshot. Also maybe you can do something with the green gas bubble? I've always wanted to see them in action.
Decent ghost house so far. There's not much to comment other than simply liking how you mixed both boo rings and a single bullet bill. You could introduce a few underused enemies that actually fit with the current theme (as said above, I hardly find any gas bubbles in Kaizo hacks, so using them could be good).
@Both

Indeed, I will probably consider finding a use for the gas bubble. I would think that it has hardly been used because it doesn't really have much different from other enemies, as in it just floats along a set path. That said though I might have a few ideas...

With the sprite problem, I got that fixed. I forgot this button was a thing in lunar magic -> #lm{sprhead} #smw{-_-2}

And music is still a snag, I considered these two pieces, but not really sure if they fit that well. Anyone got thoughts?

btw gz on staff again katerpie
Question: Why are you #smw{-_-2} when the hack name is Facepalm? :P
Because I'm a fool!


Some screenshots now, level's nearly finished so expect the next post to be the video.


The gas bubble was a sticking point but I thought this up while brainstorming.


See that p-switch? That's our ticket out of this level. All you gotta do is grab it.


Boing.


This uses a glitch that I found about in my ideas level. Eh, I always make a level to test ideas in and sometimes I strike it big.

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One more thing, you all seemed interested in the first screenshot I posted, but I have a problem with it. Specifically, this jump here:



The problem is, with the boo ring and the bullet bill launcher together, the timing of the jump is so specific, you often only have a window of just a few frames to do it in. Most of the time spent here is just spent waiting for the timing to be correct, which is mostly isn't, and I've had to sit for nearly 3 full rotations of the ring to just get past. Also worth noting you have to do this jump twice, bad enough the first time but really quite dull the second.

So I'm asking if anyone has a few ideas on what to do about this part, because IMO, the state it's in is rather irritating. Should I add something extra, remove something? Make the platform bigger? I've got quite too many things to decide on just one thing.

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Finally, the completion of this level marks the halfway point of the hack, so I can easily make a demo available if there's enough interest.


Ok I've rambled on for long enough, I'm gonna shut up now.
Very good stuff #smw{:peace:} Sorry about the gas bubble being a sticking point.

As for that screenshot with the boo ring, maybe the part will be easier if you put a flying-back-and-forth block there??
Originally posted by gibbl
the timing of the jump is so specific

One reason why I'm sometimes hesitant to release levels. It might play perfectly while recording the smv and then I replay it later, and the mistiming may be enough to require a reset door or to consider my current load "screwed." I guess editing and adding to the level as I record the smv isn't always the best of ideas.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Originally posted by Sokobansolver
Originally posted by gibbl
the timing of the jump is so specific

One reason why I'm sometimes hesitant to release levels. It might play perfectly while recording the smv and then I replay it later, and the mistiming may be enough to require a reset door or to consider my current load "screwed." I guess editing and adding to the level as I record the smv isn't always the best of ideas.

Yet another reason I don't use dolphin generators
Stage 4. I can't make boss battles so I'm not going to try.
Originally posted by gibbl
Stage 4. I can't make boss battles so I'm not going to try.

Very creative overall! Everything is well thought out.
Very nice level! I actually got inspired by it a little. Good job!
Its too easy, in good kaizo hacks you need to be able to understand quantum physics to win. Sm64 kaizo hackers have it right.
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Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Facepalm

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