Tip: The "Edit Animation Settings" tab in Lunar Magic is very convenient if you want to disable certain animations in the game to make room for your own graphics or ExAnimations.
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Super Mario World 3: The Koopas Strike Back (ITS BACK!)
This game is a sequel to the original Super Mario World,
playing like a traditional Mario game mixing action with
platforming, along with some fun gimmicks and puzzles!
I really like your work with the overworld. Having a Yoshi's Island submap in a similar style to SMW's really makes it feel like a sequel to the game. Only one minor thing I'd like to suggest is to make the blue door (which I assume to lead into a cave, just like SMW) not seem to be "floating", it feels kinda weird.
For the rest, not much to say. I'd choose more eye-friendly colors for some of your background areas in levels, like in this screenshot you provided.
I haven't played the hack yet, but I guess I could give it a try since it looks nice either way.
I really like your work with the overworld. Having a Yoshi's Island submap in a similar style to SMW's really makes it feel like a sequel to the game. Only one minor thing I'd like to suggest is to make the blue door (which I assume to lead into a cave, just like SMW) not seem to be "floating", it feels kinda weird.
For the rest, not much to say. I'd choose more eye-friendly colors for some of your background areas in levels, like in this screenshot you provided.
I haven't played the hack yet, but I guess I could give it a try since it looks nice either way.
Yeah, I put a lot of work into the overworld haha. The door leads into the third world which is Red Caverns. The pipe from Castle #2 is going to lead to an overlook in the cave which acts a power up zone, and provides a hint to look for a switch palace to reach world 3.
As for the colour palette for the lake stage, I did a red sky to represent a sunset, but I suppose I can change it to be better on the eyes. Maybe change the colour of the mountains and clouds to match the red a bit better even.
I have just released an update on the download page, revising pretty much all of the levels to have much better gameplay featured in them. The game has moved from version 1.00 to 1.01. Full patch notes are in the OP.
This looks very good RZIBARA. This userbar reminds me of userbars in CMW3 The Finale and Evil Conquest. How many worlds and levels will be in this project?
-------------------- 7 years using Smwcentral.net... I think that's not enough.
This looks very good RZIBARA. This userbar reminds me of userbars in CMW3 The Finale and Evil Conquest. How many worlds and levels will be in this project?
Thanks! You can try the demo and see how you like it (if you haven't already).
The user bar is made by Ladida, and it may have been used in other hacks before. I just love the look of it because of how clean it is.
The final project will contain 8 primary worlds as well as 3 secret worlds. Level wise, I'm not 100% sure as of yet, but it is looking to include 62 stages and 70 exits total!
I dunno, it looks alright, but it just lacks a unique identity from what I've seen.
Make levels fresh, experiment with different original GFX combinations, find unique mechanics for levels! Making memorable levels should be the most important part, though, as this is most of what will make the hack stand out.
I dunno, it looks alright, but it just lacks a unique identity from what I've seen.
Make levels fresh, experiment with different original GFX combinations, find unique mechanics for levels! Making memorable levels should be the most important part, though, as this is most of what will make the hack stand out.
I'm going for a more vanilla hack than super fancy one. I am adding new enemies and plan to add some bosses. There will also be exploration as you get to the further worlds.
The level design is my main focus, I am trying to make as interesting and fun of levels as I can. I only have 7 done however atm.
In the castles, Kamek guards bosses, but can he guard bosses in Fortresses?
Also, are you planning to do custom bosses?
Kamek is only going to be guarding the castles, he wont be in fortresses.
In regards to bosses, I definitely plan to have a custom boss in each of the fortresses if i cam figure out how to get them to work. I want the koopalings to be bossses in the castles, but if i can get good custom koopaling bosses i will use them!
Lots of new updates to version 1.02 completed! Will be apart of the second demo!
Some more new enemies I have inserted are:
Ice Bros. : Will shoot ice balls at you, and freeze you in place while inflicting damage.
Fire Bros. : Will spit out fire balls that bounce towards you.
Elite Sledge Bros. : Big baddies that stomp the ground and can stun you while throwing 3 hammers at once. Unlike regular sledge bros. these guys require 2 hits to take down.
Whacky Moles : Pop out of the ground and throw rocks/bombs at you
Starting off World #2 is Green Fields, a lush, green stage crawling with Koopa's and Boomerang Bros. You are even alerted to an increasing presence of Bowser's Elite Brother Platoons spreading across Dinosaur Land.
Cool OW, very reminiscent of SMW (perhaps a bit much in Valley of Bowser and the Red Cave, but whatever).
As for the new screenshots, they're very.. green. Not a bad thing I guess, considering it's called green fields, but I'd play with the colors a bit more. Regardless, cool use with having a vast amount of boomerang bros, and the message is interesting as well.
Cool OW, very reminiscent of SMW (perhaps a bit much in Valley of Bowser and the Red Cave, but whatever).
As for the new screenshots, they're very.. green. Not a bad thing I guess, considering it's called green fields, but I'd play with the colors a bit more. Regardless, cool use with having a vast amount of boomerang bros, and the message is interesting as well.
Oh yeah, you reminded me that I never updated the photo's of the overworlds for Bowser's Kingdom (lot more lava, this is actually a dark world rather than a cave), and the Mythic Forest. As for the Red Cave, yeah the resemblence is pretty big, I plan on changing some more things up eventually.
And thanks! I want to focus each of my stages on specific enemies and themes. For instance, in my demo, you'll have noticed that Yoshi's mountain focused a lot on Koopa hopping and flying hammer bros.
As for the colours, yeah I get what you're saying, I think im going to play around with the colour of the dirt to be more greenish brown than green.
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