Well , that's the Kaizo hack I'm doing , I will not post screenshots for now because neither the first level is ready .
But When already have content to post screenshots I will post
------------------------------------------------------------------------ Google Translator is not your friend
Some screenshots of what is in the first level ...
Think fast!!
Spiny jumps !!
Piranha plant jumps !!
What I can not describe...
Precise jumps !!
Chuck jumps !!
I'll fix some more details there that are wrong.
And I added a asm to leave the small mario the entire level
---------------------------------------------------------------------- Google Translator is not your friend
And I added a asm to leave the small mario the entire level
How is that any different from not adding any power-ups at all?
-------------------- 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.
And I added a asm to leave the small mario the entire level
How is that any different from not adding any power-ups at all?
Just put because of the midpoint , not to have to do a ' Filter ' , I do not know why but I think it exceeded ...
------------------------------------------------------------------------ Google Translator is not your friend
The first level actually looks like the original Kaizo Mario World. It does look a little bland however. I would add some decorations if I were you. Also, try not to overuse unoriginal gimmicks like the chuck jump. Other than that it looks pretty decent.
I find it quite weird for the capital letter to be farther away than the others. Be aware that the letters must keep the same distance from one another.
Pretty bland level otherwise. Although it's composed of basic enemy bouncing and the occasional Chuck jump, it will hopefully get even better as the hack goes on, but don't forget to implement something new and experiment with whatever sprites are available for you to use, including in this specific level. I'd also refrain from putting muncher obstacles that require a lot of precision like you did because they're not fun to work with.
-------------------- Você é a razão da minha felicidade.
Yeah, just like the others said, it looks a bit too much like the original kaizo. About the midpoint, I'm pretty sure there's a patch to prevent mario from growing when he touches it, so you could use it instead of restraining the use of powerups in the level.
About the midpoint, I'm pretty sure there's a patch to prevent mario from growing when he touches it
It's just a simple hex edit. If you make a hex edit patch, then yeah, that could be a patch to prevent Mario from growing when he touches it, along with other hex edits.
Originally posted by Centuri
Google Translator is not your friend
Seems fairly obvious given the mutilated English above that.
-------------------- 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.
Probably still will change some small things .
And if quality of video is bad is the fault of YouBug xD
Originally posted by Sokobansolver
It's just a simple hex edit. If you make a hex edit patch, then yeah, that could be a patch to prevent Mario from growing when he touches it, along with other hex edits.
Not a bad level. A bit short (but that's alright) and not too original, but it's quite decent. I would suggest at 0:20 to move the spiny right a bit, to reduce the time the player has to wait for it. I'd also recommend you to watch/play other kaizo hacks (if you don't already), to get more inspired.
Not a bad level. A bit short (but that's alright) and not too original, but it's quite decent. I would suggest at 0:20 to move the spiny right a bit, to reduce the time the player has to wait for it. I'd also recommend you to watch/play other kaizo hacks (if you don't already), to get more inspired.
Thanks for hints , i will move the spiny to the side to reduce time.
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Truly simple stage so far, even though it's basically generic enemy bouncing and dodging. If I had to give you some tips, they would be to basically not leave enemies and blocks without any meaning, since I found a few instances of that, and hide your dragon coins to less predictable spots despite this being a Kaizo hack. However, you're just a beginner, and I trust on your potential to evolve on the design area. Good luck!
-------------------- Você é a razão da minha felicidade.
If you are referring to the blocks on the platform after using the trampoline, they are not useless , are to prevent the player to play the trampoline up and lose it , having to kill , I still will leave those blocks with a invisible texture , not to get so bad.
Thank you anyway!
It will probably take a long time to leave the second level , as I am now out of ideas for it , but I will try my best and as quickly as possible.
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