1: Come up with an idea for a level theme
2: throw it out and come up with a better one
4: design a level
5: repeat a few times
6: continually show it off in the screenshit thread and irc
7: abandon project for a year
8: rinse and repeat
1. Think about the hack's theme.
2. Download ExGFX, sprites, patches and music I'll use.
3. Ignore editing intro and OW.
4. Insert the ExGFX I downloaded.
5. Create new level layouts.
6. Add enemies, coins, blocks, power-ups and bonus areas.
7. Repeat 3 & 4 for every level
8. Create a OW.
9. Create a Title Screen and Intro level.
10. Edit Message Boxes.
11. Create a Credits Roll.
12. Insert all music, sprites and patches I downloaded.
14. Fix the hack's bugs.
1-Plan about the levels, worlds and other stuff
2-Design the overworld
3-Decorate the overworld
4-Add events, level numbers, etc
5-Insert the main patches and songs that are planned to be used
6-Work on the title screen and intro
7-Work on the first level
8-Work on more levels
9-Move everything to a new rom to add new patches that wasn't planned to be used
10-Finish two worlds and release a first demo
11-Finish more worlds and release a second demo
12-Redo some old levels
13-Continue working on more levels
14-Finish the final level
15-Finish the postgame level
16-(try to) test the hack alone
17-Release the hack
18-Update it one thousand times
19-Start to plan a new hack
20-Write this post
I'm terrible at planning so I hardly do anything in that regard. I'm trying to improve on that in general, but in all of my hacks I go in with nothing in mind of the bigger picture. I don't think I've ever came up with a plot in my entire SMW hacking career. I don't have a specific thing I start with. Sometimes I'll start with designing a level because that's what I want to start with, sometimes I'll start with an overworld. I've started a hack out of a throwaway ROM that I used just to keep my drawn graphics in one place. I guess I just like to see where things take me.
Opps I guess I should of been more clear. But anyways I mean say I had an idea for a level that is set in space I would draw out what it would look like visually and some level design ideas. Then attempt to make it on lunar magic.
-------------------- “Lucas peeked inside the mailbox. There’s nothing inside. Except the 1000 rat corpses.”
"The Hero Appears! The Hero Appears! The Hero Appears!"
1. Come up with a good name for the hack.
2. Think of what the hack is gonna be about.
3. Work on the title screen.
4. Work on the levels*
5. Work on the OW.
6. Test the entire hack for bugs.
7. If the hack has bugs, then fix whatever it is and then repeat step 6. Otherwise continue on.
8. Submit the hack to SMWC.
Whenever I do something creative, I think about a certain theme. I then give the project a name based on that theme. For example, I'm currently making a ROM hack with the theme of harnessing the power of the 4 elements. Based on that theme, I named it "Elemental Mario World".
After that mental task is complete, I move on to putting it into action. I start by editing the Overworld. I usually build paths (Layer 1) and the lay of the land (Layer 2) at the same time. I make extensive use of YY-CHR during this stage.
After that, I assign level numbers, edit level names, and set which events they activate.
I then create the events. I use YY-CHR during this stage as well.
If there are any pipes/Star Roads, I link them appropriately.
After all of that, I move on to editing the levels themselves. I do this because I want to make sure that there is proper level progression. I implement all of my crazy ideas for difficult levels and apply those ideas to levels near the end of the game. After I have no more crazy ideas to implement, all of the levels near the beginning of the game will be easy. The games starts off easy and gets progressively more difficult as the player progresses.
I never really make plans. Whenever I get a Idea I try to make it happen and maybe a complete hack is the end result (Though I usually make hacks because I have fun doing it/want to see what I'm capable of and not with the intention of uploading it somewhere)
Location: Montana, USA
Pronouns: he/him or they/them
I insert all of the patches and tool ASM hacks, then test and change things as needed if some of them together cause problems. It gets pretty annoying if there are a lot of them; I recall spending two whole months trying to get the base ROM for Plum's Worlds of Chaos working.
have an idea for a level > go through with said idea > get really hyped > play level every time i add, delete, or move anything > run out of ideas for level 6 screens in > wing it > think it's good enough > realize I have to make another level > leave site >>> come back a few years later > smw hacking has advanced far beyond my capabilities > can't keep up > leave site >> come back a few months later > download newest lunar magic > notice it looks different again > leave site >> come back a few months later > leave site >> come back a few months later > start cycle over again
so far it's working out for me pretty well~
edit: I guess I could throw out a serious answer, but I usually try to think of a theme unifying all the levels. So rather than feeling like a series of levels I made thrown together, it feels like a whole, cohesive experience.
in making levels:
1. i delete ALL objects and sprites.
2. i add objects after i removed the other objects.
3. when im done with layer editing, i add sprites to the level.
4. when im done, i test the level in a emulator.
5. when i detect all the fixes, i fix them.
6. BOOM! done.
and that is how i make my levels!
also, when the levels are bad, i facepalm everytime!
-------------------- I am...
A snes9x user Huge mario fan, obviously Huge fan of other game franchise An extreme gaming nerd (I have played over 1000 games, that includes modern games, too) An old fan of SMW hacking. I first discovered it on youtube around the late 2000s