Tip: You can use Lunar Magic's Overworld Layer 3 Editing system to edit or create your own layer 3 images (castle bricks, fish, rocks) and apply unique effects per level via the Layer 3 Bypass in the main editor.
@Broozer: Hmm...there's a problem if I try changing the sky. I can change the basic color, but then that leaves the "shading" parts at the top of the screen. And if I change those, it also changes the color of the water. Any suggestions?
Like I said, Legend of the Rift is still early in development. I still have quite a ways to go before everything is done, so I'm not too concerned about a second hack right now. BUT...I made sure that I left room in the story JUST IN CASE I ever wanted to expand the story. For all I know...I may quit hacking after this is done...even though I would love to continue.
And here's the description from Youtube cuz I'm lazy.
Originally posted by teh youtube
Here is an update to one of my earlier levels. This "new" version of what was previously known as Salty Isle features new graphics, as well as whole new area. The foreground was made by Kaeru and the background was made by White Yoshi Egg.
The crate, metal plates, and teh bath plug was made by me (As you can tell by the bad quality)
Things that I know of...
-There are a few spots of slowdown
-One of the Urchin's go into the ground, but then go onto their normal path
-The time is a little short...I've upped it to 500.
And just for comparison, here is the original video:
The new gimmick here are the crates. When you enter the second part of the level, all the crates are lifted up by the water level. You must reach the plug, which will lower the water level, along with the crates.
There are also a few secrets that I did not show here.
BTW, I altered the water in the BG a little to have a small gradiant. It's a little hard to tell because of the bad quality of the vid.
As Kc said, that's such a nice level Matt! I also loved the gimmick that you added, reminds me of The Tale of Elementia, which is a great hack IMO. All the small puzzles are also great, and everything looks awesome. I'm looking forward to seeing more updates of your hack, don't drop it out!
By the way, I already tested it when you sent me the download link...
It's been a while since I've had a decent update. I stopped working on this while making Jigsaw's Test with Kc, but I started right back up after C3. So, without further delay, let me present something new:
Basically, this is where you start the game. It's a small town, but it's purpose is to inform you of events that have happened right before the game begins. I won't say nothing else on the subject though...the video pretty much speaks for itself.
In the video, I also preview my OW that is in development. This will more or less be what it looks like for the first release. I still need to finish adding levels, then events and scenery.
Now, onto some screens:
An update to a previous level of mine. I posted some screens for a level called "Forgotten Isle" previously. This is it...but it's not an island any more
I'm aware of the cutoff water on the right hand side. This is actually an older screenshot, but I still wanted to show it.
A mysterious, foreboding castle. How do you get there? What is it's purpose? What is that light?
Well, that's all I got for now. More may be revealed later. I'm hoping to get the demo out by Christmas. I'm hard pressed with school and work...but I'm trying my best! Comments are always appreciated
Ah, been following this on IRC. Let's see what I can feedback here...
Video: Well done - suits a little town of Toads well. However, when you talk to the third Toad (the still-frame of the video, at 0:28), you used the word "your" incorrectly. It should be "If you're looking..."
Screen 1: Looks much better with those Redrawn Koopas, as opposed to the original Koopas.
Screen 2 + 3: Might as well comment on the graphics here. As I've said before, these are very well drawn. They present a semi-dull atmosphere, and a semi-eerie experience.
Screen 4 + 5: Interesting. Are these ! blocks going to be used as switch blocks?
Old Levels: These look pretty nice too. I'm interested in seeing how you expand on the Inn in the second screen.
Castle: Looking forward to seeing that light with ExAnimation.
Overall, it looks quite good so far. The part that sticks out to me the most is the graphics. Nearly all of them are custom, and they look rather polished. Keep up the good work with this.
Great job once again, Foursword! I loved the village level, but as S.N.N. already mentioned above, you typed "your" instead of "you're" in some message boxes.
As for the desert-level, it really looks great. The atmosphere of it is very eerie, which is good IMO. The level design also looks pertty unlinear, and looks like there are plenty of puzzles throughout the level as well - I'm also wondering what the ! blocks do...
As for the 5th screenshot, as I said on IRC, it looks good as well as the others.
As for the older screenshot, I think I already commented about it in the stickied thread above... nevertheless, let me comment about it once again: good job ripping Black Squirrel's castle graphics, they'll definitely fit with the whole hack's graphical theme. ;)
As for the mysterious castle, it looks really creepy. Can't wait to see more from it!
That's it dude. I don't have any criticism, really. I just want you to keep it up.
Originally posted by S.N.N.
Might as well comment on the graphics here. As I've said before, these are very well drawn.
I love the 'Fayre' part, also as SNN said, you've replaced pretty much all of the GFX, and now grabs the eye alot more, good job with that. The shadow and the color in the water in screen 7 looks real nice.
I'll help you with the animation of the 'light' ASAP
This may be my final video before I release my demo for Legend of the Rift. What I show here are some new stuff that I have put in recently, as well as a update to a level previously shown. In this video, I show a new title screen demo that is actually what used to be called "Forgotten Isle," but has been given a graphical overhaul. More will be revealed later. The new intro also is meant to show the first scroll, rather than you finding it at the beginning of the first level. My main decision behind that was so the first level could have a midway...since it's kinda long. Also, the first level has sprites, a new background, new areas, and...custom music! I finally learned how to use it, and a lot of my levels already have new music playing.
Well, enjoy, and I hope you will look forward to Demo 1.0 ....which I hope will be released sometime in the near future.
I still need to edit the actual title screen logo, as well as the "Nintendo Presents" sign. Just a heads up that I haven't forgotten
Also, I added a little "touch" to the intro. See if you can spot it
Two things to note that I fixed after playing through the level. First, i removed that odd blue flower. Second, I added coins at the end to help the player know it's safe to jump down.
Like the description says, I'm not sure when I'll be ready for a demo. I don't want to predict a date either, because I don't want to go down on my word. Nevertheless, I AM near a release, so it shouldn't be much longer ;)
Oh, and a special shout out goes to Broozer, who drew the graphics for the sky portion for me on request. Also, thanks goes to Kc for helping me with the intro. You guys rock!
Nice new video! The updated first level is looking a lot better with the new BG and with more sprites. I have some suggestions and comments for some other things in the video though:
1. On the title screen, the hack title takes up most of the screen and blocks most of the action. I'd suggest a graphics edit to make the "Super Mario World" portion smaller, or moving everything higher and consolidating the text onto fewer lines. I like the dark ambience to it, as well as the hooded Toads. I take it you still have yet to make music replacements for the title and intro screens ;). Also, the Slot Selection text has a strange blue border. You may want to adjust the palettes of the title screen to prevent that from happening.
2. For the intro, which I'm guessing is supposed to be an airship, it looks like it needs a different background. The forest BG doesn't really fit- I'd go for a dark, cloudy BG if you were trying to go for a scary airship type feel. If that's not what you were going for, let me know .
3. A misspelling in the intro: In the second text screen, "Jeapordize" is misspelled. It should be "Jeopardize".
4. For the first level, I don't know, it seems kind of awkward constantly transitioning from the brown FG to the grey stone BG. I would've gone with just one consistent FG instead of switching between the two. Sure, it adds variety, but constantly switching FG types just seems out of place.
Those are my suggestions. It is looking quite nice so far, and I am interested with the story you have planned as well.
Thanks for the comments Golden Yoshi! I actually mentioned in my last post that I still have to change the title screen logo...and that I haven't forogtten;)
The intro portion is actually not an airship, but a ship. I meant to put layer 3 water to show this ;_;. Anyway, I had the impression that the dock was within a forested area, but...I can always change if it seems to weird
And for the first level, I'll change the brown FG to either the stone FG or the grass FG.