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How to make a good looking overworld
Forum Index - SMW Hacking - SMW Hacking Help - Tutorials - Old Tutorials - How to make a good looking overworld
Pages: « 1 2 3 4 5 6 7 8 9 » Link
Download Ifranview it has a Screen Capture Option

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Your layout has been removed.


Okay heres my first world. Its on the main overworld

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Thanks-TheKoopKooper
Thats ver impressive. I like the pallets. Is this your first try? if it is, then i am very impressed; my first overworls were crappy.
Well, its not my first time making an overworld but, this is my first overworld I made for my hack

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Thanks-TheKoopKooper
Cool, i wonder when the whole thing will get finished.
Well right now Im only working on graphics of my game. I'm really not good at making levels.

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Thanks-TheKoopKooper
First my first submap. Is it too blocky?

With paths.

And don't ask why there's no castle :)
Well it not really blocky but very bland.Add more bumps and hills and rocks but no clumped together seperate them

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Thanks-TheKoopKooper
This is not an OW showoff thread. That may be done here.

World Community Grid: Thread | Team
 
My suggestions to make a good looking OW:

-Make a map that looks good to YOU (It is probably horrible).
-Print screen of the OW editor and paste in MS paint.
-Zoom in so you see all your cutoffs.
-Fix them back in OW editor.
-Change all the colors from the original game.
-Don't make the map look too familiar.
-Try out mario paths and events easy with placeing the Goal tape were mario start in a level.

http://bin.smwcentral.net/4204/ow.bmp
plz help im dry and out of idead plz help thanks!


Originally posted by yerbiliscool
http://bin.smwcentral.net/4204/ow.bmp
plz help im dry and out of idead plz help thanks!

Fix all of those noticeable cut-offs, add some decorations and I think those Bowser, thingies, are events.

Those rocks need some adjusting, too.

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MARIO in MAINLAND Progress

Mario in Mainland will be in the next C3.
Is it normal, that the OW graphics have wrong palletes in yy-chr?

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Your layout has been removed.
Originally posted by leod
Is it normal, that the OW graphics have wrong palletes in yy-chr?


To make them have the right palette. You have to copy the left half of the palette to the right half.
Here comes slippy!

Originally posted by leod
Is it normal, that the OW graphics have wrong palletes in yy-chr?


Did you load a save-state while being on the overworld into YY-chr?
Yes I did, but I test Machomans possibility first

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Your layout has been removed.
Hi, I'm new here and I do need some help...

This is probably not a help thread, but I've seen a similar question here... however, in this overworld:



...The castle (circled in the right image) doesn't unlock after passing the hole level (circled in the left image). I set all the events, set the castle level to unlock after the event of the other level, but Mario still isn't able to move after completing the earth level. What could cause that?
Originally posted by NsMn
Hi, I'm new here and I do need some help...

This is probably not a help thread, but I've seen a similar question here... however, in this overworld:



...The castle (circled in the right image) doesn't unlock after passing the hole level (circled in the left image). I set all the events, set the castle level to unlock after the event of the other level, but Mario still isn't able to move after completing the earth level. What could cause that?


Okay, This might not be what you want to hear first of all...

1) Your Path Leading from the Castle to the Switch won't work. It's not properly set up.
2) You overworld has so much cutoff that the most dedicated emo would be ashamed to see it.
3) Fix the water palette.

Okay, Now onto the main issue...

I'm guessing all of your earlier paths WORK? There's probably something that you have not selected in the Layer 1 tile settings editor. You say you have the events correct (and I believe you on that), but maybe Mario cannot move from the underground level to the castle because the reveal event settings aren't correct?

Possible fixes:
-Delete the Level tiles, and repaste them + enter in the data again
-when testing the Overworld for a ROM, make SURE TO START A NEW GAME EVERYTIME YOU CHANGE THE OVERWORLD.
-Make sure the tile settings for the events are correct.
-If worst comes to worst, you can always just delete that Underground level, and make the path from the previous yellow level connect straight to the Castle.



also...



Apply the Corner tile (It's the tile in the Black circle). You'll thank me later.

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Notte Luminosa Progress:

Click here to download It! :D
Question - How come when I select certain 8x8 tiles and try to x or y flip them with the overworld > modify selected 8x8 tiles > then the little box that pops up, it will not let me x or y flip certain tiles, while it will let me do that to certain other tiles. And sometimes when I can't x or y flip it sitll lets me change palettes. Why is it so odd?

Also heres a thing I do sometimes for the submaps. I place a 16x16 transulcent glowing level tile all over the submap, and go to the layer 2 editor, and then don't have to worry about my layer 1 not matching up with paths and stuff.

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ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
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frog

http://esolangs.org/wiki/MarioLANG
hi.
I want to create my own SMW-World :D
and I started to redesign yoshi's island.
i deleted all Level points etc.
So now I want to create the levels.
But how do i connect them?
Pages: « 1 2 3 4 5 6 7 8 9 » Link
Forum Index - SMW Hacking - SMW Hacking Help - Tutorials - Old Tutorials - How to make a good looking overworld

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