Banner
Views: 790,695,884
Time:
9 users online: edwinmusic, Elek, Flamesofshadow, Infinity, NextTactics, SiameseTwins, tcdw, Wariuzzo, Yung Gotenks - Guests: 36 - Bots: 281 Users: 41,280 (1,492 active)
Latest: andreas
Tip: Press Ctrl+Del to delete original levels before making a new level.Not logged in.
The Joy of Kaizo (with Bob Ross) - Kaizo Light
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - The Joy of Kaizo (with Bob Ross) - Kaizo Light
Pages: « 1 »
Hello

Im finishing my first Smw hack called The Joy of Kaizo.
Its a Kaizo Light intended to be possible of beating without savestates, yet somewhat challenging.
as the name suggests the stages are inspired by paintings shown on the Bob Ross tv show The Joy of Painting.
You play as Bob Ross on his way to beat the devil from this hack.
it will be 17 stages, five of them are the special world.

ive finished the levels and from now ill be working on the Overworld and a few things i have to fix. I hope to have this posted in the next couple of weeks.

here are some screenshots (not sure if its showing)
















Your screenshots aren't showing up.

EDIT: Yep, they work now. Sorry, I'm not a kaizo guy, so I can't really comment on them.
Originally posted by Noivern
Your screenshots aren't showing up.

thanks. i think ive fixed it.
I really like your backgrounds. They´re pretty neat. Level-design is hard to judge, but as long as it doesn´t get too repetitive (and it looks like your stages definitely have some variotion and different gimmicks) this hack is quite promising.

Additionally i think the idea quite clever ;3

--------------------
very nice backgrounds
I L❤VE THE ONE WITH THAT WHITE CIRCLE THING!
I love the backgrounds! I can also see a few new creative and inventive setups. As long as it's not repetitive, this might be one of the best SMW kaizo: light hacks on the site.
Any reason as to why 7 Up has different logos in USA and the rest of the world?
thanks for the compliments about the backgrounds, ive sure put a lot of work on it.

since this is my first hack i still have a lot to learn on level design, but ive tried my best to make it interesting and enjoyable.

ill update here with more screenshots and videos as soon as i can


Wow, this looks visually really cool! Hard to comment on the design without a video, but one thing I would suggest is maybe replacing the cement blocks in some of those levels; large areas of a single tile tend to not look very good. Usually you can just replace them with Map16 ledges though, or if you want them to remain as cement blocks, you could create some variations on the standard blocks (such as larger 32x32 blocks or elongated 32x16/16x32 ones) to vary up the visual appearance a bit.

I'd also recommend changing the palette of those logs in the 6th-from-last screenshot. The white border in particular makes them look a bit out of place.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Wow, this looks visually really cool! Hard to comment on the design without a video, but one thing I would suggest is maybe replacing the cement blocks in some of those levels; large areas of a single tile tend to not look very good. Usually you can just replace them with Map16 ledges though, or if you want them to remain as cement blocks, you could create some variations on the standard blocks (such as larger 32x32 blocks or elongated 32x16/16x32 ones) to vary up the visual appearance a bit.

I'd also recommend changing the palette of those logs in the 6th-from-last screenshot. The white border in particular makes them look a bit out of place.


thanks for the feedback

those cement blocks on the 5th from last screenshot are on a "5 room" stage. its not the whole stage like that. but ill take that in consideration.
ill see what i can do on the other stages to avoid awful repetition


the white border is in reality an animated palette to look like ember. it acts as 12f
Ok. so ive finished the game early and ill be posting it today

ive uploaded on youtube a full gameplay of the game (tool assisted)

https://youtu.be/u6zkF7eLgTw

EDIT: uploaded a better quality capture
Really well made hack specially for a first one! Has creative obstacles and nice backgrounds. The only major issue I see is the slowdown at some parts, but it doesn't last long. Good job #w{:>}
Originally posted by Ruben_
Really well made hack specially for a first one! Has creative obstacles and nice backgrounds. The only major issue I see is the slowdown at some parts, but it doesn't last long. Good job #w{:>}

Thanks.
slow down seem to occur only when i play using Zsnes. With Snes9x its minimal. i dont know other emulators and havent tested it on snes. i hope its a Zsnes only thing
So ive been getting some complaints about this hack..
like how hard it is (i honestly dont think it is), janky, bs.. etc..

ill take some time to update it and make it a bit different.

i havent made any tests yet, but i have something in mind that i think it should work. (was the original concept but i had no idea on how to make it)

ill make a difficulty selector. Player will be able to select between
- Baby Kaizo (less trolls, easier jumps)
- Kaizo Light (will not change much from the latest version. will probably just fix some janky stuff here and there)
- Kaizo Hard (precise jumps and harder tricks in general.. not pit though)

so there will be basically 3 versions of the same stage.


I hope this doesnt take much time to do


That sounds fair. In all honesty, the levels don't look too difficult (based on that video at least), but they're also a little on the long side, which makes going into them blind a fair bit more annoying to learn. A possible quick fix (along with adjusting some of the more precise portions still) would be to use the multiple midway patch to give levels an additional checkpoint somewhere.

If you do want to add a difficulty selector though, it'd be a little tricky if you don't know ASM, but not impossible. You could use UberASM to just increment level numbers on the overworld by some amount based on what difficulty you're in (e.g. the first level would be levels 1, 11, 21 based on it, second level would be 2, 12, 22, etc.). Adding the actual selector would be a bit more difficult if you're not familiar with tilemap work, but an easy solution would be to just base it on which save file you have selected.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
i was able to create a fully working difficulty selector using a very simple custom block (could be done with uberasm, but to me custom blocks are easier)
when you enter the stage it just get the save slot and redirect to the right level

in case you are curious im just using this block
Code

db $37

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioBody : JMP MarioHead
JMP WallFeet : JMP WallBody

MarioBelow:
MarioAbove:
MarioSide:
SpriteV:
SpriteH:
Cape:
Fireball:
MarioCorner:
RTL



MarioBody:
	LDA $010A				; \ Se save slot = 0
	CMP #$00				; |
	BNE Label_0000				; /	

	PHX					; \
	LDX $95					; |
	PEA $103				; | --- esta linha
	PLA					; |
	STA $19B8,x				; |
	PLA					; | Teleport the player to level 1 BABY KAIZO
	ORA #$04				; |
	STA $19D8,x				; | 
	LDA #$06				; |
	STA $71					; |
	STZ $89					; |
	STZ $88					; |
	PLX					; /
Label_0000:					; > --------

	LDA $010A				; \ Se save slot = 1
	CMP #$01				; |
	BNE Label_0001				; /	

	PHX					; \
	LDX $95					; |
	PEA $133				; | --- esta linha
	PLA					; |
	STA $19B8,x				; |
	PLA					; | Teleport the player to level 1 LIGHT KAIZO
	ORA #$04				; |
	STA $19D8,x				; |
	LDA #$06				; |
	STA $71					; |
	STZ $89					; |
	STZ $88					; |
	PLX					; /
Label_0001:					; > --------

	LDA $010A				; \ Se save slot = 2
	CMP #$02				; |
	BNE Label_0002				; /	

	PHX					; \
	LDX $95					; |
	PEA $163				; | --- esta linha
	PLA					; |
	STA $19B8,x				; |
	PLA					; | Teleport the player to level 1 HARD KAIZO
	ORA #$04				; |
	STA $19D8,x				; |
	LDA #$06				; |
	STA $71					; |
	STZ $89					; |
	STZ $88					; |
	PLX					; /
Label_0002:					; > --------

MarioHead:
WallFeet:
WallBody:
RTL

print "Joy Of Kaizo - Level 1"



of corse now the save slot work as the difficulty selector..
ive changed the text there

Originally posted by NaroGugul
You play as Bob Ross on his way to beat the devil from this hack.
nice.

Everything looks great, tho im a little iffy on the water colour here. Also this cutoff vine #smrpg{roar}
most okayest
That difficulty selector is a great idea, lol at the easy difficulty's name :p

Everything looks great as always, but is the lack of background in the title screen intentional?
Originally posted by Hobz
Originally posted by NaroGugul
You play as Bob Ross on his way to beat the devil from this hack.
nice.

Everything looks great, tho im a little iffy on the water colour here. Also this cutoff vine #smrpg{roar}


the cutoff vine ill try to fix for the next version. Many people noticed that

Originally posted by Katerpie
That difficulty selector is a great idea, lol at the easy difficulty's name :p

Everything looks great as always, but is the lack of background in the title screen intentional?


the logo is taking all the slots of layer 2.. and i was having some problems with hdma and layer 3. so i left the way it is. so its intentional. made of pure laziness

but you could be romantic and think this as a blank canvas with just a layer of a wet purple oil paint on it.. #ab{<_<}
I think you could make the logo with layer 1 and you'll still have Layer 2 background in the title level.
Any reason as to why 7 Up has different logos in USA and the rest of the world?
Pages: « 1 »
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - The Joy of Kaizo (with Bob Ross) - Kaizo Light

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • SMBX Community
  • ROMhacking.net
  • MFGG