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SMW: The Mysterious Armada - DEMO RELEASE !
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - SMW: The Mysterious Armada - DEMO RELEASE !
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Hi everyone!

I'm happy to announce that the demo of SMW:The Mysterious Armada is released!

STORY:
After their last adventure, Mario and Luigi wanted to take a vacation on Coconut Islands.
Everything was fine, but one night... A mysterious armada appeared in Coconut Islands!
At the morning, Yoshi, seeing this, ran to wake up Mario and Luigi...

SCREENSHOTS:





ABOUT THE HACK:
-This is my first hack, and it is in development since one year.
-The final version will have 8 worlds.
-It will feature some (basics) music ports made by me.

Since this is my first hack release, I'm pretty nervous!
This hack is mainly made to practice level design, so feedback is really appreciated!

DOWNLOAD LINK!

And now, for something different, here is the two music ports that are presents in this demo!
Ducktales 2 - Map
Mega Man 8 - Boss Intro

I think that's all. I will maybe upload ripped backgrounds in the graphics section, but I don't really want to make a thread for it.

I wish you all a good C3 !
I just got done playing this. I have a few comments with some complaints that almost feel like nitpicks:
  • The opening jingle felt weird. It might just be because I'm so used to hearing it as a "you died!" jingle in other hacks.
  • Overall I loved the visuals in here, with the exception being the Goomba (its head needs a darker border). The color palettes rock, the backgrounds are nice and layered, and I especially enjoyed the transition from early morning to evening and then to nighttime.
  • Levels are pretty nice and lengthy. Except for the airship, which honestly only felt long due to the slow autoscrolling, they were all pretty satisfying. There was a sense of progression to these levels, which was aided by the evolving visuals as you near the end of a level. This kind of transitioning isn't new but it's done well here.
  • I don't like this jump. The Piranha down there was still out of its pipe when I dropped down, leading to what felt like a cheap hit.
  • This is a cute room. However, I don't think it should have been hidden. If anything, it feels like the player should have entered from above and exited through the pipe.
  • This mole killed himself with a bomb while I was climbing up. Enemies that are necessary to progress like this mole should not be killable. I also don't like the secret exit placement here; it's a bit late into the level and isn't a very satisfying detour.
  • It would be neat if you put a 1-up or something up here. It's a challenge to get past that mole and the existence of the little bridge implied to me that there would've been something.
  • Nice subtle detail with the shadow here. It's such a tiny thing but I feel that it's the kind of detail that can help a lot with making things look less flat, both literally and figuratively.
  • The P-switch puzzles in the Switch Palace were so small and insignificant that they feel almost like an afterthought. I honestly don't think anything would be lost if you just removed the first one, replaced the second one with a regular use of the toggle switch, and extended the final room a bit more to make up for the loss of the silver P-switch.
  • I feel that you should have a trail of coins to lead the player safely down to the left from this pipe. When reappearing from the other room, the invisible blocks won't be there to help guide the player anymore.
  • This is easily my favorite environment so far. You did a very good job with visuals overall.
  • I'm not sure if I like the idea of palm trees being solid on top. I know for sure that I'm not a fan of swimming up waterfalls, though. It never made sense to me in Mario 3 and it honestly feels even weirder when there are waterfalls like this that logically must be in the same layer as the interactive environment yet are purely cosmetic.
  • The screen at the end looked really funny. A simple but effective change would be to simply force Mario pose differently, preferably his running jump.

Overall I'd say this was a pleasant surprise. I had a few minor issues but I overall found the entire thing worth my time thanks to its well-paced level design and engaging aesthetics. I'm hyped to see what comes up in the future.
Originally posted by kyasarintsu
I don't like this jump. The Piranha down there was still out of its pipe when I dropped down, leading to what felt like a cheap hit.

Yeah, I should remove that piranha plant.

Originally posted by kyasarintsu
This mole killed himself with a bomb while I was climbing up. Enemies that are necessary to progress like this mole should not be killable. I also don't like the secret exit placement here; it's a bit late into the level and isn't a very satisfying detour.

Actually, I asked on discord how to make the mole immune to bob-ombs, but no one found anything.

Originally posted by kyasarintsu
It would be neat if you put a 1-up or something up here. It's a challenge to get past that mole and the existence of the little bridge implied to me that there would've been something.

The little bridge is here so the mole doesn't kill itself, but it's true, I could hide something here.

Originally posted by kyasarintsu
The P-switch puzzles in the Switch Palace were so small and insignificant that they feel almost like an afterthought. I honestly don't think anything would be lost if you just removed the first one, replacced the second one with a regular use of the toggle switch, and extended the final room a bit more to make up for the loss of the silver P-switch.

Yeah, I had a big lack of inspiration on this level. I'll change it later, if I have some ideas.

Originally posted by kyasarintsu
The screen at the end looked really funny. A simple but effective change would be to simply force Mario pose differently, preferably his running jump.

It only happens when you touch a button when entering the room. I don't know how to force mario's pose, but I have another idea.

Thank you very much for your feedback!
Wow, for a first hack this is all very impressive. From these screenies alone you demonstrate the ability to create levels that look very nice aesthetically, combining great palettes and some HDMA that really brings it all together. Along with that, your level design is nice and that title screen looks really good for something so simple! Definitely interested in seeing what you create as you fine-tune your skills even more.
I was just watching Self-Made Island's playthrough of your hack but now I'm tempted to give it a try myself because everything in it looks really good! I love how you combine SMW's graphics with custom ones and finish it up with clean palettes. The levels also seemed very fun to play in the video.

I might post here again or leave a comment in your hack submission page in the section once I'm done playing.
You definitely don't need to be nervous. I didn't play your demo so far, but these screenshots kinda remind me of NGB's "Awesome Mario World". You definitely did an impressive job, if your first hack reminds me of hack by someone, who's been hacking since many years #smw{:TUP:}

If you keep up this quality, i could imagine that the final version of your hack could end up being featured (implying featured hacks still exist until then). Take your time and take care about every detail you cn notice and your hack will definitely be a blast, once you're done! #tb{;)}

PS: Your ports are also quite nice to listen to. I wonder which other songs you're going to port, since these two surely sound decent #tb{:)}

--------------------
I just got through the demo and I gotta say that this was quite a nice experience. It didn't do anything groundbreaking but the levels were nice (especially aesthetically) and to be honest, it reminded me of the things I would do when I was still working on my hacks.
Overall a very pleasant experience. I am looking forward to the hacks development from now on.
// Layout by Maxo
The work you put into the presentation makes it all so adorable lol. The levels, while not being my type of thing (rompy-and-stompy), are pretty sweet so far. I can't complain much about the level design in general, you know very well how to stick and develop themes. kya already got in deep detail about them so I'll just say that for now.

All in all, this project is off to a great start!
Thanks everyone for the feedback! That makes me really happy and I really want to continue this hack now.
This hack is really polished and fun. Other than some minor slowdown here and there due to having too many sprites on screen at once, I didn't find any real issues. Looking forward to seeing more from you.


Originally posted by MetallicKreeper
Actually, I asked on discord how to make the mole immune to bob-ombs, but no one found anything.


Instead of making the mole immune to bob-ombs, place it in such a way that it can't kill itself.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - SMW: The Mysterious Armada - DEMO RELEASE !

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