Language…
9 users online: Fnaftendo, Golden Yoshi, Hot Sauce, JinRokhZenobi,  RussianMan, Seamus Sinclair, ShoopDaWhoop, SomeGuy712x, thegonzalex - Guests: 146 - Bots: 156
Users: 69,725 (2,526 active)
Latest user: ariahks

Manofer's 2019 Special C3 Thread

GraphicsKaizo/PitSuper Mario WorldFull Hack ReleaseResource ReleaseScreenshots

Hello, I'm Manofer, and Welcome all to my 2019 C3 Thread! And for this special and anxious moment, I did 2 Mini-hacks and some graphics for everyone.

----------------------------------------------------------------

Unnamed Mini-Hack







Difficulty: Normal/Hard

Containing 3 small levels, this is a simple Mini-Hack I made days before the C3 started.

DOWNLOAD HERE

Thanks for the respective peoples are in the read-me.

----------------------------------------------------------------

Normal Ordinary House





Difficulty: Kaizo-Hard (Easy)

A simple and easy 1-room Kaizo-Hard with some ideas I once had.

DOWNLOAD HERE

You can see the TAS preview on my channel here

Thanks for the respective peoples are in the read-me.

----------------------------------------------------------------

Some Random Graphics

Some Global Graphics and Sprites







DOWNLOAD HERE

----------------------------------------------------------------

Cave FG







DOWNLOAD HERE

----------------------------------------------------------------

City FG







DOWNLOAD HERE

----------------------------------------------------------------

Well, that's all, I hope you guys enjoy it :D
The hacks are pretty nice, (specially the ghost house) and I like the GFX, I just think they're too simple, maybe they'll fit a 8-Bit hack, I'm not sure.
oh hi there, how are you doing?
I like the new tilsets, you are getting better with Drehung.
Originally posted by Kit
The hacks are pretty nice, (specially the ghost house) and I like the GFX, I just think they're too simple, maybe they'll fit a 8-Bit hack, I'm not sure.

Hmmm... are you talking about the Redrawn graphics? xD Well, I'm glad you liked it.

Originally posted by Fullcannon
I like the new tilsets, you are getting better with Drehung.

Yeah, I think I'm getting better, but I'm still not good enough to create something very 'usable', that's all I can do until now, unfortunately.
So many different things to admire here. As ex-kaizo mod I#m most interested in your kaizo hack. From your YT-Preview it definitely looks doable to me (your difficulty Kaizo: hard (easy) describes it perfectly).

From the garphics i like the city-FG the most. It looks pretty modern and is definitely well drawn. #smw{:TUP:}








Originally posted by Sariel
As ex-kaizo mod I#m most interested in your kaizo hack. From your YT-Preview it definitely looks doable to me (your difficulty Kaizo: hard (easy) describes it perfectly).

Wow Sariel, I did not know that you were once a kaizo mod, I've seen some kaizo levels of yours (for example Castle Notatrap) and they are definitely very good and creative, I already got inspiration of them!
After I made my first kaizo hack, I've been improving a lot, I try to do everything for the hack to present several fun tricks and gimmicks!

Originally posted by Sariel
From the garphics i like the city-FG the most. It looks pretty modern and is definitely well drawn. #smw{:TUP:}

Good thing your liked it, I also liked them too, but they didn't look so good (they're kind of small in-game, it's something I need to learn to control).
I went for the kaizo hack if you don't mind.

The level seems relatively simple but pretty doable. You don't need all those arrows at all cause not only are some of them misleading, but the intended solution is really easy, sans for the ending where nobody would expect the death blocks to actually kill you instantly. It also turned out to be extremely short. And for some reason the map where you start has no music whatsoever?
I dig the well drawn tilesets btw, and I see you got inspired by the RRQ series "somehow" graphically :P Good job!
Originally posted by Katerpie
The level seems relatively simple but pretty doable. You don't need all those arrows at all cause not only are some of them misleading, but the intended solution is really easy

I think I exaggerated because my intention would be to use them for something ''meme'' (RRQ delivers that)

Originally posted by Katerpie
sans for the ending where nobody would expect the death blocks to actually kill you instantly.

Oh, I even tried to change the original skull block a bit to look more ''painful'', now I don't know what I could put to represent a instantly kill block well...

Originally posted by Katerpie
It also turned out to be extremely short. And for some reason the map where you start has no music whatsoever?

when I started to make it, I had a little time before C3, and I also had the idea of the room days before I actually did it, if I were to try to think of more things, I would be too late to submit it...
I put death sound on the map, I didn't want to put a cool music on it.

Originally posted by Katerpie
I dig the well drawn tilesets btw, and I see you got inspired by the RRQ series "somehow" graphically :P Good job!

Oh man, sure, RRQ is so good!
BTW, all the cute drawings I made at the time were inspired by RRQ The Sequel, the newest graphics (the FG ones) are more inspired alongside the styles of the old works of Scorpion (now known as Skewer)
And started working on a kaizo hack project that inspiration from the hacks RRQ The Sequel, ASMT and Raocow's WTH. I already finished some graphics of it, but the first level I started doing recently...
Originally posted by Manofer
Oh, I even tried to change the original skull block a bit to look more ''painful'', now I don't know what I could put to represent a instantly kill block well...

You don't need to replace it, just recoloring it to a decent shade of red should be more than enough.
I went for the Mini Hack because I've never completed a kaizo hack in my life. It's nothing outstanding, but it's definitely playable. The first two levels are a little flat, but they make an effort to put up somewhat of a challenge. Your graphics aren't bad, either - I like the Mushroom and the Fire Flower. The cave foreground could be less repetitive (especially on the surface part of the tiles), but it does resemble rocks. The city foreground is rather flat, so it looks a lot more like a factory to me, barring the street lights and the benches. I could see it being used if its simplistic style is predominant in a hack.


I will comment on the aesthetic looks of your work, as I'm not a kaizo player (I just plain suck at playing kaizo).

Let's start with the two OWs: the one with redrawn graphics is a bit... strange. While I liked how you tried to design a nice night atmosphere for the map, the graphics themselves combined with the palette and the landscape... the result wasn't this good. The second OW, though... despite its monochromatic state, the landscape is well-thought. Kudos to you in this aspect. There are one or two perspective errors, but hey, with SMW's graphics it's almost impossible to create a good 'ramp landscape'.

Now, about your graphics: I've been following your evolution in this aspect... and you're improving. Sure your graphics could be better and stuff but... for now, and knowing you as I know, I see a very good future for you in this particular aspect of SMW Hacking. Do not give up!





Dream team (feed them, please):






Originally posted by Telinc1
The first two levels are a little flat, but they make an effort to put up somewhat of a challenge.

The intention was this, I wanted to do something challenging and fun at the same time. But it seems that did not work very well part of the fun, it is very difficult to control these things for me, I'm not so good with level design, but i try.

Originally posted by Telinc1
Your graphics aren't bad, either - I like the Mushroom and the Fire Flower. The cave foreground could be less repetitive (especially on the surface part of the tiles), but it does resemble rocks. The city foreground is rather flat, so it looks a lot more like a factory to me, barring the street lights and the benches. I could see it being used if its simplistic style is predominant in a hack.

I'm glad you liked it, I admit, I need to learn to control the size of the drawings and to be careful with the looping of tiles, sometimes it looks so good when I'm drawing, but in-game sometimes the result is not so good...
And you're right, a lot of people still like a simpler drawing style, and I know how to do it perfectly! I would be very honored to see someone use any of my drawings in some hack.

Originally posted by Major Flare
Let's start with the two OWs: the one with redrawn graphics is a bit... strange. While I liked how you tried to design a nice night atmosphere for the map, the graphics themselves combined with the palette and the landscape... the result wasn't this good. The second OW, though... despite its monochromatic state, the landscape is well-thought. Kudos to you in this aspect. There are one or two perspective errors, but hey, with SMW's graphics it's almost impossible to create a good 'ramp landscape'.

The two OWs were not made by me (as specified in readme) but thanks for the feedback anyway.

Originally posted by Major Flare
Now, about your graphics: I've been following your evolution in this aspect... and you're improving. Sure your graphics could be better and stuff but... for now, and knowing you as I know, I see a very good future for you in this particular aspect of SMW Hacking. Do not give up!

TYSM, man. I feel it too, and that's why I keep training and drawing.
Originally posted by Manofer


This is a good start, but the shading is inconsistent. The concrete block looks closer to something out of Yoshi's Island, and the used block isn't shaded at all. The dragon coin replacement is also lacking shading.

The sprite graphics are much more consistent. In terms of improvement, the Koopa and Goomba are really angular and could be made more rounded.


Originally posted by Manofer


Personally I'm not seeing the point of the red roped tiles, as they don't really fit with this theme. You're also mixing black and non-black edges on walkthrough tiles, which you really shouldn't do here because it gives the impression that the pillar is solid.

Lastly, the grass on the 1x2 slopes is shorter than all other grass for some reason. It should be made taller to match them.


Originally posted by Manofer


#smw{:TUP:}

GraphicsKaizo/PitSuper Mario WorldFull Hack ReleaseResource ReleaseScreenshots