Tip: Use this patch to fix the bug where editing the upper right 8x8 tile of the sideways walking Koopa Troopa in GFX01 makes the coin sparkles look glitchy.
These abilities are distinct enough that they give all the characters unique playstyles, which will make interactions with levels a lot more interesting. Even with minor tweaks here and there (such as with Luigi in particular). Combining the alternative play styles with your fun level design, I can see this being loads of fun. I'll be keeping an eye on this one!
I have officially decided to change the name of this hack.
Instead of Super Mario Travellers, it's now:
Super Mario: Nozom Quest!
The new name fits more with the plot of the game. Nozom being Glubita's home planet,
and having to collect the new Nozom Shards, to put the broken Nozom Crystal back together.
so, here's the title screen for a small level sampler i've prepared for next c3!
Special thanks to Gatete for making the logo, i added the crystal myself.
New level for world 1.
This is the final level before the first boss.
It features blocks and spikes that beep and switch, and also breaking noteblocks.
They don't switch to the music though, but i think that can be a gimmick for a later level.
If you want to hear the beeping and the music, check out my tweet of this level.
Oh, that's an amazing color palette. I love how the blocks shrink and grow out and in to tangibility, too. Looks like a really solid mix of gimmicks that changes things up constantly. Quite nice.
That is a nice level. Though, however, the level throws a lot of mechanics at you and you kind of have to adapt to them on a whim. Because of that, it feels more like a level seen in a later world than it does for a level in World 1, but that's just my take.
Finished a new level.
This is 2-2, it used to be a river/swamp type of level with a boss bass.
Now it's even swampier than before. There's even helping turtle friends!
Jumping into the mud kills you.
Iβve been following this thread for a while now, and Iβve gotta say, I love your style of level design. The setups you put together really seem to βflowβ into one another, and you arenβt afraid to include little break points either where the player can stop to catch their breath. I can practically feel the run without even playing this, just from watching these GIFs. Keep it up!
-------------------- Currently porting: Sparkster - Steel Works Twitter
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