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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Mario's Return - Demo 1
  
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Alastor the Stylish
Posts: 5178/7620
1. It's from Metal Gear Solid 2

2. Yeah, that would be a good-ish idea.
Someguy
Posts: 226/397
Sorry to repost so soon but I just thought that in the future you might want to enlist in someone like Hyper Hacker who I think was told how to turn off controlls to make a block for that level so floating down with the cape or jump off of Yoshi and ruin the experience. Also, where'd "Fission Mailed" come from?
Alastor the Stylish
Posts: 5177/7620
Thanks (Note - that's the first time I've used that smiley, ever.)

No, the white is easy to edit, but when I was screwing with the palettes there I forgot about it.
Someguy
Posts: 223/397
If the white is one of those unchangable colours in the Oame Gover level, you could make it a layer 2 level with layer 2 above layer 1 if that's an option, or use layer priority. I have to say something about this hack attracts me, is it all the simple ground and such edits, the fact that many enemies were edited graphics wise, or the insanity level and the intro where Yoshi eats the keyhole and the end bar and all that.
Alastor the Stylish
Posts: 5175/7620
Not really, no, it's not an option. Mario kills almost everything he slides in to. Only thing I can think of that he can't is Chuck and most of the boos (not all of them, though - for instance, boo buddy chain can be killed by it, though you'll take damage in the process)
Sukasa
Posts: 64/1981
Originally posted by Kyouji Craw
Eh. Thing is, I couldn't use the dummy things I used in the demo there - they don't work right in actual play. Believe me, I would've if I could've. The reason I got rid of the sawblades it to prevent glitches - you can kill them by sliding which produces a graphical glitch.


About the grinders... Couldn't you change them with the MW Reconfigurator to stopmario from sliding into them?
Alastor the Stylish
Posts: 5173/7620
Thank you. That I didn't know about... I'll have to fix that...
Pikachu025
Posts: 31/96
In the "Oame Gver"-Level, Yoshi is visible (only white outlines). >.<
Pikachu025
Posts: 30/96
I think I've found a glitch. In Harmony Island 3...

...using this pipe...

...I end up in this bonus-Level. Using the pipe to go back...

...I end up here.


EDIT: In "Mysterious Castle 2", the Boo-Chains sometimes fly down the pit. Prevent that by putting blocks that only let Mario through and not Sprites.
Karadur
Posts: 830/1192
Originally posted by Kario
What I was asking is if he is actually confused about the picture. It makes sense to me. He referred to it as if it were a glitch.

That's not quite what I was trying to say. I said that I thought all the pictures looked good, although the top right one stood out the most, because of the things in it that you wouldn't normally expect to see. I thought it looked pretty neat, so I decided to comment on it

As for the problem with the bird hanging from the ceiling in the cave area, making a tile to put underneath the sprite so it looks like it's actually attached to the ceiling wouldn't be a bad thing, and it would also save you having to worry about someone else pointing that out
Kario
Posts: 1249/2082
What I was asking is if he is actually confused about the picture. It makes sense to me. He referred to it as if it were a glitch.
Alastor the Stylish
Posts: 5168/7620
Take a look at the upper-right screenshot. I'd say he is. (It's from Secret 2 - Insane.)
Kario
Posts: 1248/2082
Originally posted by Karadur
Specifically, how there's two Marios on the screen at once, and one seems to have been split in half.


Are you serious?
Golden Yoshi
Posts: 366/693
I played the demo, and it is rather good. The level design was good and the graphics are decent. That intro kicked ass...I love all those little tricks. Yoshi sure does have some appetite to eat Luigi. The ravens were cool too.

Some things I didn't like include the title screen border...pretty plain and ugly...and I think the FG in the castles should be a little darker to fit in better with the BG.

Overall, good!
Alastor the Stylish
Posts: 5167/7620
Originally posted by Karadur
Secret 1 - Intro: Right off the bat, I noticed that there wasn't a sawblade at the beginning of the level, like there is if you watch the demo. Once you get over the hill, and past the Banzai Bills (nice trick to make the player get over the hill, by the way), all you have to do is run and jump to get over the black piranha plants, and not run back and make the shelless Koopa kick the blue shell at you first. As well, near the end of the level, you can't eat the moving part of the end gates like you see in the demo either. I don't know whether you did this to make the level easier or something, but I just found it weird.
Eh. Thing is, I couldn't use the dummy things I used in the demo there - they don't work right in actual play. Believe me, I would've if I could've. The reason I got rid of the sawblades it to prevent glitches - you can kill them by sliding which produces a graphical glitch. A few parts I felt would be too frustrating to be in the actual level - namely, I put more shells down and put a barrier preventing the shell from flying off if you miss at the area where you bounce a shell off the wall and bounce off of it to get up, and the part where a koopa kicks the shell and it hits the bounce thing and you use it to get to the final area. So yeah, there were changes on purpose; I wanted to keep the same spirit of the intro without allowing some of the things in that don't work if you explore on your own.

Originally posted by Karadur
Before I make any more comments about levels in the game, there's a couple things I noticed in the main overworld area (the one that you can look around by pressing Start when you're on it). There's a ladder leading up to a pool of water surrounded by grass or something, then there's a bit of the ladder after that, but it doesn't continue on to anywhere. Also, over to the right of that a bit, there's a tall, but skinny hill with a waterfall going down the middle of it, that has the left portion of a ladder on it about 1/3 of the way up There's also the largely unfinished section in the bottom right, but I won't say anything else about it, as I figure it's too big to be missed.
The overworld is far from done. I just did enough to make it work right. I'm pretty much using the same overworld as I used in Mario Legacy but with a few tweaks. Since I abandoned that hack when it got to the lower right area, that area in particular is poor.

Originally posted by Karadur
Harmony Island 2: After going to the right a bit, you come across a bird hanging on the ceiling. I'd like to suggest that you give it feet of some sort that are attached to the ceiling. It looks weird right now to see it just hanging there with seemingly no way of holding on.
That sprite hangs down one pixel, I can't fix it =/ Best I can do is put a tile over them with one black line at the top and nothing else. Should I do that?

Originally posted by Karadur
Secret 2 - Insane: Upon reading the level name, I thought it was going to be insanely hard, and now I'll just say I hope you make more levels like this one I was reminded of the Puzzle World you can access in McKids, if you collect every Puzzle Card in the game. There's stuff you wouldn't expect to see in the game there, and this level is quite like it as well. Very nice work on it.
Walk straight in to the pipe at the beginning Fission Mailed, anyone?
Karadur
Posts: 826/1192
I recognize some of those screenshots as well, and they all look pretty good, but I'm tempted to say something about the top-right one. Specifically, how there's two Marios on the screen at once, and one seems to have been split in half. I figure the one on the right, with the cape, is the one you actually control though. Also, whatever is in the item box looks quite curious as well

I'll do the same thing I do for commenting on most hacks these days, and that's to go through the levels, and comment on them as I play them. Note that due to the fact that most of the levels are done quite well, there are no visible glitches or other oddities in them, and I don't want to have to say 'There's no problems I could find in this level' too many times, I'll just comment on the ones I actually find stuff in.

Yoshi's Fortress: I must say, I was rather dissapointed to finally get up on top of the wall at the end of the right path and use the key to exit the level, only to find out that the Star Road star didn't go anywhere I'm assuming that's because this is only a demo though, so that's not a problem. Other than that, there weren't any problems I could see with any area in this level.

Secret 1 - Intro: Right off the bat, I noticed that there wasn't a sawblade at the beginning of the level, like there is if you watch the demo. Once you get over the hill, and past the Banzai Bills (nice trick to make the player get over the hill, by the way), all you have to do is run and jump to get over the black piranha plants, and not run back and make the shelless Koopa kick the blue shell at you first. As well, near the end of the level, you can't eat the moving part of the end gates like you see in the demo either. I don't know whether you did this to make the level easier or something, but I just found it weird.

Teacup Isle 2: What the second message box says it pretty neat, although weird at the same time. I tried doing that on the original SMW ROM I have, and it didn't work Nice addition to the game.

Before I make any more comments about levels in the game, there's a couple things I noticed in the main overworld area (the one that you can look around by pressing Start when you're on it). There's a ladder leading up to a pool of water surrounded by grass or something, then there's a bit of the ladder after that, but it doesn't continue on to anywhere. Also, over to the right of that a bit, there's a tall, but skinny hill with a waterfall going down the middle of it, that has the left portion of a ladder on it about 1/3 of the way up There's also the largely unfinished section in the bottom right, but I won't say anything else about it, as I figure it's too big to be missed.

Harmony Island 1: This isn't so much a problem, but am I the only one that thinks the Eyetites sort of look like headcrabs from the Half-Life series? They still look neat nevertheless

Harmony Island 2: After going to the right a bit, you come across a bird hanging on the ceiling. I'd like to suggest that you give it feet of some sort that are attached to the ceiling. It looks weird right now to see it just hanging there with seemingly no way of holding on.

Secret 2 - Insane: Upon reading the level name, I thought it was going to be insanely hard, and now I'll just say I hope you make more levels like this one I was reminded of the Puzzle World you can access in McKids, if you collect every Puzzle Card in the game. There's stuff you wouldn't expect to see in the game there, and this level is quite like it as well. Very nice work on it.

Those are all the things I have to say about this demo. Altogether, it's quite good, and I enjoyed playing it

One last thing, that I don't know if you really mind or not, but if you want to remove that blank space between the text and table of pictures in your post, type all the code for the table on one line. Sure, it'll take up more than one line in the Reply box when it's finished, but just don't put each different tag on a new line
Agent Firebert
Posts: 2/3
I remember some of those.....
Alastor the Stylish
Posts: 5164/7620
Two worlds done.

Atma X is hosting this because Freewebs sucks. Let's all give a round of applause to Atma X.

To anyone who has noticed that I have put out two demos before this one and they were both called Demo 1 or a variant of it, I would like to preemptively say that I think I'd remember something like that, and that you're a huge liar.

Here are screenshots, because I know you want them.


And here is where you can get it: http://home.comcast.net/~atma-x/Marios_Return.zip

EDIT: Oh yeah, and... I was hoping to wait until the Solar Soundtrack demo came out so I could hopefully make the music in the second world lower and slower, but no. Hint hint, blackhole, the eighth of february was awhile ago... Anyway, when playing world two, just imagine the music being slow and depressing.
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