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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 - Demo of my first ever facelift (plus shots!)
  
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Clockworkz
Posts: 1143/2002
I got it. I'll comment on it later; I'm converting my mp3s to AACs on iTunes right now
EDIT:
Alright, lesse here:
[nitpick]
Level 2 was a bit... sparse. It just seemed way too easy and short.
The Tower was also too short and even easier.
Make the Armada level an auto-scroll level, with the secret exit hidden in a pipe somewhere.
Try to find the offset that modifies the amount of hits Big Boo can take. After all that "trouble" of finding Boo, At least have him put up a fight.
[/nitpick]
Robin
Posts: 15/35
The web server had a power outage, but it's back up now, guys.
Clockworkz
Posts: 1139/2002
...I can't download it. The Internet God must be unhappy with me
mikepjr
Posts: 77/242
One thing i need to know. Why dose the link not work?
AkenatensHope
Posts: 27/62
I thought so, I just wasn't sure.... thanks
Robin
Posts: 14/35
Thanks for your feedback guys, much appreciated!
I'll be assimilating a lot of your points, so please look forward to future releases.

Sorry AkenatensHope, but once you've beaten Big Boo, that is where the demo ends.
AkenatensHope
Posts: 26/62
neither exits lead anywhere for me and my friend... (in the armada) we couldn't play any after it....
Handish2000
Posts: 51/71
Hee hee! I found a secret exit in the Armada... it doesn't lead anywhere though.
Nice hack!
Kario
Posts: 456/2082
I dont have to expand it do I? I cant believe I am saying this, but I cant get the IPS to work, its all glitched.
Golden Yoshi
Posts: 92/693
I just finished the demo. For your first demo, this is pretty good. There are obviously some things you still have to work on, such as the title screen and overworld, but this is what I thought of the new levels:


Back to the Start: Nice SMB1 gfx. Although I've seen plenty of SMB remakes before, this was still okay. Maybe instead of using the regular goal to clear the stage, you can use ExGFX to replace the goal sphere with the flag, that way you have to touch the actual flag to clear the level. Or, and I like this idea better, you can use the Standard Exit custom block (use Block Inserter) to make the flag an object instead of a sprite.

Dark Woods: Nice design, and great dreary colors. Here's a tip for the cave portion for the level: Use corner tiles for the cave ground. These tiles can be found in the Extended Objects 3C - 3F.

Big Boo Tower: Generally good, but a bit too short. I did like the sudden message by Boo though.

Big Boo Armada: Again, generally good, but you may want to work on the palettes for Eerie, they don't look that great. Eeries' colors can be found on palette E, colors 3-6. Also, I noticed you didn't change the Big Boo boss level. The Big Boo Boss is the most flexible boss to modify, so you should take full advantage of that.

Okay, that's all I have to say. Again, very nice job! I'll look forward to seeing more from you!
asdf
Posts: 138/303

Badass. Simply. Badass.

Dark Woods:


Nice.

Big Boo's Tower:


Eh.

Big Boo's Armada:


Great! Time to download!
Smallhacker
Posts: 284/2273
There's no problem in changing status bar colors as long as
1) The text is readable
2) It looks the same in every level (or special themed palettes, like red in a volcano and blue in the ocean) The most important is that it doesn't look random.
blackhole89
Posts: 218/971
Well, the airship level looks near perfect, and I personally don't have anything against the forest BG's palettes, too...
I just can't understand why anyone goes havoc on changed status bar palettes. I have no problems with it unless it becomes ugly/unreadable (that, for instance, happens when the border and inner colour of the glyphs don't strongly differ from each other).

I'll try it out as soon as I can, meanwhile...

Have fun,
Blacky.
Sendy
Posts: 44/93
SMB1 bricks have to have that white line on them...
JJ64
Posts: 738/919
It's not a real bad status problem. It's easy to ignore. However, the coin should be darker.

At any cost, it looks like a pretty good hack...

*Downloads*
Keikonium
Posts: 274/-2459

This level looks cool. Well done. The only thing that I keep bringing my eye to is the white lines on the top of the brick blocks.

I love forest levels. The FG palette is very nice, however the BG palette isn't all that great. You should put lighter colors in the front then they get darker as it goes back.

Regular looking level. Its nice tho.

I like this level. It looks very well done. Good idea with the mist and the YI BG. It gives it depth and looks like the ships are in the air. The only problem I see is the item box is gray and the coin is way to bright for the level.

Over all these shots look cool. I will d/l your hack and try it out. good job.
LordL
Posts: 15/29
It looks pretty good!
I especially like the look of the first level!
AkenatensHope
Posts: 24/62
After My friend and I beat Big Boo's Tower, I tried to go back to a previous level and got stuck in between lands, bad glitch..... had to reset the game...
Heian-794
Posts: 267/896
The last one loks nice. I like the status bar there; how about making all the coins silver?
Cruel Justice
Posts: 183/1384
1rst: Uber Retro! Teh 1337est level I have eva seen!
2nd: Nice lighting, no apparent glitches
3rd: Neat object placement
4th: Nice concept! Looks like the airplanes are far above the ground!
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Acmlm's Board - I2 Archive - Super Mario World hacking - Demo of my first ever facelift (plus shots!)


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