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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 - 2 level demo: Mario's Return
  
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Alastor the Stylish
Posts: 2110/7620
That star isn't active. Reason being, there's no level back there yet so there's no reason to make it active.
Keikonium
Posts: 586/-2459
This hack is pretty cool, I loved that title screen demo! Using that shell like that was awesome!!

I played Yoshi's Fortress (first level) and got both exits.

****spoiler****


I got the boo blocks over to that wall, and got up to get the key. It revealed the star to the left of the castle. The thing is, the star doesn't work right. I can't warp on it, enter it, I can't interact with it in anyway.

****end spoiler****

Overall its a good hack, I can't wait to see some more levels!
Alastor the Stylish
Posts: 2100/7620
Alright. /me makes a mental note to credit GoYo for backgrounds
Golden Yoshi
Posts: 208/693
Need some backgrounds? Hmmm...there are some in my SMW+6 ROM you may like. There's a stone castle BG in there, which may be good for your first level, and others. I could give you the file via email if you would like, since I am no longer working on the hack. You can just peruse through it and extract the necessary files from mine to yours, you'll probably have to rework some of the palettes because of status bar issues, but I know you're good at that . Just let me know if you're interested.
Alastor the Stylish
Posts: 2081/7620
Originally posted by Escherial
There just seems to be a bit of space between one puzzle/enemy and the next. It's not necessarily a bad thing, but I suppose I'm more used to hacks where they kept things coming at a pretty steady rate. For instance, in the second level, you come out of the pipe and then walk a bit before the turtle-shell + blue koopa in the hole puzzle. In the first level when you're going to the left a ways, there's quite a lot of jumping with only Eeries to deter you. Most other hacks would have more enemies, etc. in the way.

Of course, it's a way-early demo, so I can understand that there's still a lot of tweaking left to do.

Oh, also, Big Boo (the boss version) is apparently incapable of hurting Mario; I tried jumping into him a few times, but nothing happened. Is that the way it's always been or is there something different about your hack?

EDIT: I got the castle secret, too, Akmlm


Well. The thing about that is that they're early levels, and I'm going for a sloping difficulty thing. And you never have to just run a long ways with nothing happening. The reason for the space before the puzzle in Teacup Isle 1 is that those invisible solid blocks would glitch if there were too many sprites there, so I solved that by not having sprites on the left, and the enemies on the right can't make it past certain gaps. Since I used so many, I couldn't have the message box too close, but I also couldn't not have it at all because it's never specifically mentioned elsewhere that you can drop a shell by holding down so some people wouldn't be able to solve that... So there's a sizeable area with nothing between the puzzle and the message blocks.
Escherial
Posts: 51/90
There just seems to be a bit of space between one puzzle/enemy and the next. It's not necessarily a bad thing, but I suppose I'm more used to hacks where they kept things coming at a pretty steady rate. For instance, in the second level, you come out of the pipe and then walk a bit before the turtle-shell + blue koopa in the hole puzzle. In the first level when you're going to the left a ways, there's quite a lot of jumping with only Eeries to deter you. Most other hacks would have more enemies, etc. in the way.

Of course, it's a way-early demo, so I can understand that there's still a lot of tweaking left to do.

Oh, also, Big Boo (the boss version) is apparently incapable of hurting Mario; I tried jumping into him a few times, but nothing happened. Is that the way it's always been or is there something different about your hack?

EDIT: I got the castle secret, too, Akmlm
Kario
Posts: 518/2082
I liked it, of course I have played those levels before. Anyone else get the secret in the castle?
Alastor the Stylish
Posts: 2079/7620
Sparse? How so?
Escherial
Posts: 50/90
Downloaded it, played it, and I must say that I'm impressed. I really like the inventive use of shells, especially in the title screen demo. Also, the level design is a bit sparse, but generally interesting. Excellent graphics, too.

I can't wait to see more on this, Kratos.
Alaric
Posts: 58/72
Woohoo! (12:15:00 AM: Downloaded)
[EDIT] Nice Title Screen... [/EDIT]
[EDIT ID="2"] Nice Map as Well... [/EDIT]
I like the graphics so far,
the first battle isn't too bad either...
Nice ghosts. :-P
Nice font as well..
Nice use of sprite-only blocks...
Nice goomba replacements...
(12:32:00 AM: 2-Level Testing Complete)
I Like it.. Can't wait to see more!
Alastor the Stylish
Posts: 2077/7620
Yes, I know it's just two levels. But I've done a lot of work on these two levels One thing I *haven't* done is cave GFX, though. I'll get it done soon enough, I just... Don't have any ideas on what to do for it...

As for backgrounds: I know I left them alone. I can't do backgrounds. I just can't. I cannot construct backgrounds. Backgrounds are an art far beyond my comprehension. And so on. If someone would be willing to contribute, that'd be nice and appreciated.

... Anyway.

This is about the time I link you here.
Acmlm's Board - I2 Archive - Super Mario World hacking - 2 level demo: Mario's Return


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