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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 - Some screens of my hack: SME [no demo]
  
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Keikonium
Posts: 735/-2459
Thanks once again everyone.

Kratos Aurion:

Thanks for pointing that out. I will try and fix that. You are talking about the sunnyside (4) connecting to the forest right?

Juggling Joker:

Whats wrong with my message box! I personally like it, and thats what counts right?

Darkmatt:

Thanks!

Mariokoolguy:

That is true, I probably shouldn't have said them all because now when the demo comes out people will know where all the worlds are.

Aioria:

Glad you liked the levels. And the flames are sprites, but Im in the process of making them so you dont squish them when jumped on like they do now.

The lava cave, you will understand when you see the events. It has tall pillars that rise up so you can progress through the levels. I could make a lake but then it wouldn't give the effect of a deep pit. I will try it and show a shot sometime today tho.
Yes the bowsers map is a bit empyt, but its only because I have layer 1 disabled. I have skulls leading to bowsers place and mushrooms from SMB3. They are on layer 1 so you can't see them in the shots. This is the same with every submap. It will look better believe me.

EDIT:

Here is a shot of three submaps. Aioria the lava one shows the events so you can see what I was trying to do there. Click Here
Aioria
Posts: 1130/1567
Now that im unbanned i'll be able to comment your hack's pics

-level comments:

I really loved your level screenshots, I have no complaints.
Btw, are those flames in the lamp of the castle screenshot sprites or extended animation?


-ow comments:

the main overoworld looks good, but some of the submaps aren't OK.

My suggestions:

-in the cava with 'lavafalls' the lava are going down from the wall and they suddenly disapear in the ground. Heres a design tip: never do this. When making a waterfall or one with lava always make a 'lake' down the waterfall. That water has to go somewhere, after all.

-the bowser land submap is a bit bland. Add more details to it, use exgfx to make skulls, or less cliched gfx like candles, etc.


Overall this hack looks excellent. I can't wait to try it. You just needto fix some of those ow problems and it will be ok.
Mariokoolguy
Posts: 28/56
More worlds means more fun! Thats what my mind says.
Darkmatt
Posts: 139/212
I WANT TO PLAY THIS HACK!
Juggling Joker
Posts: 303/1033
I don't know what the hell you were thinking with the new item box. Everything else looks fine.
Alastor the Stylish
Posts: 2391/7620
Oh man... Looking at that overworld makes me dizzy... The water and things sticking up from the water are not equal, it gives it a very odd feel and it's disorienting...
Keikonium
Posts: 734/-2459
You want some overworld shots? Well, here is the entire OW (Edit: Layer 1 disabled so no secreats are reveled), and all the submaps. The picture is large so it will be a link:

Click Here

Here are the areas as indicated by the numbers (BTW, my hack looks best when the monitor is at full brightness):

1. Chestnut Island (3 lvls+1)
2. Plains (2 lvls+2)
3. Seafoam Islands (5 lvls+1)
4. Sunnyside (6 lvls)
5. Plum Island (6 lvls+1...)
6. Hidden Submap (10 lvls+1)
7. Bowsers World (9 lvls+2)
8. Submerged Cave (6 lvls+1)
9. Submap (forgot name) (7 lvls)
10. Petrified Forest (11 lvls+1)
11. Special World (6 lvls)
*12. Ghostly Waters (4 lvls)

* The left-topmost area on the main overworld.

There are approximatly 79 levels in my hack give or take one or two. The +1, +2 are the levels from Special World that go with each world. You would have to play the hack to fully understand what I mean. I have some secret levels that, as of now, are only accessable by cheats, but most will not be that way in the final version (only 1 will...). Hopefully you like this OW, I have changed it 3 times already.
ExKay
Posts: 290/1114
Very very nice screenshots, I liked how you ripped GFX from YI and I can't wait to play that hack, but please correct some palettes like the mushroom house, because it looks ugly for me.
All other than that, I can't wait for the demo.
hhallahh
Posts: 380/607
Wow.. that looks really good. I'll look forward to this one.
Mariokoolguy
Posts: 24/56
Later post more screens of The overworld.I think it will look good.
asdf
Posts: 202/303
Good job, but you need to fix the "ghost" effect on some of the enemies in certain screens.
Heian-794
Posts: 480/896
Wow, this really does looks excellent. Innovative use of color with all the forest greens and such. Looking forward to it!
Keikonium
Posts: 723/-2459
Thanks guys!

I will probably release a demo as soon as I fix up the title screen (which has messed up palettes), I need to add some enemies to some levels, work out some glitches, and do one or two levels. This week and next week are very busy for me so it will probably be in the next 3 weeks, probably the end of the month, but dont hold me to that.
knuck
Posts: 777/1818
AWESOME screenshots! (too many, though)
Any release date?
High Flyin' Ryan
Posts: 53/136
It looks like a good hack :-D
Mariokoolguy
Posts: 21/56
I like screen 4.Mixing SMW with YI and SMB3 looks very good.I also like Screen 13.Those little glass bulbs are from SMB3.
cpubasic13
Posts: 621/1346
Screen 5 caught my attention. Usually the ground is just dirt but you added something I would never even think of: rocks.

I like how you used the Yoshi's Island graphics. There are status bar problems, but I don't care. As long as the gameplay is good, I don't mind.

I also like the message box. Really creative there.
Smallhacker
Posts: 591/2273
Looks nice.
As for your SS 11 question: Have you tried to play around with the Layer 2 Initial Position? If that won't work, try to edit stuff in the "Change Other Properties".
Keikonium
Posts: 722/-2459
My new hack, SME, which stands for Super Mario Era, is comeing along nicely, IMO. I am soon going to release a demo, just looking for glitches and need to do one or two levels. I have some screens to show, not many, but hopefully you guys like them. I have pixel shots (shots right from the game) and I have those same shots with that smoothing filter on.

Pixel Shots:
Pic 1
Pic 2
Pic 3
Pic 4
Pic 5
Pic 6
Pic 7
Pic 8
Pic 9
Pic 10
Pic 11
Pic 12
Pic 13

Smooth Shots:
Pic 1
Pic 2
Pic 3
Pic 4
Pic 5
Pic 6
Pic 7
Pic 8
Pic 9
Pic 10
Pic 11
Pic 12
Pic 13

I know the shots aren't very active, but I still need to put in many sprites. This thread is mainly so I can get my ideas out there. And in Pic 11 how do I get the BG not to move up the screen like it shows in that shot? Thanks and hope you like these
Acmlm's Board - I2 Archive - Super Mario World hacking - Some screens of my hack: SME [no demo]


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