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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 - SuperImotoWorld-e+ [Screenshots][Tentaitive Title] | |
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KawaiiImoto-e

Hammer Brother
Level: 49

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Since: 03-15-04
From: In my own little complicated dreamworld

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Posted on 07-23-05 02:49 PM Link | Quote
As some allready guessed, I'm working on a SMW-hack also. Wanted since the release of Demo World TLC, but now, I finally came around to it.

It's nothing that great, and the first few levels do not spot any ExGFX at all.

Last errors I spotted and palette issues solved and please try my Demo.

Screenshots (in order of appearance):

Overworld

Mushroom Kingdom

The black square in the middle is fixed, and yes, it looks plain.... but. that's not all.


That looks better, doesn't it? I may change that, thanks to a suggestion from Kawa-chan.

Levels

Mushroom Kingdom

The old Yoshi House.

Lets-a go!


Left & Right


EOF


(edited by KawaiiImoto-e on 07-24-05 04:34 AM)
Omega45889

Panser
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Since: 03-22-04
From: Vancouver Canada

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Posted on 07-23-05 07:00 PM Link | Quote
Looks boring, uninspired, and irritating to play. I know im being brutally honest, but please, there are so many hacks already. You have to do something special to have something cool and origional... not just add a few hard jumps in.
Ikuzou

Cheep-cheep
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Since: 05-24-05
From: Japan

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Posted on 07-23-05 07:05 PM Link | Quote
Omega:
Hey! That was, like sooooo flaming.

Imoto:
Your hack looks good. I like how the 2nd OW turned out.
And the idea of using the supmap as the map of the ship.

The levels look interesting and pretty challenging to play,
but it needs some ExGFX.
Only just some of it makes it much better.

Oh yeah, Is there a storyline?
I'd like to see it.

Keep it up. I like it.
Golden Yoshi

Pokey
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Posted on 07-23-05 07:41 PM Link | Quote
I don't think the ship submap looks particularly good. It seems to be in many sporadic pieces and doesn't really resemble the shape of a ship. I'd recommend organizing it a little better, plus the palette of the pipe on top of the submap needs work.

The level design is looking pretty good. The levels do still resemble the originals (Yoshi's Island 1 and 3 particularly). You definitely will want to change it up a bit so they don't look like the original levels which we've all seen umpteen times. Just some little FG/BG type and/or palette tweaking will go a long way in making the level have a whole new feel to it. There are a couple minor errors with your positioning of objects. The goal gate on the clouds usually doesn't look that great, since the outermost edges of the gate float above the clouds. Those ledges floating on top of the ? blocks look funky also. Whenever you place objects on top of each other, they should be on flat surfaces that way you avoid these types of errors.

The status bar item box looks pretty good on the other hand, nice.

Needs some work but I think you'll be able to pull it off.
fabio

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Posted on 07-23-05 09:51 PM Link | Quote
Looks great but at the beginning of Let's-a Go!, it feels like the beginning of Yoshi's Island 2 where you kill all those red koopas with a shell that gives you a 1-up if you do it right. That's the only thing I see that looks like the original.
Chris

Boo
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Posted on 07-23-05 10:13 PM Link | Quote
It looks like it's comming along nicely to me... It needs a little work here and there. Other than that, it looks good.
KawaiiImoto-e

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Posted on 07-23-05 11:16 PM Link | Quote
Thanks for the suggestions, Golden Yoshi, I gonna fix those.

fabio, it looks like it, but it certainly aren't just altered level, as I once read in a tutorial, it's best to erease the hole level, and that's what I just did. It's coincidence.

About ExGFX, I'm not so sure about that one, may a basic FG / BG replacement, nothing extraordinary.. but what to use?


Ah.. I got my SNES back.. time for some real testing ^^
Glyph Phoenix

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Posted on 07-24-05 02:17 AM Link | Quote
If you fixed all the glitches and fixed the godawful palette, the airship might be nice. But that's the only thing I've seen so far that looks even remotely interesting from these screenshots.
PumpkinPie
Boo! I'll scare your dad!

Big Boo
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All hail the Pumpkin King!
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Posted on 07-24-05 07:01 AM Link | Quote
All right.

In the second overworld shot, what is that woman doing there? It is quite, quite, out of place.

Other than that, the level design seems okay for the most part, but you might want to consider stretching your boxes and items out. They seem scrunched up. For example, elevating the boxes three spaces off of the ground, as opposed to two, makes it so that big mario has to jump to hit it, rather than just tap the button and not even move off of the ground.

Yep, seems okay.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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From: Canada, w00t!
LOL FAD

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Posted on 07-24-05 12:34 PM Link | Quote
Nice, but looks too much like the original SMW. The overworld, especially, needs to be reworked.
KawaiiImoto-e

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Posted on 07-24-05 01:32 PM Link | Quote
Thanks for the commets.
I'll spacen things up, to three Block gaps, and some ExGFX and new Yoshi's Island Submap.

in the meantime, you may consider to try my Demo of my Hack.
asdf

Cukeman
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Posted on 07-24-05 02:57 PM Link | Quote
01) Bears an uncanny resemblance to the original Yoshi's Island submap...
02) Actually, no. The pallete and the perspective are out of wack. The woman in the top left looks fine, albeit horribly out of place.
03) The goal post looks like it's hovering. No biggie, though.
04~09) Nothing wrong here.
10+11) That ? block looks out of place, as does the cliff segment above it.
12~18) Nothing wrong here.

And I also agree with Hyperhacker that this looks too much like the original.
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