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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 - I have returned... with Screenshots! | |
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Schwa

Green Birdo
The Embodyment of Good,
infused with the Living Assets

"Alpha Psibeam!" (echo effects)

Level: 66

Posts: 1025/2214
EXP: 2457091
For next: 4760

Since: 04-25-04
From: Spanaway, WA

Since last post: 1 day
Last activity: 13 hours
Posted on 12-25-04 05:51 AM Link | Quote
Hi guys! You may refer to me as "a SMW hacking nOObie", since I just started hacking the game for the first time a few days ago. But already I have finished a good four normal levels, a Switch Palace and a Koopa Castle. I'm starting this thread to show you my work in progress.


This is the first World Map. I found it quite fun to edit event paths.


W1-1, Intro Islands. Here is Red Yoshi talking to you after you feed him 5 ParaGoombas.


W1-2, Craig Tides. The water level rises and sinks. In the origional, there was only one level in the game that did that-- in this hack, there's gonna be at least 2.


W1-3, Gold Dino Mine. The level is VERY short, UNLESS you take Yellow Yoshi near the end with the Purple Shell. Then you can play the 2nd half of the level and try unlocking Earth Palace, a hidden level.


Earth Palace, a.k.a. Yellow Switch palace. Looks different, eh? Told you I was having fun with this editor. The four ! palaces are Earth (yellow), Air (green), Fire (red) and Water (blue).


W1-4, Koopa Crossing. Dig this; an autoscroller with Super Koopas bombarding you half the way through! It was my first Autoscrolling level I've made, one of many to come.


Koopa Earth Tower. It's got two areas that you switch off between. This has to be the most tight level I've made so far.

All this in 3 days. Muhuhaha. So, brothers and sisters in Rom hacking, what you think? Good, bad? All I'd really like is some pro advice in SMW hacking, ya know, from you experienced SMW hackers that hang around here... Soon I'll be one, don't worry.

Thanks. --Schwa
Luigi-San

Melon Bug
Level: 42

Posts: 118/736
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Since: 03-20-04
From: Mushroom Kingdom

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Posted on 12-25-04 06:36 AM Link | Quote
And now for my two cents:



That Red cave dot shouldn't be revealed until you beat Craig Tides.
There's no edge on the left side of the island.



I don't see anything wrong with this.



Or this.



Or this.



I don't like that you used the "tissue" bg piece from Ludwig's castle. It doesn't contrast with the actual BG.
Should that dragon coin really be that close to the spikes?



Nothing wrong here.



Or here.

A couple final words of advice:

Make each world have a different theme (sky, ice, forest, etc.)
Don't put cape feathers in the early levels.

PumpkinPie
Boo! I'll scare your dad!

Big Boo
Pretend Moderator

All hail the Pumpkin King!
Level: 47

Posts: 23/1158
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Since: 12-05-04
From: Halloween Town
Treats: Many
Tricks: Oh yes

Since last post: 2 days
Last activity: 8 hours
Posted on 12-25-04 07:28 AM Link | Quote
You claim to be a n00b, eh?
These are quite impressive. That could just be because you haven't tampered with ExGFX yet, or you could have natural talent...

Screen 1: Nice overworld. I like it.
Luigi-San, I think the side of the island isn't shown because the screen is centered on Mario, and Mario is too far to the right to see that side .

Screen 2-4: Nothing wrong here.

Screen 5: That background tile thingy does seem a little out of place. You might want to add blocks or something to be like a 'border', otherwise it doesn't make sense floating there alone. Nice place for a dragon coin. Not too hard, but takes a little effort to get it unscratched.

Screen 6: Yep. Lookin' good.

All I have to say for advice is maybe try to have a common theme for all of the levels in one world, and try to add a border to the background tile in the castle. And, uhm...unless you want the game to be easy, try to lay off of the colored Yoshis until later in the game, otherwise one will be able to go to world one, grab a quick red yoshi, feed it, and Start + Select to bring it with them to any level they want!
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 2657/8210
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Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 12-25-04 07:56 AM Link | Quote
Originally posted by Schwa
You may refer to me as "a SMW hacking nOObie"

It's 'n00b' actually.



This is the first World Map. I found it quite fun to edit event paths.

Nice, but long paths are annoying and the lake looks stretched out. Also the black lines along the diagonal walls are kinda ugly.



W1-1, Intro Islands. Here is Red Yoshi talking to you after you feed him 5 ParaGoombas.

What, it doesn't pop up the message until he grows up? That could have some awesome implications. The level itself looks cool too.



W1-2, Craig Tides. The water level rises and sinks. In the origional, there was only one level in the game that did that-- in this hack, there's gonna be at least 2.

Awesome. Just be careful, those tide layers tend to lag the game.



W1-3, Gold Dino Mine. The level is VERY short, UNLESS you take Yellow Yoshi near the end with the Purple Shell. Then you can play the 2nd half of the level and try unlocking Earth Palace, a hidden level.

Nice. I like how the walls have a rounded look.



Earth Palace, a.k.a. Yellow Switch palace. Looks different, eh? Told you I was having fun with this editor. The four ! palaces are Earth (yellow), Air (green), Fire (red) and Water (blue).

Awesome idea! That BG bit does look out of place, though. You could maybe use ExGFX to make it look kinda like a wall, to give the idea that there's another path behind it that you can't get to. (Like if it were a wall, placed between the FG and BG, that just started there.)



W1-4, Koopa Crossing. Dig this; an autoscroller with Super Koopas bombarding you half the way through! It was my first Autoscrolling level I've made, one of many to come.

Nice, looks hard. I just hope it's not too hard for world 1. A LOT of hacks have that problem.



Koopa Earth Tower. It's got two areas that you switch off between. This has to be the most tight level I've made so far.

Looks awesome. I'd have to say you're one of the most impressive and creative n00bs I've seen.


(edited by HyperHacker on 12-24-04 10:57 PM)
Chris

Boo
Level: 46

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Posted on 12-25-04 08:46 AM Link | Quote
Nice hack. I see no problems with it at all. Oh and the first screen is my favorite.
Keep up the good work.
DurfarC

Beezo
Level: 33

Posts: 235/483
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Since: 09-04-04
From: Norway

Since last post: 20 days
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Posted on 12-25-04 04:39 PM Link | Quote
Ah, another great SMW hack coming up. Lets have a look...


Just a pleasure to look at. Just modify/delete the "water pond" on the right side of the level and it should look plain.


Looks good to be the intro level. Nothing wrong here.


Nice that you used the water function. Looks nice.


Nothing wrong at all.


LS, CP and HH mentioned it already. In my opinion, you should make the whole level with that background, since it's the Earth Palace.


Unusual, but good idea.


And good.


You can't call yourself a n00b anymore, this is very creatively done. Nice work, Schwa. I will play it when released.


Originally posted by CheesePie

Luigi-San, I think the side of the island isn't shown because the screen is centered on Mario, and Mario is too far to the right to see that side .


If it's remade from the original's Yoshi's Island, there are no scrolls.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

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Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
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Posted on 12-25-04 10:47 PM Link | Quote
Looking good, Schwa. What everyone else said, with the addition that the only real problem is the fact that the footprints in the message box look broken without the tops on them.
Chris

Boo
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Posted on 12-25-04 10:56 PM Link | Quote
Originally posted by Kyouji Craw
Looking good, Schwa. What everyone else said, with the addition that the only real problem is the fact that the footprints in the message box look broken without the tops on them.
Are they not suppose to look that way?
DurfarC

Beezo
Level: 33

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Since: 09-04-04
From: Norway

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Posted on 12-25-04 11:13 PM Link | Quote
Originally posted by Chris
Originally posted by Kyouji Craw
Looking good, Schwa. What everyone else said, with the addition that the only real problem is the fact that the footprints in the message box look broken without the tops on them.
Are they not suppose to look that way?


If you look close, you see that the top of the footprints are cut away.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 3937/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

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Posted on 12-25-04 11:15 PM Link | Quote
There are two more tiles to go along with those two that contain the tops.
Chris

Boo
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Posted on 12-26-04 01:14 AM Link | Quote
Oh. Heh, I didnt know.
Schwa

Green Birdo
The Embodyment of Good,
infused with the Living Assets

"Alpha Psibeam!" (echo effects)

Level: 66

Posts: 1026/2214
EXP: 2457091
For next: 4760

Since: 04-25-04
From: Spanaway, WA

Since last post: 1 day
Last activity: 13 hours
Posted on 12-26-04 03:46 AM Link | Quote
Okay... thanks guys. I suppose it's about time for me to learn the use of ExGfx... I've never used 'em before. But hey, I figured the rest out by myself... ExGfx should be no problem.

So the Earth Palace bg should be changed, eh? No problem, I've got a handy utility on my home PC that lets me draw custom 32 bit graphics in Bmp or Png form. (I got it of rpginfinity.com, in case anyone's interested...)

As for World themes, I've got it in mind already, but only Switch Palaces, Koopa Towers, Boo Houses and Fortresses will use those themes... with the occasional exception of maybe a few obvious worlds like Fire. World 2 is the plant world, or "Grove" world as it's called in the game... World 3 will be Fire, and I haven't worked out the rest yet.

Having Red Yoshi and Yellow Yoshi in the first two worlds won't make the game too much easier. Only Blue Yoshi makes the game easy, and he'll only be found in highly secret levels. In fact, Red Yoshi would actually make the game harder, since there will be parts where you take Yoshi to a ? block and fire the shell at it... Red Yoshi will not have a chance at hitting such an object.

As for the World Map, I actually think it's great the way it is... The only things I might do is change the colors a tiny bit, and perhaps move some of the level over to the right so it isn't cut off. The Red Dot I actually want there... however, what I believe I'll do is, instead of a path leading there, it'll be surrounded in rocks, which will disappear as levels next to it are completed.

Finally, yeah W1-4 is too hard. I'm putting some freebee power-ups there to make it a bit easier.

I think I'll take a look at some of the other SMW hacks that have been finished before I work too hard on this again... I kind of want to see what are in pro hacks. (Hey, I'm not thinking of stealing anyone's idea, though... I would never do that.)

One last thing: I have some questions. Is it possible to use ExGfx in the World Map? And also, I need to know how to create pro Autoscrolling levels, ya know, the ones that can go in all different directions, speed up or slow down, etc. I'm wondering if anyone has a list of what all the Autoscroll sprite commands do.

Thanks guys. I'm feeling proud to be in your community. --Schwa
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