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05-18-24 08:33 AM
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Acmlm's Board - I3 Archive - SMW Hacking - New Screenshots of Mario's Awakening New poll | |
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Ramon

Bullet Bill


 





Since: 11-25-05

Last post: 6298 days
Last view: 6298 days
Posted on 11-04-06 09:52 AM Link | Quote
Ok... last time my hack was really bad. I've improved since then, I hope.
It's my first hack. The name is Mario's Awakening, and the story is that Mario awakens in a forest, and doesn't know what he did there. He searches for the answers for his questions. In the first castle, however, he finds out Peach has been kidnapped by Bowser again (typical story ).

You'll remember some of the parts.


Title screen.


Intro text.


Main overworld.


Part of the first level.


Another level in the first world.


Auto-scrolling tide level.


One of the toughest levels in the first two worlds, Castle 1: Lava Heat. Rising lava AND fireballs to avoid! (I have lava on layer 1 and the foreground on layer 2 and Layer 2 Falls, so the fireballs work too.) I'd have Mario's palette changed for this level too, but it just doesn't work.


First World ghost house.


How'd you pass here...


A trap


Icy Dungeon 1. I'd have his palette for here changed too, actually.


ON-OFF controlled blocks .


Part of the dungeon river maze.


Hm, how do you get up there?


Danger! Steep slopes! You easily could fall into the water below then you have to swim back.


Dark dungeon . Very dark.


Black holes . But the animated lines look strange. I'm going to get them better...


Beginning of Spike Fortress .


Another part of Spike Fortress.


Another part of Spike Fortress, after the midway point.


If you don't get two stars here, you're likely to fail here .


Ceiling crashes down!


Hm, how do you get the key...??


Coins to the rescue!


Jumping into the black hole is the only way to go on.


Transition. What awaits Mario in the black hole...?


He gets sucked. Into his doom...?


This pic looks plain, but Mario gets pulled by the force of the black hole to the left, then down.


The black hole spits Mario out.


Dungeon Overworld. Still looks a bit plain, gonna fix that.

So... that'd be it for now.

Comments and critizism will be appreciated.

And, about the ExGFX, don't just say "Use more ExGFX", I've heard that often enough already. I know it and I'm going to insert some. The reason why I have got none until now is, that I finished most of the levels already before I noticed hacks were not really good without ExGFX. I was just too lazy to redesign the levels . Forgive me .
darkwitch

Red Cheep-cheep


 





Since: 10-16-06
From: Puerto Rico

Last post: 6298 days
Last view: 6298 days
Posted on 11-04-06 12:00 PM Link | Quote
Looks very good, the level design seem perfect, it makes me want to continue the hack I discontinued a week ago...

Keep up the good work

Now, I would like to see some more work on the title screen, the title graphics could be made better by using exgfx...
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6299 days
Last view: 6298 days
Posted on 11-04-06 12:14 PM Link | Quote
Heh... This looks quite nice. Let me see... The title screen is very plain. You could spruce it up a bit by creating a logo (Like the one in my signature, except with less suck).

The overworld looks VERY good. My only complaint is the lack of anything newly drawn, but it's still really nice looking.

Lava castle... you used my idea (of course, I was going to use sludge, not lava...)
Of course, since it's my idea, I think it's brilliant

The on/off block area looks really difficult. I could see many failed attempts already... maybe you should lower the level of the blocks 1 or 2 tiles so you have some room to jump and/or breathe.

Dark dungeons looks nigh impossible to navigate You might want to make it at least a little bit lighter...

Black hole idea is spiffy. Though technically, a black hole would absorb even light, making everything around it pitch black, but this is Mario, not physics class

Spike fort looks stupidly hard. One suggestion I may give is to avoid blind traps at all costs, such as that screenshot with the red switch blocks and many falling spikes. It seems like as soon as you get up there, Mario has to dodge, either by falling right and restarting to god-knows-where, or the U-jump you'd have to do, which most people not cheating won't have the reaction time to keep up with.

For the invulnerable spike area, might I reccommend the player putting a star in their reserve, and having to use it instead of finding another star within the maze? Keeps them on their toes...

If it involves a glitch to get that key, that's a big no-no. You shouldn't ever have to use a glitch to get anywhere in a game. If it's not a glitch, of course, carry on

And heh, more physics-defying black holes

Your ice cave screenshot looks nice as well. I don't have anything especially good/bad to say, however.

Overall, I would play this. Please, keep up the nice work so far.
Ramon

Bullet Bill


 





Since: 11-25-05

Last post: 6298 days
Last view: 6298 days
Posted on 11-04-06 12:39 PM Link | Quote
Originally posted by Tatrion
Heh... This looks quite nice. Let me see... The title screen is very plain. You could spruce it up a bit by creating a logo (Like the one in my signature, except with less suck).

I'm on it

Originally posted by Tatrion
The overworld looks VERY good. My only complaint is the lack of anything newly drawn, but it's still really nice looking.

Thanks, spent some time on it, renewing it every time.

Originally posted by Tatrion
Lava castle... you used my idea (of course, I was going to use sludge, not lava...)
Of course, since it's my idea, I think it's brilliant

Sorry

Originally posted by Tatrion
The on/off block area looks really difficult. I could see many failed attempts already... maybe you should lower the level of the blocks 1 or 2 tiles so you have some room to jump and/or breathe.

Yeah, after I played this level again, I noticed it. I'll change it right away.

Originally posted by Tatrion
Dark dungeons looks nigh impossible to navigate You might want to make it at least a little bit lighter...

Hm, strange. In Lunar Magic it's as dark as in the screenshot, but when you play it, you can see it brighter for some reason...

Originally posted by Tatrion
Black hole idea is spiffy. Though technically, a black hole would absorb even light, making everything around it pitch black, but this is Mario, not physics class

It's probably a Mario-styled black hole .

Originally posted by Tatrion
Spike fort looks stupidly hard. One suggestion I may give is to avoid blind traps at all costs, such as that screenshot with the red switch blocks and many falling spikes. It seems like as soon as you get up there, Mario has to dodge, either by falling right and restarting to god-knows-where, or the U-jump you'd have to do, which most people not cheating won't have the reaction time to keep up with.

Changed, I deleted 3 spikes. So if the player gets hurt anyways, he knows which places are safe.

Originally posted by Tatrion
For the invulnerable spike area, might I reccommend the player putting a star in their reserve, and having to use it instead of finding another star within the maze? Keeps them on their toes...

Glad I get a better idea, thanks

Originally posted by Tatrion
If it involves a glitch to get that key, that's a big no-no. You shouldn't ever have to use a glitch to get anywhere in a game. If it's not a glitch, of course, carry on

I made a secret way to an even higher platform before this place, and there you can fall down into a small (black) hole. There you might think, you can't get up again, but you can go left, then Mario goes behind the wall. He falls down to the key. On the right there's an exit.

Originally posted by Tatrion
And heh, more physics-defying black holes

Thanks to Blocktool, it was possible, although the Movement up blocks don't really work.

Originally posted by Tatrion
Your ice cave screenshot looks nice as well. I don't have anything especially good/bad to say, however.

Yeah, I love mazes and secret connections between the levels on overworlds.

Originally posted by Tatrion
Overall, I would play this. Please, keep up the nice work so far.

Probably a demo would be released soon .
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6343 days
Last view: 6343 days
Skype
Posted on 11-05-06 01:38 PM Link | Quote
For use of the word Glade, I applaud you. My only suggestion is fix the pallette on the dungeon overworld. That lower blue part looks a bit tacky, even if it is ice.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 11-08-06 11:19 AM Link | Quote
Originally posted by Tatrion

If it involves a glitch to get that key, that's a big no-no. You shouldn't ever have to use a glitch to get anywhere in a game. If it's not a glitch, of course, carry on



What's wrong with glitches? I think having to use glitches to progress can be really fun! Of course, I agree that requiring the player to know some obscure glitch to progress normally is extremely evil, but what's the harm in requiring a glitch for a secret exit? Also, if the glitch is explained in the game, it can lead to interesting scenarios that would take very complicated ASM hacking to achieve otherwise. Basically, my point is that, when done right, glitches can be an interesting addition to a hack.
Chef Stef^n
Newcomer


 





Since: 10-09-06

Last post: 6335 days
Last view: 6300 days
Posted on 11-09-06 12:54 AM Link | Quote
Yeah, I think glitches add something unexpected to the game. They can easily make puzzles more interesting. I would oppose "pure" glitches, like forcing a player to squeeze into the floor or a wall, but I think most of the glitches people tend to use can be called "obscure properties". Examples: getting yoshi wings by letting a yellow koopa hop back into its shell, having a blue shell-less koopa continuously kick a shell, etc.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6303 days
Last view: 6298 days
Skype
Posted on 11-09-06 01:24 AM Link | Quote
I was just playing SMB:TLL DX (Pac), and I found a bunch of glitches. One was where when I killed Lakitu with a fireball, I could fly around in an invisible cloud. Another one is where the Bullet Bill shooter was on the ground, and I had a shell bouncing in between it and the base of another BB shooter. I got 99 1-ups doing this, because I got a 1-up every time a Bullet Bill was shot, and the shell hit and killed it.
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