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05-18-24 11:30 PM
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Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6308 days
Last view: 6299 days
Posted on 08-30-06 07:02 PM Link | Quote
This is a demo of my new project "Super Baby Mario World". It consists of 9 levels.

Screenshots: http://www.freewebs.com/terencev1/hacks.htm
These are old pics. A lot of things have changed since then.

Known Gliches

At the castle and ghost house entrance when Mario gets off Yoshi,
he lands back on him due to me editing out the spin jump. He actually dosen't take Yoshi in the castle.
Just skip the entrance's and all will be well.

Also it might be a little hard to tell small baby Mario from big baby Mario. I'm working on that now.

Enjoy and report any other bugs

Attachments

Super Baby Mario World Demo.zip (209138b) - views: 96
Luigi-San

Ptooie
ZOMG Wii is teh pwn


 





Since: 11-18-05
From: The Mushroom Kingdom a.k.a Buffalo, NY
Wii: Yes

Last post: 6300 days
Last view: 6300 days
Skype
Posted on 08-30-06 09:34 PM Link | Quote
Originally posted by Link2006
At the castle and ghost house entrance when Mario gets off Yoshi,
he lands back on him due to me editing out the spin jump. He actually dosen't take Yoshi in the castle.
Just skip the entrance's and all will be well.


Or you can just avoid using Yoshi altogether
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6308 days
Last view: 6299 days
Posted on 08-30-06 10:24 PM Link | Quote
Originally posted by Earth Luigi-San
Originally posted by Link2006
At the castle and ghost house entrance when Mario gets off Yoshi,
he lands back on him due to me editing out the spin jump. He actually dosen't take Yoshi in the castle.
Just skip the entrance's and all will be well.


Or you can just avoid using Yoshi altogether


Yoshi is a big part of this hack, so having no Yoshi because of this is not an option.
Luigi-San

Ptooie
ZOMG Wii is teh pwn


 





Since: 11-18-05
From: The Mushroom Kingdom a.k.a Buffalo, NY
Wii: Yes

Last post: 6300 days
Last view: 6300 days
Skype
Posted on 08-30-06 10:54 PM Link | Quote
Originally posted by Link2006
Originally posted by Earth Luigi-San
Originally posted by Link2006
At the castle and ghost house entrance when Mario gets off Yoshi,
he lands back on him due to me editing out the spin jump. He actually dosen't take Yoshi in the castle.
Just skip the entrance's and all will be well.


Or you can just avoid using Yoshi altogether


Yoshi is a big part of this hack, so having no Yoshi because of this is not an option.


No, I mean not having a Yoshi for the castle/fortress/ghost house levels.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6306 days
Last view: 6306 days
Posted on 08-31-06 04:11 AM Link | Quote
Love it! I'm always flattered when people use my graphics. Your edits for mikeyk's new sprites fit in very well. If you have any need for new graphics to fit in with the rest of the set, I'd be happy to provide them, but you seem to be doing pretty well on your own.

Baby Mario riding Yoshi backwards is a nice touch. I considered doing that originally, but gave him punching frames for the sake of completeness. Have I played other hacks that removed spin jumps? I probably have, but my memory's hazy. It certainly makes Ghost Houses and castles more challenging when you can't just spin off of Big Boo and Thwomps.

I love that 1-2 has two completely different routes. Maybe one of them should lead to a secret exit of some sort to make people play both? The new boss battles are very creative.

Hmm.. problems? Well, it is a little annoying not having any visual cue as to how many hits you have left. Maybe you could stick a feather into Super Mario's cap or something? The shading on the Shy Guys' robes is pure black. You probably want to put a darker red in that spot on your custom palette instead. Upside down pipes don't look so good since the graphics for the pipe lip aren't flipped vertically. You've replaced turn blocks with breakable bricks, but kept the same graphics, which doesn't look quite right to me. There are some holes in the scenery in 1-7. You might consider making an ExGfx file that squares off the edges of the ground tiles for that level.

Nice work so far. Keep it up!
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6308 days
Last view: 6299 days
Posted on 08-31-06 12:43 PM Link | Quote
Thanks for the comments, icegoom. Your hack is going to blow mine out the water anyways. If you can give me a pic of the hole in the scenery in 1-7 I get right to fixing that. As for small and big Baby Mario, I was thinking of making a small ASM hack that when mario is small, it says DANGER in the status bar. I'll also address the Shy Guy and pipe situation. Thanks again, icegoom.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6306 days
Last view: 6306 days
Posted on 08-31-06 05:56 PM Link | Quote
"DANGER" would probably work. Good luck implementing it.

Here's what I'm talking about with the holes:



See on the right end of the horizontal ledge that the Boomerang Bro is standing on how you can see the background showing through instead of the dirt coming up to the grass? Just flip the tile from where the vertical ledge right above it meets with the wall. Also, if you look at the upper left corner of the image, there's a missing grass tile where the wall meets the ceiling. Just flip the one from the floor.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6301 days
Last view: 6298 days
Posted on 08-31-06 06:18 PM Link | Quote
Originally posted by icegoom


Awful background choice. You can't even clearly see the characters because of it... I wish people would realize that kind of things on their own.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6306 days
Last view: 6306 days
Posted on 08-31-06 06:35 PM Link | Quote
Originally posted by Stifu

Awful background choice. You can't even clearly see the characters because of it... I wish people would realize that kind of things on their own.


Personally, I'd draw some extra dirt tiles with a different palette for that section:



And yeah, the rest of the level's palettes are a little on the bright side, but I figured he was going for sort of a sunset look.
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6308 days
Last view: 6299 days
Posted on 08-31-06 09:40 PM Link | Quote
Thanks for the CONSTRUCTIVE and HELPFUL comments, icegoom, rather than slipping smart, useless comments. I thought that's what the appraval was for.........sigh. Anyways, I made some changes. Check it:



I changed the pipes so they look better upside down.



I belive this fixes the "holes" in the scenery. Tell me how it looks.
And yes, the colors are bright because I'm going for a Yoshi Island look. As the game develops, i'll start adding more and more Yoshi Island reference's like a better castle background similar to YI.


(edited by Link2006 on 09-01-06 12:47 AM)
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6304 days
Last view: 6299 days
Posted on 09-01-06 12:47 AM Link | Quote
The new colours in the cave look pretty good, better then the old ones. The pipe looks nice too, so good work there. This hack is coming along quite nicely, which is good. The whole concept of baby Mario will be very interesting to see.

Nice work so far
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6308 days
Last view: 6299 days
Posted on 09-01-06 01:46 AM Link | Quote
I finally fixed my small/big Baby Mario problem:


Small Baby Mario with diapers



"Super" Baby Mario fully clothed
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6299 days
Last view: 6299 days
Posted on 09-03-06 08:15 AM Link | Quote


This still looks.... bad. One of the main problems is that the grey background is still very bright and it's also repetitive enough compared to the earthy foreground that it looks like the same graphics just with a different palette. I'd suggest going with something dark brown that isn't so repetitive (doesn't repeat every 16 pixels), or at least something that doesn't blend in so well with the foreground. And btw, Stifu's comment was well justified, if that's what you were complaining about. Constructive criticism doesn't HAVE to be friendly.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6301 days
Last view: 6298 days
Posted on 09-03-06 08:26 AM Link | Quote
Originally posted by Link2006
Thanks for the CONSTRUCTIVE and HELPFUL comments, icegoom, rather than slipping smart, useless comments. I thought that's what the appraval was for.........sigh.

I missed that, good thing MoN brought it to my attention. Like him, I assume this comment is directed at me.
My comment wasn't anywhere near vicious or insulting, it was just straight to the point, I simply didn't try to make it sound nice. No need to take offense.
I sincerely wonder how my comment was useless, considering it made you change your game and try to improve on it. Isn't that an evidence it was "constructive" rather than "useless" ?

Anyway, I'm not trying to start anything, I'll just stop commenting on your stuff from now on... And I'm really sorry I got approved, must have been a mistake, feel free to complain to BMF.
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6308 days
Last view: 6299 days
Posted on 09-03-06 11:10 PM Link | Quote
.........but this part of the post wasn't necessary:
Originally posted by Stifu
... I wish people would realize that kind of things on their own.

......making the post a smart-alec remark, making me seem like I'm just a dopey ol' noob that just post crap and don't know how to hack, and then you didn't give me a suggestion on what color to change it to, icegooom did, giving your comment no legs to stand on, making the post smart-alec and useless. That's what I read from it. Maybe you didn't mean it like that, I don't know\care. I don't WANT to start crap on these forums anymore. Fell free to comment more if you see something wrong, negative or positive. The point of me making this thread is so I can get feedback from others.
So yeah, i'll work on the color some more. It really does'nt matter, since thats not the real background of stage, and it's just for that small part of the game, but hey, it's all good.


(edited by Link2006 on 09-03-06 10:18 PM)
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