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05-12-24 01:06 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Super Mario World Déjà Vu Demo New poll | |
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FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6295 days
Last view: 6292 days
Posted on 10-11-06 04:49 PM Link | Quote
Hello all.

This is my first hack of SMW. I decided that since I'm not crazy experienced with hacking I'm not going to create entirely new levels yet. Instead, this hack just adds things to the levels already in place such as more enemies, items, lots more coins and other neat little things that I find amusing.

I also wanted to make a hack that would just be fun to play. I personally don't like worrying about pushing the Savestate key when I play hacks. With this hack, you should be able to play without ever touching that key. The difficulty is not much harder than the original game.

Details:

Complete up to Red Switch Palace and a few other levels after there.
Some new message blocks.
Edited Title Screen and Credits (if you want to play through to them.)
New Top Secret Area.
Some new background colors.

Plans for future:
Editing more Ghost Houses (I think I only changed, and only a little bit, the Donut Ghost House.)
Finishing the rest of the levels.
Creating entirely new levels for Star World and maybe Special World.
Learning how to properly create room transitions.
Remove the surplus of 1-Ups in the game. (Ex: Donut Plains 4 and Vanilla Dome 1.)
Other.

Pictures!



The first pipe entrance.



Going up?



Coins galore!



Convoluted, eh?



Bouncy, bouncy.



POW Staircases.



I'm really happy how this entire level came out. Play it and see!



Overhauled Top Secret Area. Note: the 1-Up checkpoints don't work for some reason.

So that's my hack so far. I would really like to get help from someone with good knowledge on how to do more in Lunar Magic than copy and paste objects/sprites. Also, I'll ask people who play to go all the way to the Blue Switch Palace. I made something there but haven't gotten over to it yet to test it, plus there's something going on there too.

Enjoy!

FirePhoenix0

Attachments

Super Mario World Déjà Vu.ips (144977b) - views: 74
rubixcuber

Mole








Since: 09-08-06
From: St. Louis, MO

Last post: 6401 days
Last view: 6401 days
Posted on 10-11-06 04:57 PM Link | Quote
Not bad for a first hack. A little cluttered in my opinion. As for those 1-UP check points, you have to go through them fairly quickly, and the way you have them laid out I don't think you can hit all of them fast enough to get the 1-UP.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6295 days
Last view: 6292 days
Posted on 10-11-06 05:00 PM Link | Quote
Originally posted by rubixcuber
Not bad for a first hack. A little cluttered in my opinion. As for those 1-UP check points, you have to go through them fairly quickly, and the way you have them laid out I don't think you can hit all of them fast enough to get the 1-UP.
Maybe. I'll probably just remove them though. However, I did get it to work in Donut Plains 1. There are three points right at the start and then the last one is on a cloud much further ahead and I can still get it everytime.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6303 days
Last view: 6293 days
Posted on 10-11-06 07:02 PM Link | Quote
in the level after donut ghost house, after the bonus area you exit from a vertical pipe into a little cage with a mushroom. the pipe you exit is re-enterable taking you to level 0 and you have to wait for the time to run out

everything else was ok as far as i could tell
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6295 days
Last view: 6292 days
Posted on 10-11-06 09:04 PM Link | Quote
Originally posted by wtfweb
in the level after donut ghost house, after the bonus area you exit from a vertical pipe into a little cage with a mushroom. the pipe you exit is re-enterable taking you to level 0 and you have to wait for the time to run out

everything else was ok as far as i could tell
Hmm, no wonder Lunar Magic was telling me that there was an exit-enabled pipe somewhere. I couldn't find it though and never thought of jumping back into the pipe I just came out of so I just overlooked it. I'll be sure to change it for the next release.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6295 days
Last view: 6292 days
Posted on 10-21-06 11:50 PM Link | Quote
All right, I'm working on releasing Demo 2 of Deja Vu soon. It's going to be through all of World 3 and the Star Road. That may seem like a lot for a demo, but I started fooling around and making entirely new levels for Star Road. I enjoyed doing that so much, especially Star Road 1, (or Pipe Atmosphere as it's now called) I'm now thinking of going back and re-doing all the levels from before.

Here's a short list of things to watch for in Demo 2:

New level names.
Pallette changes in some levels.
Minor OW changes.
Entirely new Star Road levels.

I haven't really changed around Ghost Houses. Those require lots of puzzles/entrances and exits and I'm not too great yet at level transitions. If possible, I'd like to recruit someone to help me with those levels. If you are interested, drop me a PM on the subject.

Now, I need to download a pallette editor. The fact that changing one pallette changes all the other levels using that pallette annoys me and, I've seen that using an imported pallette doesn't make every level look the same if you make a change.
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6294 days
Last view: 6294 days
Posted on 10-22-06 03:14 PM Link | Quote
I, too, am tired of hacks where you have to press the savestate button every 30 seconds, so I applaud you intentions in making this hack. Overall, Demo 1 is pretty good. One thing I would suggest for Demo 2 (besides the changes you already have listed) is changing the text in the information boxes. Lunar Magic can do it easily, and players won't want to read the same text from the original game telling you what a midpoint is. I always enjoy finding an information block that is funny or unexpected.


(edited by BooUrns on 10-22-06 06:07 PM)
(edited by BooUrns on 10-27-06 12:06 AM)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6295 days
Last view: 6292 days
Posted on 10-22-06 08:30 PM Link | Quote
Originally posted by BooUrns
I, too, am tired of hacks where you have to press the savestate button every 30 seconds, so I applaud you intentions in making this hack. Overall, Demo 1 is pretty good. One thing I would suggest for Demo 2 (besides the changes you already have listed) is changing the text in the information boxes. Lunar Magic can do it easily, and players won't want to read the same text from the original game telling you what a midpoint is. I always enjoy finding an information block that is funny or unexpected.
Thanks for your comments.
Yeah, I'm planning on changing around the message blocks. I might even add the block from DW:TLC the gives you a message block in the item box so you can read commentary of mine in each level.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6305 days
Last view: 6292 days
Posted on 10-22-06 08:36 PM Link | Quote
If you do that, make sure you tell people not to use them in levels with a Layer 3 so they don't end up taking away the Layer 3, and most importantly, NEVER USE A MESSAGE BLOCK IN A SWITCH PALACE LEVEL!!! If the player does that and gets message 1 for that OW level, they'll destroy the Switch Palace and the ! Block for the Switch in that level won't get filled in!!! I learned that the hard way in DW:TLC.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6311 days
Last view: 6297 days
Posted on 10-22-06 08:59 PM Link | Quote
Not sure if you care about this particular one, but the secret exit in Donut Plains 1 is perfectly accessible without the Green Switch Palace while Mario is still in small form.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6295 days
Last view: 6292 days
Posted on 10-23-06 07:37 AM Link | Quote
Originally posted by srothroc
Not sure if you care about this particular one, but the secret exit in Donut Plains 1 is perfectly accessible without the Green Switch Palace while Mario is still in small form.
Yeah, I've noticed this. I'll probably change it for Demo 2 because the whole thing is too convoluted at the end.

@Pikaguy900: Yeah, I remember that thing about the layer 3. Though when I found out in DW:TLC, at least FuSoYa made it funny. I might do something like that. And don't worry about the switch palace thing. I'm only going to give the message block after beating the Special World and you can't even enter the Special world without all the Switch palaces.
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