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Acmlm's Board - I3 Archive - SMW Hacking - Bonus! SMW Deja Vu Demo 3. New poll | |
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FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6294 days
Last view: 6291 days
Posted on 11-02-06 07:11 PM Link | Quote
I wasn't really planning on releasing a new demo soon but work went along faster than expected, with all of World 1 completely changed. So, here's Demo 3 for you

The demo has:

6 exits.
Every level changed.
Overworld changes. They aren't drastic, but you'll notice them right away.
Background changes.
Pallette changes.
Message block text changes.


Pictures:



This is a plant overridden building. Obviously, it has been vacant for some time by the local people.



Inside the Switch Palace. Pay attention to the overworld as you climb to the level; you'll be traversing that in the actual level.



The one screen cave here reminds me of SMB1...



What's with all the stuff behind the Goal Point? You'll have to play the next level to see!



This is one of the side areas in level 3. It actually looks like a miniaturized version of the screen on the main part of the level if you pay attention to detail.



Now this is interesting...



Outskirts of Iggy's Castle. Be quick to get in the castle before time runs out!



Inside the castle. Looks like Mario's in a secret passageway.

As I was creating this game I had the idea for the game to play in a sort of day-night style of play. You'll see the back area colors go from blue to orange (sunset) to black (night) to deep purple (almost sunrise) to pink (sunrise). It's just a little easter egg of mine in the game and some of the level names will reflect what the time of day it is inside the level. (aka., Nighttime Plateaus)

My goal for this game is to show that you don't need ExGFX or fancy graphics edits to have a great game. I'm enjoying making the game and so far positive reviews are coming in so I have good hope for this game reaching my goal.

The demo is attached below. Hope you enjoy it!

Attachments

SMW Deja Vu Demo 3.ips (325169b) - views: 72



(edited by FirePhoenix0 on 11-02-06 07:02 PM)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6304 days
Last view: 6291 days
Posted on 11-02-06 07:25 PM Link | Quote
Edit:

1: You really need to work on this more. Let's see... Too many vines, some just hang in midair, and some cut off at the bushes. Here are some suggestions:
A: Make ExGFX to make it look like the vines are going into the background and coming back into the foreground, and make the vines above the bushes go behind the bushes (or come out of them, whichever).
B: Get rid of the Switch Palace-ish background. Put some vines in the background, too. That'd make it look better.
C: Change the Black Piranha Plants into something more plant-ish, like Venus Fly Traps (Not Venus FIRE Traps).
2: I just played this level, it's great, but did you know that sprites can go through the corner edges? Try to fix that, please.
3: There's really nothing wrong here.
4: Same as before, but in the very next level, those same platforms on the right are red. I don't exactly like that, so try to use custom palettes to make them "dark". Red just seems... creepy.
5: This was a funny level. ...Yes, that's it. There's nothing wrong here, except the thought that maybe those pipes change Mario's size... Creepy. So technically, nothing's wrong there.
6: Now that you've mentioned what goes on in that level, it's alright, but it'd look better if you could find a way to change the background when the level "floods". Or, you could use Layer 3 tides, but when you scroll the screen up and down, the water level changes with it, so... I'd try not to use that...
7: Again, nothing wrong here.
8: Now, let me explain what I meant last time: When I think of air ducts, I think "hollow metal things", not hollow stone things. You could leave it as it is (it's fine the way it is, it just doesn't look like an air duct that much. It looks more like a hidden passageway), or try and make some ExGFX of metal. That'd look better.

There. Now no one can look back on my wrongly-done criticism that wasn't constructive. To the moderators: I'm sorry for doing that. I should've thought more before I posted. If there's one thing I'm terrible at, it's thinking before I say/post/do something. I don't have any common sense...


(edited by pikaguy900 on 11-02-06 08:20 PM)
ibz10g

Spiny


 





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

Last post: 6336 days
Last view: 6336 days
Skype
Posted on 11-02-06 07:29 PM Link | Quote
That really isn't too bad.

@Pikaguy900: I think you need to work on your constructive criticism.

But with the 1st screenshot, It would be better if you had like undergrowth on the foreground. Also, change the background. Otherwise I think it's just fine.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6294 days
Last view: 6291 days
Posted on 11-02-06 07:37 PM Link | Quote
Originally posted by pikaguy900
Here's my opinions:

1: EWW!!! That screen makes you lose automatically! Take those vines away and try to get them sticking out from behind those bushes!!! You don't know how many n00bs do that to SMW! They don't care that it looks terrible, and makes a level way too easy!
2: Now how will the player get past that? Oh right, they pick up the spring. My bad. It's so-so.
3: ...Boring.
4: Interesting... I did something like that once, where each level is "connected", like when you exit, say, Level 1, you see a pipe, which tells you that Level 2 is underground, and when you enter it, you come out of a pipe.
5: That caption of yours confuses me.
6: You lose AGAIN. At least make the background look like you're underwater!
7: My gosh.
8: That doesn't look like an air duct to me.

I'll play it later, but looking at the very first screen, I don't think I want to. O_o
Ouch, harsh.

Well, I guess I'd better get used to criticism. :|

Towards the pictures:

Pic 1. I'll work on the vines. I probably won't have the switch palace theme there for the final. It doesn't fit. Maybe the ghost house FG/BG GFX.
Pic 2. I'm not trying to make the game terribly difficult in its first world. However, in the switch palace, you have to do things right or else you have to restart because you can't enter the pipe.
Pic 6. The level switches from being above water with that background to being below water. It isn't entirely an underwater level plus I gave layer 2 a vertical scrolling generator to hopefully give it an underwater feel.
Pic 8. I don't have ExGFX for an actual air duct. Maybe I should have just said nothing about where he was.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6304 days
Last view: 6291 days
Posted on 11-02-06 07:51 PM Link | Quote
Originally posted by ibz10g
That really isn't too bad.

@Pikaguy900: I think you need to work on your constructive criticism.

But with the 1st screenshot, It would be better if you had like undergrowth on the foreground. Also, change the background. Otherwise I think it's just fine.

Hmm? You're right. Sorry about that, FirePhoenix. I couldn't help myself...

Now, let me try again:

1: You really need to work on this more. Let's see... Too many vines, some just hang in midair, and some cut off at the bushes. Here are some suggestions:
A: Make ExGFX to make it look like the vines are going into the background and coming back into the foreground, and make the vines above the bushes go behind the bushes (or come out of them, whichever).
B: Get rid of the Switch Palace-ish background. Put some vines in the background, too. That'd make it look better.
C: Change the Black Piranha Plants into something more plant-ish, like Venus Fly Traps (Not Venus FIRE Traps).
2: I just played this level, it's great, but did you know that sprites can go through the corner edges? Try to fix that, please.
3: There's really nothing wrong here.
4: Same as before, but in the very next level, those same platforms on the right are red. I don't exactly like that, so try to use custom palettes to make them "dark". Red just seems... creepy.
5: This was a funny level. ...Yes, that's it. There's nothing wrong here, except the thought that maybe those pipes change Mario's size... Creepy. So technically, nothing's wrong there.
6: Now that you've mentioned what goes on in that level, it's alright, but it'd look better if you could find a way to change the background when the level "floods". Or, you could use Layer 3 tides, but when you scroll the screen up and down, the water level changes with it, so... I'd try not to use that...
7: Again, nothing wrong here.
8: Now, let me explain what I meant last time: When I think of air ducts, I think "hollow metal things", not hollow stone things. You could leave it as it is (it's fine the way it is, it just doesn't look like an air duct that much. It looks more like a hidden passageway), or try and make some ExGFX of metal. That'd look better.

I hope that's better.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6294 days
Last view: 6291 days
Posted on 11-02-06 08:00 PM Link | Quote
Originally posted by pikaguy900
Originally posted by ibz10g
That really isn't too bad.

@Pikaguy900: I think you need to work on your constructive criticism.

But with the 1st screenshot, It would be better if you had like undergrowth on the foreground. Also, change the background. Otherwise I think it's just fine.

Hmm? You're right. Sorry about that, FirePhoenix. I couldn't help myself...

Now, let me try again:

1: You really need to work on this more. Let's see... Too many vines, some just hang in midair, and some cut off at the bushes. Here are some suggestions:
A: Make ExGFX to make it look like the vines are going into the background and coming back into the foreground, and make the vines above the bushes go behind the bushes (or come out of them, whichever).
B: Get rid of the Switch Palace-ish background. Put some vines in the background, too. That'd make it look better.
C: Change the Black Piranha Plants into something more plant-ish, like Venus Fly Traps (Not Venus FIRE Traps).
2: I just played this level, it's great, but did you know that sprites can go through the corner edges? Try to fix that, please.
3: There's really nothing wrong here.
4: Same as before, but in the very next level, those same platforms on the right are red. I don't exactly like that, so try to use custom palettes to make them "dark". Red just seems... creepy.
5: This was a funny level. ...Yes, that's it. There's nothing wrong here, except the thought that maybe those pipes change Mario's size... Creepy. So technically, nothing's wrong there.
6: Now that you've mentioned what goes on in that level, it's alright, but it'd look better if you could find a way to change the background when the level "floods". Or, you could use Layer 3 tides, but when you scroll the screen up and down, the water level changes with it, so... I'd try not to use that...
7: Again, nothing wrong here.
8: Now, let me explain what I meant last time: When I think of air ducts, I think "hollow metal things", not hollow stone things. You could leave it as it is (it's fine the way it is, it just doesn't look like an air duct that much. It looks more like a hidden passageway), or try and make some ExGFX of metal. That'd look better.

I hope that's better.

Don't worry too much, criticism helps make things better.

I know about the corners in the switch palace levels. That's because they are only rotations and not actually new objects. I haven't figured out how to change that yet so it'll stay like that for some time.

Which ones are the fly traps? I don't know them by name.

I could try for more BG editing on the river level. I did a little, trying to use cloud corners as bubbles but I don't know if that cuts it.

I understand what you mean by air duct. I'm not even sure that's what I was thinking of when I created the level. I'll change it to secret passage because that's really what it is.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6304 days
Last view: 6291 days
Posted on 11-02-06 08:12 PM Link | Quote
Originally posted by FirePhoenix0

Don't worry too much, criticism helps make things better.

I know about the corners in the switch palace levels. That's because they are only rotations and not actually new objects. I haven't figured out how to change that yet so it'll stay like that for some time.

Which ones are the fly traps? I don't know them by name.

I could try for more BG editing on the river level. I did a little, trying to use cloud corners as bubbles but I don't know if that cuts it.

I understand what you mean by air duct. I'm not even sure that's what I was thinking of when I created the level. I'll change it to secret passage because that's really what it is.

Are you seriously saying you've never seen any venus fly traps in stores? I mean the real-life ones, not Mario enemies. The closest thing to a venus fly trap in Mario's world is the Venus Fire Trap. Also, I just finished the demo. It's great. Especially the special secret you hid...
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6294 days
Last view: 6291 days
Posted on 11-02-06 08:14 PM Link | Quote
Originally posted by pikaguy900
Originally posted by FirePhoenix0

Don't worry too much, criticism helps make things better.

I know about the corners in the switch palace levels. That's because they are only rotations and not actually new objects. I haven't figured out how to change that yet so it'll stay like that for some time.

Which ones are the fly traps? I don't know them by name.

I could try for more BG editing on the river level. I did a little, trying to use cloud corners as bubbles but I don't know if that cuts it.

I understand what you mean by air duct. I'm not even sure that's what I was thinking of when I created the level. I'll change it to secret passage because that's really what it is.

Are you seriously saying you've never seen any venus fly traps in stores? I mean the real-life ones, not Mario enemies. The closest thing to a venus fly trap in Mario's world is the Venus Fire Trap. Also, I just finished the demo. It's great. Especially the special secret you hid...
Oh I thought you meant in the game. Yeah I know what fly traps are.
ZTaimat

260








Since: 11-19-05

Last post: 6358 days
Last view: 6292 days
Posted on 11-02-06 09:03 PM Link | Quote
Ok, about the vines... Make a tile to 'end' them. one for the top and one for the bottem. And be sure the vines are all attached to a floor or ceiling, I know It's the lands of flying Turtles, but they drink redbull. And there's still a magical force called "Gravity" in all the good hacks.


(edited by ZTaimat on 11-02-06 08:04 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6296 days
Last view: 6291 days
Skype
Posted on 11-02-06 09:39 PM Link | Quote
The main problem with all hacks that have no ExGFX is that it gives the players the feel of playing just a Super Mario World hack.

What you want to try and aim for is to design your levels in a different manner than Nintendo did, and majorly to add some ExGFX to your hack.

ExGFX give the hack a new theme and makes people interested in your hack.

Palettes also play a major role, too. Don't try to stick with SMW's original palettes, because quite frankly, they suck.

Point made, have a good day.

Originally posted by ZTaimat
And there's still a magical force called "Gravity" in all the good hacks.


Hmm... That gives me an idea *Starts removing the magical force called gravity from a test hack*
Ramon

Bullet Bill


 





Since: 11-25-05

Last post: 6291 days
Last view: 6291 days
Posted on 11-03-06 07:22 PM Link | Quote
Originally posted by KPhoenix
...and majorly to add some ExGFX to your hack.

Originally posted by FirePhoenix0
My goal for this game is to show that you don't need ExGFX or fancy graphics edits to have a great game.


Eh.

All in all, nice.

The vines, like the others already said, look strange, hanging in mid-air.
I think , the palettes are okay.

I'll try out the hack when I get some time to
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6294 days
Last view: 6291 days
Posted on 11-05-06 09:42 PM Link | Quote
Ok, I re-did the Vine House. It now uses Ghost House FG/BG but I edited the background so the whole house doesn't look so eerie. Only problem is that I can't put vines in the background anymore because they won't overlap the BG tiles--instead they just take the place of the tiles, leaving a spot for back area color to come through. So, there won't be any vines in the background, but there are some in the foreground. I also added Volcano Lotuses and Jumping Pihrana Plants to act as plant enemies, thereby completing the 'infested' feel.

I also decided that not enough was going on with Iggy's Castle so I opened up the main castle door. The secret entrance is still hidden but good luck finding it. I did a little 16X16 editing to get the tiles I needed.

I might give a Demo 3.1 to you guys. It would still contain only World 1 of course. Other than the two things I explained above, there are just a few changes I made to make the game flow better like consistent music (ex. Under the River. ).
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6291 days
Last view: 6291 days
Posted on 11-06-06 01:39 AM Link | Quote
To be honest, this must be the best hack I have ever played.
Its level design remains fabulous, and has excellent use of gfx.
After all those fancy ExGfx and ASM hacks, this really makes you think. Is it really worth it?
Because it isn't. Simplicity is, and in your case, remains the best way of hacking.

Keep it simple. I loved this.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6294 days
Last view: 6291 days
Posted on 11-06-06 12:14 PM Link | Quote
Wow, thanks for the generous comments.

I agree that too many ExGFX and stuff can make a game convoluted and if you aren't very good at putting them in decently, it can make the game much worse. Plus, sometimes too many of those things can take away the feeling that you are playing a SMW game.

That was the beautiful thing about Super Mario Odyssey. There were plenty of ExGFX but they were placed in such a way that the game is amazing to play.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6304 days
Last view: 6291 days
Posted on 11-06-06 01:54 PM Link | Quote
Look, if you're not going to use ExGFX to put vines in the background (what you'd do is take a tile of the BG and overlap a vine tile ontop of it in a tile editor, then take away some of that vine and round out the ends), then don't use them at all. Seriously, it doesn't look right with them just hanging like that. Or, do something else: Change what the vines look like. Make them thinner, and make them all hang from the ceiling, so it looks like vines are coming out of the floor/ceiling. Though, you'd have to find a way to make those vines appear on the floors, walls, and ceilings, so it's really a plant-infested house.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6294 days
Last view: 6291 days
Posted on 11-06-06 04:04 PM Link | Quote
Originally posted by pikaguy900
Look, if you're not going to use ExGFX to put vines in the background (what you'd do is take a tile of the BG and overlap a vine tile ontop of it in a tile editor, then take away some of that vine and round out the ends), then don't use them at all. Seriously, it doesn't look right with them just hanging like that. Or, do something else: Change what the vines look like. Make them thinner, and make them all hang from the ceiling, so it looks like vines are coming out of the floor/ceiling. Though, you'd have to find a way to make those vines appear on the floors, walls, and ceilings, so it's really a plant-infested house.
Maybe you're right. I'll probably not be any good at creating ExGFX for this house and to go through all of that for just this little bit, I dunno. I might just take out the infested idea and just leave it as a vacant house.
x1372

Goomba








Since: 07-03-06

Last post: 6309 days
Last view: 6291 days
Posted on 11-07-06 11:49 AM Link | Quote
I'm not one to talk much about "needing" exgfx, but I'd argue that some basic things need to be touched up from what I've played so far. As noted by others, the vines that end with nothing just look wrong, they need a basic endpiece of some sort. Similarly, some GFX changes to make corners squarer when water is used with the "steps" (yellow switch area). Also, corner tiles for the switch palace are clearly strange, as is putting those changing item blocks as pipe corners. Additionally the "smb1 style" hidden area has the pipes look wrong since they come to an unconnected corner. basic changes like that would be a good place to start.

Also, iggy's castle... You need some way to prevent yoshi from being in that courtyard, because it really messes up his tongue.

One other thing - while the "exit of this level, beginning of next" thing is a nice touch, doing it with so drastic a palette change as in the first to second level doesn't look right at all.

Very nice intro hack though, a lot better than several of my first levels were.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6294 days
Last view: 6291 days
Posted on 11-09-06 07:52 AM Link | Quote
Well, I went ahead and created two movies on Youtube showcasing two levels from Deja Vu. For some reason though, I can't access them normally by putting in search tags...

Either way here are the links to the levels.

Bullet Bill Frenzy!
Flight Training.


I'm happy now. I have a newer version of ZSNES now because 1.36 didn't having movie dump options. Now I have 1.42 and the 10/12/06 WIP build.
ibz10g

Spiny


 





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

Last post: 6336 days
Last view: 6336 days
Skype
Posted on 11-09-06 09:30 PM Link | Quote
Bullet Bill Frenzy: I was going to say that maybe there were to many super mushrooms, but it looks like you definately need them.

Flight Training: Pretty cool.
srothroc

Red Paragoomba


 





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

Last post: 6310 days
Last view: 6296 days
Posted on 11-09-06 09:32 PM Link | Quote
I watched Bullet Bill Frenzy this morning and definitely thought there were way too many mushrooms -- and I don't think it's that you need them, but rather that the player just ran through the level and hit crap instead of stopping at key points.
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