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Acmlm's Board - I3 Archive - SMW Hacking - SMW Secret of the Switch Palaces--first screens and info! | New poll | | |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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I'm going to continue updating this thread as I go instead of making a new one everytime I have a new demo. Any demos released will be shown in this thread.
Speaking of demos, check page 4 for the demo I just released today! Well, after I did some thinking about how I should continue Deja Vu, I decided to tackle a whole new approach to the game. I scrapped the Deja Vu idea of just redoing the levels only and actually creating a plot of sorts for the game, along with creating a modified overworld to fit the new plotline. The worlds will be connected through the Star Road and Switch Palaces will enable you to reach new areas as well. Some of the levels from Deja Vu are still in the game, like Rex Flatlands, Yoshi Forest and Under the River, though they may now be in different locations. Ok, enough chatter, here are some pictures from the game: Take that! The plumbing of the Preserve. I'm working on changing the background because right now it looks pretty bad and shoddy. I think that I got the darkness of the area about right. Looks like this Koopa is in for it. The first Ghost House I've re-done. The part of the level before here took a long time to do because of the layer 2 I wanted. Plus I had to fit in a secret exit only accessible later in the game. Koopa: Why Me? Yeah this is all custom palettes in the background, though I've changed the back area color from blue to orange since I took the picture. What's this now...? Walking on clouds? Three-pronged attack! This is for what happened underground! Finally, a shot of the modified overworld. Though this picture doesn't show all the changes. Playing through is the only way to see for yourself! Here are some links to the recent videos I've made of some of the levels. Keep in mind that not all of the things seen in the videos are the same as now because I've gone and made changes to both some of these levels and the overworld around them. Dirt Chuck Hills. Flight Training. Green Switch Palace. Warning: The Switch palaces play a very important role in the game. Do not watch the Green Switch Palace movie if you don't want to spoil some of the level for yourself. There's no demo this time, because I'm not at a decent point to give a demo yet. Maybe later. If you're interested in the progress of the game, either keep track of my signature or check this thread. I'll post more pictures and updates as I continue working. Happy Thanksgiving everyone! (One day early.) -------------------------- Levels completed progress: World 1: Yoshi's Home Koopa Preserve Flight Training Yoshi Forest Under the River Nighttime Plateaus Dirt Chuck Hills Dawn Raid on Iggy World 2: Yellow Switch Mt. Flight Training (secret exit) Forest River Local Ghost House Autumn Treetops Rex Hillocks Morton's Tower World 3: (edited by FirePhoenix0 on 11-28-06 01:17 AM) |
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Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6453 days Last view: 6431 days |
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Well, it looks interesting enough, knowing your level design skills. I look forward for a demo release. (I didn't watch the movies because I want to discover the levels myself.)
My main suggestion is to work on your overworld. It still looks way to similar to the original. I'm not sure if that was your intention or not, but you should probably do a complete remodel rather than just minor modifications. (edited by Joshua368 on 11-22-06 05:50 PM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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Originally posted by Joshua368Though it's not a complete overhaul, (I'm not that good yet) you still have to play through to fully experience the new overworld. |
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HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
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I like some of the ideas you've used here. The sewer BG is a bit odd but the colour is definitely good. | |||
Mr. Saturn Bronto Burt Since: 03-28-06 Last post: 6436 days Last view: 6431 days |
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I have to say that the videos and screenshots are wholly impressive. I only have 2 problems.
My first is that Dirt Chuck Hill seems to have way too many coins. I liked the sapphire coins, but getting 3 lives in one level from just coins is kinda nuts (unless this is some sort of bonus level. The second is that, at that last stretch, there are too many sprites, causing some slowdown. If you didn't have the star there, that video would have been significantly longer just fighting with the slowdown. Otherwise, I have no qualms about the level design, and I can't wait to see more of this. (edited by Mr. Saturn on 11-23-06 12:14 AM) (edited by Mr. Saturn on 11-23-06 12:17 AM) |
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Sonicandfails 910 Since: 11-17-05 From: Mass Last post: 6432 days Last view: 6431 days |
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Quite neat actually. Better then most hacks these days =\
I really like your use of using Map16 for tile selection (You can tell from that mountain level shot) and not using the presets. That is a key point in making hacks. Using bits and pieces, not whole things already set. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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Originally posted by Mr. SaturnYeah, I've noticed that I seem to have way too many 1-ups in just the first areas of the game. I'm planning on taking some of them out. With the sapphire coin idea, it started out innocently enough but grew to way too many coins in the level. The hidden 1-up I'm going to keep in though, but I'll place it in a harder to find location. With the slowdown at the end, I guess I'll take some of the Chucks out. The level is only the sixth one... I wish I could figure out why game slows down in places and how to that. If it has anything to do with the sprite memory thing in hex, I'll need someone to explain it to me because I don't know hex code. Originally posted by Sonicandtails Yeah, I've been getting better at creating custom tiles with the Map16 editor. I just filled the entire 0x400-4FF page with different color pipe tiles so I can if I want have continual pipe color instead of them always changing on different screens. I also ended up with some rather interesting pipe colors as well... |
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Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6453 days Last view: 6431 days |
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Originally posted by FirePhoenix0 I'm pretty sure it just boils down to common sense - how much action you have onscreen at once. The chucks are a lot of sprite pieces... |
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Sukasa Birdo Not quite as active as before. Xkeeper supporter Xk > ||bass I IP Banned myself! Twice! Since: 11-17-05 From: Somewhere over there Last post: 6432 days Last view: 6431 days |
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graphics != slowdown amount.
Certain sprites use more CPU cycles than others, which is what you ened to watch for. Yes, the chucks use a fair amount of graphics, but more importantly they use a lot of CPU. after all, you can get 4 of the huge gas bubble on-screen in SMW with no slowdown, but 3 chucks and slowdown. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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I'm not even just talking about the chucks. In Koopa Preserve's plumbing area, there must be only six Red Koopas and I get slowdown. | |||
Sukasa Birdo Not quite as active as before. Xkeeper supporter Xk > ||bass I IP Banned myself! Twice! Since: 11-17-05 From: Somewhere over there Last post: 6432 days Last view: 6431 days |
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Okay... how many custom blocks do you have, or enemies only slightly offscreen, or ASM hacks do you have in your ROM? | |||
FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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I only have two custom blocks inserted and neither are in the level, again there's only six Koopas in the entire area including ones that would be offscreen as I go by and I haven't used any ASM Hacks either. Nor have I inserted any ExGFX, thugh I don't know if that would do anything if I had. (edited by FirePhoenix0 on 11-23-06 04:36 PM) |
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HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
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ExGFX simply points the level's graphic loading routine to another location, it shouldn't slow down anything. The things to look at here would be nearby sprites (ANY sprites, not just Koopas), sprites anywhere that have the "process when off-screen" bit set, and the sprite memory settings.
Also are you sure you haven't used someone else's patch which contained ASM hacks? |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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I'm pretty sure about the patches. In fact, I don't even think I used any patches at all...
As for the sprties, ok it's the six Koopas, a fire flower in the open, a 1-up, and five or six portable springboards. (yeah, that's a lot.) |
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HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
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Well, process of elimination. Yoink the springboards and see if it helps. | |||
FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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Deleting the springboards worked. Now I have no slowdown in the plumbing.
--------------------------- Ok, I got some new screens to show. They're from Morton's Tower and some other levels where I made changes and stuff. First off, I changed the palette on Dawn Raid on Iggy to look more dawnish. It might be too red though... Let me know what you think. I took the problem noted that Iggy's Castle was too short and did something about it. For those of you who played Deja Vu Demo 3, remember walking over these guys? Oh and the secret entrance is still accessible, just much more hidden. Old: New: Koopa Preserve's plumbing got a new look. Now it looks like actual plumbing with water and all. Plus the background is infinitely better now: See? Much better. Though I hope people will be able to differentiate between the foreground and the background. I did use a Dark BG effect but it might not be enough... I may also take out the coins because they don't really do anything. Now here's the new level. This is inside Morton's Tower about halfway through. Not much going on at the moment but it has a couple pools of lava and a few falling spikes, as well as what I think is decent design for the castle. ------------------ I actually have a small issue I want to try and solve. As you can see in these pictures, Mario enters the castle and it's daylight. But when you're climbing up the outside of it, it's evening. Is there any way to change the back area color of the intro scene? If not, I guess I could say that time passed really quickly while Mario was inside the tower... |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6444 days Last view: 6431 days |
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A few things:
1: In that plumbing level, you have water that mysteriously vanishes on the left and right. Either make GFX for a waterfall and put it there (and use a Movement Down block to get an actual waterfall from SMB3), or TAKE OUT THAT WATER ENTIRELY. 2: For "Morton's Tower" set its Castle Sequence to 3 or 7. Castle Sequence doesn't tell the game the order of the castles, but what Back Area Color to load and what end sequence to play for beating the level.. Because Castles 3 and 7 were in underground areas in the original game, they have black Back Area Colors to show that they're underground. Makes no sense to me, though. Why couldn't they just make an underground layer 2 background for it? Anyways, just try that. It'll work. Trust me. But you'll have to switch some Boss Sequence Texts to match up with the new Castle Sequences. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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For the castle, I think I might just make it daytime in the outside area because I already have two underground castles and am not planning on moving them around at the time.
For the water, I think I'll skip the "flowing" water idea and just go with standing pools of water. Like maybe there's a leak in some of the piping. |
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HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
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Screenshot comment time.
1) AAAAHHHH MY EYES THE RED BURRRRNNNSS 2) I hope you didn't just add a long stretch of this. A small bit might be alright combined with some other stuff, but 10 minutes of just bouncing off Dry Bones would be boring. 3) New background is much better but much too bright compared to the FG. It's very difficult to tell them apart. 4 (big BG image): Alright aside from the water issue. Good job making it tile well. The coins make it feel like it's another part of the level, which is kinda neat. In fact if some of those pipes were enterable, it could be. 5) Not bad. 6 (Mario standing on a cloud): Alright. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6431 days |
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Originally posted by HyperHackerI think I'll tone down the red. |
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Acmlm's Board - I3 Archive - SMW Hacking - SMW Secret of the Switch Palaces--first screens and info! | | |