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05-11-24 01:35 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Vengeance of the Koopa Kids (DEMO) New poll | |
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x1372

Goomba








Since: 07-03-06

Last post: 6309 days
Last view: 6291 days
Posted on 01-26-07 04:56 AM Link | Quote
This is a demo that's been almost a year in the making.


http://files.filefront.com/VOKK_Demo_1zip/;6614764;;/fileinfo.html
That should work in case the attachment doesn't.

The readme explains in detail, but there are three sections - The first world, the "completed levels" world and the "not good enough for final game" world.

This hack has minimal GFX editing, focusing primarily on level design. Including every exit and secret exit in every world and level, there are 54 exits plus the "ending" exit.

This hack will be uploaded to SMW central as soon as the site is back up.

Any comments are welcome. Screenshots are below.


The title screen, more a placeholder than anything right now.


The first submap, the only one I really spent some time on.


A scene from early in the first level.


Slightly past the midpoint in the third level.


A somewhat secret level in the first world.


This is in the first castle.


Not all of the switch palaces are extremely easy.


A scene from a ghost house, using MikeyK's anti-boo.


"The Brown Snake" is a level where the player must navigate a platform that is slowly destroyed by an eating block.


This takes place in what is slated to be the second castle.


This explains the premise of what will be the third world. Two levels of this world are completed.


This cave is slated for late in the game. The jump pictured requires nearly perfect timing.


A big boo boss, mixed with a shell brother.


Here's an edited reznor boss. If there's a way to fix its fireballs please let me know.


Another ghost house, featuring elevator blocks. I changed the look of the eeries as well.


A desert level, using FuSoYa's exgfx from Demo World.


A secret area in a ghost house.


This is the only "remake" level I intend to include in the final game.

All feedback is apprecaited, have fun playing!

Attachments

VOKK Demo 1.zip (336433b) - views: 88
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: 6292 days
Last view: 6292 days
Posted on 01-26-07 08:59 AM Link | Quote
Your backgrounds are a bit bland/nonexistant but I love the look of some of the levels I'm seeing here. Very creative.
srothroc

Red Paragoomba


 





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

Last post: 6310 days
Last view: 6296 days
Posted on 01-26-07 09:33 AM Link | Quote
I really enjoyed the intro 'level' -- it was an interesting change, though I have to admit I stood around for a few seconds, wondering where the message was.

I found a slight graphics glitch -- in Hill Top Crossing, the sumo fire interferes with the caped koopas. I can't tell if it's glitching into capes, or if the capes are simply being obscured because there are too many sprites on the screen...
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6292 days
Last view: 6291 days
Posted on 01-26-07 06:35 PM Link | Quote
I love it.
Your level design and general ideas are excellent. The only flaw I seem to detect it that the Desert level is rather difficult, hence the BG and the FG palettes are almost the same.
srothroc

Red Paragoomba


 





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

Last post: 6310 days
Last view: 6296 days
Posted on 01-26-07 08:01 PM Link | Quote
Originally posted by Raccoon Sam
the Desert level is rather difficult, hence the BG and the FG palettes are almost the same.


You're saying that because the desert level is difficult, the BG and FG palettes are almost the same?


(edited by srothroc on 01-26-07 04:27 PM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6292 days
Last view: 6291 days
Posted on 01-27-07 08:16 AM Link | Quote
Originally posted by Raccoon Sam
the Desert level is rather difficult, because the BG and the FG palettes are almost the same.
Fixed.
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6314 days
Last view: 6310 days
Posted on 01-27-07 09:33 AM Link | Quote
Your level layouts looke nice from what I can tell, and I like the way you put together the overworld in that picture, but I don't go for smw games that use mostly all of the standard gfx (even if it's an early demo), so because of that it doesn't make me interested really. Really good start though.
SMT

Bronto Burt








Since: 11-18-05
From: Switzerland

Last post: 6313 days
Last view: 6302 days
Posted on 01-27-07 12:48 PM Link | Quote
Why do I get always a "Hotlinking is not permitted.", if I wanna download this file? ~_~
EDIT: Ok, solved it. ^^


(edited by SMT on 01-27-07 07:02 AM)
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: 6292 days
Last view: 6292 days
Posted on 01-31-07 09:29 AM Link | Quote
Wait...
Originally posted by x1372
"The Brown Snake"

Eww.
x1372

Goomba








Since: 07-03-06

Last post: 6309 days
Last view: 6291 days
Posted on 01-31-07 07:22 PM Link | Quote
lol thanks smallhacker, NOW I obviously have to rename that level. Didn't even think of that...

Thanks for the comments so far everyone. I realize that the lack of exgfx may be a deterrent to some people, but I've been working on some for my next few levels. It's still been less than a month since I got the hang of the map16 editor, so most levels used standard gfx simply for lack of any real other options.

I didn't use any custom backgrounds in this demo, but I plan to in the next version. Is there any real way to make the back area modestly interesting when using layer 2 for level data though? I'm doing that in a lot of levels, and the layer 3 backgrounds are meager at best.

As for the sumo brother in hill top crossing... crap. Originally that level had 5 or 6 of them, and I kept having to remove them to prevent that problem or similar ones with monty moles and other enemies from cropping up. That one technically wouldn't be a problem if I removed the whistlin' chuck next to him... ugh. I'll have to work on that for the next version.

The desert level and background color similarity was intentional. Are you saying it looks hard to tell apart from the screenshot or from actual playing? Despite the color similarities, I and my friends had no trouble with it in our actual test runs.

Thanks again for the comments, and my next demo will likely be a lot prettier.
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: 6292 days
Last view: 6292 days
Posted on 02-01-07 09:20 AM Link | Quote
Originally posted by x1372
lol thanks smallhacker

Who?

Honestly I'd keep it just to see if anyone else notices.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6294 days
Last view: 6293 days
Posted on 02-01-07 04:47 PM Link | Quote
Haha, I was just over at SMW central looking at this hack, and then I came over here and it's the first thing I see. Anyway, the screenshots look very nice. I'll probably try this when I'm not swamped with homework. The only complaint that I have is that your stone-ish blocks in the first castle look a little bland. A little shading might go a long way. Other than that though, it really looks great!
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