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Main - SMW Hacking - I'm making some progress again.. New thread | New reply

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Ice Man
Posted on 05-08-07 12:24 PM Link | Quote | ID: 33880


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Well, I think you guys didn't hear alot from Toad's World lately...
The main reason was I lost interest working on it because I ripped too much GFX and don't even know what themes I want for the worlds. I finally decided to clean it up and only use GFX I really want.
Anyway, the first world is still the same so no worries. The 2nd world will be some rocky mountain thingies or whatever, not sure yet.

Here's a small preview of the new overworld (I'm using icegoom's GFX for it because the other ones were just flat and not colorful enough)




Opinions? Comments?

xineohPK
Posted on 05-08-07 07:09 PM Link | Quote | ID: 33899


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I suggest editing the palette to acquire the 'Toad' feel. The colors it is using right now look too 'Mario'ish if you know what I mean. I'd say put some colors like purple and pink in, but it's your choice.

Also, I think you should change the unrevealed path's colors to dark brown. Blue doesn't look right. :\

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HyperHacker
Posted on 05-09-07 03:13 AM Link | Quote | ID: 34055

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THERE'S A BIG GLITCHED SPOT IN THE BOTTOM RIGHT

But seriously, the palette is a bit bright, and like KPhoenix pointed out, blue isn't good for those paths. Makes them look flooded.

icegoom
Posted on 05-09-07 08:06 AM Link | Quote | ID: 34119


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Yeah, I ran out of palette slots for unused paths and had to use the water's blue. I tend not to use those and just surprise the player when the yellow path is revealed. There are a few glitches in the cliffs near the bottom, but it looks like a fine overworld so far.

Ice Man
Posted on 05-16-07 07:28 PM Link | Quote | ID: 35819


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UPDATE!!!

The main overworld and cave overworld have been finished by now.
Any comments, suggestion are welcome.


OoBurns
Posted on 05-16-07 10:03 PM Link | Quote | ID: 35840


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Nice overworld. The only part of it that looks odd is the underground castle because it has grass growing around it. Since there's no other grass in your cave, it's strange that it would be growing there at all.

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Tyty
Posted on 05-16-07 10:10 PM Link | Quote | ID: 35841


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snce each subworld uses it's own palette, couldn't you just change the green to grey and fix the problem?

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Ice Man
Posted on 05-16-07 10:37 PM Link | Quote | ID: 35846


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Erm, no. The green is meant the be a grass world while the grey OW is a cave. I will just remove the grass there. .

Phazorite
Posted on 05-17-07 02:08 AM Link | Quote | ID: 35900


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Nice OW, with Icegoom's GFX and all. I think the bright colors go fine with the Toad feel myself. It could use a few more secret exits, I only see like 2 red dots on there. I like secrets

And the palette on the plateau area is a bit dark for a happy, shiny, Toad-world atmosphere. A lighter shade and a reddish cast might look better.

Minor nitpick: The blue shading of the hills looks a little odd (just IMO). And what's with the green pixelly speckles above them?

Other than that, very sharp-looking OW. It's interesting to look at--not just a bunch of square, empty islands with no new GFX or palettes.

Yoshi Master
Posted on 05-17-07 05:40 AM Link | Quote | ID: 35934


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The red circles just show the weird cliffing I see in your beautiful overworld. I think the one on the main overworld is something you might be aware of. However I found that on the first world your bridge casts a shadow down to the water, but there are also some ledges right up next to the water, without cliffing. I think you should either get cliffing in there (Which looks difficult, actually), or get rid of the shadow under the bridge. That's just me being a bit picky.

But, I absolutely love your overworld, gives off a sense of a large, explorable world in my eyes. I also like large cliffs... dunno why, just do. Keep it up Ice Man!

Ice Man
Posted on 05-17-07 08:26 PM (rev. 2 of 05-17-07 08:27 PM) Link | Quote | ID: 36044


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Fixed that now along with the yellow dots in the hills.

Anyway, time for some graphical action.














PS: No sprites in these levels yet.

Thexare Blademoon
Posted on 05-18-07 12:13 AM Link | Quote | ID: 36075


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Posted by BooUrns
Nice overworld. The only part of it that looks odd is the underground castle because it has grass growing around it. Since there's no other grass in your cave, it's strange that it would be growing there at all.
You've never seen plants growing in caves? I have, over at Crystal Caverns in Strausburg, VA. In fact, I was there to help remove the moss from around the lights, among other things. There was even a clover growing down there a while back because apparently someone brought a seed (or whatever they grow from).

Tyty
Posted on 05-18-07 12:30 AM Link | Quote | ID: 36077


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a lot of plants will grow in caves, just not ones that like light, such as moss, and there are usually some plants growing in the entrance of some caves I've seen due to this, plus theres holes in the roof, and underground springs too

now on topic, I'm loving the way this looks, I like the NSMB graphics and the Yoshi's island graphics, but since they clash so much, I'm assuming they appear in different areas?

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Phazorite
Posted on 05-18-07 03:30 AM Link | Quote | ID: 36118


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Holy shit! Those NSMB graphics are sexy And are you an ASM whiz or what: an Air Meter? DAMN!!

The NSMB graphics are great, but they really do clash with the pastel-looking YI graphics. You might consider using some hand-drawn art or even some of Icegoom's Redrawn graphics. But if you insist on using rips, stick with the DS/GBA art style--M&L or Super Princess Peach sound like the best matches.

Criticism? The layer 3 windows look cheesy as fuck with the NSMB sweetness in the FG. If you're ASM-savvy enough to make an air meter, how about hacking the Layer 3 settings to make a custom GFX layer? There has to be a tilemap for Layer 3 GFX somewhere.

And looking past the GFX, the level shots themselves are just plain...empty. I know there's no sprites yet, but I don't see much in the way of structure, design, or "theme" to the levels. In the end, it's all about level design--don't forget to make the levels fun and interactive!




S.N.N.
Posted on 05-19-07 05:12 AM Link | Quote | ID: 36309


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Do I spy YIDS graphics? I do, and they look awesome!

I must say Ice Man, this hack is looking very nice so far. The overworld is excellent, aside from a few minor graphical glitches which have already been pointed out. I like how the main overworld and the submap with castle #1 seem to "connect" even though they aren't.

Great job, I look forward to seeing you finish this

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Sukasa
Posted on 05-19-07 05:14 AM Link | Quote | ID: 36310


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I note that in the lower shots of this last batch, the "AIR" meter has a different colour

Also, any shots of the meter in operation? Either way, those GFX look really nice ^^

Ice Man
Posted on 05-19-07 02:30 PM (rev. 2 of 05-19-07 02:32 PM) Link | Quote | ID: 36388


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Here you go, air meter in action.







PS: ghettoyouth did the air meter for me. I don't have much ASM knowledge.

Katelyn
Posted on 05-19-07 03:53 PM Link | Quote | ID: 36392

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Ah, so it's just like Sonic. Not bad, Icey.

Did you put in a drowning sound effect too?

Sukasa
Posted on 05-19-07 05:23 PM Link | Quote | ID: 36407


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Impressive, Ice man! I look forward to this hack or a demo thereof! So, are you considering adding "air bubble" sprites like in Sonic as well?

Ice Man
Posted on 05-19-07 09:31 PM Link | Quote | ID: 36475


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I don't know yet. I thought the air bubbles were already there when Mario / Toad is in water?

Anyway, here's a screen of level 1 from world 4.
I've ripped the GFX out of icegoom's NSMB remake hack, though the background had alot of glitches and I had to fix it.


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