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Main - SMW Hacking - Just to show I'm still working on this... New thread | New reply


FirePhoenix0
Posted on 05-21-07 01:44 AM Link | Quote | ID: 37022


Bullet Bill
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It's been a while since I showed anything of Super Mario Eternity besides the one level video I posted not too long ago.

I'm kind of having a level slump right now. I'm trying to make about three at once but I've been really working on the overworld and graphics instead. I got all the submaps done now except world 9, which I need to create a large graphics set for (wish me luck!). Here's what they look like minus world 9.



The future layer one tiles are turned off, so I don't give too much away. The main overworld is in a state of huge incompletion, hence my not showing it. (Can you say tiles thrown everywhere?) Through my messy building though, I have all the pathing and level placements done so all that's left in the landscape and events.

There's going to be a key door that opens after world 7 but I need to figure out how to make it work right... I think it has to do with the layer 1 events...

So for now this is all I've got. I'm hoping to have some level shots soon to show as well. Later.

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Darkdata
Posted on 05-21-07 01:46 AM Link | Quote | ID: 37023


Mole
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The bottom right screenshot makes my eyes bleed. However, everything else looks good, and I know will look awesome when done.

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fabio
Posted on 05-21-07 01:55 AM Link | Quote | ID: 37026


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The submap with Bowser's castle does have a little resemblance of the original Valley of Bowser. Mainly the two cliffs on each side and the fact that Bowser's castle is still in the same position.

Other than that, it looks nice.

OoBurns
Posted on 05-21-07 06:20 AM Link | Quote | ID: 37143


Boo
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This is some of the most creative overworld terrain I've seen. I like your use of sloping land because almost all other overworlds I've seen have perfectly horizontal land everywhere.

In the top left picture, the river abruptly turns into land. You'll probably want to put a cliff or something there to separate the land from the water, or else just make the river continue to the left edge of the screen.

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Joshua
Posted on 05-21-07 06:39 AM Link | Quote | ID: 37151


Red Paragoomba
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Posted by BooUrns
In the top left picture, the river abruptly turns into land. You'll probably want to put a cliff or something there to separate the land from the water, or else just make the river continue to the left edge of the screen.


The very edge of submaps are covered up and won't show unless you turn off some of the layers, so it's not really much of an issue.

Phazorite
Posted on 05-21-07 06:51 AM (rev. 2 of 05-21-07 06:55 AM) Link | Quote | ID: 37154


Paragoomba
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From: The Phazar Temple

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I remember this hack! Wasn't it formerly called "Secrets of the Switch Palaces" and "SMW: Deja Vu" before that? (sorry, I've been busy these past few months and haven't been able to come here much).

I remember your level design--it was awesome. Totally proved that ExGFX are, in the end, just the icing on the cake. It's the gameplay that counts. I really liked the day/night effect in the levels and the creative use of Switch Palaces--the must underused levels among hackers!

On topic: Very nice OW! It has qualities I have no words for. Polished, and the perspective is usually great.

Posted by BooUrns
This is some of the most creative overworld terrain I've seen. I like your use of sloping land because almost all other overworlds I've seen have perfectly horizontal land everywhere.

In the top left picture, the river abruptly turns into land. You'll probably want to put a cliff or something there to separate the land from the water, or else just make the river continue to the left edge of the screen.


Another ding: Many of the really high areas look a bit flat (screenie 2--the tall rock with the pipe on top looks 2-D and also a similar rock in World 5). I'd suggest adding a slight corner to the tall stuff so it pops out more.

And the way the waterfalls in the cave area go behind the thin path looks a bit odd. Perhaps you could add a stream of water over there?? Unless realism isn't your style...

Nice job--looking forward to seeing more!

FirePhoenix0
Posted on 05-23-07 10:48 PM Link | Quote | ID: 37783


Bullet Bill
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I've finally got some level pictures to show.



Castle #4, Color Castle. If the colors make your eyes bleed I'm sorry, I'll tone them down. I'll probably make the background darker still.



Crystal Ice Cave. I'm thinking to move this to my ice submap because it makes more sense that on world 4 (general mix of levels). The tileset is custom made using a translucent mode.



The Cave of Inversion. Going through pipes flip the colors, the solid blocks become walk-through and vice-versa.

I'm staring to worry if I'll have enough ideas and motivation to finish the rest of the levels...I feel that I'm missing the spark I had a long time ago.

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troopa pride
Posted on 05-23-07 10:53 PM (rev. 2 of 05-23-07 10:53 PM) Link | Quote | ID: 37784


Koopa
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Posted by FirePhoenix0
I've finally got some level pictures to show.



Castle #4, Color Castle. If the colors make your eyes bleed I'm sorry, I'll tone them down. I'll probably make the background darker still.



Personally the level doesent make *my* eyes bleed.
I feel that you should atleast have 1 level though in which makes your eyes bleed.Which better eye bleeding theme then color castle?

Of course dont make to many levels bleed your eyes

Tyty
Posted on 05-24-07 12:03 AM Link | Quote | ID: 37804


Vire
Jizz Danmaku
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I personally think you should tone down the blue, but I think the other colors are fine as they are, use the yoshi blue instead, it would work better for that.

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Ailure
Posted on 05-24-07 12:53 AM Link | Quote | ID: 37820

Hats
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It's the yellow stripes that stands out as eye-bleeding on that last picture, otherwise it's fine.

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AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org


Phazorite
Posted on 05-24-07 02:32 AM Link | Quote | ID: 37856


Paragoomba
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Holy shit, those levels are fantastic! Talk about originality--i'm just dying for a new demo. This proves, without a damn doubt, that even the original SMW graphics hold enough untapped potential to rival anything ExGFX can do. And you've unleashed it!

Color Castle: NICE! Personally, I don't mind bright palettes, even the yellow looks good to me. Although the background still could use a bit more fading so it doesn't look so foregroundy. Do the colored coins have different effects?

Crystal Ice Cave: Ooh, pretty. Looks a bit challenging, but nice job with no ExGFX even. I like the use of topography in levels--slopes, platforms, and multiple paths are more interesting to look at and make levels more fun and polished.

Cave of Inversion: *urp* There went my lunch! No really, that's a really cool idea. Just don't make it too difficult or empty, and consider toning down the eye-searing red background. (I lied, palettes really can clash.) Light blue and blood red just don't jibe--you might wanna tone the contrast down a bit or use different colors. Oh, and some more detail on the on/off blocks would also be nice--maybe some ExAnimation too.


Keep it up! We're all itching to see more.

PS: I forgot to say, it's cool how you start at Bowser's Castle this time. Nice twist from the original, done-to-death plot.

Main - SMW Hacking - Just to show I'm still working on this... New thread | New reply

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