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Main - SMW Hacking - The Treasure Hunt | New thread | New reply |
Joshua |
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Red Paragoomba Level: 20 Posts: 1/64 EXP: 40332 Next: 2107 Since: 05-11-07 From: USA Last post: 5977 days Last view: 5911 days |
And now it's time for you all to meet my Super Mario World hack, formerly known as Super Mario's Treasure Hunt on the old Acmlm's Board (where some of you may have played its demo).
Well, the hack has changed quite a bit since then. After finishing World 2 and releasing a second demo, I took a hiatus to work on other things. But now I've gotten back on track, completely redesigning World 1 and creating World 3. Now I might as well inform you all I hate graphic rips with a passion. So while you may run into a few custom graphics (mostly just the title so far) and custom blocks, for the most part you'll see plain Super Mario World goodness, with which I'm trying to push the envolope and see what it can do. The plot is a simple deviation from the regular plot. Mario was sailing in his ship on a treasure hunt for seven legendary egg-shaped treasures of varying worth. One night he accidentally crashed his ship into a reef near Yoshi Isle, and had to abandon it. Fortunately the island he crashed on is the first island in the chain to house an egg. The local Yoshis seem interested in the treasures as well and have wholly offered their services to Mario. Bowser is also after them and seems to be one step ahead of our heroes... It's still a work in progress and I'm not entirely sure how it'll end, but hopefully it'll be enough to keep the game going. The opening title screen, which features Mario running around on his ship just prior to its crash into the reef. The custom name graphics were a pain to insert... the innards of Super Mario World are so dang messy. Yoshi Isle. This scenic island is home of a large tribe of Yoshis and the first treasure. It's been completely redone, with Monty Moleville and Warp Pipe Point removed from the game and replaced with three all-new stages... the other levels have minor alterations as well. Look like anyone familiar? Lofty Greens, one of the new levels in Yoshi Isle. The egg was supposed to have been burried here... The story is largely told through an excessive amount of message boxes, probably too many. It is no exaggeration when I say that every level in the game has a message box, and many have two. They are spoken messages from Mario and other characters in the game, which either progress the story, introduce the level, or give a tip. Mario brings his terrible Italian accent into the game as well. His messages work best when read out loud. If you don't care for reading so much text, or can't stand Mario's accent, I suppose you could just skip most of the message boxes without much consequence. A screenshot from the last Yoshi Isle level, which comes after the castle. You have to go through a stage with a Baby Yoshi... and if it grows up too soon you won't be able to move on. The second island you visit is called Drought Valley. This is a level from it, which centers around using and protecting a super shell. Robbing graves isn't exactly the most moral thing for a treasure hunter to do, but the dead should serve the living, not hinder it. Just be polite and don't dance on the grave as you steal its treasures. Various scenes from World 2 that were shown off from my previous demo release. These are still pretty much up to date. World 3 is up high in the Sky-High Archepelago, and Mario's going to have to run up a mountain to get there... Koopa the Quick (from Super Mario 64) makes an appearance and challenges Mario to a race against his shell. I personally find this level very fun and have played it repeatedly just to test my reflexes. If you don't think you're quick enough to handle racing a koopa shell, don't worry. The level is completely optional. And that's pretty much it so far. Don't go digging around from my old two demos -- they're so outdated it isn't funny. I'll be releasing a third and final demo soon, when I finish World 3 (still have 1 and a half more levels to make). In the mean time, if you see anything you like/don't like in the screenshots, let me know. I need feedback to improve my hack. Hope you guys will enjoy it! (description mosty copied from a thread in SMW Central, so some of you may have already read this) Edit: 05/27/05 - Demo released. |
The13thProdigy |
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Red Paragoomba Level: 20 Posts: 20/64 EXP: 40578 Next: 1861 Since: 02-24-07 From: Playing Super Metroid. AAAAAA nostalgia Last post: 5460 days Last view: 1928 days |
Dude, those are awesome. I especially like your concepts, what with the super shell protecting and all, that's a really good idea. I hope to incorporate more original SMW graphics into my hack as well - not the entire hack, but a lot of it for sure.
I have a level made out of those wooden tree blocks too |
S.N.N. |
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Beezo Level: 49 Posts: 238/485 EXP: 846811 Next: 37072 Since: 02-19-07 From: Ontario, Canada Last post: 5467 days Last view: 5467 days |
Heh. I like your overworld. Everything is in proportion, and the fact that it looks like Yoshi is really neat. As for your levels .. eh, I'm pretty neutral with them. Some look rather bland and could use some enemies (I.E. the first sunken ship, first of the world 2 screens)
However, the Koopa shell race is a nice concept. I assume if you beat it to the end, it opens a switch or something? Storyline seems pretty interesting too for the most part, so bonus points there. Looking good overall, but as I said, the levels could use a bit of work. ____________________ Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM. |
Kles |
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Level: 75 Posts: 1093/1301 EXP: 3720423 Next: 106481 Since: 02-19-07 From: Canada |
You've got a lot of talent. This looks fun. |
Joshua |
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Red Paragoomba Level: 20 Posts: 2/64 EXP: 40332 Next: 2107 Since: 05-11-07 From: USA Last post: 5977 days Last view: 5911 days |
Posted by S.N.N. Well, the sunken ship was Mario's and it pretty much just crashed, so it isn't crawling with enemies all of a sudden. It's actually a fairly brief extra level to aid the plot (and hide a secret ) As for the yellow shell level, yeah, that section is pretty empty so you can focus on the puzzle without dying. Enemies on those multiple layers would get frustrating. There are quite a few bob-ombs right before the puzzle though. Posted by S.N.N. Yeah if you pass it or get close enough it gives you a POW Switch so you don't have to take a quitter door. Posted by S.N.N. I used plenty of bad guys, but I don't find them interesting to photograph. Hopefully once you are able to play it you'll tell me something that needs fixing. And for the rest of you, thanks for the possitive feedback as well. I hope to have a three world demo for you guys to play before the end of the month. |
Sonicandfails |
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Lantern Ghost Level: 60 Posts: 320/766 EXP: 1680895 Next: 91883 Since: 02-19-07 Last post: 5974 days Last view: 5781 days |
Wow, a hack from someone noone knows and someone who seems like a total noob at SMW hacking and seems to have very little knowledge of ExGFX...We get these all the time...
But this. This one is special. IT LOOKS GOOD?! Is this a sign of the end? Oh God, forgive me as I have sinned! PLEASE TAKE ME WITH YOU!!! ____________________ I miss post headers more. |
Joshua |
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Red Paragoomba Level: 20 Posts: 3/64 EXP: 40332 Next: 2107 Since: 05-11-07 From: USA Last post: 5977 days Last view: 5911 days |
Posted by Sonicandfails Wah, little exGFX is a preference, not a limitation! Oh wells. I could definitely try to learn a bit more about it. So I guess this community is very different from the original Acmlm's Board, huh? Because I was fairly active there. |
OoBurns |
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Boo Level: 68 Posts: 528/1036 EXP: 2643693 Next: 85107 Since: 02-19-07 From: It is a mystery. Last post: 5732 days Last view: 5732 days |
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icegoom |
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Cheep-cheep Level: 33 Posts: 101/195 EXP: 215797 Next: 13382 Since: 02-25-07 From: United States Last post: 6057 days Last view: 6058 days |
Oh yeah, I remember this hack. I spent forever stuck in a Ghost House level because I was too stupid to not jump out of the floor. Your level designs were really good. I'm especially remembering a level where you had to lead a flashing shell through an obstacle course and a dam that had doors leading to two sides, one flooded and one not. I really ought to go back and play through those again.
The new levels sound good. I enjoy chasing Koopa shells, so that sounds fun. If I'm remembering right, this game seemed too difficult at times, but if you've replaced some levels in the first world, that might help things out. |
Joshua |
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Red Paragoomba Level: 20 Posts: 5/64 EXP: 40332 Next: 2107 Since: 05-11-07 From: USA Last post: 5977 days Last view: 5911 days |
Posted by icegoom Don't bother searching for the previous demo - you'll have to play through the first two worlds again when I release the third demo (so much has changed, it isn't compatible). I've tried to tone down the difficulty a bit. The ghost house and dam now both feature check points, and I've done minor touches on difficult parts to help make it smoother. For example I removed both of the long ducking segments in the ghost house, as well as adding a hint to help lead newcomers out. I also turned off vertical scroll in the yellow koopa shell level, so that annoyance is no more. The baby yoshi level will probably be as annoying as ever though , but you no longer have music blocks keeping you from the regular exit. Oh, and I redid the secret exit in Sunken Spelunkin', as someone said that was pretty lame before (and I agreed). |
Raccoon Sam |
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Cobrat Level: 56 Posts: 190/672 EXP: 1381136 Next: 17040 Since: 02-19-07 From: Hi Last post: 3478 days Last view: 2709 days |
The level design looks beyond incredible!
Can't wait. ____________________ |
Sonicandfails |
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Lantern Ghost Level: 60 Posts: 327/766 EXP: 1680895 Next: 91883 Since: 02-19-07 Last post: 5974 days Last view: 5781 days |
I've been around here for 4 years...Don't recall you. Then again, I shunned the ending days of SMW Hacking on Incarnation 3. ____________________ I miss post headers more. |
icegoom |
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Cheep-cheep Level: 33 Posts: 104/195 EXP: 215797 Next: 13382 Since: 02-25-07 From: United States Last post: 6057 days Last view: 6058 days |
Posted by Joshua No need to search for it, I've got it sitting on my hard drive. You say you're removing Monty Moleville? Probably for the best, as it plays like a souped up Yoshi's Island 2. I'm glad you're working on the difficulty. I remember having to duck jump in that Ghost House now. Ha ha! That's one of my least favorite techniques for moving Mario around, and it can cause Mario to die if the player used spin jumps while ducking instead of normal ones. |
NintendoFreak |
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Micro-Goomba Go away. Level: 11 Posts: 5/17 EXP: 5515 Next: 470 Since: 05-25-07 From: Arizona Last post: 6189 days Last view: 6129 days |
There's a lot of smw gfx and you should add custom sprites and custom blocks.Other than that it look's nice(Even though you insulted my hack that even Pac likes) |
Joshua |
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Red Paragoomba Level: 20 Posts: 13/64 EXP: 40332 Next: 2107 Since: 05-11-07 From: USA Last post: 5977 days Last view: 5911 days |
Posted by NintendoFreak Nothing's wrong with SMW graphics as far as I'm concerned. There are a few custom blocks though, but I try not to overdo them. I design my levels first and if something ends up needing a custom block or custom graphics to work, I'll stick it in, but I don't put them in just for the heck of it or to make my hack "cool". But so far all the custom graphics I've used (other than the title) are simply minor tweaks to fix graphical glitches... I see you're still holding something of a grudge though... |
NintendoFreak |
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Micro-Goomba Go away. Level: 11 Posts: 11/17 EXP: 5515 Next: 470 Since: 05-25-07 From: Arizona Last post: 6189 days Last view: 6129 days |
Posted by JoshuaYour the only one that hated my hack called smb 1 demo.Well it still looks nice though. Edit: every one gets mad at me if I use smw gfx.I get death threat PM if i'm use them in my hack. |
Joshua |
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Red Paragoomba Level: 20 Posts: 14/64 EXP: 40332 Next: 2107 Since: 05-11-07 From: USA Last post: 5977 days Last view: 5911 days |
Posted by NintendoFreakPosted by JoshuaYour the only one that hated my hack called smb 1 demo.Well it still looks nice though. Nah, I was just the most vocal. So I gave you some criticism, you really need to either use it to improve your hack or forget about it already. As for your second message, no one should be threatening or downtrodding you if you try to use original SMW graphics. It's all personal opinion, really. I'll probably be releasing the demo this weekend, so you should probably hold out on any further comments until you can experience the hack in question. And this isn't the place to discuss my comments on your old hack, so let's drop that. |
NintendoFreak |
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Micro-Goomba Go away. Level: 11 Posts: 12/17 EXP: 5515 Next: 470 Since: 05-25-07 From: Arizona Last post: 6189 days Last view: 6129 days |
But I still mad that you sent me that message.This one:
Posted by JoshuaThat hack was the most CRAPPY hack I've ever seen!Your hacks suck and so do you! That was the second worst PM I ever got! |
Joshua |
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Red Paragoomba Level: 20 Posts: 15/64 EXP: 40332 Next: 2107 Since: 05-11-07 From: USA Last post: 5977 days Last view: 5911 days |
Posted by NintendoFreakPosted by JoshuaThat hack was the most CRAPPY hack I've ever seen!Your hacks suck and so do you! That was the second worst PM I ever got! I never said that, or anything close. Either you're making it up or there's some loser out there impersonating me. Now please don't reply to this topic unless you have something to say about my hack, okay? |
NintendoFreak |
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Micro-Goomba Go away. Level: 11 Posts: 13/17 EXP: 5515 Next: 470 Since: 05-25-07 From: Arizona Last post: 6189 days Last view: 6129 days |
Ok then.Well how you edited it to say "THE TREASURE HUNT!" looks very nice.(I can seem to find those tiles) |
Main - SMW Hacking - The Treasure Hunt | New thread | New reply |
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