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Main - SMW Hacking - REVIVED: Super Mario Alchemy: The Mushroom Elements [SS] New thread | New reply

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Phazorite
Posted on 06-22-07 03:29 AM Link | Quote | ID: 47679


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Posted by The13thProdigy
Oh, sweet! A good SMW hack without all the glamour and glitter of ExGFX - what I intend to do, at least the majority of my hack. I won't lie and say there isn't any ExGFX - a lot, actually - but the majority is all original graphics.

Man, this looks awesome. I'm not gonna lie. I think you've inspired me to actually name my levels again, rather than just "Emerald Forest 1" or whatever.

I thought about a non-linear path for SMCIA 2...whenever I finish the first one. Bwahaha...


That's about right. Think Mario's Return here: expect quite a lot of ExGFX but no shortage of the original SMW graphics come demo release. Either that or the GFX will clash too much and I'll end up going back to 2004 with SMAS GFX. And I'm really proud of that nonlinear OW, really brings back the feeling we all had in 1991 when we found the most interactive (and HUGEST!!) world map to date and wondered how long it would take to dig up every last secret.

And a few updates (read: screenies ) for my fellow hackers:

As I said, I'm having a bit of hacker's block with level design, although I've pretty much finished some of the ghost house rooms and much of Spirit Isle as a whole.

A sneak peek at the new and improved Spirit Manor:


The crate maze has about doubled in size, and there's Eeries flying in everywhere. Reflexes are essential in such a tight space. It's the first ghost house, so let me know if you think I should tone down the difficulty. (I've already done so a bit)


Dodge and bounce off green ectoplasm balls in this dark corridor area. I got the inspiration from Banzai Corridor in TSRP 2 (one of the most original levels, ever).

ALERT: 56K USER'S WORST NIGHTMARE AHEAD! AWOOOGAH! AWOOOGAH!

Sorry for the ginormous (3.4 MB!!!) JPEG image, but I wanted to post a full shot of the "wing platform area" in Spirit Isle 3. Enjoy the ExGFX (finally got it going ) and nitpick all you like about my mediocre level design skills.

BTW Spirit Isle 3 is now Lakitu's Ridge. All of my levels will now have unique names.

More to come! Once I cook up an idea for the first level (ugh...Level 105 is always the hardest to get right first impressions are everything), you'll see more. So if updates are a bit slow, blame the sprite memory and palette settings--not me, except for my natural laziness.






Z-Bot
Posted on 06-22-07 03:50 AM (rev. 2 of 06-22-07 03:50 AM) Link | Quote | ID: 47685


Ninji
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Posted by Phazorite



Sorry for the ginormous (3.4 MB!!!) JPEG image, but I wanted to post a full shot of the "wing platform area" in Spirit Isle 3. Enjoy the ExGFX (finally got it going ) and nitpick all you like about my mediocre level design skills.

BTW Spirit Isle 3 is now Lakitu's Ridge. All of my levels will now have unique names.

More to come! Once I cook up an idea for the first level (ugh...Level 105 is always the hardest to get right first impressions are everything), you'll see more. So if updates are a bit slow, blame the sprite memory and palette settings--not me, except for my natural laziness.








Now THATS a level for a Yoshi! Looks like complete fun and lol's at deaths.

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Phazorite
Posted on 06-22-07 04:00 AM Link | Quote | ID: 47687


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Posted by Z-Bot
Posted by Phazorite



Sorry for the ginormous (3.4 MB!!!) JPEG image, but I wanted to post a full shot of the "wing platform area" in Spirit Isle 3. Enjoy the ExGFX (finally got it going ) and nitpick all you like about my mediocre level design skills.

BTW Spirit Isle 3 is now Lakitu's Ridge. All of my levels will now have unique names.

More to come! Once I cook up an idea for the first level (ugh...Level 105 is always the hardest to get right first impressions are everything), you'll see more. So if updates are a bit slow, blame the sprite memory and palette settings--not me, except for my natural laziness.




Now THATS a level for a Yoshi! Looks like complete fun and lol's at deaths.


Great idea! I didn't design it with Yoshi in mind, but it's in the perfect place in the first world for the crafty player to go and grab Yoshi before coming here. Death to Spinies!

Any comments on my other levels? I always like to get comments.

Z-Bot
Posted on 06-22-07 04:10 AM Link | Quote | ID: 47693


Ninji
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Sure, I didn't want too lengthy of a speech but alright.

There isn't much to say but I am assuming those blue ovals are coins that require a switch?

And you should make red ectoballs that damage or a secret level with a color-switching ectoball that damages when red and allows bouncage when green.

Not much of a speech or an idea but I like throwing my 2 cents in... NO WAIT GIMME BACK MY CENTS!... stupid well.

Anyway I love this idea, when I reghost this cruddy machine of mine I will enjoy this.

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Phazorite
Posted on 06-23-07 03:55 AM (rev. 3 of 06-23-07 03:58 AM) Link | Quote | ID: 48724


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I'm back! It's fun being anonymous sometimes, but it does gnaw at your intelligence a bit and keep the BANHAMMER (tm) busy. Acmlm's just wouldn't be the same if everyone's identity got stolen. Live the fun inane chatter experience!

Now all that's left is to revive RPG Battles and Acmlm's will have well and truly risen from the dead, like the Phoenixes of Kaustos Island (stay tuned, that's from my hack...)

Enough rambling and leaked secrets and phone calls to India (y'know, when your credit card gets hacked and all that shit? IDENTITY THEFT ), I've got hot new screenies for you all. MOVE JPEG...FOR GREAT JUSTICE! (sorry couldn't resist )

Just my two cents, check out the new Spirit Isle 2 BG and...*commence fanfare*...The Water Element Temple!


Just figured I'd show off the FirePhoenix0-inspired custom BG for this level, which is pretty much done and renamed Koopablock Buttes. There's clouds in the BG, you just can't see them here.


The BG from another angle. I'm trying to get the palettes just right so it's easy to tell FG from BG. Anyone else think it could be a bit darker? Oh, and the goal sphere's there for testing purposes. Just ignore it


The first of the Element Temples in all it's ExGFX'y glory. I'm using ripped SMAS Fortress BG cause I'm too lazy to rip new stuff right now and I couldn't find anything with a similar look other than the original castle BG. Once I get down to it I might try using Skyblazer's temple BG.

This level's still very early on, this is the most detailed screenie I could make. Since it's the end of the "easy path" (look a ways up the thread), I might want to tone it down a bit.

And, it's weird--being anonymous actually made me more careful on the board. Now that the experiment from hell's over, I'm starting to sound like Xkeeper himself--too much to do, too much shit to take, and too much shit to dish out. Reverse psychology, ne??

My advice to n00bs: Events at Acmlm's are scary. Very scary. Between Y-chromosome crushing chemicals infused with Valkyrie equipment and the spambot's dream this morning, it's just another way to have a stick of...





Constructive criticism, anyone?



FirePhoenix0
Posted on 06-23-07 04:25 AM Link | Quote | ID: 48746


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About the BG that I inspiried, make them darker or different colors than the FG alltogether. That's what I had to do to make the FG and BG distinguished from each other.

I like the Spirit Isle level but do something about the cement blocks. Those are bad palettes. I'm also wondering how the last jump with the six Koopas works. Do you have to thread the needle between them or jump take a complete blind jump? If it's the latter, I suggest having some coins to guide the fall.

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Tyty
Posted on 06-23-07 05:13 AM Link | Quote | ID: 48761


Vire
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maybe rather than making BG colors darker, you could fade them, the further away something is, the more faded, and lighter it should be... if I finished my mushroom scales BG I'd show you

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Phazorite
Posted on 06-23-07 08:43 AM Link | Quote | ID: 48843


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Posted by FirePhoenix0
About the BG that I inspiried, make them darker or different colors than the FG alltogether. That's what I had to do to make the FG and BG distinguished from each other.


Any better? I looked at your vid at SMWcentral and made it a little greener, which is what your BG looked like to me. Sorry if it looks a bit bright, colors show up a bit different on the laptop I hack on than the CRT monitor of my internet-connected comp. Thank god for USB drives. BTW I lightened the original FG palette to up the contrast a bit more, but it's really subtle.

I like the Spirit Isle level but do something about the cement blocks. Those are bad palettes. I'm also wondering how the last jump with the six Koopas works. Do you have to thread the needle between them or jump take a complete blind jump? If it's the latter, I suggest having some coins to guide the fall.


As for the koopa finish, it's not even fully tested yet. You'll have to thread your way between them (you're flying on winged platforms), or eat them with Yoshi. Your pick As for the cement blocks, the .tpl I imported for the mushroom BG fouls up a lot of original palettes as well. I'm still trying to reconstruct them (the coins looked like they were covered in puke at first ) No joke! I kinda like the green logs, but a lot of things still look off. More to come...

Right now I'm racking my brain for a level 105 edit. Just wish I could make one like yours Meh, another year and I'll be up there with you in level design skills. How long you been hacking SMW, FP?

Tyty
Posted on 06-23-07 08:50 AM Link | Quote | ID: 48846


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Jizz Danmaku
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Mine was gonna be based off of the SMW mushrooms, not the SMB ones, I have to do palette work first, I'll get on that... anyways, a koopa weaving jump, that sounds fun...

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Skreeny
Posted on 06-23-07 08:54 AM Link | Quote | ID: 48847


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I'd actually suggest you take the background and make the colors closer to the sky's color. A faded look, if you will.

As far as the .tpl problem goes, you should probably just export the relevant one within Lunar Magic. I know the option to do so exists, I've used it. I think it's in the palette dialog?

Tyty
Posted on 06-23-07 09:00 AM Link | Quote | ID: 48849


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file> Palettes>export level palette to file, saves it as an editable .TPL file

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The13thProdigy
Posted on 06-27-07 06:49 PM Link | Quote | ID: 50184


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Aw, man. I was gonna use elemental temples. Whateva...I'll call them by the latin names for the elements. Works.

I dunno. I like Spirit Island 2, but I think the background should be darker than the foreground, not lighter. I just think it'd look cooler. The Water Element temple looks cool, if not difficult.

Phazorite
Posted on 06-27-07 08:09 PM Link | Quote | ID: 50199


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Tit for tat Many of my levels have a Greek naming theme, actually:

Proteus=shapeshifting god (Proteus Woods has an illusion feel as you go through pipes that take you random places)

Anemos=Wind (my sky world will have a windy level called Anemos Causeway, kinda like Gusty Glade from DKC2)

Kaustos=Burning (my fire/volcano world will be called Kaustos Island)

Gaia=Earth (Gaia Bridge leads to the mountain world where the Earth Element Temple is)

The levels in the Star World (called the Nexus) are named with Greek letters (see old thread for more)

There's more, but that's all I can reveal for now

Off topic: Golden Sun owns your mom's soul

The13thProdigy
Posted on 06-28-07 01:00 PM Link | Quote | ID: 50385


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Yeah, I'll probably use Ignis for fire, Aequeous for water, ecetera.
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Main - SMW Hacking - REVIVED: Super Mario Alchemy: The Mushroom Elements [SS] New thread | New reply

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