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Main - SMW Hacking - Super Mario Omega [Lots of SS] New thread | New reply


Higsby
Posted on 07-16-07 09:18 AM (rev. 2 of 07-16-07 09:21 AM) Link | Quote | ID: 55395


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This is my first SMW hack although it may be important to note that I have been experimenting with Lunar Magic for quite a while now. I, like most beginners, started off by making crappy edits of level 105 and thinking to myself that it was really great. I created a few levels like this and then thought that it was good enough to post on the internet. As I was about to do this I noticed other peoples hacks and how much better they were. They had ExGFX, Amazing level design, and ASM hacks. After seeing this I realized that I could do much better than I had. I felt the urge to stop ROM hacking (which did end of getting the best of me). Last winter I had a snow day and was able to stay home from school. To get rid of my boredom I decided I would take another shot at ROM hacking. I made a few levels (which weren't to bad this time) but still wished that I knew how to insert ExGFX or hack ASM. As a result I thought to my self "Why don't I use Pac's SMBDX to make a hack?". I hacked a few levels and made an entirely new overworld but was depressed by the way that the "Level Names" patch worked (making every single level have it's own level name instead of using the same name of the level you selected from the overworld). I thought that no one would ever want to download a hack that had pipes in level 1-3 that led to bonus room that said 4-2. Realizing how screwed up this hack was going to be I just decided to trash it (but still leaving a copy of the SMW ROM and Lunar Magic on my computer. A few weeks later I had another snow day and decided to do whatever it takes to learn how to insert ExGFX myself so that I can start from scratch and do whatever I want to the ROM. After going back to the older board and reading the tutorial that was sticked I tried again but had no luck. There was one thing that I kept doing wrong because I didn't understand what the tutorial meant. I kept trying and eventually got it to work and thus, my new hack was born!

I put everything I've got into this hack and hope that when it's finally complete everyone will enjoy it. The number one thing that I've been aiming for in this hack is level design. Lately I have found that hacks have had amazing ExGFX but not the greatest level design. So I tried my best to create a hack with great level design and graphics that were better then the original SMW's. Here is what I have done so far.


I know that it looks like a remake of 1-1 but it has something added to it which I am sure people will find interesting.

The first level I created for this hack (although it appears second on the overworld).

Trying to make most levels non-linear.

This is where the levels start getting longer so that they can't be beat in under 100 seconds

This part of world 2 uses all SML2 themed GFX

The same level as above but closer to the end

The first underwater level of the hack!

Ghost houses are replaced by haunted ruins.

Levels that use the spotlight are actually dark now.

It's going to take a lot to find the top secret area this time (also note that this is the only place in the entire game that uses an original SMW tileset).

The Icicle Caverns!

This is one of those times when it would be good to go a different way...

Can you find the secret exit hidden deep within the maze?

Bullet Bills are introduced at the beginning of World 4.

P balloons are also introduced in World 4 unless you found the Green Switch palace

This is why I love smashable bricks.

A maze that is so big I had to give this level a time limit of 500 seconds (apposed to the average level time limit of 300).

A remake of level 1-2 with a twist! It can be found within the maze.

The first level that uses layer 2! The blue blocks are constantly moving up and down.

The Blue Switch Palace! The tileset's colour reflects which Switch Palace you are in.

The beginning of Castle #4. Even though the boss door looks like it's easy to get to...

...I assure you that it's not

What would a water world be like without a ship? Also note that the average time limit for a level was just increased to 400!

Or even better, a sunken ship

If you don't find the ship's secret exit you'll end up here.

After going down a pipe you will have to push through the rapids of the cove.

This is easier than it looks.

After going down another pipe you will go to a completely underwater area.

This place looks familiar.

If you used the springboard the way it was meant to be used you will end up here.


That took quite a while but it was worth it. I haven't set a release date for my hack yet but it will probably be towards the end of the year or early next year. I am also aware that Mario's same has the wrong colours in some screenshots. I promise you that this will be fixed before the final release (I know that I should of fixed them by now but I've had enough of keeping this hack a secret and wanted to make a thread about it). I would like to thank IceGoom for the coin and Star Coin GFX and I would also like to thank everyone the ripped the ExGFX I used.

So this is basically the reason I've been so inactive lately (that and the fact that I've been on the computer a bit less because of doing other stuff during summer). Comments, Constructive Criticism, and everything is welcome.

EDIT: I have a small idea for a story but I decided not to post it as it will probably change a lot before I decide to release this hack.





shiva
Posted on 07-16-07 12:10 PM Link | Quote | ID: 55404


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it seems to be very good in fact! i like those pictures!

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CKY-9K
Posted on 07-16-07 01:03 PM Link | Quote | ID: 55407


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I like the SMB2J graphics and SML2 graphics.

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The13thProdigy
Posted on 07-16-07 01:26 PM Link | Quote | ID: 55409


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It's nice to see stuff like Wario Land and DKC2 in there. I have that tileset you used for the ancient ruins...and now you've inspired me for a spotlight level. Yay! This looks really promising. Awesome job, I'll have to check this out when it's released.

Legomen
Posted on 07-16-07 01:36 PM Link | Quote | ID: 55410


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Look's cool, when you make demo? .

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Ice phoenix
Posted on 07-16-07 03:48 PM Link | Quote | ID: 55416


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Oh,sweet.I Can't wait to beta test play it when it's ready.

Higsby
Posted on 07-16-07 08:51 PM (rev. 6 of 07-19-07 08:15 AM) Link | Quote | ID: 55483


Pokey
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Thanks for the comments

As far as a demo goes I don't think I'm going to have one. I will probably get beta testers though but it will still be a while before I get them.

Anyway I've put together a giant picture of the overworld, and took some pictures of the sub worlds for you guys to enjoy.



This is the main area of the overworld. You may notice places where objects look a bit weird (ex: beside the fortress). This has nothing to do with the overworld and happened when I was piecing the screenshots together in MS Paint . Also not that I'm redoing what the ghost houses look like and since they looks really bad at the moment I replaced them with a picture of a normal ghost house.



This is world 1. It has six levels and one secret exit.



This is world 3. I'm not to sure about this one. depending on what people think I might redo it. The thing I hate about sub-worlds is the fact that there isn't much room to work with (especially because of the boarder that appears while actually playing the game). This world has eight levels and three secret exits.



This is world 5. It is the world I am currently working on. I am aware that there are a few errors near the top but I haven't bothered fixing them because I am thinking of redoing the area around the pipe. This world will have eight levels and four secret exits.

Well that is everything I have done so far. I will make world 7 and star road (which it will not be called) when I get to them. I can tell you right now that star road will have 10 levels and 9 secret exits.


Skreeny
Posted on 07-16-07 10:07 PM Link | Quote | ID: 55495


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Posted by Higsby

Suggestion: Darken the light color in the water around the wrecked ship. It looks rather bad, whether it's how it was in the regular game or not.

In the other screenshots, you appear to have a lot of rounded corners that have square cliff faces (the plateau with the 1 sign on it is a rather obvious one of these); you may want to change that.

Otherwise, it doesn't look too bad. I rather like the waterfall coming out of the cave.

GreyMaria
Posted on 07-16-07 10:26 PM (rev. 2 of 07-16-07 10:31 PM) Link | Quote | ID: 55503

>implying even the Japanese understand the Japanese
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Posted by Higsby

I know that it looks like a remake of 1-1 but it has something added to it which I am sure people will find interesting.



Eww, remakes.

If you're going to use square ? blocks, at least redo the SMB3 blocks in the SMW style...


Your overworld is slightly blocky. Try making it a bit more jagged on the edges?

Also, you forgot to use the ending tile for the Waterfalls.

Check the left edge of world 3, you've got a top and bottom mismatch... unless you were going for the "broken cliff" effect.


Is the switch palace's background animated? If it is, cool!


Pretty good, just fix up the points I mentioned and it'll be great!

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Sparks
Posted on 07-16-07 10:32 PM Link | Quote | ID: 55506


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Hmm. The ground tiles seem incomplete when it comes to corners and walls. Might wanna fix that.

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Ice phoenix
Posted on 07-16-07 10:55 PM Link | Quote | ID: 55515


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When you are ready for beta testers,I am just a PM away.I Have alot of free time, to.

Higsby
Posted on 07-16-07 11:15 PM Link | Quote | ID: 55518


Pokey
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Suggestion: Darken the light color in the water around the wrecked ship. It looks rather bad, whether it's how it was in the regular game or not.


consider it done


If you're going to use square ? blocks, at least redo the SMB3 blocks in the SMW style...


I'm not exactly sure what you are trying to say. Redo the SMB3 blocks in SMW style?


Your overworld is slightly blocky. Try making it a bit more jagged on the edges?


A lot of people have been saying this and I agree completely. It will be fixed ASAP.


Check the left edge of world 3, you've got a top and bottom mismatch... unless you were going for the "broken cliff" effect.


Again I didn't even notice the cliff problem. I assure you that they will all be fixed.



Is the switch palace's background animated? If it is, cool!


I never even thought about making it animated. I'm not sure if I will or not.

Almost all of the suggestions that people have posted have already been fixed! Thanks again.

darklink898
Posted on 07-17-07 02:09 AM (rev. 3 of 07-17-07 02:51 AM) Link | Quote | ID: 55542


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Looks nice, but there are some palette errors in most screenshots.
Also, the "green" cement block looks kinda weird...

I like the OW, but your perspective is crappy and you leave many empty fields, try adding some trees or something at least.


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Sparks
Posted on 07-17-07 02:46 AM Link | Quote | ID: 55555


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Posted by Higsby
Almost all of the suggestions that people have posted have already been fixed! Thanks again.
Case ya haven't fixed the one I said yet, I can help ya out with the tiles. But I can't add them in. D:

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Higsby
Posted on 07-17-07 03:04 AM Link | Quote | ID: 55560


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Posted by darklink898

I like the OW, but your perspective is crappy and you leave many empty fields, try adding some trees or something at least.



The reason for that is because those are where the paths appear. I'll try to fill in some of the more open areas.

I already went back and fixed all of the problems with the cliffs. I'm not sure why I never noticed those problems myself.

Luigi-San
Posted on 07-17-07 05:03 AM Link | Quote | ID: 55575


Melon Bug
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Looks nice for a first hack, Higsby. I'll be sure to give it a play!

Kario
Posted on 07-17-07 03:03 PM Link | Quote | ID: 55654


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Although I gave up SMW hacking a long time ago, SMW hacking is the main reason I stick around. I'm probably in a very small group of people who feel this way, but I always like the way a hack looks when it has new graphics, even if they are just a bunch of SMB3 and SML graphics. It's all about having fun anyway right?

Skreeny
Posted on 07-18-07 02:07 AM Link | Quote | ID: 55789


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Posted by Higsby
The reason for that is because those are where the paths appear. I'll try to fill in some of the more open areas.

You could always do what the original Mario World did and fill them with rocks... Assuming you still have those graphics.

Posted by Higsby
I already went back and fixed all of the problems with the cliffs. I'm not sure why I never noticed those problems myself.
Because you spent so long staring at it because you made it. Almost everyone has that problem, hence why authors tend to have other people proofread stuff.

Higsby
Posted on 07-19-07 08:24 AM (rev. 2 of 07-19-07 10:14 AM) Link | Quote | ID: 56188


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It's all about having fun anyway right?


Of course. I like the ExGFX I used but that number one thing I am aiming for is making the levels as fun as possible (not using the same tricks over and over again, not leaving screens with nothing but straight land and a few enemies, etc) .



You could always do what the original Mario World did and fill them with rocks... Assuming you still have those graphics.


I am really thinking of doing that with World 4 (except I would us bushes instead of rocks). Thanks for giving me that idea


The overworld screenshots have been updated! Please still ignore the top of world five (I'm going to get rid of those ugly black lines). As for a progress update, I have completed another level in World 5, totaling 34 completed levels so far.

Skreeny
Posted on 07-19-07 08:48 AM Link | Quote | ID: 56194


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There's a marked improvement, but there are still a decent number of corners that either lack the lines for the curves or have extra lines. A couple actually have the lines shifted over a tile where they shouldn't be.

The worst offenders for the flat curve thing are the segments near the two waterfalls in the northeast, the small waterfall coming from the cave, and the tiny green island in the top center. There are extra lines on the island in the southwest and the area below the fortress in the northern portion of the map.

Basically, the way I'd suggest putting them in is to put them where the edge changes direction from a horizontal or vertical to a 45 degree angle or vice versa; don't put them where the angle of the cliff doesn't change.

The only other problem I see from a purely mechanical standpoint is just to the left of the 2 sign. The slanted part of the desert cliff, if you extend it down, suddenly appears to be flatly horizontal for an 8x8 area. I'd suggest shifting the green area to the left of the sign (including the fortress) down by a block and extending the slant of the green area one more tile.

Then again, I'm not that good at perspective, so it may be fine how it is.

Main - SMW Hacking - Super Mario Omega [Lots of SS] New thread | New reply

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