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Main - SMW Hacking - Super Mario World: Uncharted Territory Demo New thread | New reply


Waddler-D
Posted on 02-01-09 11:10 PM (rev. 2 of 02-01-09 11:20 PM) Link | Quote | ID: 99930


Paragoomba
Level: 21

Posts: 19/71
EXP: 44540
Next: 5403

Since: 01-24-09

Last post: 4785 days
Last view: 4752 days
I've been working on this hack for about a couple of years now. Well, actually I worked on it a couple of years back and it's been on hiatus.

This is an attempt to make a hack that doesn't have too much ASM editing, large amounts of fancy ExGFX (Though there is a few) and custom blocks. Just a hack that would say, demonstrate what you can do without all of that. It's main focus is on level and overworld design and while I plan to continue it soon, I've lost my steam for the moment. A bit of hacker's block if you get my drift.

Two "worlds" are done, but don't enter any Star Roads if you find them. I haven't done anything yet with them, so they could freeze your game or something. Also, I would stop after beating the second or possibly third level of the third "world", I haven't done too much afterwards. But I hope you all will enjoy the demo version of this hack. I will try to get further and eventually finish it, but we'll see.

I would like to thank one of my good friends with the palette and ExGFX work he has done on the hack, and those who have tested the hack out so far. I really appreciate their help on improving the hack.

Super Mario World: Uncharted Territory Demo







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AIM: WaddlerD 85

Elementalpowerstar
Posted on 02-02-09 12:03 AM Link | Quote | ID: 99931


Paratroopa
Level: 29

Posts: 45/155
EXP: 144012
Next: 3873

Since: 12-29-08
From: ---

Last post: 3769 days
Last view: 3662 days
I played this. I thought it was good, fun, challenging, etc.

The levels were LONG... but I didn't notice how long they were until I ended the levels, and thought back on how much time I spent scaling the wall, or going through the maze. The level keeps you jumping from place to place, which eluded me from my awareness of time.

One thing that caught my eye in this hack: the fact that most of the palletes were modified, which is a great thing. Like, in the castles, alot of the flooring was made "more realistic."

Something I thought of while playing this game: "GROUNDED AIRSHIP" has a ghosthouse/sunken ship tileset in it, and I didn't think that the bombs and bullets/turrets really didn't match the color scheme, something to think about, try to make the turrets match the ship, make then somewhat brown, make them look old, like the airship, there is cobwebs on the ship, I think the turrets should be dusty or made of wood.

Overall, I find everything done very well, I knew that you skimmed over everything so the player could make it.

9/10.

____________________
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Bond697
Posted on 02-02-09 05:43 AM (rev. 2 of 02-02-09 05:58 AM) Link | Quote | ID: 99940


Red Goomba
Level: 16

Posts: 2/40
EXP: 18969
Next: 1287

Since: 11-05-08

Last post: 4974 days
Last view: 4423 days
well, i managed to find the secret exit in the second level . it was pretty cool, but kind of annoying because of the distance. turbo is a REALLY nice feature.

nice design so far, though.

:edit: the switch palace definitely tripped me up for a second before i realized what the info box was referring to.

Waddler-D
Posted on 02-02-09 06:10 AM Link | Quote | ID: 99943


Paragoomba
Level: 21

Posts: 20/71
EXP: 44540
Next: 5403

Since: 01-24-09

Last post: 4785 days
Last view: 4752 days
Thanks, I'm glad to hear people are enjoying it. Though, I think I made that secret exit a little annoying to get to. But I think I might try a certain way to get to it, see if it can be done that way.



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AIM: WaddlerD 85

Mecakoto
Posted on 02-02-09 06:43 AM Link | Quote | ID: 99945


Shyguy
Level: 23

Posts: 21/93
EXP: 66751
Next: 972

Since: 01-28-09
From: A computer.

Last post: 3434 days
Last view: 3328 days
Very well balanced fun and difficulty. You have done extremely well.

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http://www.youtube.com/user/mecakoto

blackhole89
Posted on 02-02-09 09:20 AM Link | Quote | ID: 99949


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 2239/4196
EXP: 21485054
Next: 351547

Since: 02-19-07
From: Ithaca, NY, US

Last post: 443 days
Last view: 56 days



While I have yet to go far beyond the first world, I must say I am rather impressed at your level design and usage of the original graphics. I'd take this over the pretty stockpatched hacks SMWC throws out at a fast pace any day...

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philosophia6604
Posted on 02-02-09 09:26 AM Link | Quote | ID: 99950


Goomba
Level: 12

Posts: 1/20
EXP: 6655
Next: 1266

Since: 01-29-09
From: Land's End

Last post: 5036 days
Last view: 4503 days
this is.... awesome!
very nice made!
nice difficulty!
i got freaked out at first when i heard the tie running out!
Expert-friendly
layout is great and doesnt look simple like alot others either

Waddler-D
Posted on 02-02-09 10:32 PM Link | Quote | ID: 99965


Paragoomba
Level: 21

Posts: 22/71
EXP: 44540
Next: 5403

Since: 01-24-09

Last post: 4785 days
Last view: 4752 days
Thank you everybody. I'm rather glad that people are really enjoying the hack and I decided that I will continue working on the hack either today or sometime later this week. I played through it a bit before sending it out (mainly to find any small bugs here and there) and thought that it would be a shame just to let it stay on hiatus for much longer.

Though, let me explain a few things about the hack I've been questioning and hoping for suggestions on...

- I plan to have 8 worlds for the player to go through (one for each Koopa Kid and one for Bowser himself), but I'm not sure what to do about the 9th world yet. My thoughts are either taking a "extra level" route or possibly have it like the "warp zones" that exist in many Mario games, but I was curious what you guys might think.

- I'm questioning what to do with the cape, as I have very few feathers in the game so far and I'm well aware of the cape's flying ability being rather cheesy (A reason why I kind of miss Raccoon Mario). Should I keep them the way they are and just have a few or possibly disable the flying aspect if possible?

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AIM: WaddlerD 85

Bond697
Posted on 02-02-09 11:43 PM (rev. 2 of 02-03-09 12:00 AM) Link | Quote | ID: 99970


Red Goomba
Level: 16

Posts: 3/40
EXP: 18969
Next: 1287

Since: 11-05-08

Last post: 4974 days
Last view: 4423 days
i think i found a tile problem:

http://img142.imageshack.us/img142/72/supermarioworlduterritoxy2.png

that's in "team chuck rampage" in world 2.

i think my favorite level overall was the monty mole one. that was so much fun.

:edit:

i just finished castle 2, and it was excellent.

Waddler-D
Posted on 02-02-09 11:56 PM Link | Quote | ID: 99973


Paragoomba
Level: 21

Posts: 23/71
EXP: 44540
Next: 5403

Since: 01-24-09

Last post: 4785 days
Last view: 4752 days
Bah, I guess I didn't catch that one. Well, at least I made it a little well-hidden. Thanks for pointing it out, I'll fix it right away.

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AIM: WaddlerD 85

blackhole89
Posted on 02-10-09 08:35 PM Link | Quote | ID: 100661


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 2244/4196
EXP: 21485054
Next: 351547

Since: 02-19-07
From: Ithaca, NY, US

Last post: 443 days
Last view: 56 days





More map16 oddities in that level...

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boingboingsplat
Posted on 02-10-09 09:32 PM Link | Quote | ID: 100669


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

Posts: 752/1292
EXP: 3625434
Next: 28110

Since: 07-23-07
From: Michicola

Last post: 4814 days
Last view: 4776 days
Something's telling me that you used Map16 page 0x2...

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Main - SMW Hacking - Super Mario World: Uncharted Territory Demo New thread | New reply

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