Do I have eyes?
A lot of those palletes are terribly eye bleeding, for example the uber-pink level, and some other ones. Mario's pallete sometimes blends in with the background. Also, one of the screenshots have backgarbage.
Ignoring that, some of those screenshots, actually, look pretty nice, like that Green Hill Zone. Just fix the palletes and graphical glitches and you have a decent hack here.
[Resurrected SGW hack!] Super Chavy-Gamer World (NSFW)
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A lot of bad palettes. Mixing red and grey is something you don't want to do. You also don't want the background hills to be pink and grey. Grey by itself would be okay, but not this.
How To Design a Good Overworld
OW OW OW MY EYES OW OW OW!
Other than the palletes, this looks pretty good, and I like the Green Hill Zone level.
Edit: Your screenshots are breaking the tables...
Good fucking bye.
Other than the palletes, this looks pretty good, and I like the Green Hill Zone level.
Edit: Your screenshots are breaking the tables...
Good fucking bye.
Originally posted by Reisen Udongein Inaba Do I have eyes? A lot of those palletes are terribly eye bleeding, for example the uber-pink level, and some other ones. Mario's pallete sometimes blends in with the background. I am aware of this. I am trying to separate Mario & Luigi GFX with my unclean ROM so that I can make Mario look like something else. Quote Also, one of the screenshots have backgarbage. If that's the green hill zone with the many sprite, it's a glitch that the Sumo Brother's lighting bolt causes in high quantity sprite environments. Quote Ignoring that, some of those screenshots, actually, look pretty nice, like that Green Hill Zone. Just fix the palletes and graphical glitches and you have a decent hack here. Thanks! ^-^ Are there any other graphical glitches? |
What do you see? Because in all honesty, most of these palettes look like something from the hack removal log.
Also, don't make it all one image, since then it's a lot harder to point out the errors in each, not to mention very slow loading.
This is the one with the BG error.
@Yukari Yakumo: Am I the only one that had trouble looking at that more than the screenshots? .-.
See Yukari's post.
There's the layer 3 smash with the strange bricks on the side, and the first screenshot in the last row, and that's all I can find.
Looking through the screenshots again, I like what you did with the Yoshi Egg and starman. ^^
Originally posted by GOTHCLAWZ
If that's the green hill zone with the many sprite, it's a glitch that the Sumo Brother's lighting bolt causes in high quantity sprite environments.
Originally posted by Reisen Udongein Inaba
Also, one of the screenshots have backgarbage.
If that's the green hill zone with the many sprite, it's a glitch that the Sumo Brother's lighting bolt causes in high quantity sprite environments.
See Yukari's post.
Originally posted by GOTHCLAWZ
Thanks! ^-^ Are there any other graphical glitches?
Originally posted by Reisen Udongein Inaba
Ignoring that, some of those screenshots, actually, look pretty nice, like that Green Hill Zone. Just fix the palletes and graphical glitches and you have a decent hack here.
Thanks! ^-^ Are there any other graphical glitches?
There's the layer 3 smash with the strange bricks on the side, and the first screenshot in the last row, and that's all I can find.
Looking through the screenshots again, I like what you did with the Yoshi Egg and starman. ^^
Like everyone else said, some palettes are...ow, they hurt. But the level design makes up for it. After all, have we all forgotten about this hack?
Originally posted by Yukari Yakumo What do you see? Because in all honesty, most of these palettes look like something from the hack removal log. It's Pikachu, right? Quote Also, don't make it all one image, since then it's a lot harder to point out the errors in each, not to mention very slow loading. This is true, I'd better start making a thumbnail of the whole thing. Quote This is the one with the BG error. Yeah, vertical level scrolling. It was going so well until I changed something at the top. Originally posted by Reisen Udongein Inaba See Yukari's post. Originally posted by GOTHCLAWZ Thanks! ^-^ Are there any other graphical glitches? There's the layer 3 smash with the strange bricks on the side, Yeah, I'm in the process of editing the stump. I've done every tile in the past and were so close to finishing it. But I wasn't satisfied. Quote and the first screenshot in the last row, and that's all I can find. That's an animated background, nothing accidental. Quote Looking through the screenshots again, I like what you did with the Yoshi Egg and starman. ^^ Thanks! The grid Yoshi egg is only for one level, it's the "Aggregation" area in "Special" world. It's basically reality mixed with the Matrix. The starman is an edit of SMB3 All Stars. Originally posted by Kuribo_Shoe Like everyone else said, some palettes are...ow, they hurt. I've never really found them that eye blazing during game play. Quote But the level design makes up for it. After all, have we all forgotten about this hack? My entire hack was going to be like that, the soul reason being that I couldn't insert graphics! |
So, this is the one featuring Hitler, then?
Oh, but I think the Hitler-as-villain angle is most viable indeed! But more on that in a moment.
Firstly, I would like to suggest that representing the character of GOTHCLAWZ through a hilarious Looney-Toons-in-the-dark edition of Mario is most insuffient. Instead, I recommend making him look something like Santy Clawrs, albeit wearing a black coat with crimson trimming. And instead of being fat and jolly, he's consumptive and sullen. Oh, and instead of "Ho, ho, ho!" he says "Woe, woe, woe!"
In my boundless magnanimity, I'll even throw in a story, completely free of charge. No need to thank me; it's all part of the job description.
Ahem...
One Christmas Eve, GOTHCLAWZ is, as per usual, out delivering elegantly wrapped but empty parcels to the children to remind them of the hollowness of human existence. Suddenly, however, he's stuck by a mysterious beam of energy and knocked out of the sky! Bleary-eyed and reeling, the stunned GOTHCLAWZ props himself p on the wreckage of his goth-sleigh and looks about hazily to find what else but the grinning visage of HITLER standing over him, who has just been testing out is snazzy new ray gun. GOTHCLAWZ tries to stand up to confront the dictator, but alas, the fall has taken too much out of him, and he collapses to the ground and pluges into unconsciousness. Cackling, Hitler then takes advantage of his victim's temporary incapacitatedness to steal all the presents and haul them back to his lair. It's now up to GOTHCLAWZ to get the gifts back, lest Christmas will be ruined!
So far, so simple, right? But wait—as we progress through the game, we eventually experience the shocking revelation Hitler is in fact GOTHCLAWZ' FATHER, and that the whole present-stealing affair was in fact a ruse so that he could try to persuade GOTHCLAWZ to take up the family trade of hitling! GOTHCLAWZ naturally refuses, and sternly resolves to continue his quest not to disappoint the kiddies come Christmas morn (well, not to disappoint them any more than giving them an empty box would). When the time comes for the final confrontation, GOTHCLAWZ learns an even more horrifying secret—as Hitler's son, if GOTHCLAWZ were to defeat Hitler, he himself would become the new Hitler by rite of hereditary succession! Worse yet, this is not a position he can refuse; the moment GOTHCLAWZ were to defeat Hitler, the Spirit of the Hittle would immediately course through his body like that thing from Highlander, the Gloaming or whatever it's called. Thus GOTHCLAWZ is presented with a torturous moral dilemma, quite befitting of the Byronic hero figure that he is.
Desperate, yet nevertheless determined to end this menace once and for all, GOTHCLAWZ ultimately decides to summon up all of his energy and release it in the form of a huge explosion which completely obliterates both Hitler and himself, thereby cutting off the bloodline forever. The concussive force of this explosion also serves to send the pilfered presents flying in all directions, and by a Christmas miracle (or perhaps the lingering influence of GOTHCLAWZ's will) they somehow all manage to land in the possession of their intended recipients. The final scene involves precisely one of these individuals, standing atop a large rocky outcropping under a stormy grey sky, as one of the presents gently falls down into her outstretch hands. As she catches it, she somehow senses the demise of benefactor, but nevertheless realizes the noble sacrifice he has made for the sake of her and millions of others like her. She sheds a single tear, which we follow down on its earthward journey before it is finally swallowed up by a dark and restless sea.
Good God I'm brilliant.
Firstly, I would like to suggest that representing the character of GOTHCLAWZ through a hilarious Looney-Toons-in-the-dark edition of Mario is most insuffient. Instead, I recommend making him look something like Santy Clawrs, albeit wearing a black coat with crimson trimming. And instead of being fat and jolly, he's consumptive and sullen. Oh, and instead of "Ho, ho, ho!" he says "Woe, woe, woe!"
In my boundless magnanimity, I'll even throw in a story, completely free of charge. No need to thank me; it's all part of the job description.
Ahem...
One Christmas Eve, GOTHCLAWZ is, as per usual, out delivering elegantly wrapped but empty parcels to the children to remind them of the hollowness of human existence. Suddenly, however, he's stuck by a mysterious beam of energy and knocked out of the sky! Bleary-eyed and reeling, the stunned GOTHCLAWZ props himself p on the wreckage of his goth-sleigh and looks about hazily to find what else but the grinning visage of HITLER standing over him, who has just been testing out is snazzy new ray gun. GOTHCLAWZ tries to stand up to confront the dictator, but alas, the fall has taken too much out of him, and he collapses to the ground and pluges into unconsciousness. Cackling, Hitler then takes advantage of his victim's temporary incapacitatedness to steal all the presents and haul them back to his lair. It's now up to GOTHCLAWZ to get the gifts back, lest Christmas will be ruined!
So far, so simple, right? But wait—as we progress through the game, we eventually experience the shocking revelation Hitler is in fact GOTHCLAWZ' FATHER, and that the whole present-stealing affair was in fact a ruse so that he could try to persuade GOTHCLAWZ to take up the family trade of hitling! GOTHCLAWZ naturally refuses, and sternly resolves to continue his quest not to disappoint the kiddies come Christmas morn (well, not to disappoint them any more than giving them an empty box would). When the time comes for the final confrontation, GOTHCLAWZ learns an even more horrifying secret—as Hitler's son, if GOTHCLAWZ were to defeat Hitler, he himself would become the new Hitler by rite of hereditary succession! Worse yet, this is not a position he can refuse; the moment GOTHCLAWZ were to defeat Hitler, the Spirit of the Hittle would immediately course through his body like that thing from Highlander, the Gloaming or whatever it's called. Thus GOTHCLAWZ is presented with a torturous moral dilemma, quite befitting of the Byronic hero figure that he is.
Desperate, yet nevertheless determined to end this menace once and for all, GOTHCLAWZ ultimately decides to summon up all of his energy and release it in the form of a huge explosion which completely obliterates both Hitler and himself, thereby cutting off the bloodline forever. The concussive force of this explosion also serves to send the pilfered presents flying in all directions, and by a Christmas miracle (or perhaps the lingering influence of GOTHCLAWZ's will) they somehow all manage to land in the possession of their intended recipients. The final scene involves precisely one of these individuals, standing atop a large rocky outcropping under a stormy grey sky, as one of the presents gently falls down into her outstretch hands. As she catches it, she somehow senses the demise of benefactor, but nevertheless realizes the noble sacrifice he has made for the sake of her and millions of others like her. She sheds a single tear, which we follow down on its earthward journey before it is finally swallowed up by a dark and restless sea.
Good God I'm brilliant.
Yeah some pallets are annoying, but I've noticed SMWC people tend to have very low tolerance for unusual pallets. Sometimes I like having crazy colors... but please be careful with those things. There is such a thing as too much. In short, don't worry if people say the pallets are bad. If you compare yours with the pallets in the Hack Removal Log, yours are often far more acceptable. But do be careful and tasteful and only have those pallets in a few levels, if any.
Originally posted by GOTHCLAWZ
That was quite a story, however. Doctor Eggman is the boss. :C
Hitler MIGHT be replacing one of the other bosses. In fact, it might only be a Nazi fortress with Nazi Koopa troops.
Originally posted by Rameau's Nephew
Oh, but I think the Hitler-as-villain angle is most viable indeed! But more on that in a moment.
Good God I'm brilliant.
Good God I'm brilliant.
That was quite a story, however. Doctor Eggman is the boss. :C
Hitler MIGHT be replacing one of the other bosses. In fact, it might only be a Nazi fortress with Nazi Koopa troops.
SS Troopas?
Vah'Neela's Mansion coming soon.
Originally posted by GOTHCLAWZ
That was quite a story, however. Doctor Eggman is the boss. :C
That was quite a story, however. Doctor Eggman is the boss. :C
Alas, literary geniuses are so rarely recognized in their own lifetimes...
I think it looks awesome so far... xD
WHY DOES MY F'N LAYOUT KEEP ON GETTING REMOVED?
WHY DOES MY F'N LAYOUT KEEP ON GETTING REMOVED?
The green water on the main map is well... ugly. A dark blue would go well with your islands.
Blue forest looks great.
Bowser's Valley still bears a strong resemblance to Bowser's Valley. If you moved the levels around to make the paths less straight and square, it'd fix this.
Orange grasslands are a little too... orange. Darken it up to autumn-y or brown earth-y colors and it'd look great I think. Could use some additional decoration in the flat and empty parts, though.
Gothclaws world still bears a strong resemblance to the special world. This ain't so bad though. I do like the giant castle at the end.
I think that stary area is supposed to be under the ocean? If so, I'd make it blue instead of green also.
The star world is still the star world. Boring.
All in all it's pretty good. You got the same palette issues you have in your levels, though. Your color choices are just mismatched. Maybe it's a style you're going for?
Oh, and one thing about your overworld's linearity. You've got a decent amount of secret exits there, but some places (most notably the orange grasslands) are a long series of yellow levels. There's no exploration if the player has no choice of where to go. Also, it looks like the secret exits in level 21 and 106 simply skip 1 level. Lame. Secret exits should give significant shortcuts (2+ levels), and/or reward the player with a new, otherwise inaccessable level. Donut Plain's layout of hidden levels and paths is an excellent example I think of overworld non-linearity.
Blue forest looks great.
Bowser's Valley still bears a strong resemblance to Bowser's Valley. If you moved the levels around to make the paths less straight and square, it'd fix this.
Orange grasslands are a little too... orange. Darken it up to autumn-y or brown earth-y colors and it'd look great I think. Could use some additional decoration in the flat and empty parts, though.
Gothclaws world still bears a strong resemblance to the special world. This ain't so bad though. I do like the giant castle at the end.
I think that stary area is supposed to be under the ocean? If so, I'd make it blue instead of green also.
The star world is still the star world. Boring.
All in all it's pretty good. You got the same palette issues you have in your levels, though. Your color choices are just mismatched. Maybe it's a style you're going for?
Oh, and one thing about your overworld's linearity. You've got a decent amount of secret exits there, but some places (most notably the orange grasslands) are a long series of yellow levels. There's no exploration if the player has no choice of where to go. Also, it looks like the secret exits in level 21 and 106 simply skip 1 level. Lame. Secret exits should give significant shortcuts (2+ levels), and/or reward the player with a new, otherwise inaccessable level. Donut Plain's layout of hidden levels and paths is an excellent example I think of overworld non-linearity.
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