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Roy's Armada [Special demo is out!]

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While most people would give you an overview of their hack, I prefer to do it this way.

Doctor: Roy, it doesn't look good, he probably won't last more than a couple of weeks.

Roy: I see... is there no solution?

Doctor: I'm afraid the only solution is for YOU to become king and ease the worries of our people.

Roy: I know, I am the heir to the Koopa Empire... and I WILL fulfill our destiny.

(Meanwhile...)

Peach: I'm worried Chancellor, if the reports are true...

Chancellor: Than Bowser has an army that far outmatches our own.

Peach: Yet he hesitates...

Chancellor: My Queen, perhaps we should preempt his fleet, and strike now.

Peach: No, we'll send Mario to find out what's going on.

Chancellor: Mario? My Queen, his skills have greatly diminished with age. Sending him is throwing our hero's life away...


(Screenshots and Videos)

HDMA gradient taken directly from the ASM code library.

Obligatory Muncher Run... omnom.

Finding appropriate music for that BG took FOREVER.

Wavy HDMA taken directly from the ASM code library.

Who says you can't use underwater music in a cave #w{:>}

Because all extended objects deal only 1 damage, Hammer Brothers, Pitching Chucks, and other Extended object throwers are more difficult to dodge.

I once hid a moon where I hid the P-switch.

In case you didn't realize, Most of these comments are filler.

Lorem Ipsum and stuff.


Old Vid is Old
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New Vid is New
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Loving the graphics. AND that you used my thunder lakitu. It makes me so happy to see people actually use my stuff. Oh, and do you plan on changing mario too? He doesn't look like he "fits" well.

Nice job Atma. Even though I'm not the biggest fan of the redrawn graphics, the way in which they have been used in tandem with varying backgrounds makes it look that much better. Also for your fourth screenie, is that HDMA I see in the back or is that just the background?
AnimeList | MangaList


Just a few nit-picks:
1. Mario's graphics kind of clash with everything else.
2. Everything seems a little too bright.
3. Just a personal thing, but that dialogue with Mario characters was just like....kwut.
I'm not saying I don't like the story, it just clashes with Mario's world.

EDIT: Oh right, things I like:
1. Level design looks solid.
2. All of the graphics excluding Mario's fit a single style.
3. Story sounds good, despite the slight weirdness of it for a Mario setting.

Who knows when I'll have
something to put here.


Credits go to Counterfeit for the bitchin' post layout.

Looking excellent Atma. The graphics and the level design look good. Also the story seems like a really good one IMO. Nice work so far. #w{=)}
Awesome. The mushroom on the 3rd screenshot and Mario both look a little out of place with the rest of it.

The fg palate in the last grassland screenshots looks a little too bright to, but that's fine if its the kinda thing your going for.

The level design looks pretty solid. (oh noes another star-muncher run) The plot is... Umm.... Different maybe? Its still cool.
I disagree about the clashy Mario, he seems to fit just fine with the graphics, just give him a more "Creamy" pallete. Oh, and loving the graphic choices like everyone else.
@Ixtab: I never liked the Redrawn Mario GFX, perhaps if someone points me to another GFX that fits better (it could even be a different Mario Character #w{=P})

@E-Man: That is indeed Wavy HDMA.

@Rabees: I'm Aiming for a brightish palette to contrast Mario's worn appearance. As you may have guessed, Mario is supposed to be significantly older than in other games. I also tend to write plots that do not fit very well with the Nintendo version of the characters, but I believe in a deep, thought provoking plot.

@EveryoneelsebecauseIamtoolazytotypethemallout:
Thank you for your feedback ^_^

Now, let me explain the purpose of "Roy's Armada". (Yes, I have an ulterior motive)

Aside from basic ASM alterations, everything you see here is available on SMWC. I've seen many MANY people say that you need to have some knack OTHER than level design to make a great hack. I wholeheartedly disagree with this. The only truly unique things in Roy's Armada will be the major bosses. I really want to prove to SMWC that you don't need to be an SNN at music, a Roy at spriting, a Supertails at drawing, or a Kieran at life #w{=D} to make an outstanding hack.


*facepalm*
I can't believe I just now noticed the videos. Nice, palletes don't look so eye-searing compared to the pictures, the level design is solid (as I said before), and the graphics all look good together. But your Yoshi Coin Counter has screwy colors because of the SM64 health patch. I don't think you can fix that though, I remember I just removed that counter in my hack (although it doesn't look terrible).

Originally posted by Atma
Aside from basic ASM alterations, everything you see here is available on SMWC. I've seen many MANY people say that you need to have some knack OTHER than level design to make a great hack. I wholeheartedly disagree with this. The only truly unique things in Roy's Armada will be the major bosses. I really want to prove to SMWC that you don't need to be an SNN at music, a Roy at spriting, a Supertails at drawing, or a Kieran at life to make an outstanding hack.

I couldn't have said it better. After all, one person does not make an entire game himself. Everybody has a talent for a specific area, whether it be graphics, asm, music, or level design.

TotallyUnrelatedEdit: My postcount is back to normal. =D

Who knows when I'll have
something to put here.


Credits go to Counterfeit for the bitchin' post layout.

Originally posted by Rabees
*facepalm*
I can't believe I just now noticed the videos.


I just added the video links about an hour ago. I rushed putting this thread up.

Also, the counter can be fixed with Smallhacker's Status Bar Editor, I just missed two of the tiles when I was changing the palette they used.

Edit: Oh, I also forgot one other unique thing, I changed the victory theme to a song my friend composed for me. It's nothing really special though.
Right, I still need to make a post for this thread.
Screen by screen comments
Screen 1
The thing that really catches my eye here is the very nice gradient in the background. Other than that, I like that you've made a coin pattern instead of a 'block' of coins, and the graphic choice is nice.
My only complaint is that maybe you should try for a custom palette with the custom graphics.

Screen 2
I never really liked the Redrawn munchers, but feh.
Omnomnom indeed.

Screen 3
It is a very nice background. What music did you finally use for it anyways?

Screen 4
Wavy HDMA = yes.
That area actually looks rather tough, too, with the bloopers there.

Screen 5
Maybe dull the background just a little.

Screen 6
Nice palette and graphics choice. I like how you varied up the land with pipes and a cement block here and there.

Screen 7 and 8
Cool puzzle, broseph. Nothing to comment on, really.

Screen 9
Wait, what is that thing just under the ground where the koopa is going to kick the shell?

Video 1
Solid level design right there. I like the different paths, and it feels like there's always something to be doing.
It could be a bit more varied in some places, but overall, thumbs up.

Video 2
Really like the switch palace. It brings a completely different design idea than most switch places have. Nice to end it with a fitting custom boss too. I love the transition to daytime after you beat the boss as well.
As for Sinking Furnace, I don't think I've seen that song used in a more appropriate place. Talk about a hectic level.
Could be a little bit hard for world 1, but I like the atmosphere there.

Great stuff, Atma.



IRC Quotes (March 20th update!)

/MKICK 4: Flantastic Puns
Originally posted by Kristian
Screen 9
Wait, what is that thing just under the ground where the koopa is going to kick the shell?


I believe that is a Turn Block that has already been hit by the Koopa Shell.

EDIT: Speaking of Koopas, I'm now a Green Koopa! #w{=D}
Well guys, I have good news and bad news.

First, the good news.

Demo 1 is out
link

Now, the bad news.
Demo 1 will not contain Morton's Castle like I originally planned.

Now, about the demo.

I changed Mario's player GFX to the redrawn GFX. I also removed Sinking Furnace from the first world and replaced it with another cave level, Cold Crypt.
Other changes were mostly minor.

Enjoy #w{:>}

AmosAmosAmos
ULTIMATE SUPER BUMP!

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As you may have realized from this video, I no longer plan to hold my talents back for Roy's Armada, this means custom bosses and ASM when needed. #w{:>}
Pretty nice castle. I really liked the first section. The second "wet" section seemed tedious and repetitive, though, in all honesty. However, you finished strong with the underwater section and boss fight. I liked Morton's behavior a lot. Good job with it!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
After the level closes, you should have a cutscene with Morton dieing. It would seem more realistic, then the level just closing, but nice work with the castle.
@Andy: Yea, I already remade the dolphin section of the 2nd section
@Bird0: I just took a level end code from Sonikku and threw it in because I still haven't dealt with the plot.
Red Coin Hunt was pretty cool looking, the music was also pretty rocking. Speaking of which, where is it from?


Just a screenshot of the 2nd submap.

Edit: Agent Q:

Song I used for Creme Lake

Edit #2

The first level of the 2nd submap is actually a Ghost House, seen here

That purple looks nice. The Overworld looks very mysterious as well. Thanks for the song once again.
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