Super Sonikku World was concieved around March 2007 on a (parody) forum called Pixeltendo France, in which several members saw my (progressing) untitled SMW hack at the time, and insisted I make a hack with cameos of other members and such in it. At first there was a few cameos of members (modified Lakitu, etc.). The idea was to reskin SMW's enemies with various members of the forum and make levels with them. From there the primary character, Sonikku, who took the role as the star of the game. The game progressed awfully in terms of execution in the initial demo released in the Hacks section (I don't reccomend it to anyone, my skills are far above that now). If you're wondering, this is essentially the standard I held back then. Terrible, right?
After realizing how awful it truly was, I came up with the idea of Super Blooper, one of my more original hack ideas. After releasing the first and only public demo of it at the first C3 (in which it earned a trophy as one of the best released demos), I learned a small bit of ASM from the experience and worked on Super Sonikku World again. Upon doing this, I got several levels done, lots of ASM, lots of other gimmicks.. but never released a demo of it. This demo remains sealed inside a hack folder someplace on my harddrive. After getting tired of that, I got back to Super Blooper, but that demo also shared the sad, same fate; it never got a public second demo either. If you're curious about the standards from the second incarnation. A little better, but even I knew at the time I could do better.
Shortly afterward, I got back to Super Sonikku World; restarted completely from scratch with my new ASM skills. This version is still in development, and lots of work has been done graphically and programming-wise to give the feel of an entirely new world inside of the games original coding. As it is, there are a few near-completed levels and one or two fully completed ones. The most notable things shown so far are bosses in which they require methods to defeat opponents virtually unseen in other hacks (stomping and throwing stuff at the enemy gets a bit old, doesn't it?). Lots of effort has and is still being put into this hack, and new things are being added every day, if not only small things.
As it stands, I plan to cram all of my creativity as well as abilties into this hack. It is a large effort on my part, but to have something truly special, it takes a lot of time and hard work. Most (with the obvious exception of certain graphics; even then those were modified) of the graphics in the hack have been drawn by me in specific, and nearly every sprite you see (besides some of SMW's original ones) is also programmed by me (with the exception of some of the routines shared by all sprites). Finally, before getting to stuff people actually care about; 1) No, I don't intend on releasing my resources to the general public, and 2) This is a project run by me and me alone, I'm not willing to collaborate with anyone. Feel free to show support, however. The more support I get, the faster I can try to get a new demo out~!
And now time for what everyone might possibly care about -- screenshots:
Some screenshots are older than others and thus the status bar appears different in some, and lots of the areas the screenshots take place in aren't guaranteed to stay the same.
If those aren't enough to satisfy you, I often upload videos onto Youtube.
[INTRO] Title Screen, intro*
[LEVEL] Untitled Starry*
[LEVEL] Untitled Beach
[ASM/LEVEL] Wacky Workbench
[BOSS] Tank in action*
[BOSS] Sky Dragon in action
* indicates recently recorded.
The current storyline? Nothing as of yet, I'll create the levels, and the levels can create the storyline!
And if you're curious, this hack has also had a bunch of negative setbacks, which were either because I screw around too much or What Happened Here™. Here are some examples; [1] [2] [3] [4] [5]
..I probably made this thread just slightly too long. I have a hard time writing about something with lots to talk about, but have no problem talking about my hack. Lets hope all goes well.
After realizing how awful it truly was, I came up with the idea of Super Blooper, one of my more original hack ideas. After releasing the first and only public demo of it at the first C3 (in which it earned a trophy as one of the best released demos), I learned a small bit of ASM from the experience and worked on Super Sonikku World again. Upon doing this, I got several levels done, lots of ASM, lots of other gimmicks.. but never released a demo of it. This demo remains sealed inside a hack folder someplace on my harddrive. After getting tired of that, I got back to Super Blooper, but that demo also shared the sad, same fate; it never got a public second demo either. If you're curious about the standards from the second incarnation. A little better, but even I knew at the time I could do better.
Shortly afterward, I got back to Super Sonikku World; restarted completely from scratch with my new ASM skills. This version is still in development, and lots of work has been done graphically and programming-wise to give the feel of an entirely new world inside of the games original coding. As it is, there are a few near-completed levels and one or two fully completed ones. The most notable things shown so far are bosses in which they require methods to defeat opponents virtually unseen in other hacks (stomping and throwing stuff at the enemy gets a bit old, doesn't it?). Lots of effort has and is still being put into this hack, and new things are being added every day, if not only small things.
As it stands, I plan to cram all of my creativity as well as abilties into this hack. It is a large effort on my part, but to have something truly special, it takes a lot of time and hard work. Most (with the obvious exception of certain graphics; even then those were modified) of the graphics in the hack have been drawn by me in specific, and nearly every sprite you see (besides some of SMW's original ones) is also programmed by me (with the exception of some of the routines shared by all sprites). Finally, before getting to stuff people actually care about; 1) No, I don't intend on releasing my resources to the general public, and 2) This is a project run by me and me alone, I'm not willing to collaborate with anyone. Feel free to show support, however. The more support I get, the faster I can try to get a new demo out~!
And now time for what everyone might possibly care about -- screenshots:
Some screenshots are older than others and thus the status bar appears different in some, and lots of the areas the screenshots take place in aren't guaranteed to stay the same.
If those aren't enough to satisfy you, I often upload videos onto Youtube.
[INTRO] Title Screen, intro*
[LEVEL] Untitled Starry*
[LEVEL] Untitled Beach
[ASM/LEVEL] Wacky Workbench
[BOSS] Tank in action*
[BOSS] Sky Dragon in action
* indicates recently recorded.
The current storyline? Nothing as of yet, I'll create the levels, and the levels can create the storyline!
And if you're curious, this hack has also had a bunch of negative setbacks, which were either because I screw around too much or What Happened Here™. Here are some examples; [1] [2] [3] [4] [5]
..I probably made this thread just slightly too long. I have a hard time writing about something with lots to talk about, but have no problem talking about my hack. Lets hope all goes well.