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Super Luigi World: Return of the Koopalings

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I am (hopefully) bringing this hack back! Watch this spot!

After playing Luigi's Mansion 9000+ times, I decided Luigi needed another game (well, besides Luigi's Mansion: Dark Moon), so I changed the roles! Mario and Princess Peach were captured by the koopalings, so it is up to Luigi to stop their evil plans!
Here is the old download: DOWNLOAD
So far, I have completed:
+ Title screen
+ Levels 1-5
+ Music
+ Layer 2 OW Events
+ Custom Sprites
WIP:
* Overworld
* ASM work
* Every single secret exit
* Graphics (see the video for a few graphical glitches)
Not working:
- MSU-1
My .wav files won't convert to MSU format...
Incompatibilities:
x SuperFX
It is mainly graphical, stuff that HDMA and SA-1 can do.
Video:
Click Here
REALLY old images:

Nintendo Logo (because I'm allowed to, right?)


Custom Title Screen!


Would you like to continue your old game or make a new one?


Main Overworld


Climbing the stairs to the info block of wisdom!


Get retro in the Mario Simulator!


Raccoon Mario!

Please tune back for even more updates!





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
Originally posted by johnsmith41
Images:



Please tune back for updates!

Hmm, something wrong here...
Your layout has been removed.
Originally posted by johnsmith41

Images:



Please tune back for updates!

(Thinks the images aren't working, clicks quote to see if there are URL's that aren't working and sees nothing of the sort).
I'll believe it when I see it. That you're working on a hack with that title, that is.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

You have 24 hours to get your screenshots up, buddy. The fact this thread has no screens, nor have you actually made any significant progress on this hack as far as I can tell from your post, really makes me think this thread wasn't needed at all.
forgot that dropbox wasnt reliable, im gonna fix the images now.





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
Originally posted by johnsmith41

The file menu cuts off the bottom of the blue rectangle. Move it (the rectangle) some tiles up. Also I don't particularly like the palette of the FG and the bushes, they don't fit with the nature of the BG. And the "Koopa Lings" should be "Koopalings", like you did with the title of this thread.
Originally posted by johnsmith41

Is the OW intended to be a copy of the original Yoshi's Island OW from the original SMW? And there is a color mismatch on the cliffs on the bottom left.
Originally posted by johnsmith41

That screen looks like there is no enemies, and that makes the level boring at all. Add some enemies and decorations to make it more challenging. Also there is cutoff on both ledge edges. Other than that, can't really judge much aside from just four screens.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by archie
The file menu cuts off the bottom of the blue rectangle. Move it (the rectangle) some tiles up. Also I don't particularly like the palette of the FG and the bushes, they don't fit with the nature of the BG. And the"Koopa Lings" should be "Koopalings", like you did with the title of this thread.

Did that before I checked back here. I thought I changed the BG... Done. I put it as Koopa Lings because otherwise it would have 2 extra spaces in the box, and that kinda looks odd to me.
Originally posted by archie
Is the OW intended to be a copy of the original Yoshi's Island OW from the original SMW? And there is a color mismatch on the cliffs on the bottom left

Well, one reason it is under WIP is because I haven't redone the OW yet. As for the pallete issue, fixed.
Originally posted by ArchieThat screen looks like there is no enemies, and that makes the leve boring at all. Add some enemies and decorations to make it more challenging. Also there is cutoff on both ledge edges.

I posted the wrong image! :issad: That was a test level.
Originally posted by Archie
Other than that, can't really judge much aside from just four screens.

I see screens aren't working... YouTube it is.





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
...I think everyone died :<





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
...bad place to screenshot. It is modified greatly from smb 1-1. I wanted to do it, but I don't want to disobey rules. I'll get another one up tomorrow.





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
Originally posted by johnsmith41


For some reason I didn't like the BG palette, and also the donut bridges' hand rails are creating cutoff, maybe you should create some ExGFX file for them.

Quote


Trails made out of cement blocks look unprofessional to me. Add some ledges to replace them.

Quote
...I think everyone died :<


Nah, nobody died. You should just add screenshots when you are posting here to show updates.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by johnsmith41

Personally I don't like floating Donut Bridges. They don't look too appealing to me. IMO they should be in between something, or close to the bottom of the screen and not stacked. I don't mind the cutoff handrails as much.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

(Waugh, it's been a while I don't visit WIP.)

Firstly, I must say SA-1 and SuperFX is a weird combo. You should choose either one or another, and personally I think SA-1 is the best, at least if your meter is to reduce slowdown. Patches compatible with SA-1 are still being worked in. If you need some converted, go ahead and bug this person. :P

As for the screenshoots...

Quote

(Uh, BMP... I'd consider changing the format to PNG on ZSNES if I were you.)

While you don't have to follow my advice, many people aren't fond of "squaring" cement blocks. Also, cement blocks weren't made to be used as ground unless it's really necessary for the level's sense, so I'd consider replacing them with ground - or with clouds, if your intention is to represent the sky.

Aditionally, I'm not a fan of the blue borders around the "Super Mario World" letters.

Quote

Looks plain. Believe me, decorations in a plain grass field aren't enough. Why don't you lift some hills, higher lands, rivers and so on?

Another issue are the perspective errors, which are pretty much the inacurracy of the height of the land. You can notice that on the bottom and right extremities of the island.

Quote

Such eye-burning palettes! #lm{owev2}

And yeah, like others said, bridges floating look kind of strange. The cutoffs on its sides don't help very much either. I suggest replacing them with something that would make more sense, like question blocks, note blocks, etc.

Quote

I'm ok with that if it's just an isolated bonus level, but I don't reccomend you to use those graphics in regular levels. They don't fit with the SMW graphics at all, thus they clash. That's something you should keep your eyes tuned on when choosing graphics for your hack.

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Wee! :O Where's the power bar?

I wish you good luck with this project! #smw{:peace:}
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
Quote

Such eye-burning palettes! #lm{owev2}


They look perfectly fine to me. It has a proper gradient and isn't incredibly bright.
Originally posted by Egadd
Originally posted by Koopster
Quote

Such eye-burning palettes! #lm{owev2}


They look perfectly fine to me. It has a proper gradient and isn't incredibly bright.


Except it isn't a "proper" gradient (note that my definition of "proper" here is "what most people like and/or accept). The gradient on the brighter parts of the background has a sudden change in brightness. This should usually be avoided. Also the space that should be the darkest is the same color as the brighter part, which isn't too good either imo.

Note that I'm not mocking you for liking it, but only saying that this isn't a gradient that is thought to be "proper" by most people.

The background should also usually be darker than the FG, which isn't the case here as the darkest part of the FG and the BG are exactly the same color. I'd suggest fixing those things, but if you like it this way, keep it this way. I don't want to force you into changing your own work.

Again, not trying to offend anyone.
Originally posted by Undy

Except it isn't a "proper" gradient (note that my definition of "proper" here is "what most people like and/or accept). The gradient on the brighter parts of the background has a sudden change in brightness. This should usually be avoided. Also the space that should be the darkest is the same color as the brighter part, which isn't too good either imo.

Note that I'm not mocking you for liking it, but only saying that this isn't a gradient that is thought to be "proper" by most people.

The background should also usually be darker than the FG, which isn't the case here as the darkest part of the FG and the BG are exactly the same color. I'd suggest fixing those things, but if you like it this way, keep it this way. I don't want to force you into changing your own work.

Again, not trying to offend anyone.

I'm changing the palletes right now. Originally, the level didn't even have a background, and the bg color was darker. However, one day I imported cave gfx, and didn't exactly try to make the bg pallete good. I was also having odd issues with my eyes, and red appeared darker than it actually was. Now that its fixed, I'm going to redo the background palletes, and maybe change the background! As for the cutoffnesses, I've written them down and I will fix them. And the titlescreen is now changed up.





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
Bah... If you edit the OP, it should put the thread back at the top for new people to find...





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
OP updated, glorious new demo!





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
Well, to be honest, what it seemed to be for me is that you took all objects and enemies that randomly came to your mind and pasted them into your levels. That would probably work for joke hacks, but for making a normal level, you should keep consistency. Basing each level over one unique gimmick and working on developing it as the level goes will bring better and more organized levels, rather than mixing enemies and objects all over the place.

Also, I've found a few other design issues: lack of enemies in many parts of your levels (some of them didn't even have any - which made me wonder if those levels are really complete...), blind jumps (those annoying jumps you have to do you don't even know where you are going to fall) and the posibility of getting stuck in certain parts (in the SMB level if you get past the cave pipes, and in the ghost house if you hit the first two turn blocks with the goomba but leave it there or kill it - well, there's actually a way to go back, but it's very difficult, so I reccomend placing a reset door down there).
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
Well, to be honest, what it seemed to be for me is that you took all objects and enemies that randomly came to your mind and pasted them into your levels. That would probably work for joke hacks, but for making a normal level, you should keep consistency. Basing each level over one unique gimmick and working on developing it as the level goes will bring better and more organized levels, rather than mixing enemies and objects all over the place.

Also, I've found a few other design issues: lack of enemies in many parts of your levels (some of them didn't even have any - which made me wonder if those levels are really complete...), blind jumps (those annoying jumps you have to do you don't even know where you are going to fall) and the posibility of getting stuck in certain parts (in the SMB level if you get past the cave pipes, and in the ghost house if you hit the first two turn blocks with the goomba but leave it there or kill it - well, there's actually a way to go back, but it's very difficult, so I reccomend placing a reset door down there).

I am not very good at enemy placement... I will try to make it so that it is 1 gimmick per level. As for the places where you can get stuck at, I will fix those up. And which jumps do you mean? I placed a Koopa on the jump in the first level...





I barely have time to myself anymore, so I won't be very active on here anymore. I'm sorry.
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