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Super Megio World! Demo 1

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This is supposed to be a Super Mario World ROM hack that is hard, but not frustrating.
http://www.mediafire.com/?5ygy6a3ej58y0au
Now avaliable!
Some of the levels are incomplete and some are not started at all, but here it is.
Here's some screenshots, too...




(Sorry if they're broken.)
Known glitches:
1. Firefall Castle is supposed to have Volcano Lotuses and the Bowser statue's fire in the same level, but the Volcano Lotuses have glitched graphics and I don't know how what index of graphics has both the Volcano Lotuses and the Bowser statue fire; this also is the same with the Boo Buddy circles
2. The path to Yoshi's Island 1 is glitchy and leads to an endless bonus game, making the yellow Switch Palace unbeatable

Mod edit: Images fixed.
Doin' a thing
Your images are broken, to make them work, you should click "Insert Image" (CTRL+M) then simply put the URL to the image.

As for the hack, most of your levels except the castle are blatantly edited with only a few sprites and objects moved. The overworld looks bad with the path. The castle is okay for a first time hack but does get a little frustrating with the turn-blocks. I would suggest you to completely clean the levels (CTRL+Delete) and start fresh when making them.

The castle was not bad for a first-timer. To change the graphics, click #lm{gfxby} and pick from the selection (you can combine graphics but for a first-time hacker, I would not suggest that). Read APPALLED for better level design tips. I would also completely remove (or block) levels that you have not started yet That being said, good luck creating the rest of your hack.
From what I can see, this hack has many issues that need to be addressed.

1. The overworld has many problems that I can see. The paths are made entirely of squares. You should use the tiles to create curves and diagonals in your paths. Also, the overworld is very bare. Use some decorations to spice it up! And, lastly, those clouds with breaks in them were meant to be used with tall hills so that it looks like the cloud is going behind the hill. If you don't have a hill there, it just has cutoff, and that's no good.

2. Mario's new palette looks the tiniest bit strange to me, most notably his cap- it looks like the shading is messed up. You may want to change that.

3. Many of the levels you've shown just look like blatant edits. Use Ctrl-Delete to clear the level and then build new levels from scratch.

4. Glitched graphics such as the ones you've stated exist in your hack are a big no. There are only certain kinds of enemies you can put in the same levels as others. However, if you know how to use YY-CHR, you may be able to create ExGFX that mix the two sprite tilesets. Something's bound to be overwritten if you do that, though; something else's graphics will be changed, so keep that in mind, too.

5. If one of your levels leads to the bonus game, you've likely got it set to level 0. Make sure you set your level tiles to the levels you want them to go to using the yellow level tile (#lm{owlevel}).

You're off to a decent start. Fixing these things will help your hack very much, and then you may be on your way to making something great. Good luck and keep working at it!
tired: 'JOYCON BOYZ'
wired: 'The Fellowship of the Switch'
Originally posted by Everest
Your images are broken, to make them work, you should click "Insert Image" (CTRL+M) then simply put the URL to the image.

As for the hack, most of your levels except the castle are blatantly edited with only a few sprites and objects moved. The overworld looks bad with the path. The castle is okay for a first time hack but does get a little frustrating with the turn-blocks. I would suggest you to completely clean the levels (CTRL+Delete) and start fresh when making them.

The castle was not bad for a first-timer. To change the graphics, click #lm{gfxby} and pick from the selection (you can combine graphics but for a first-time hacker, I would not suggest that). Read APPALLED for better level design tips. I would also completely remove (or block) levels that you have not started yet That being said, good luck creating the rest of your hack.

Originally posted by WeegeeBen
From what I can see, this hack has many issues that need to be addressed.

1. The overworld has many problems that I can see. The paths are made entirely of squares. You should use the tiles to create curves and diagonals in your paths. Also, the overworld is very bare. Use some decorations to spice it up! And, lastly, those clouds with breaks in them were meant to be used with tall hills so that it looks like the cloud is going behind the hill. If you don't have a hill there, it just has cutoff, and that's no good.

2. Mario's new palette looks the tiniest bit strange to me, most notably his cap- it looks like the shading is messed up. You may want to change that.

3. Many of the levels you've shown just look like blatant edits. Use Ctrl-Delete to clear the level and then build new levels from scratch.

4. Glitched graphics such as the ones you've stated exist in your hack are a big no. There are only certain kinds of enemies you can put in the same levels as others. However, if you know how to use YY-CHR, you may be able to create ExGFX that mix the two sprite tilesets. Something's bound to be overwritten if you do that, though; something else's graphics will be changed, so keep that in mind, too.

5. If one of your levels leads to the bonus game, you've likely got it set to level 0. Make sure you set your level tiles to the levels you want them to go to using the yellow level tile (#lm{owlevel}).

You're off to a decent start. Fixing these things will help your hack very much, and then you may be on your way to making something great. Good luck and keep working at it!

Both of you have some really good tips; thanks! #smw{^_^}
Edit since I don't like double posting: http://www.mediafire.com/?y5u7oa17h1h272w
Demo 2 has been released!
This includes:
A map change
A new level, Goomba Springboards, plus part of the new Donut Plains 2
A slight difference in Mario's pallete
And more!
Here's another screenshot showing Mario's slightly altered pallete and Goomba Springboards on the map:

(It's probably broken too, sorry if it is)
By the way, I plan on there being three worlds, so it wouldn't be that long.
Doin' a thing
Here's one more thing: it looks like you're keeping all of the level names the same. That might not affect the game too terribly much, but when others play it, it may seem more to them that you edited SMW rather than started from scratch and made a completely new game. Keep that in mind; level names are more important than you might think.
tired: 'JOYCON BOYZ'
wired: 'The Fellowship of the Switch'
Originally posted by WeegeeBen
Here's one more thing: it looks like you're keeping all of the level names the same. That might not affect the game too terribly much, but when others play it, it may seem more to them that you edited SMW rather than started from scratch and made a completely new game. Keep that in mind; level names are more important than you might think.

Alright. I'll keep that in mind like you said.
Also, I found another bug in the makings of Super Megio World Demo 3...once you beat the first level of Expert Escort, The Good Old Days, it won't reveal the path to the next level. How can I fix this...?
Doin' a thing
Originally posted by Twoka
Also, I found another bug in the makings of Super Megio World Demo 3...once you beat the first level of Expert Escort, The Good Old Days, it won't reveal the path to the next level. How can I fix this...?

In order to set which tiles are revealed after you beat certain levels, you'll need to use Events. On the level tile settings menu (#lm{owlevel}), there'll be a place where you can set what event to activate when a level is beaten. Then you can go to the level you want to reveal on that same event and set it to be revealed on the event you selected for the level before it.

If you want a path to be revealed this way, you'll need to use the Layer 2 Event Editor (#lm{owev2}). Page up and page down are used to scroll through events. Find the same event your level activated to reveal the next tile and build the path with the tiles you can pull from the event tile selector (#lm{owl2evn}). Then you should be set!
tired: 'JOYCON BOYZ'
wired: 'The Fellowship of the Switch'
This game is supposed to be three worlds, but...
I haven't worked on this game in a while...
I can't get this to C3 in time.
Doin' a thing
Do not rush your hack! It will make it look messy and uninteresting. Keep working and you will make a great hack. If you insist on releasing something at C3, try and provide screenshots and some background information of this hack by showing some of its better points while not revealing everything you have. Take your time!

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