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Super Mario World: The 7 Elemental Yoshies

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Demo download
Hack Title: Super Mario World: The 7 Elemental Yoshies
This is my work-in-progress hack.


Story:
Except normal Yoshies, there are also very special Yoshies called "Elemental Yoshies". They control elements of Mushroom Kingdom.
But Bowser knew that they exist, and one day, he kidnapped them, which makes MK very weak to Bowser's attacks.
Now Mario and Luigi with assistence of normal Yoshies have to rescue them.
Peach did flee to prevent Bowser from kidnapping her, and
Mario and Luigi started wondering why Bowser is still alive.
What is preventing Bowser from being dead? Find out in this hack!

Lands:
Yoshi's Island

Big, Big Desert

Haunted Caverns

???(Sea miniland)

Big Land

Very Long Bridge

Icy Mountains

Skyward Forest

Bowser's Valley

7(Bonus land)


WARNING: Lands may change, only first land is completed!


Progress:
Overworld:
done, althrough improvements might still be made.
Land 1(Yoshi's Island):
4 levels done. Two in progress.
Land 2 (Big, Big Desert):
first level done, behaviors in it aren't, though.
second level not started.
fourth level in progress.
pyramid level (will replace castle) in progress.
Land 3 (No name yet):
first level done.
second level in progress.


Patches:

You can wall jump

When you collect all Yoshi Coins in level, ALL text appear

Luigi's GFX looks better


Screenshots:

Note: This hack will have only short levels.

This is my first REAL hack.
Real hack = Not little 105 edit.


Oh, and this hack won't include timer.

Any comments? Critisms? Sugestions?
Have a nice day/night!
nice screens
Originally posted by Angry Birds
nice screens

Seriously? You can't post just that.

Aaaanyways, the levels are looking good. You might want to change the Muncher Way level. The stacked munchers make it look bad. Try avoiding stacking anything. It makes the level look effortless and bad. That's also counting for Rex Plains and Ghost Garden. In the NES Time picture, the background looks kinda bad.
Now, about the overworld, you may want to look into this tutorial. I'm just saying that the overworld looks... awful. But, I've seen worse.
Oh yeah, it's Yoshies not Yoshis.

Overall, this hack might be a promising one. #wario{^_^}
Thank you for critism, Trollope. I fixed everything you mentioned.
Demo is ready! just one more test and I would post it!Edit:TESTING DONE!
The biggest thing I changed is overworld. Look
I will now review it.
Main Map: 6 or 7 /10
Great improvement! However, that little beach don't looks completely good...
Big, Big Desert: 5/10
Not good, but due to improvement it's also not bad.
Bowser's Land: 7/10
This one is my favorite.
I would wrote even better rating, but yet it don't have decorations...
Have a nice day/night!
Here's a list of "wrong" things in the overworld



Colors' meaning:
Yellow: Bad cutoff (if I was to find every minor cutoff, it would take a long time and I would probably circle most of the image.
Red: Perspective error
Purple: Looks bad, remove or fix
Also, the desert overworld looks bad mainly because of the palettes.

I just noticed, the cave entrance is also creating cutoffs and should be replaced.

Now, the levels. I can see they've got an improvement. Now the background in NES Time looks blank. And what the hell are these midway points in Ghost Garden. It looks bad. Also, the vine is causing a cutoff.

EDIT: Grammar fix.
I have a nickel's worth of free advice for you:

1. Get a proofreader. Since it's apparent English is not your native language, you should have someone go through the text in your hack to clean up lack of capitalization, robotic language, etc. I took it upon myself to clean up the text that was present in your screenshots. The right column is my improved text:


2. In your screenshot of the "Black Night" level, you should avoid editing the palettes on the top right corner of the palette editor. Specifically, these:

This is the palette for the HUD (I.E. the stats at the top of the screen).
Your layout has been removed.
(if you don't want to read this, then skip to next post)
------------

Changelog not available any longer.
________________________________
I hope these changes will improve hack's score(2.5#tb{:(})
----------------
That's changelog.
Now Big Big Desert's levels.
First level will be "Upside-down".
Everything in that level will be upside-down.

It's nearly completed.

Second level will be something quiz related.

There will be also optional "3-Up Challenge" Castle.
It will be harder than normal levels, but if you will complete it, you will receive 3-Up moon!!!

Oh, and do you want to look at improved overworld?
-----------------------------
Fun Facts

This hack's filename is "testsprite.smc", but this hack is definitely NOT test. It's called like that because it WAS test and I was lazy to change filename.
And I still have old version: It's called "test.smc".

3-Up Challenge was originally Kaizo level. That Kaizo level is now deleted.

There's also automatic level that is still in hack. It's level number 108.

mod edit: watch the tables
RU46 edit: ok, sorry
Have a nice day/night!
First of I marked the most important errors and stuff that looks weid on your main map:

The haunted cave map palette looks quite good but your upsidedown level looks empty, try adding some more enemies.
Check out my new hack thread:
Originally posted by PuzzelBreaker
your upsidedown level looks empty, try adding some more enemies.

Done.
Originally posted by PuzzelBreaker
The haunted cave map palette looks quite good

#tb{^V^}

Map:
Bridge:I changed brown pallete to snow.Does anyone have any ideas how to make bridge brown without changing snow pallete?

Perpective error: I was trying to create slope-like(or staircase-like) effect.

Yellow thing:That's beach


Also I'm not sure, but I think I changed Yellow Koopa to spawn mushroom(or fire flower?) intead of coin.
Have a nice day/night!
As a general statement, maybe half of your islands are blocky and so the shapes should probably be worked on a little more.

Yoshi's Island: There are still some perspective errors here where the bottoms of the island aren't contoured properly to the landform and there are no implied inclines to warrant it (compare the top's curve with the bottoms.)

Big Big Desert: Perspective problems are evident along the left sides, and the right seems "taller" than the left despite again no inclines. It's also a strong yellow with an orange shade; aim for something a little more tan, and more contrasts between the two shades used around the edges. Turn that orange a little more toward the brown or mahogany side, too: a little hue fading makes a normally bland brown or yellow desert seem a lot more interesting.

Big Land: You're kinda big on the use of "big", eh? If others are seeing a perspective error then you could try to take that wedge of land, and give it a curve to make it appear more obvious to the player that there is a hill there. Take advantage of different angles of cliff and land to make it seem like a smooth "<" in your land sculpting. Also you should use big details here, like big trees, and draw bigger rocks for this island, if your world gimmick is going to be having giant enemies and tilesets.

Very Long Bridge: Echoing Trollope's sentiments on this one: that tile was meant for horizontal bridges and would have a terrible perspective if flipped on its side. Your best bet really would be to make custom graphics for the bridge or make it completely horizontal.

Icy Mountains: Kind of plain, and too blue. It should be closer to white... a very, very pale cyan would work, whereas pure white would be snowy.

Haunted Caverns: Too much of the murky grey and it all looks like one color - I think there needs to be some murky brown too. Maybe make the cliffs dark brown? The paths and the shorelines are kind of bright. I'd recommend for the shoreline shade, fading your acid green to a dirty (but not dark) yellow. The path should be just a hair darker and have a hue more similar to the earth around it IMO.

Skyward Forest: This map brought to you by the letter F. I think that the details are too evenly spread and it's all trees. Cluster and space some things accordingly and think about what kind of unique things are in the levels in this map, like a lake or some mist, and detail your map a little more with those respective traits near their level's icon.

Bowser's Valley: Mostly a nice shape but the cliff near the ladder doesn't make sense. Perspective is correct. Lava should fade from red/red-orange to orange and then to yellow on the shoreline for a more fiery look since it looks like cherry Kool-Aid with a white shoreline.

That blob in the sea: I hope that's a placeholder

Title screen: Good, but I'd remove the press start - it's gonna get eaten by or get stuck between menu text, neither of which are appealing to have happen.

Peach's Castle: Solid, but applying NES Boy's lingual revisions will fix the problem with the message.

Cursed Garden: I don't agree with that use of the midway point and I don't think that vine should be left topless.

NES Time: Looks okay

Rex's Plains: Fine use of graphics, interesting picture, but again, NES Boy's rewrite of your text is essential.

The Black Night: Not really a fan of this because even the more well-known silhouette levels have some background depth to them. Palette 8 not being adapted to this minimal, monochromatic look creates inconsistency.

Autumn Forest: That's a wide jump you need to use an enemy to clear since I'm not seeing any platform before that. Props for the action shot. Do you have your new palette for it ready to show? I was just gonna say that old one's not so good.

Iggy's Castle: Awful lot of blue going on here. How about a little less saturation, and making the walls brown instead? Blue and brown are natural tones, and when used together with lava, will have a subterranean flair which I think would be more suitable for your Yoshi of Nature in world 1. Right now the castle has kind of a fire and ice thing going on with those colors.

Big Big Desert: Damn that's a lot of yellow and with that bit of blue it looks like the Pokémon logo exploded! I'd experiment giving it a different BG color and a different fill-in dirt color. Try a pale sky - blue for day, peach for morning or sunset; switch out the hills for the mountain background and make it fade from like a slate grey to a sandy brown that's close to whatever hue you use for the sky in the background; make the grass a dead-looking yellow-green; tan for the dirt - just suggestions. Also, do you have gravity reversal in that level? I would hope that if you don't, I'm not gonna be walking on the inside of that dirt where the Koopa pops out or that I'm going to be off alignment with the arches.

Forest map: I think it should be a forest

tomato.jpg

Erm I'll just see what happens when you finish it. Word of advice though, it's easier to lay out your paths then add the appropriate layer 2 graphic tiles to it first than it is to do it the other way since now you have to redesign a part of that path to fit Mario's walking area.

Quote
Bridge: I changed brown pallete to snow.Does anyone have any ideas how to make bridge brown without changing snow pallete?
You should be able to recolor your bridge in YY-CHR to the latter half of the palettes. One by default should have brown hues. Export your overworld palette and load it in YY-CHR and set it to that palette row for ease of editing.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Counterfeit
Big Big Desert: Perspective problems are evident along the left sides, and the right seems "taller" than the left despite again no inclines. It's also a strong yellow with an orange shade; aim for something a little more tan, and more contrasts between the two shades used around the edges. Turn that orange a little more toward the brown or mahogany side, too: a little hue fading makes a normally bland brown or yellow desert seem a lot more interesting.

Originally posted by Counterfeit
Big Big Desert: Damn that's a lot of yellow and with that bit of blue it looks like the Pokémon logo exploded! I'd experiment giving it a different BG color and a different fill-in dirt color. Try a pale sky - blue for day, peach for morning or sunset; switch out the hills for the mountain background and make it fade from like a slate grey to a sandy brown that's close to whatever hue you use for the sky in the background; make the grass a dead-looking yellow-green; tan for the dirt - just suggestions. Also, do you have gravity reversal in that level? I would hope that if you don't, I'm not gonna be walking on the inside of that dirt where the Koopa pops out or that I'm going to be off alignment with the arches.


Two "Big Big Desert:"
In second quote you probably mean "Upside-down

Originally posted by Counterfeit
Forest map: I think it should be a forest

I already have Skyward Forest, and I don't think it's good idea to have two forests in hack.

Originally posted by Counterfeit
That's a wide jump you need to use an enemy to clear since I'm not seeing any platform before that.

I fixed that before you even posted, I forgot to mention that in changelog, sorry.

Originally posted by Counterfeit
Iggy's Castle: Awful lot of blue going on here. How about a little less saturation, and making the walls brown instead? Blue and brown are natural tones, and when used together with lava, will have a subterranean flair which I think would be more suitable for your Yoshi of Nature in world 1. Right now the castle has kind of a fire and ice thing going on with those colors.

It's blue because Iggy is blue. But if you don't like that then I will follow your suggestion.

Originally posted by Counterfeit
Title screen: Good, but I'd remove the press start - it's gonna get eaten by

Actually, that's what I want to happen.
There will be "Press Start" and it will dissappear after you will press Start.

Originally posted by Counterfeit
or get stuck between menu text

?

Originally posted by Counterfeit
tomato.jpg

?

Edit:Yay, I got 7 posts!
Have a nice day/night!
Yeah! I love this hack! Hey, my favourite hacks are these with custom musics! Are you planning to put this music in this hack?
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
In Land 2 - Big, Big Desert?
Yes, of course, because there aren't any desert-like music in original SMW.
Oh, and a list of what levels uses custom music in this hack.
Peach's Castle
Rex's Plains
Autumn Forest
NES Time
So 4 of 9 levels in this hack uses custom music.

Edit:Why everyone hates that little beach? Because it looks simple?
Have a nice day/night!
Originally posted by RandomUser46
Edit:Why everyone hates that little beach? Because it looks simple?

It's a yellow blotch without any details at all, so I'd say so.

I'd recommend grabbing some custom graphics for the beach textures or disable the path fade and use some of the extra palette space that frees up.
Originally posted by MercuryPenny
Originally posted by RandomUser46
Edit:Why everyone hates that little beach? Because it looks simple?

It's a yellow blotch without any details at all, so I'd say so.

I'd recommend grabbing some custom graphics for the beach textures or disable the path fade and use some of the extra palette space that frees up.


Okay, does this one looks better?


For some reason Layer 1 Events don't work. Maybe I'm just doing something wrong. Hmm, I will look at SMWiki if it can help me.

Also I confirmed that yes, yellow koopa really gives you fire flower.
(I did that modification to make this hack easier.)
Have a nice day/night!
It looks a little better, but you're missing the point. All you can see is one single texture. Try adding some decoration or replacing the inside of the island with beach graphics. This way it looks strange.
It's time to show new Events!#ab{;)}


Originally posted by Trollope
It looks a little better, but you're missing the point. All you can see is one single texture. Try adding some decoration or replacing the inside of the island with beach graphics. This way it looks strange.


I have no idead how should I decorate a beach, so I maked some random
"decorations". Which one of these looks GOOD???





Have a nice day/night!
The red level's secret exit has cutoff, and this is a simple fix.

1. Make a regular level pad with the bottom right corner a square block. (Skip if already have a level pad like this.)

2. Use that for the first frame of the path's fill in animation, then you won't have the cutoff no more.

EDIT: Also, for the Very Long Bridge, Maybe make the bridge stretch across the overworld, then add some land to replace random bridge corners.
Originally posted by RandomUser46
I have no idead how should I decorate a beach

Well, an obvious choice would be to add some palm trees. As for just filling in all the blank space, there's a tile used for the big hill that's just a bunch of dots, and works well for sand.
I'm a bit late to the party, but I think the 'little beach' would look better if the lighting on it was replaced with shading. Not a very major thing, but would be nice.

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