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Pokey's Adventure (New story)

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His arm is better like this. Btw, nice level in last screen.
A minor update:


I square-ified (?) most blocks. Nothing special, but at least something to show.
Also, I'd like one or two comments about the new font, as it's a kinda important part of the game, and I really want to hear your opnions about it.

Hmm, maybe I'll even make a sigpoll regarding the arms, since there are many different opinions...


 
Again a bump, along with a screenshot and a video.


New level for the title screen, as well as a new border, which makes it look wide-screen-like.

Also, a video of the first levels:

<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/ltHZqPXAM2k"></param><embed src="http://www.youtube.com/v/ltHZqPXAM2k" type="application/x-shockwave-flash" width="425" height="350"></embed></object>

THINGS I KNOW ABOUT (aka. Things you don't need to complain about):

- Too much time in the intro level
- Strange letter positions in the 2nd cutscene
- "Mario Start" shows up
- Cave music is still the SMW music
- Fire Pokey's palette is too similar to the normal one
- Messed up Piranha Plant
- Some colors don't fade out at the end


 
I love the way he shoots fireballs out of his mouth!
Great job WYE. I have a couple of suggestions though...

The title screen music doesn't fit a desert. It would fit a city in the desert though, but not a desert itself. I suggest using the music from Home Desert for the title screen. Then, use Mr. Explorer from the custom music section for Home Desert. Also, for the overworld, use Kirby 64 - Rock Star Select from the custom music section because it has more "flavor" then Gritzy Desert and it inserts smaller.

Your level design is good, the only complaint I would have is that it's linear, but that's probably so because ti's the first world. I bet non-linear levels will come soon.

Also, at 3:07, there are ice blocks in the desert. WTF?
Thanks for the comment! Also, thanks for the music suggestion. I'll definitely use the tracks you suggested, except for the title screen (maybe) - I don't think it doesn't fit there.

Regarding the ice blocks: I thought the same - I'll probably change their GFX. I just don't know what I should change them to...


 
Originally posted by WhiteYoshiEgg
Regarding the ice blocks: I thought the same - I'll probably change their GFX. I just don't know what I should change them to...


How about you change them to Gas Blocks? You could say it's filled with gas, and it will explode when it's touched with a fireball. It'd be a simple graphic edit.
Gas blocks? Hmm... Somehow I don't think it's a good idea, and I don't have enough space to explain. Maybe I'll use TSRP2's Flower blocks, or I'll just make some GFX myself.

Also, for those who haven't seen the "Your level sketches" Thread in the Art forum yet, here's a sketch of "Cape Caverns", the level I'm currently working on.


 
I wasn't so sure about gas blocks either...

On Cape Caverns, the level seems a little too short compared to Desert Home. You should extend it.
Cape Caverns looks good so far. It looks a bit short, but I think it's only because it's a sketch.
This looks like a very funnt and cool hack! The music rocks and fits with the level,funny story,nice level design. Very good.

Also, the muncher graphics, is there a chanche i could have them? I have been looking for them, i found it but im not so good with yy-chr so it didnt turned out so well..so that's why im asking.
The munchers are ripped from Pac's SMB3 GFX hack. If you want to, download them here and copy them over the Munchers' GFX.

EDIT: New Screens!


New GFX for the "Frozen Block". Ripped from TSRP2, as I don't know where they're originally from.

These are some screenshots of the finished part of Cape Caverns:


The short outside part. Go down to enter the cave.


The beginning of the actual level. Here, the feather makes its first appearance.


You can use the Koopa shell or your cape powers...


...to reveal a vine!


Now you can take the higher path, leading to a P-Coin.


Go up there to get to the midway point.


Linear...


...or not?


The level ends after this screenshot (so far). Jump on Rex to get the P-Coin safely.


 
Looks really good! I like the block GFX; it fits well for its purpose.

The level looks really fun. I suggest making the BG more sandish, and add in some sand falling to the background. Just examinate it, and you'll have variety to the overused SMB3 cave background to make it not feel overused.
I saw this a while ago, but can't you add swimming animations for the Pokey? And what are you going to use for the pokey enemy?
@Super_Yoshi: I don't use the Pokey enemy at all. If I had to, I would give him snowman GFX or something, like in Dr. Mario.


 
This cave level looks really nice, and also seens to be a very interesting and unlinear level. I also like the idea of jumping on a Rex to get a Dragon Coin (P coin)! As Steam Ripper suggested, this BG is a bit too overused for now, but if you don't want to change the background I suggest to change its palette to a more "sandy" palette, so the BG would fit more with the FG.
Originally posted by WhiteYoshiEgg

New GFX for the "Frozen Block". Ripped from TSRP2, as I don't know where they're originally from.


That would be Super Mario Land 2. :p


That looks really good.but I have a question,how do you get that background from SMB3 world 2-1 to work.
Originally posted by Maxmillian
That looks really good.but I have a question,how do you get that background from SMB3 world 2-1 to work.


You know how to insert FG ExGFX, right? Do the same as you usually do, but in the Super GFX Bypass Menu, choose the GFX file from the "BG1" menu instead of the "FG3" menu. To insert the Map16 Page, you have to go to one of the pages 12 to 1F. Press F3 to insert the Map16 tiles, and F9 to save them. Now, click on Level --> Change Background Mp16 Page... and choose the Map16 Page with the ExGFX on it. Open the Background tilemap editor, and paste the tiles from the 16x16 editor.

By the way, I don't know if the ExGFX are available on the site. I ripped them from Demo World...


 
Originally posted by White yoshy egg

The second level, "Prickle Canyon". You'll need a P-Switch to get the power star (it's just a graphical edit of the goal sphere). Unfortunately, the Switch is located at the end of the level... how mean.


i'm happy that someone used a my ExGFX :)

this hack should be cool! lol
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