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Mario's Challenging Adventure (A short Vanilla Hack) - Hopefully released on C3 (6/7 Levels Completed)

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Hey, thanks for visting my hack thread, hope you enjoy it.
It's going to be a short (8 levels) vanilla hack, with custom palettes and custom music. The difficulty is going to raise with every level but the levels are still meant to be played savestateless (there will be midwaypoints and enough powerups). Almost every level got some puzzles, which are getting more complicated in later levels. I don't think the hack will have a plot, it will just be a hack with some fun levels. The first three levels of this hack have been created in 2013, after that I took a long SMW hacking break.

First Overworld:

A pretty basic grassland map.

Level 1: Koopa Plains (finished):


The first level with simpel level design. It's very easy and has no real gimmick. By the way every level has five yoshi coins,
which adds a little challenge. Also I'd like to know what you guys think about this palette.

Level 2: Sunny Route (finished):


The second level is a bit harder. It has short water segments and some tricky jumps (don't worry, it's still pretty easy).

Level 3: Puzzle Cave (not sure about the name) (finished):


One of my favourite levels, a lot of different enemy types and hidden bonuses. The puzzles are still pretty simple but the jumps
are getting trickier.

Level 4: Cloudy Hills (finished):


This level has a lot of alternative paths and is pretty hard. Somethimes you have to perform a hard jump to get to the next platform.

Level 5: Rusty Castle (in progress):


Currently I'm working on the one and only castle level, the palette is just a placeholder for now.
I plan on having a layer 2 spike wall part and a few other gimmicks. By the way I want this level to be quite long actually.

Another Overworld:

Won't be telling what kind of world this will be.

Last level: (not name yet) (in progress):


I don't want to spoil to much yet, but the whole level will be huge puzzle.

Feedback would be great guys, thanks :).
Check out my new hack thread:
Looks nice. The levels are far from empty and there is quite a lot going on. However be careful not to make areas too crowded. I like the palettes but keep in mind that some users here dislike when they are too saturated.

But keep it up!
Looks great. But watch out for claustrophobicism (yeah, that's a word now) in the last level. The Boos are hardly avoidable when you're big. I wouldn't say you're a beginner, when did you start hacking? This is definite hack to play.

Good job! #smw{:TUP:}
Hey thanks a lot for your comments.
@Minimay: I'm glad that you like it. I don't want my levels to be linear and with less enemys, but I understand what you mean and I especially removed some enemies in the last level.
@Trollope: Thanks for your comment as well, I removed some boos and gave the player a bit more space. No this is not my first hack, I started hacking like about three years ago (might even be longer), but I took a big break. I started working on this hack again this mounth.
Check out my new hack thread:
...Are you new at this (even though you said the first few were made long ago)? o_O

I mean, these actually looks pretty good! Looks much better than mine anyway. Nice palettes as well. :) The first ones look especially nice.

The overworld is not bad either, and that's a lot better than what I have tried IMO (I can't figure out how to make good cliffs or anything with those messy 8x8s and whatnot, so nice job on that).

Nice work, keep it up, I'll have to take a look at this when it's done :)
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The orange dirt looks off for some reason. It seems to contrast a little bit too harshly with its surroundings in my opinion.

Other than that it looks pretty interesting. Good luck!
So I got some new progress to show, but first I'm going to reply to your comments.
@KTBHacking: Thanks man, I'm not new to SMW hacking, I started like three years ago but lost interest. But finally I wanted to create some levels again.
@MercuryPenny: I completly redid this palette.

Is it better now?

I also continued working on the castle.



That's all for now, feel free to comment.
Check out my new hack thread:
Originally posted by PuzzelBreaker
@MercuryPenny: I completly redid this palette.

Is it better now?

Yeah, that looks better.

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Moving the thwomp on the right up a tile would probably look better.

Other than that, it looks pretty good in general. Nice work.
@MercuryPenny: The thwomp is actually one tile higher, but it was triggered to go down, just like the yellow spike near it. Btw thanks for your comments.
First of sorry for not updating this thread very often, the progress is slow, because scool started again.
I am currently working on the layer 2 part of the castle.


Also I did create a short puzzle.

I won't tell, what you have to do. Can you figure it out ?
Check out my new hack thread:
Not enough contrast in the palette there, in my opinion. Also, about the puzzle: get the red koopa's shell, throw it against a wall so it goes to the left and hits the turn block with the blue p-switch. The rest of it is obvious.
It's too easy. Was it unintended?
Here's a harder way, which I think is what you expected: stomp the red koopa in the right place so the koopa inside the red shell falls on the spikes, wait for it to get in the yellow shell, and since it'll turn into a rainbow shell, go to the left so the rainbow shell follows you and hits the block. The rest is obvious.
There is a harder way than that, S.R.H.

Jump onto the red koopa without killing the shelless red koopa, get the blue shell and put the shelless koopa in there to turn it into a blue koopa, after that carefully jump onto the blue koopa so the shelless blue koopa is onto the spkies then the blue koopa kicks the yellow shell which then hit the block for the blue P-switch.
I always thought Vanilla hacks were entirely made of original SMW components, including original palettes, but okay. Looks good so far and I do like that night palette on that one overworld. Can't find any perspective errors either so keep up the good work.

Only one thing - what's with those overlapping spikes on the left side?
I'm still working on this hack and I'm trying to finish it 'till C3. But first of let me responce to your comments:

@S.R.H.: Thanks for your comment, I redid the palette:

Do you think it's better? (btw I really suck at creating palettes for the castle tileset #tb{:p})
Also you're first way impossible as the wall is too far awy, and for the second way I replaced the yellow shell with a green one.

Kaisaan Siddiqui: Yep, that is the intended way.

Xyspade: Thank you, the overlapping spikes are a layer 2 spike wall.

Also could someone please tell if it's possible to make the layer 2 wall to be in front of layer 1, and if yes, how?

I won't post any new pics here, because the release will be very soon, and I don't want to spoil every level yet. Also the levels
are meant to be played more than once, as there is a lot of hidden stuff (yoshi coins and 3-up moons).
Check out my new hack thread:
Nononononoo, I didn't mean saturation, I meant contrast:

There is not enough light difference between your colors.
Originally posted by PuzzelBreaker
Also could someone please tell if it's possible to make the layer 2 wall to be in front of layer 1, and if yes, how?

Level mode 1F, but it will be transparent against Layer 1.
Alternatively, you could look into levelASM and use this code to give L2 priority. Then you wouldn't have to deal with the transparency effect.
But if you insist on doing it in a purely vanilla way, then yeah, what MP said.

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