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[Cancelled] Super Mario Bros: World-e Adventure.

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Wow! I like the idea you're going for. I can't wait to play this!
Originally posted by Fierce Deity Manuz OW Hacker
I remember seeing this hack before, and I have to say: It's still promising. Your levels are well-made, giving a nostalgic SMB3 feel. And the addition of the SMB3 Status Bar is quite a plus. Definitely looking forward to play your hack someday.


Originally posted by Connixome9X
Wow! I like the idea you're going for. I can't wait to play this!

Thanks for the support! I really appreciate it!

Just showing the recent made Level 02 - Slidin'The Slopes and the current Title Screen!





Unfortunately, the Upside Down Triangles Blocks I used before isn't compatible with newer Lunar Magics and the VRAM Patch, so the old Bonus Room was scrapped from this version. Then I made one of my own mind...
Cool! But personally while looking at the older thread, I liked the older title screen better. It still looks nice, though. Also, I've noticed a glitch in the third screenshot. Anyways, can't wait for more. #smw{^_^}
What are you going to do with the unique autoscroll sction in Mushroom-17? Most hacks use autoscroll settings that were in the original SMW (especially the Butter Bridge 1 autoscroll). It would be cool to see more unique autoscroll mechanics in an SMW hack.
Your layout has been removed.
I believe the last airship levels used an unique autoscrool too. I recall seeing a custom one somewhere in SMB 3 X, so attemping to recreate them is certainly possible. How hard it is to actually do that is beyond my current knowledge (You'll need to do some ASM, that's for sure), but I think it's at least easier than coding a sprite.
About the autoscrools, I don't have any idea yet of how I will take care of that. Probably some modifications on level layout will be needed.

Anyways, Level 03 - Vegetable Volley done!
Remember the Propeller Block previosuly seen in NSMB Wii? Now It's present in this level and some parts will have a great benefit from its use.



Can you pick that Advance Coin without dying? With Propeller Block you can!



You can even use Propeller Block to avoid Chain Chomp bite !



This block can even be used to reach a secret Exit!



As a side note, about the previous level, I didn't liked the result of the bonus room (since Upside Down Triangles didn't exist anymore). Then I made a heavy modification of the bonus room, and now it resembles some of the bonus rooms used in new Super Mario Bros.



Probably many things won't be 100% accurate to SMA4 (like the scroll sections, some gimmicks, etc.), but I think the most important thing is to make a functional and an enjoyable game, right? #tb{^V^}
Considering the original coins were supossed to be grabbed via trowing the veggies, I think it's a pretty good idea to remplace a feature one doesn't know how to replicate with a completly new one.

About the triangles, I recall the site used to host the upside down variants some time ago. Maybe someone still has them somewhere in their PCs.
Wow! I really like the of the propeller block! Keep up the good work!
#smw{^_^}
Finally Level 04 - Doors O'Plenty done #tb{^V^}









I tried to replicate almost everything the way it looks like in SMA4. But some doors needed some modifications, since there's NO WAY to carry a key through doors in SMW.

That level was really a pain in the ass to replicate all gimmicks and make custom blocks works properly. All of these doors had to be configured manually, since screens boundaries of Lunar Magic doesn't let me replicate the exact positions like the original game.

Problems doesn't stop here. I had to change via hex editor the Big Boo Boss palette (so he lokks exactly like in SMA4), that uses a hardcoded pallete. The pallete data occupies 0x128 bytes inside ROM #tb{O_O}.

Well, the whole rest of the week I will be very busy, so expect the next update probably for the next Saturday.

Enjoy!
Level 05 - Bombarded By Bob-Ombs is finished





There are two types of Bob-Ombs in this level. The purple Bob-Omb have a large range of explosions and shakes screen, while the blue ones acts like the default Bob-Omb.

Level 06 - Magical Note Blocks is finished





This level features Vertical Warp and an animated background.

Also, I modified Level Entrance tiles to looks like SMA4. It resembles exactly the original game, at the cost of losing some mario overworld sprite tiles.

I will definitely give this a try, because I've always wanted to try those extra levels and never had the opportunity.
GANYMEDE

Chapter Two: Land of No Shame
That lack of feedback makes me feel unmotivated #tb{>:(}, but anyways...

Here we are! There are some news about the project!
In this week I managed to almost complete three whole new levels! There are some details to polish here and there, but the level layout and enemies are fully ported #tb{^V^}


Level 07 - Ol'Switcheroo







This level is a underground maze where you need to be as fast as possible to pass through the blocks without falling into lava. I merged all underground rooms into one by using GreenHammerBro Screen Scrooling Pipes. The result is amazing, and result in a more comfortable gameplay in my opinion #tb{:]}

Level 08 - Piped Full Of Piranhas







As the title says, it is a level with many pipes featuring all kinds of Venus and Piranha Plants. This level is pretty hard, if you consider that you need the Fire Flower Power-Up and very precise timing to not to hurt yourself while traveling pipes.

Also, this level features Layer 3 Clouds. The SMB3 statusbar lets me use all kinds of layer 3 backgrounds without overwriting status bar palletes #tb{^V^}


Level 09 - Swinging Bars Of Doom



Okay, this is the first fortress of Level Card levels. It's a level of medium difficult, you need to carefully pass through firebars to get all Ace Coins.



Unfortunately there are some SMA4 gimmicks I'm not able to replicate. There are some firebars in the original game that rotates towards their center, like a propeller. I searched in every single place out there and didn't found it. But it's okay, instead I somewhat made a "clock act like" firebar. The pointers rotates in clockise and anticlockwise ways.

Also, I separated the crushed Bony Beetle and Dry Bones tilemaps, since in SMA4 they looks completely different of each other.



I slightly modifed carol's Boom Boom to only spawn the Goal Sphere when there are only one Boom Boom remaining in screen #tb{:p}



For now I will give a break in the level design and build some new Power-Ups making some experients and tests with LX5's Power-Up Patch.

I'm wondering if it would be a good idea to launch a demo for C3 Falls or if people would like to see it fully completed...

Don't forget to give your feedback and feeling about my project! Remember that your comment contributes to the improvement of my work and gameplay quality #tb{^^}

Please enjoy!
Everything's looking pretty neat! The only suggestion I can give you as of now's that there's some small cuttof with the in the last screenshot of "Ol'Switcheroo". I'm aware that's how it was in the original game, but some people's very picky about that sort of thing. (Or are they? I'm not sure if they've gotten a bit lax about that lately, I just came back from a hiatus.)

Also, any basic idea about how the main overworld's gonna look like?

(Also when's the next C3?)
SMA4 is a bit crippled by its small screen size so this seems like a good way to fix that. Looks pretty faithful to the originals too, at least as close as it can be in SMW's engine.
Originally posted by Moltz
Everything's looking pretty neat! The only suggestion I can give you as of now's that there's some small cuttof with the in the last screenshot of "Ol'Switcheroo". I'm aware that's how it was in the original game, but some people's very picky about that sort of thing. (Or are they? I'm not sure if they've gotten a bit lax about that lately, I just came back from a hiatus.)

(Also when's the next C3?)


Looks better?




Originally posted by Moltz

Also, any basic idea about how the main overworld's gonna look like?

Well, it's far from done, but here it is a preview:
A suggestion for the map, it would be nice to make it more SMB3 like.
Also, I would say to keep the cement blocks like this picture you showed.



Anyways, nice work so far. Can't wait to see more. #smw{:peace:}
Originally posted by OmegaYoshi
A suggestion for the map, it would be nice to make it more SMB3 like.
Also, I would say to keep the cement blocks like this picture you showed.

Anyways, nice work so far. Can't wait to see more. #smw{:peace:}


I will decide later what I will do. The fact is: even at the original game that cutoff is very normal, so...

Also, I would like to show my finished overworld:
The main map looks awesome! The huge decoratios could have black outlines and some slighly tweaked colors, but other than that everything's great!

E: I noticed there's a house where the old swap Mario/Luigi tile was in the original game, what's going to be it's new purpose?
See? Mario Party: Advance doesn't suck if we can get overworlds like that!

graphics are ripped from that game, if you didn't know

I really like it, as you can tell!
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

Lots of good progress you've got, and it's nice to see someone use those tiles for the overworld from which I believe is from Mario Party, they look great! Keep up the good work!

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