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Super Mario: The Luigi Kidnapping and the 7 Key Pieces

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Hello there, thread visitor. My name is DaSpongeBobMan and today I'm gonna show off some screenshots for my hack (no name yet but I'll think of it insha'Allah). omg I'm like RussianMan plz ignore dis

The goal is to collect all keys (Dragon Coins) to unlock the Mushroom Kingdom and brink back the keys to the princess.

Story:
One day the Mushroom Kingdom lived happily ever after. Until... Bowser's troops arrived and the whole kingdom was panicking. Bowser was going to snatch the princess, but the Mario Bros. defended her. However, the plumbers got snatched by Bowser. Mario was able to slip out of his hand but Luigi wasn't able to slip out of the other. After Bowser took Luigi to his airship for custody, Bowser commanded his troops to steal a new source of power that could revive or heal any person in the Mushroom Kingdom: The Shining Golden Key. This key was very fragile. Bowser was able to get away with the big key, but Mario shot a fireball at him, so that he could rescue his brother. He failed to do so, and instead made Bowser drop the key, splitting it into 7 key pieces. The pieces were scattered into 8 worlds: Blueberry Plains, Mango Desert, Krabby Beach, Vanilla Glacier, Grape-Poisoned Forest, Candy Mountains, Meringue Clouds, and Bowser's Kingdom. In the 1st world, Yoshi made a new house. He must collect the pieces, restore the Golden Shining Key and save his li'l bro. In the meantime, however, the plumber's true love Peach got kidnapped, too, so she must be rescued as well.

Screenhots:

Overworld (WIP):


Aim: SMB3 Style





Levels:

Yoshi's New House (WIP)




Blueberry Plains 1







There are some more comin', but insha'Allah I'm gonna post them later.

I modified some of SMW's graphics for the sake of colors and brightness, plus looks. I outlined the muncher stem, gave the muncher eyes, and made it use the green palette. I also removed the eyes of the ?-block to make it resemble a normal ?-block. All of the graphics are outputted from the vanilla GFX, but I drew one little arrow for my SMW desert tileset (which is gonna be awesome).

Gimme some feedback so I can improve my hack. Thank you. And yes, I'm a Muslim (in case you heard me say insha'Allah).

This game will use the Sprites on Springs and Platforms and Stuff patch, although the following major interaction glitches arise from it:

1. Sprites and Mario cannot interact with the right side of the line-guided brown checkered platform (sprite 63).

2. Sprites which turn away from the edges of platforms and floors can't interact well with moving (fast) platforms, including the rotating gray platforms and the flying Question Blocks.

3. When Small Mario hits a message box, he gets pushed on either horizontal depending on which side he hit it.

4. When carryable things get dropped down by Mario on a moving platform, it lands on it but falls through it on the second contact.

5. Accelerated platforms don't interact with tile 1F0 like they should do.

6. Flopping fishes can't interact with solid tiles AT ALL.

7. When vertically swimming fishes go down, they'll just pass through the solid blocks with which they're supposed to interact.

8. Horizonally swimming fishes just pass through walls instead of turning opposite.

9. For some reason, a flying rock platform can push a line-guided sprite like a line-guided Fuzzy.

If you know how to fix these, please do. Also this hack will use the SA-1 Pack by Vitor. Stay tuned for more!
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Well it looks promising, but some of it looks flat. About that overworld, you're gonna need to work on it, there's cutoff, and it's flat
BANANA SLAMMA.
Just like Pixel-Gon sayid about my hack

For a first hack, this looks pretty good
I wouldn't recomend going for a SMB3 style overworld. IMO, it's a bit of a regession compared to the original overworld. SMB3's overworld was blocky because of the limitations of the NES. There's not really anyway to go about it without making it look flat. If you're going for it anyways, I'd recomend at least using different graphics, as SMW's isn't well suited for that.

There's not much to complain about in the level screenshots, though the abstract land formations in the first screenshot of Blueberry Plains one don't really look that good. They clutter the visuals. That giant land wall in the Cave screenshot is kind of weird too. It doesn't really add much to the visuals, it just looks boring.
Originally posted by Pixel-Gon Gamer
Well it looks promising, but some of it looks flat. About that overworld, you're gonna need to work on it, there's cutoff, and it's flat

That's why I said it's WIP, no? Did you not read the aim?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Moar...





What do you think?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Your hack looks awesome. The bland OW, however... IKR WIP. Well, I like what you did there. The palettes look nice to the eyes, especially Yoshi's New House. The Overworld gives a SMB3 vibe on it's current state.
I support:

There is a story behind every pair of eyes.
Always cool to see overworld tiles used in levels. This hack looks great so far, especially since it's your first. Like the others said, the overworld could use some work, but you'll get there. #smw{:TUP:}
Originally posted by DaSpongeBobMan
That's why I said it's WIP, no? Did you not read the aim
Do you not know what feedback is and how to accept it? Pixel-Gon Gamer made a point of your overworld's errors, so you don't just say, "Well, it's WIP, so it doesn't matter". You posted here to show us the progress you're making on your hack so you can get feedback, so either accept it or don't even post at all.

About the actual hack... Yes, a lot of people have commented about the overworld, and I can't help but agree it looks pretty bad. There's actually a lot of cutoff and the SMB3 style with SMW tiles just don't work. The palettes are looking shockingly familiar (NSMW: The 12 Magic Orbs cough cough), but it's not bad. Some palettes, honestly, could use some work, like the sun in the background of the desert level. A lot of them have really high contrast and minimal contrast, and it just looks weird. Also, it might just be me, but I think the lighter pyramids should be in the front. I'd also like some more screenshots of the other levels, it's hard to tell what's going on. Oh, and in the underground level, the ground goes from a dark teal to a light pink? What?


TL;DR? Well, basically, it's okay for your first hack, and could use some touch-ups on some of the palettes. Also, they could look a little more... Original.

Anyway, I see potential in this project, good luck.
Sigh, not the first time you have had "originality" issues that Chillah pointed out. A notable example is your VLDC9 entry. You know what you did.

Please stray away from that type of level design, and good luck on this hack.
also you seem to be using save states, that's frowned upon
edit: That level design is better than me who makes japanese-quality levels all the time
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Originally posted by M A R I O W O R L D
also you seem to be using save states, that's frowned upon

Those are frames per second.
BANANA SLAMMA.
One of the pictures shows STATE 0 SAVED, although honestly using save states to test a hack isn't that much of a problem. That's my philosophy--it might explain why my levels piss so many people off lol. But still
Just a heads-up, I'm really slow in progress. So I might not release this in time for your Christmas, I might release it next year since 2016's gonna end anyway...

Pixel-Gon Gamer is responsible for the main OW, since I'm not good at that. I might do the submaps due to its space, but only when he's finished. I might make my first demo with only 3 worlds, followed by some unused levels, so...

... if you wanna take anything from the ROM, I'm not gonna stop you, the ROM'll be open. Keep this in mind.

Also I tried to fix that damn jump sound, but I'm sick of it. Could someone make a good quality rip of it for my sake? It just doesn't feel like the original. It's been bugging me for ages. I won't bug you.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

All right, I need someone to draw this for me:
A SMW Hammer Bro similar to the Amazing Flyin' Hammer Bro. Should use SpriteTool's HB tilemapping.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Yeah, your hack is overall good, good level palletes, but, don't use the smb3 overworld....

Moar
Also please read this
Originally posted by MasterSkodwarde
All right, I need someone to draw this for me:
A SMW Hammer Bro similar to the Amazing Flyin' Hammer Bro. Should use SpriteTool's HB tilemapping.

Ignoring some parts of some relevant posts like this quote, c'mon. Even when I asked MFG how to not just change the turnblock bridge palette, but also that of the turnblock particles, he gave me a fix only for the turnblock palette. Why do some people not read the whole posts? It's annoying, stop doing this to me.
Good mixture of vanilla and chocolate graphics.
Especially on the Desert Level

Made By: Choconilla Rise's Creator Underway/Undy

I"M REELLLL!
[email protected]

Y'know what? Forget requesting a custom boss 'cuz not only no one won't answer, but also because the latest SA-1 Pack ver. came out today, fixing that mode 7 bug. I might use the vanilla Mode 7 bosses.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

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