Language…
22 users online: bMatSantos, bradcomp, DanMario24YT, DashGamer, Domokun007, eltiolavara9, Green Jerry, hhuxy, lo fang 123, Michel2023, Nayfal, nonamelol1, playagmes169, prisvag, Serena, Shomi,  shovda, SMW Magic, steelsburg, TheXander, Torchkas, Tulip Time Scholarship Games - Guests: 283 - Bots: 343
Users: 64,795 (2,375 active)
Latest user: mathew

Super Luigi Land - 2...

Standard

TITLE SCREEN


I've actually wanted to do a hack called Super Luigi Land since 2013, but that ended up being the Year of Kamek's Island. After that, several other projects followed, and the Super Luigi Land name was tossed on the back burner for 4 years. Now, with Super Mario Bros: The Early Years finished, and having been given a Luigi version of the Mario Physics Modifier patch by Dynastylobster, I decided to go ahead and make Super Luigi Land now.

Super Luigi Land is a chocolate-leaning choconilla hack that takes place during the events of Super Mario Land, which sort of explains the name, as well as Luigi's absence from that game. The plot is pretty simplistic, with Bowser deciding to attack the Mushroom Kingdom while Mario's away in Sarasaland. The hack will feature 8 themed worlds and will attempt to have a more SMW-like Overworld with plenty of branching paths.


This is the main map in Lunar Magic. It's still WIP, which explains the emptiness to the left and on top of the mountain.


Here's a closer view in-game.

Anyway, the Worlds will be:

WORLD 1: Grass (Flora Fields)
WORLD 2: Beach/Water (Cookie Coast)
WORLD 3: Forest (Walnut Woodland)
WORLD 4: Cave (Cola Cavern)
WORLD 5: Desert (Sesame Sands)
WORLD 6: Mountain/Sky (Cocoa Cliffs)
WORLD 7: Ice (Sugar Snowfield)
WORLD 8: Dark/Fire/Haunted (Koopa Krater)

So far, I have 4 levels of Flora Fields done.

FLORA FIELDS 1


Shells can do more than kill enemies and break blocks in this hack. They can collect coins!


Just your average bonus room. Luigi jumps a little higher than Mario, so he can grab that Yoshi Coin up there.


Taking the high road may net me more coins, but it'll make me miss the Yoshi Coin.

FIRST-EVER LUNAR MAGIC TIMELAPSE
Originally, this was going to be a Let's Make video with commentary, but the Backstreet Boys music in the background caused the second video to be invisible to the public. Yes, I listen to Backstreet Boys. Don't judge me!

THE LEVEL VIDEO

FLORA FIELDS 2


This level introduces Goomba-generating pipes.


The keyhole kinda gives away the fact that this level has a secret exit. I won't tell you where to find the key though.


The giant flowers are actually platforms that Luigi and enemies can stand on. They're a more flowery version of the mushroom platforms seen in many athletic stages of Mario games.

VIDEO

FLORA SECRET 1


Getting the secret exit of Flora Fields 2 brings you to this bright little area that introduces Monty Moles.


It also introduces Venus Firetraps, all of which only spit a single fireball when out of the pipe. Double-spitters probably won't show up until Cookie Coast.


Wall-Jumping to snag a Yoshi Coin...Yep, wall-jumping is a thing in this hack, as well as straight fireballs.

VIDEO

COOKIE COAST MAP



FLORA SECRET 2



Due to being on Cookie Coast's submap, this level has some tropical elements, like the Cheep-Cheeps and palm trees.


I wonder if there's something up there...
Maybe a Switch?

Rather than having Switch Palaces or Switch Zones, this hack has Switches hidden in otherwise normal red-dotted levels. Levels with Switches will be marked with a (!) next to their name on the Overworld.


Time to fight fire with fire!
Quintesson Judge: Silence, or you will be held in contempt of this court!
Hot Rod: I have nothing but contempt for this court!
- Transformers the Movie (1986)
#smw{:TUP:} You beat me to the name, nice hack though.
Do you ever stop making hacks?

Anyway from the screenshots alone its easy to see the hack is coming along nicely with a good amount of variation between the level and their respective gimmicks/themes.

It'll be interesting playing the hack with some Luigi Physics as it will make the hack feel different to most as many do not really touch how Mario handles.

Can we expect to see any different powerups in this hack seeing how Mario has the Super Ball in SML?
I have a physics patch I modifyed to give luigi smb2j physics. I doubt you want to use it though.
I'll stick with what I have. Thanks for the offer though.
Quintesson Judge: Silence, or you will be held in contempt of this court!
Hot Rod: I have nothing but contempt for this court!
- Transformers the Movie (1986)
I figured you would. NP
Hi Gamma V maybe you can take some of my music where I created over the internet as you wish, I only suggest =]. Regards
I'm digging your idea for a hack with the appearance of Luigi and his physics as well. I can't complain with level design, looks neat as usual. I also like the switch idea used in The Second Reality Project Reloaded.
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

This might be the first time i'll actively try to keep up with a hack of yours. I'm quite interested.
I've played some of your hacks before, and I must say, they were very good, smooth and well polished. It amuses me that you manage to have so many finished projects with that level of quality, not to mention that you do most of your graphics and some music too. While some people contribute lots to the community by making some asm pieces, music ports or gfx, it is people like you that shapes the community into what it is. While not only fulfilling your hobby of smw-hacking, you also help to keep this community alive and provide us with such masterpieces that gives us hours of entertainment!

However, there are some things that I want to point out about your hacking style. It's a flaw that most of your pojects share: there's not much authencity. Actual level design is also questionable some times. I can see that your style mostly focuses on keeping the Nintendo feeling, but that bugs me a little when playing your hacks. The foundation of your levels are mostly "avoid baddies, pit/lava, run and jump". I'm not asking you to go JUMP in your hack, but rather telling you that even Mario games had challenges other than avoiding enemies.

So, this is the little piece of friendly critique I've been wanting to give you. Really looking forward to see what you'll bring to us this time!
Oboi, another Luigi hack. Time to look up.

Good job on making levels, dude! Flora Fields levels are a go! #thp{;)}
The Hacking of PuyoPuyo. Come join the fun, friends. 『いけいけ団長、頑張れ頑張れ団長!』
Help us raise funds for the Armed Forces of Ukraine. #ДопомагаємоРазом / #HelpTogether
“Even if you personally are so dissatisfied with life that you want the world to end, surely the cruel reality is that it will continue on, unchanging. All the better for someone perfectly content, like me.”
Aya Shameimaru, Touhou Suzunaan ~ Forbidden Scrollery
Awesome as usual, Gamma.
BTW, what difficulty is this going to be?
please click this!
Something that I brought up before in a skype chat before, but lately I'm starting to notice this really becoming a problem. Me and a friend were recently joking about the fact that pretty much all of your 8-world hacks feel the same with only minor plot differences. For example, "It's a Mario Game, but Tatanga's the villain!", "It's a Mario Game, but Mario is missing and Luigi is the playable character!", or even "It's a Mario Game, but Mario has no mustache and it's the early years despite it having the same plot otherwise." You use the same 8 themes with barely little changes, the gameplay is the same throughout your hacks, and like Chihaya brought up, there's not much going on in terms of the design of the actual design.

Another problem is I've noticed your graphics style is becoming more and more mediocre as your chocolate hacks progress, starting from Tatanga's Revenge and onward. Everything looks like either stone or wood in those games, alongside too many black outlines in stuff that doesn't need it (ex. Enemy designs, decoration, etc).

I think the problem that is arising is you're taking too many notes out of the things people don't want in a Mario Game. The fact that you use grassland as World 1 pretty much all the time, the fact that there's always some variation of Desert, Beach, Ice, Cloud, Lava, etc in your world orders, every level being super linear, and that the games are generally super easy with a giant difficulty spike in the last world. There's also a problem I noticed that even Mario games usually get right, like the fact that in your hacks getting the secret exit takes literally no effort other than hitting a couple boxes. It really feels like that if I play one of your hacks... I kind of played them all. And when that happens, there's nothing really to look forward too in the end besides maybe the odd custom boss fight or asm coded by imamilia. Personally when you told me about a certain crossover that I won't name here, I sort of wish you pulled through with the idea...

I feel this needed to be said. All I ask is give us something actually new. Okay sure, Luigi's the star of this hack, but... what does that serve in the gameplay? A simple character swap? "It's a Mario Game, but Luigi's doing Mario's work instead." Simple plot changes like that does not change the gameplay alone. Start the adventure in a different biome, make the player analyze your levels to get past certain obsticals, make the worlds slightly harder past World 1, make your secret exits more "secret"... make fun of your game design philosophy by giving us something unexpected, or even make your level design self aware. I know you can do so much more than just "Mario game, but with a minor change in plot". Prove to me and the community that you can do it. Throw a wrench at us early in the game with something completely out of the blue... Look at why people are excited for Super Mario Odyssey and not New Super Mario Brothers... hell, look at the hack Super Mario Odyssey, it pulled something completely unexpected after world 1. Mislead us. Throw us in a loop of disbelief. Use your talents and cliches to your advantage

I know you can do it, which is why I'm critiquing you.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by Chihaya
I can see that your style mostly focuses on keeping the Nintendo feeling, but that bugs me a little when playing your hacks. The foundation of your levels are mostly "avoid baddies, pit/lava, run and jump".

Isn't that what Mario is
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Originally posted by Epic_Manky
Originally posted by Chihaya
I can see that your style mostly focuses on keeping the Nintendo feeling, but that bugs me a little when playing your hacks. The foundation of your levels are mostly "avoid baddies, pit/lava, run and jump".

Isn't that what Mario is


#smw{-_-2}


But yeah, let's not discuss level design at this point. It is pretty clear that gamma v is making (really nice looking) hacks for a much more casual audience. If you want to play crazy, wacky, super challenging and interesting level design, go play Fishing Season 2 (it just came out). It's fine that not every hack is JUMP. Also, people's skills levels are all different, and they prefer different things. And gamma v is allowed to make hacks how she wants. Not that you two don't have good points, Daizo and Chihaya, because you are also right. Still, I think it's important to remember that there are hacks out there for everyone, and some people really like hacks that are more easy going and simple.

I do agree that some of your levels could use way more.. personality, I suppose. They have enough personality aesthetics wise but.. I was thinking maybe a level similar to the balloon level in the SMb hack. I was thinking, maybe if you tried to use some of the ASM on the site? Like for example, Erik just released a ton of custom sprites related to smw sprites. Why not use those, instead of koopas and goombas? Including wall jumping is a decent start, but I'd like to see more. No one really wants to just jump over goombas all day.

To be honest, I don't mind the more basic overworld themes and linear progression and story, etc. Just some diversity in level design alone would go a long way.
Originally posted by Epic_Manky
Isn't that what Mario is

I remember repetitive levels that look the same from all the 2D Mario Games, yeah!
No really the only game where that could have been the case would be the first Super Mario Bros. Game and even then only because it was the very first game in a long series and they didnt really know what else to do I think.

Oh and btw levels look 'fine' i guess #smw{:TUP:}
though I totally agree with Daizo and Gbreeze
// Layout by Maxo
@Gbreeze +1
Layout by x-treme
YouTube
Originally posted by GbreezeSunset
But yeah, let's not discuss level design at this point. It is pretty clear that gamma v is making (really nice looking) hacks for a much more casual audience. If you want to play crazy, wacky, super challenging and interesting level design, go play Fishing Season 2 (it just came out). It's fine that not every hack is JUMP. Also, people's skills levels are all different, and they prefer different things. And gamma v is allowed to make hacks how she wants.

...

Still, I think it's important to remember that there are hacks out there for everyone, and some people really like hacks that are more easy going and simple.

I'm not asking for her to create the next "JUMP", as I know she doesn't like doing super hard and crazy things like that. What I am saying is there should be something added to the gameplay to spice her levels up a bit. Your suggestion with using the expanded enemies Erik made is a great idea, and/or she could add a gameplay reason why Luigi is there and not Mario. Maybe Luigi has the ability to double jump, or Luigi always has fireballs, or Luigi can hide underground temporarily to dodge certain enemies. Anything to add an extra layer of level design that both enhances the experience and changes the game.

It's excuses like this that make people not improve and evolve into a greater designer. So yes, I am going to level design at this point to make sure that she isn't just making another generic character-swap Mario game. I'm pretty sure there are enough hacks that she made that satisfy the audience who want a "simple experience". However, eventually it gets old. Gamma V, if you're going to take anything from what I said, don't make the same hack with slight plot differences that might as well be replaced with "Bowser's bad, Mario's good, Peach is kidnapped."
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

I'm not sure exactly WHAT to do to make this different, but still fitting in the Mario universe. I suppose I could try to make levels more interesting with the new ASM out there. That Wing Cap I saw recently would be useful for a sky level. This criticism has made me think a bit, but has also killed my motivation a bit. These traditional hacks are indeed something I'm perhaps too used to doing.
Quintesson Judge: Silence, or you will be held in contempt of this court!
Hot Rod: I have nothing but contempt for this court!
- Transformers the Movie (1986)
One thing that could help is to go for a different artstyle. I've noticed in pretty much all of your hacks that you've made, that the artstyle never really changes. It never has really evolved or been spiced up except for combining offical graphics with your own. I know you can do it, seeing your YI styled graphics made me certain that you can go outside out of your comfort zone and make something great. Maybe you could for a YI style for this hack. Maybe a more realistic approach could be good too. Really, it's all up to you. I'm just throwing it out there.

Originally posted by GbreezeSunset
Still, I think it's important to remember that there are hacks out there for everyone, and some people really like hacks that are more easy going and simple.


Pretty sure there's enough hacks that do that already.

Standard