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New Super Mario World 2 (Re-Submitted)

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I think that the cogs and pipes in the BG are too bright, so it can be a little hard distinguishing the BG from the FG.
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I think I commented on the desert looking level on the Discord.
Like I said then I like how you have added rain and with the palette it really gives off a moody and gloomy atmosphere.

As for the clock level I like all the small details you have added to make the clock-work theme stand out more. The addition of the timer challenge is well placed given the theme of the level.

As always looking forward to seeing more progress.
7-4: Volcanic Desert

This level was going to be an ice desert level but i decided to make a fire level because there was only one fire level in the hack so far.









Now, i have no ideas for the next city level, i'm thinking of doing a level inside a house but i did like to try something a little different, feel free to give me suggestions.


It´s nice to see a desert-themed level again. I think you could adjust the FG´s dirt colour a bit (or does my monitor display it strangly again?).

Apart from that, this level looks quite pleasant and i really like the ground-decorations #tb{:]}








I feel like "Volcanic Sandland" would roll off the tongue a bit better but whatever
Level looks great, as usual!
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
So, i would like to talk about some of my plans for the hack.

First of all i want to release a demo on the next C3 but i'm not how i'm going to do it, i thought about releasing a short demo with 18 levels from Worlds 4-9 or a demo with all the worlds but i'm not sure which is the best option.

Second, i'm thinking of starting a early test phase after finishing World 8 and i'm not sure about this because i will likely finish world 8 before C3 and as i said before, i will release a demo.

Lastly, i did like to say that i'm starting to work on a little surprise for christmas.

And yeah this is my 900th post


I like the idea of the demo having almost a "showcase" kinda feel to it with different levels pulled from different worlds.

Would help show off what players are expected to progress through.

Also congrats on 900 !!
Wow, you have 900 posts! Bravo, man!

As of the demo release, I think 18 levels from worlds 4-9 would be a better idea because - in my opinion - making a demo containing all the worlds from an almost finished hack would be too much.
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

Hello Pink Gold Peach, I think development of NSMW2 is going really nicely,

Anyways, i found a few custom sprites that i think could be implemented in existing or future levels.

-Para-Dry Bones- https://www.smwcentral.net/?p=section&a=details&id=16662

-Fire-Spitting Boo- https://www.smwcentral.net/?p=section&a=details&id=16656

-Custom-Color Bouncing Parakoopa, Alternates Height (is configurable)- https://www.smwcentral.net/?p=section&a=details&id=16339

-Para-Mega Mole- https://www.smwcentral.net/?p=section&a=details&id=16657

-Ledge Dwelling Mega Mole- https://www.smwcentral.net/?p=section&a=details&id=16660

-Pipe Dwelling Pitchin' Chuck-https://www.smwcentral.net/?p=section&a=details&id=15952

-Venus Flyin' Trap- https://www.smwcentral.net/?p=section&a=details&id=16257

-Real Homing Bill- https://www.smwcentral.net/?p=section&a=details&id=14098

- Better Bomb Koopa- https://www.smwcentral.net/?p=section&a=details&id=16358

-Blue Parakoopa (flies in circular motion)- https://www.smwcentral.net/?p=section&a=details&id=15268

-Yellow Parakoopa (flies in wave motion)-https://www.smwcentral.net/?p=section&a=details&id=15267

-Mario Bros Arcade Enemies (check icegoom´s profile,)

-Super Mario Land Enemies (check smkdan's profile)

-Morton Boss- https://www.smwcentral.net/?p=section&a=details&id=3694

-Portable Bill Blaster- https://www.smwcentral.net/?p=section&a=details&id=3706

-Larry Boss (custom)- https://www.smwcentral.net/?p=section&a=details&id=3215
Merry Christmas!

So, i decided to skip 5 worlds just to work in one level for this holiday, and this level is:

13-1:











However, considering this is a late world level, i might redo this one in a future date, maybe when i finish World 12.


It's another really good level! It has a lot of new decorations and more custom graphics than before.

Also Merry Christmas and a Happy New Year!
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

And finally, World 7 is done.

7-5: Desert Ruins Race

This is a pretty short challenge level where you will race against a goomba(Runman sprite) after a very short platforming section.





The race itself is easy because it's the first level with this gimmick, i'm planning on doing more of those levels in the future.







And the level ends at the podium



Happy New Year!!

After skipping 5 worlds only to make a christmas level, this time i decided to do a new year styled level, but instead of skipping more levels, i decided to place this level in world 8.

Well, i'm not sure if it really fits as a new year level but i wanted to make something based on a night party, with fireworks and countdowns.













Also, It's been a year since i started this thread.


Ok, so, I've played the C3 demo and I'm gonna try to word this as nice as possible.
As good as your visuals are, they're really the only thing driving this hack.

Your levels all play it too safe, they feel too repetitive and samey.
The only thing telling them apart is "this one has X sprite" or "this one has X graphics set".

If you remove the aesthetic theming and the "gimmick" (which usually isn't really explored much) from most of them, there's nothing to distinguish them in terms of level design or difficulty.
They're all over as soon as they begin, just hold right and jump when needed (outside of the Blue Switch).

I'm not saying this to get on your bad side, I'm saying this to help you improve your level design.
NSMW1 had the exact same issue and that's why I gave up on it at the cave world.

Sorry if I'm being too rough.
HackPortsASM"Uploader"

Originally posted by lion
Ok, so, I've played the C3 demo and I'm gonna try to word this as nice as possible.
As good as your visuals are, they're really the only thing driving this hack.

Your levels all play it too safe, they feel too repetitive and samey.
The only thing telling them apart is "this one has X sprite" or "this one has X graphics set".

If you remove the aesthetic theming and the "gimmick" (which usually isn't really explored much) from most of them, there's nothing to distinguish them in terms of level design or difficulty.
They're all over as soon as they begin, just hold right and jump when needed (outside of the Blue Switch).

I'm not saying this to get on your bad side, I'm saying this to help you improve your level design.
NSMW1 had the exact same issue and that's why I gave up on it at the cave world.

Sorry if I'm being too rough.


I don't think you are being rough. I agree with most of what you said, the first hack had the same issue, beautiful overworld, music, aesthetics were all good. But most levels just spammed lava lotuses and baseball chucks and felt like I was playing through similar challenges repeatedly. Some of the gimmicks like the falling ceiling were poorly executed too. It looked great but otherwise was a poorly designed hack. This one looks a bit better aesthetically, but repitition and such are still prseent, even iif at times different forms.
Not sure what those two are going on about, but I personally liked it a lot. The level design and aesthetics are so far nice, which is a major step-up from the first game--the gimmicks for the most part are pretty well executed, music choice is good, a thousand enemies aren't clustered on one screen, and in general everything is pretty fun so far. I'd say keep it up.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
While I do agree with what these two said, I don't think you should change the way you do your things. Caring too much about "interesting" level design can be the bane of every hacker, specially in these super long hacks, keeping up with fresh mechanics and gimmicks for every new level/world can be nearly impossible and if you care too much about it you'll probably end up stuck in your progress.

I'm not encouraging bad design, just telling people to do what they can do and try to improve on it, rather than wanting to make something awesome out of the blue if you're unable to do so. There are many players that are content with those "not so complex" and traditional hacks and appreciate the "atmospheric" hacking style that you have, so don't stress too much over it (if you ever).

Now, I do think you should try spicing up your levels a little, with something other than cute graphics. Not all of them just a few so it keeps fresh for the player!
I decided to take a little break from SMW Hacking after the C3 but finally, i got some motivation to work on the hack, and it's time to show the last level from World 8.

Abandoned Hotel:

This is a pretty short castle level with two different rooms with different switches to turn on and off to finish the level.













i hope it to complete,but i unknown when this best hack so complete
And i'm back again, i wasn't working on the hack on those last weeks because i was trying to work on my CLDC entry but unfortunately i gave up due to some problems.

9-3: (you guys already know i suck at naming levels)

This ghost house has a lot of different rooms where you can explore to find dragon coins, lives, secret exits or progress through the level.









Those purple blocks disappear after jumping.











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