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Super Mario: Other World - dead

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I'd recommend making the green Koopas more green than yellow-green, since the way it is right now makes it possible to confuse them with yellow Koopas. Still great, though.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Ice Cream Tundra Castle - Snowypeak Ruin




This is only the first room though, and the castle as a whole isn't even near being finished.
The carpet and slope graphics aren't mine, though I did make the carpeted slope edit so credit goes to whoever drew them.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Looking real nice! Really digging that palette and gradient.
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Grape Ruins 1 - Land of Old





First stage of world 4, Grape Ruins. It's a relatively safe grassland level with Volcano Lotuses, Ball and Chains, and the return of Rex.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Looking great! I'm looking forward to playing it.
please click this!
The use of the blues/purples in that level really create a mysterious atmosphere.

I like how you use different tiles for the dirt as it makes it easier on eyes I think from the standard SMW dirt.
Grape Ruins 2: Reach the Moon



Yet another revamped level, the gimmick is pretty much the same as it was before--using the propeller block, you can easily reach great heights and collect any goodies hidden above. Using the block is completely optional, though, so you can just play the level like a normal one if you want to. Also, this level has a secret exit.

I also redid the Blueberry Skies submap:


The big gap in the middle makes the entire map look empty, but I'm not sure what to fill it with. Ideas welcome I guess?

As for hack progress, I've been having some issues with the hack despite using back-ups and moving everything to a clean ROM twice, so progress has been especially slow...but hopefully I can find whatever the problem is soon.

And one last thing, I should probably thank you all for the feedback you've given me so far--I haven't done that enough.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
...So.

I made a new submap:

The theme is Desert/Swamp, which makes no sense, but it's okay because we don't need logic in Mario, right?
please help me come up with a different theme for the swamp because tea is kinda weird

Anyway, this replaces the cave map, which makes this the second time world 2's theme has been changed. Now, I know what you're thinking, that the reason I replaced the first desert map with the cave one was because I didn't think desert worlds could be made very interesting and were generic, and that caves were more unique, but I ultimately wasn't satisfied with the cave world, and I think I can at least make the desert levels more interesting this time around with the swamp theme.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
I've (re)started on World 2, hopefully it doesn't suck this time around!

Caramel Desert 1: Arid Highlands




Extremely linear level, introduces Bullet Bills.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
This looks super good, the level design seems to be fine. #smw{:TUP:}


Caramel Desert 3: Bonerattle Bay





Third level of world 2, nothing too special here.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
It's been a month since the last level update. Let's fix that, yeah?

Caramel Desert 2: Brittlestone Ruins




This level uses small, cracked bricks that can be broken by spin jumping on them or hitting them below. They've been so harshly ravaged by time that they can easily be destroyed by even small Mario. Aside from that, this level introduces quicksand and Thwimps.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
It's been well over a month since the last update...does anyone even still care about this hack? Eh, whatever.

Since it's spring break I finally have time to work on this for at least a couple more days. And so far I've...



...gotten tired of the ugly Pineapple Plains submap and decided to remake world 1. So basically, this hack has been in the same place for 2 years because I can't be satisfied by the first 3 worlds and keep redoing everything. Great!But remaking the submap means I have to make new levels for world 1, right?

Avocado Plains 1: Avocado Falls




Pretty basic stage, being the first level of the game. Now uses SMB3 backgrounds!

Avocado Plains 2: Scrambles of Brambles




Second stage of the game, this level uses...well, lots of brambles. Most of the trees have platforms within their leaves, which you can use to jump over any hazards below you. this may seem a bit difficult for a second level, but...trust me, it's fairly safe and linear.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Looks solid so far. Only suggestion I have is altering the tree platforms in the second level, they should stand out a bit more from the leaves (just making them brighter should work).
Avocado Plains 3: Springwater Swamp





This is just a revised version of Freshwater Forest, with improved aesthetics and level designhopefully. Introduces Fish, Wigglers, and Moving Pipes.
Don't mind the miscolored logs in the water, LM isn't being very nice to me
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
It's been well over a month since the last update, hack isn't ded I swear

Avocado Plains 4: Throwblock Fields



Pretty basic level that uses throw blocks, introduces Pile-Driver Micro Goombas that hide in these veins of turn blocks

Avocado Plains Castle: Groven Fortress



yet another revised version of groven fortress, we're finally done with world 1

Plum Swamp 1: Mukmuk Marsh




First level of the swamp area in world 2. Uses the green gas bubbles from the haunted houses. There's a second half uses rising/falling lava, but there isn't much to show so I didn't show it
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Plum Swamp 2: Poison Platform Panic



This stage's main gimmick are the timed platforms, which you'll use to jump across pits of...er, swamp juice and brambles. Only one stage left for World 2!
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Caramel Desert A: Dry Desert 'Shrooms




Extra stage of Caramel Desert, uses these mushroom platforms. Red mushrooms are bouncy.

Plum Swamp Castle: Toxic Tower




A vertical tower level that has pits of toxic...stuff. As you can see, you'll be climbing quite a few vines to avoid the obstacles and reach the top. There's even a horizontal section at the top of the tower, which is the second half of the stage.


---

Development on this hack will most likely speed up since I'm on my summer break, and hopefully I can release a demo with the first 4 worlds sometime soon.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
I'm in the process of finishing up world 4, so I thought I'd show off some updated maps:









World 3 has had a couple of level changes, but I don't feel the need to show them since I don't want to go over world 3 a third time
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Hello all, it's been a couple of weeks since I last posted, so I'm sure all of you are very eager to find out what I've got planned this C3!
lol

And, well, I really wanted to put out a proper demo for this C3 since I didn't do a damn thing for the previous one, but I just didn't have enough time to work the kinks out for existing levels, let alone make new ones. So, you're getting another level sampler. But this one has 10 levels as opposed to 7.

2 Avocado Plains levels
1 Caramel Desert/1 Plum Swamp level
3 Ice Cream Tundra levels
2 Grape Ruins levels
1 Blueberry Skies level

I forgot all about C3 honestly, so I had to scramble to get this all together last minute. I made a new submap, fixed up the playable stages, and playtested, all in 3 days, which was quite the chore. Will be releasing once C3 starts, obviously, so stay tuned for that, I guess.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts

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