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A Plumber For All Seasons - World 2-4

Super Mario WorldVideo/TrailerScreenshots

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I had hoped to have a full world 2 footage reel of my hack ready by C3, but I'm still three levels short so that'll have to wait until summer (and hopefully no later than that).

Instead, have a video of the most recent level, world 2-4, in its entirety! It's not the one I'm most proud of design-wise, but it's about the only one I can record without slowdown. (Not doing the switch to SA-1 yet.)



Also, I'm still not sure how to best record emulator footage. #tb{''} This looks a little weird, but it'll do.

 


 
That looks great! Can't wait for the hack to play!
In terms of visuals, this is pretty amazing.
Not only because it just looks good but because this also has a unique look that truly makes this hack stand out in the crowd.

I generally recommend against using that weird Y-scrolling behavior patch, because it is extremely disorienting, especially with a layer 2 background that maintains a static Y position. The behavior is extra detrimental in this particular stage because it causes a lot of "blind fall" moments - 0:21, 0:26, 0:29, 1:38 to name a few. And basically at every other opportunity where the player could jump to have a platform scroll out of view.

Other minor things to consider are to move the HUD elements in front of the layer 3 rain and to have the snails turn around a bit earlier.

Thanks for sharing this!
That's so aesthetically pleasing, both for the graphics and the polish.

I also love the slug boys. You used them quite simply, but still pretty well for a world 2 stage I would say. idk if the spring sound fits them well though.

Good to see there's still decent progress in this. Keep up the good work!
It's easily the best thing I've done
So why the empty numb?
Yo that rain is stick as fuck. Its vertical scrolling looks a little weird though, like it’s not consistent with the horizontal scrolling. The big snails look fun. I like weird enemies that are just minding their own business. Makes the world feel real you know?

allow shy guy emojis in post footers you cowards!


Ok, so, let's review!

First, the level's aesthetics: I didn't find one, mind you, one negative aspect about how your level looks. The atmosphere, the colors, the effects... It really looks like a rain-forest for me. A nice one, indeed.

Second, the level's structure: Good thinking here. Your level has a sense of progression, a thing few hackers do consistently during their work, so I'm impressed. Loved the SMB3-like level ending. Also, the slugs were a nice addition (loved the sounds :D ).

Last but not least (hey, it's me!): your overworld. One word: incredible. It's a really nice sight for us, a map that is not vanilla-ish, being so well drawn that instills the sense of adventure. Congratulations!

Very nice work you have here, WYE, as expected of you, of course. I'll definitely stay alert to your next updates.





Dream team (feed them, please):






Man this hack is turning out super good. My only concern is those slug guys and the max height you get out of them seems really uncomfortable to preform higher jumps with, and you're expected to do those jumps a lot in the second half. It's like you're barely making those jumps, and I don't think it would be a bad idea to maybe have like an extra tile of height so you have less room for error.

Keep up the good work though, and hopefully it can be finished one day!
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

I don't know why, but somehow I'm always surprised when I see you posting new footage of your hack. I guess in my mind, I always see you as having somewhat moved away from SMW hacking, so it's always a surprise to see that you've still been actively doing work behind the scenes.

I really like the level. If there's one suggestion I'd make, it's with the slugs. I think in their current form, they look a bit "stiff" and don't convey "bounciness" very well. You could change this by adding another animation to them: whenever the player jumps on them, have them get squished and then expand a lot, before returning to their normal animation. Probably takes some trial and error to get the timing right and sync this to the player's jump, but it'll be worth it. Or, even better, you could actually add two animations: The one I just described, for big jumps, and then one where the slug just vibrates a bit, for the small bounces. Would take a bit of effort, but I think it would immediately make the slugs more fun to jump on. Currently, they have a bit of "typical SMW custom sprite" syndrome. What I mean by that is that: yes, they work and do what they're supposed to do, but don't just feel quite right yet, they're not quite "production quality". The sound effect for the small bounces might also not be ideal yet, again because it doesn't quite convey "bounciness" very well. Of course the ideal solution here would be to have the same sfx as for the big bounce, just in a "lighter" variant, but I don't know if SMW has a sound effect like that, and I don't know anything about making custom sound effects, so as an alternative, I would probably just use the same sound effect for both bounces, I think that would still work better as a sound, and I think SMW does the same with its trampolines?

EDIT:
Actually, I do think the "water" sound effect also works somewhat well for the slugs, after all they're wet creatures. I still recommend not mixing the two sounds, that feels a bit inconsistent and weird. I'd stick with either just the water sound effect or just the bounce sound effect.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
From what I've seen so far from your hack, this is graphics-wise definitely going to be one of best hacks ever! You could improve the design a bit, i agree with that and especially some jumps near the end of the level seem to be a difficulty spike. It could just it better perhaps if i was playing the hack and not only watching, but that's at least the impression i get.

Anyways, this hack certainly will be a blast in the end and it's not surprising it's in development for so long already. The visual effects are truly overwhelming and i can absolutely understand, if this consumes lots of time.








The aethtics are the best thing in this game yet.
Also, the default SMW music is really unfitting in a level that has far more quality.
I feel like the graphics clash with Mario's unchanged graphics and palette, but it's not a huge takeaway from the great visual work you've done here! Looking forward to seeing more of this hack in the future!
Thanks for all the feedback! #tb{:)} I'm glad you like it, and I'm happy to hear those suggestions as well.

Originally posted by Ragey
I generally recommend against using that weird Y-scrolling behavior patch, because it is extremely disorienting, especially with a layer 2 background that maintains a static Y position. The behavior is extra detrimental in this particular stage because it causes a lot of "blind fall" moments - 0:21, 0:26, 0:29, 1:38 to name a few. And basically at every other opportunity where the player could jump to have a platform scroll out of view.

Fair point. I think what I used is just that one ancient Hex edit that enabled scrolling even when not touching the ground. Looking at it again, I can see how it might be disorienting... I'll consider turning that off, or using one of te more sophisticated vertical scrolling patches.

Originally posted by Ragey
Other minor things to consider are to move the HUD elements in front of the layer 3 rain

I don't remember off the top of my head, but it must have been infeasible to do that due to main/subscreen shenanigans. I'll give it another look though.

Originally posted by Von Fahrenheit
Yo that rain is stick as fuck. Its vertical scrolling looks a little weird though, like it’s not consistent with the horizontal scrolling.

Good point! You're right about that. It shouldn't be too much trouble to get it to stick to layer 1 vertically as well. (Horizontally things should look fine already, right?)

@slug behavior: I'll see if I can tweak it a little (though I remember the bounce height feeling weird if it's too much, and the object hitbox being a pain to customize). As for sound effects, I'd like there to be a distinction between low and high bounces, and having the full springboard sound play every time might get annoying fast. hm #tb{''}


 
Those slugs still weird me out...Mario enemies usually look a lot more cartoony than that; I'd think they'd look more fitting if they were more like, say, the slugs from 1-3 in Donkey Kong Country: Tropical Freeze. And yeah, I'm assuming the music is a placeholder. Still looks good, though, and I really like the atmosphere of the level.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.

I remember this hack. Glad to see it still being worked on. Nice job sir ^_^
Layout by LDA during C3.
Are you using AddmusicK? I've never played around much with it, but I know it comes with TXT files for all of the sound effects included. Maybe making a copy of either of the sound effects and tweaking it slightly to have "less power" might actually be reasonably simple?
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Dat rain effect is dope & gfx is good
Originally posted by RPG Hacker
Maybe making a copy of either of the sound effects and tweaking it slightly to have "less power" might actually be reasonably simple?


Yeah no.

I don't have a problem with the two sfx on the slugs. If it's really a big deal, I wouldn't have a problem with just the water sfx for both.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

You're doing an amazing job on this, I really liked the video. Keep it up!
Layout made by MaxodeX
2021 TRENO vibe check thread
Those graphics are stunning!! Love the idea behind those bouncy slug sprites as well.
Twitter
Might as well treat this like a hack thread while C3 lasts!

I've listened to as many of your suggestions as I could, and most were much easier to implement than I thought.

link to GIF because the rain blew up the file size (21MB)

  • slugs now have less awkward wall collision (turns out object clipping 0E exists)
  • slugs now play somewhat of a custom bounce animation (they're always squashed when you jump on them, and always stretched for a couple of frames after a high bounce)
  • rain now moves relative to layer 1 vertically as well, not just horizontally (turns out $17BC exists)
  • I reversed the "no need to be on ground for the camera to scroll" hex edit (gotta check if it doesn't break gameplay anywhere else though)



 
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Super Mario WorldVideo/TrailerScreenshots