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An Stickman's Adventure - Lmao the hack is dead

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hello bois!
i'm currently working in this new hack called...
lmao don't be lazy, read the title of the thread, since it is actually the hack's name.
The hack will have nine worlds (with 71 exits i guess...since i don't know)
i will not upload images (except for the overworld, and the next posts in this thread) also, the reason of this post being imageless is because...

https://www.youtube.com/watch?v=m6dD38ntev0

Overworld Images:




edit:
- i changed boo's pallete in the first castle, they look like this:

- i changed map stickman's sprite, he looks like this:

-a preview of gfx01 and 2:


--------------------------------------------------------------------------
note that i'm NOT the best pixel artist (yes, i drawned/edited/ripped almost every graphic there), so they will not look beautifull.
--------------------------------------------------------------------------
q: how did you make stickman's graphics?
a: erased everything in a pose of mario/luigi's graphics, made the body, using the
ball n' chain's chain
made the head, edited some frames to look different, and presto pronto, it's kirby
an stickman that looks smw-ish!.
Your level design is pretty nice (though I personally think your constant hesitation/rewinds in the video kind of does a disservice to the showoff), but there are a few suggestions I have:

1. @1:02 You shouldn't have invisible blocks right beside pits, for pretty much the reason seen in your video - a player could very easily fall to their deaths unfairly.

2. @1:21 The vine platform in the air feels kind of pointless. A few coins is a weak reward for a semi-secret area - it is the first level after all, maybe a dragon coin or a 1-up could be there?

3. @2:00 Don't have the ground obscured by the lava like that, because then the challenge of the room suddenly becomes "play this level while simultaneously squinting at the few pixels on the floor that give away where the spot is that will kill you". That sort of thing is mostly just annoying.

@6:46 The note block graphics glitch out when you bounce on them.

@7:55 I'm guessing you were already planning on fixing this, but you didn't mention it in your OP so I'll point it out anyway: The happy, out-of-place SMW theme starts playing after you defeat the boss instead of the typical victory theme. Or is this intentional?

@8:17 I dunno, this level feels kind of weird to me from a challenge perspective. Don't get me wrong, I'm not gonna be the one to tell you how difficult you're supposed to make your hack, but I will tell you if the difficulty is just inconsistent. The entire video so far as felt pretty on-par for a typical "world 1" mario game, but suddenly this castle level comes along with awkward tight spaces you have to do a crouch-run to get through, and a spot where you have to climb a vertical passageway with the boo-blocks (which you seemed to be having trouble with yourself). I'd change those spots a bit.

@10:00 What exactly would you have to do here if you ran out of throw blocks?


Also, this isn't really much of a complaint, but why do you keep randomly rewinding and enabling/disabling the GFX layers? I mean, I guess it made sense when you rewinded after getting hit or something, but it seemed like you were doing it a lot for no apparent reason O_o And just saying, by the way, if you have to use savestates and rewinds on your own levels then that's not a great sign - take that as a general rule of thumb.


Otherwise, I think it looks like it's got potential. I'll be keeping an eye on this thread.
Twitter
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Originally posted by K.T.B.
Your level design is pretty nice (though I personally think your constant hesitation/rewinds in the video kind of does a disservice to the showoff), but there are a few suggestions I have:

1. @1:02 You shouldn't have invisible blocks right beside pits, for pretty much the reason seen in your video - a player could very easily fall to their deaths unfairly.

2. @1:21 The vine platform in the air feels kind of pointless. A few coins is a weak reward for a semi-secret area - it is the first level after all, maybe a dragon coin or a 1-up could be there?

3. @2:00 Don't have the ground obscured by the lava like that, because then the challenge of the room suddenly becomes "play this level while simultaneously squinting at the few pixels on the floor that give away where the spot is that will kill you". That sort of thing is mostly just annoying.

@6:46 The note block graphics glitch out when you bounce on them.

@7:55 I'm guessing you were already planning on fixing this, but you didn't mention it in your OP so I'll point it out anyway: The happy, out-of-place SMW theme starts playing after you defeat the boss instead of the typical victory theme. Or is this intentional?

@8:17 I dunno, this level feels kind of weird to me from a challenge perspective. Don't get me wrong, I'm not gonna be the one to tell you how difficult you're supposed to make your hack, but I will tell you if the difficulty is just inconsistent. The entire video so far as felt pretty on-par for a typical "world 1" mario game, but suddenly this castle level comes along with awkward tight spaces you have to do a crouch-run to get through, and a spot where you have to climb a vertical passageway with the boo-blocks (which you seemed to be having trouble with yourself). I'd change those spots a bit.

@10:00 What exactly would you have to do here if you ran out of throw blocks?


Also, this isn't really much of a complaint, but why do you keep randomly rewinding and enabling/disabling the GFX layers? I mean, I guess it made sense when you rewinded after getting hit or something, but it seemed like you were doing it a lot for no apparent reason O_o And just saying, by the way, if you have to use savestates and rewinds on your own levels then that's not a great sign - take that as a general rule of thumb.


Otherwise, I think it looks like it's got potential. I'll be keeping an eye on this thread.

1. mm, i should make more evident that there is something there, thank you
2. you got that right, i should put a 3up moon or something.
3. lmao
4. that is just a gfx problem, i'll be fixing that
5. lmao, i'll fix that too
6. i'm planning to use ghb's infinite throw block block (that wasn't badly written)
7. i like to enable and disable layers (i think i have a problem aaaaa)
8. lol

thanks for the feedback!
(also, i don't think if i insert sprites with pixi again will end good, so i'll have to change musics with amk to fix the boss clear music)

edit:
fixed ALMOST EVERYTHING you listed...
-castle 1 difficulty
-1-1 bonus and 1-up, it is on the sky now (the vine area)
-the weird note block
-the lava in the 1-1's bonus area

thank you for listing this :)
New Level!
It's Called clockwork
using a song with "not" the same name


https://youtu.be/isgcizeQLYY

The video includes also, the ghost castle updated and easier.

AAaaaaaaaaaaaaaaaaaaaanddddddddddd
i updated bosses!

https://youtu.be/rvcuROO7ZDs

any updates will be submitted either my youtube channel or this thread, so, stay tuned!

i'm also trying to beat my rewindless phobia
I like it - I think it's a big improvement over the original. My only suggestion is to move the big boo at the start a few tiles lower, since your video makes it look annoying to jump over. I suppose someone could just stand around and wait for the boo to fly lower, but I don't think that's a great way to start the level.


The clock level looks unfinished, so I won't say too much about it, but the graphics look interesting, so I'm curious to see where you're going with that.
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Thank you, i think i should put a history or something
Like:
the player has to escape the clock, or kill the enemies and fix the clock (non animated on purpose)

However, i should fix the clock, since it has some with pixels that sould not be there.

edit:
https://youtu.be/CdLBY9G_Dh0
however, the bottom of the clock still looks ugly, btw, but, lmao, i should move clockwork to another level, and the message box to a sublevel lmao.
Finished clockwork!
Images:





This is the boss, the "story" behind the level is that lambda thwomp king (that's the name of the thowmps in this hack, he is their king)
is mad at you, because you only beaten the level and did not fix the clock

he comes back in the fortress at world 6
Update!
I'm working in zucoa valley 1
Images:


The Overworld Map looks like Toad 64-Styled
C3 Stuff:
Music Request, Graphics, Ports, Mario Kart PC Custom Tracks, Overworld, Mario Kart Tour Fans Club, DT's Music, Clothes and Certificates, MIDI and Coverarts

Tonight.. tonight..

Join Discord server now: DT's SMW Hacking Server

My YouTube Channel: Dispace Troblex

Contact: DT Music and Gaming#8283
The map uses some resourses used in nsmw1 t12m, used also in toad64's hacks
I finished zucoa valley 1, but i couldn't record anything #wario{-_-"}
Lmao, i think google bugged out and showed different screenshots for the clockwork boss, however...




i applied hdma!
I'll use hdma as many levels i can because i can.
- DEMO RELEASED -

YAAASSSSSSS
i've just released the demo, here you have it.
https://bin.smwcentral.net/u/34009/An%2BStickman%2527s%2BAdventure%2BDemo%2BAsadjkfawyq.bps
Probably i'll submit to hacks section, probably not, who knows?
Btw, report any bug you find, in this thread or by pm, thank you

must fix:
-Boomerang bro Falling at 1-3
-some level intros glitch, because i'm too lazy to fix them
-Make some replacements for my placeholder graphics in the OW
-Change part of the intro level

i can't fix:
-the error i reported on the "intro logo" patch, and no, i didn't insert the graphics.

i'll probably do
-i recently patched sucefully a hack with sa-1, probaly, i will port the hack to that rom (and yes, i know probably i must not use some resources due to lack of compatibility), and stop editing posts because it's annoying

che, re choto el hecho de que smwc me dejo mal los screenshots, lmao

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Tag (span) was not closed.
How long is the demo? Personally though I'd say hold off on submitting it to the hack section unless theres a bunch of levels and it's been properly tested.
There are 7 levels

Edit: Forgot to say that there is a tutorial at yoshi's placeholder house
Hello boiiiiiiiiiiiiissssssss

a video:
https://youtu.be/L_pc61KJCi4

it also spoils something at the end
Edit: lmao i didn't make swimming frames
yeeeeeeeeeeeaaaaaaaaaahhh booiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
im back!
yesss!
i worked a lot on porting all to a new rom, adding levels, patches, music, fixes, and im finally here!
i wasn't adding anything to this thread because...
life happens -red chameleon 2019

the update is present, and the second demo will be ready between 24 and 25 of december, and i'll tell you whats new...

DO YOU SEE SLOWDOWN?,BECAUSE I NOT

The game's rom is sa-1 now so... slowdown, rest in peace

WILDO IS HERE, BUT WHO IS HE?

Wildo replaces boom boom, and is the main mini boss on the game.
Wildo is ALSO birdo's wild version.

IS THERE A PLOT?

Yes there is.


DID YOU UPDATE SOMETHING?

I updated some of the levels, changed some graphics, fixed the pirahnas, fixed some levels, added levels, and part of the ow.

CHANGES TO THE LEVELS? WHERE?

Nerfed and fixed 1-3, changed the goal type (it is now the smb3 one instead of a bell) and removed 1-6's stairs at the start, i will do more for the demo's release.

GIVE ME PHOTOS OR ELSE I'LL CALL THE 911, SO DON'T BE LAZY

Ok, but you don't need to do that.

ZUCOA VALLEY 3 (the level on the last video):





ZUCOA CASTLE:







That level has an unique shenanigan, the eatable wood blocks (they don't appear on the screenshots, lmao), that level has mouser, as the boss of the castle (don't worry, yoshi can't enter his room).

You may have noted the smb3 status bar, this was because the sun background on zucoa valley 3 screwed off the status bar if i used the minimalist one.

That's all folks!
MERRY CHRISTMAS, DEMO RELEASED!!

https://bin.smwcentral.net/u/34009/An%2Bstickman%2527s%2Badventure%2Bdemo%2B2.bps

errors/bugs:

-when getting a game over, some characters instead of being black, they are like, plants?, i don't know what they are, however, those don't affect gameplay, but i still should fix that

-the turn block bridges on 2-3 glitch a bit, however, that doesn't affect gamplay, but i still should fix that

-chocolate blocks's sprites have their palletes wrong, however, that doesn't affect gamplay, but i still should fix that

-beating a level does not show visual events, because im too lazy to put them back, however, the events work completely fine, and i'll put the visuals back on the next demo :)

Good luck with this hack, as the demo ends on the third level of world 3
Yeaaaahhh boiii

2 Levels!!!! aaaaaa also, sorry for not updating the game or anything, i had some problems, but, i am here, to bring two levels, yay

Onion Sands 3:




This level makes you go to the left instead of going to the right as always because... why not? Also, watch out, boomerangs!

Sand Palace




This place was a palace on it's days, now its only pure ruins, but...
how is it possible that nobody did find the switch it hides?

Those two levels are complete :D
Something i also did, is something probablyvery sad but...

REST IN PEACE, SNAIL KING (2019 - 2020)

I had to replace you with a fake big boo, sorry :'C

That's *snif* all *snif x2*
Its Snowtime!
Here It is the fourth world! you haven't seen fully the third one but, oh well.
And the snails got prepared for this too! They are very cute :3 so don't you dare to stomp them, or else....

Screenshots!!




Also, some parts of the default gfx got snow versions of themselves, so you may see lots of stuff snow-covered in this world!
This world's name is "Sugar Snows" and it isn't like i literally search on google "white food" to put before the word "snows".
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