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New Super Mario World 1: The Twelve Magic Orbs Powered-Up (RELEASED)

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hello rilla roo you already finished world 3 of your remake
Originally posted by jardeson01
hello rilla roo you already finished world 3 of your remake


Originally posted by Gamersmw
Hey i'm back. You done at level 3-5.

If you done, give us a screenshot, so it is cool.


Can you guys be patient, i'm still working on World 3, i will only show screenshots once i finish them. World 3 is going to be quick because none of the levels really need to be redesigned.

but if you want to see some early screenshots then go to #showoff in discord


So you working on the castle or the bonus level in world 3?
i am patient.
Originally posted by Helloworld
So you working on the castle or the bonus level in world 3?
i am patient.


I'm still on 3-6


Guys, please be patient, Rilla Roo is working as hard as she can, don't burst up posts or there will be hard consequences (trust me, I had a warning just for that).
Keep going and take all the time you need, I'm sure this remake will be great.
Gotta aim fast.
MegaSonic1999 - It's not really your place to tell others about their posting habits, as it's essentially "back seat moderating" (see rule A4). Next time you see issues like this you feel need being dealt with, let a forum mod know.

I do see where you're coming from, and people do need to calm down in this thread and just let Rilla Roo crack on at whatever pace she pleases. People are busy, and ROM hacking is just a hobby not a full-time job. No one has the right get uptight just because you've not had an answer to your question within a few hours, otherwise you'll find yourself getting warned/banned.
I feel bad for Rilla Roo, He just want to work hard at this rom, But a ton of question make him tired. ok im stop asking question. Keep it up your good work. #smw{:TUP:}
Yeah, i'm pretty much sick of people annoying me with stupid questions everytime. Please only post here if you have feedback or you want to ask a serious question. (or if you're a mod)


Nice to see a revamp of your first hack to modern daylight everything looks nice so far.


You are challenged by Champion Daisy!

LAYOUT FOOTER:
As i Have Last Played your C3 Demo i was Wondering in Your Remake you Put New Powerup into so Will There be some New Levels for Them to Use Them very well im Not Entirely Sure for what but i Think the Thunder Flower has a Nice Potential aswell as The Cat Suit for New Obstacles Mhhh Maybe a Little Special World but Thats Up to You if You Need a Playtester Let me Know and i Help you out for Now i Wish You Much Effort :D
Mein Youtube Kanal
http://www.youtube.com/user/Lordkronos100?feature=mhum


My Youtube Channel
http://www.youtube.com/user/Lordkronos100?feature=mhum


Hey Rilla Roo I really like the designs of your remastered version of NSMW1. World 2 new screenshots look perfect. BTW I have downloaded spc files you sent, and I thought they can be used for my future projects. keep up the good work#smw{:peace:}
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
why is everyone in this this thread so annoying
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Originally posted by Gamersmw
its been so long.

And Rilla Roo can take as long as she pleases. Stop bothering her.

Next person to be a pest in this thread will get a much longer ban.
It's easily the best thing I've done
So why the empty numb?
Originally posted by Gamersmw
its been so long. i dont know if you still make level in world 3. I dont care if you still make in world 3.


I just want to make one thing very clear, SMW Hacking is not a job, it's a hobby, that means it isn't something that i work on as if it was my main reason to live, no, it is just a distraction for me when i'm bored. Outside of that, I have a lot of other more important things to prioritize in real life as i'm currently finishing my last school year and in a few months i will be doing a very important exam that hopefully will allow me to join a public university.

TL;DR I have more important things to prioritize in real life over just making a SMW hack, specially now that i'm 18 years old.

i'm almost done with the World 3 castle though


Originally posted by Rilla Roo
Originally posted by Raymondsze
Are you going to add new enemies/hazards/gimmicks, especially in the new levels? I suggest adding stuff from the SMM games, like the ON/OFF blocks and Snow Pokeys.


These ideas were already on the hack but yes, i'm planning on adding new ideas. As for the new levels, three levels from World 12 were completely removed to give space for a bonus world and there are two levels (6-5 and 11-2) that will be entirely redone, and two that will be replaced with contest entries (8-2 and 9-1)


I can't comment on 11-2 because I never really had any problems with it, so I can probably guess it's being redone because of technical concerns. But honestly, in my opinion, 6-5 needed to go. It involved a gimmick that I feel isn't conducive with SMW's physics, and in practice, it really showed. I'm wondering if you're going with another gimmick entirely, or if you're sticking with the minecart idea, but redesigning it to... well, be a lot better.

I'll be keeping tabs on this remaster, because I'm interested in where you will take it.

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STELLA!
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I can't comment on 11-2 because I never really had any problems with it, so I can probably guess it's being redone because of technical concerns. But honestly, in my opinion, 6-5 needed to go. It involved a gimmick that I feel isn't conducive with the SMW engine.


One of the reasons why i want to replace these levels is because both the minecart and the spaceship don't work properly with the powerups (in the original hack, entering these levels would completely remove Mario's powerups) and because overall both were really slow paced and not very interesting.

And also, i just want to say that 8-2 and 9-1 will no longer be replaced, 8-2 will be redesigned though but will it won't be replaced by my VLDC11 entry because of the new collab project, and as for 9-1, i decided to add one more level in World 9 (9-4) that will be my 24hoSMW entry, which means that World 9 now has 9 levels rather than 8, and because of that, the special world now has only 2 levels (which are still replacing 12-B and 12-C2 as these two were mostly filler levels).


Originally posted by Rilla Roo
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I can't comment on 11-2 because I never really had any problems with it, so I can probably guess it's being redone because of technical concerns. But honestly, in my opinion, 6-5 needed to go. It involved a gimmick that I feel isn't conducive with the SMW engine.


One of the reasons why i want to replace these levels is because both the minecart and the spaceship don't work properly with the powerups (in the original hack, entering these levels would completely remove Mario's powerups) and because overall both were really slow paced and not very interesting.


Fair enough. A lot of auto-scrolling (or semi-autoscrolling) levels tend to be not very interesting in general, so I can definitely see that. I'm interested in how you'll tackle 6-5, though. I'm guessing you are going with a new idea entirely?

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STELLA!
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I'm interested in how you'll tackle 6-5, though. I'm guessing you are going with a new idea entirely?


I decided to move 6-4 (Mining Station) to 6-5, while 6-4 will be replaced by a fortress level, i'm still thinking of what i'll do with it but i'm planning to make something related to the electric flower.

Anyway, time for the long awaited update post, here's World 3. As i said before, World 3 is mostly the same as before but with some updates to keep things fresh.

3-1: Construction Zone





First of all, i would like to mention that i changed the power-up distribution in all the worlds so the hammer and boomerang suits are no longer found for the first time in World 3 as they're a bit too overpowered (they will be found for the first time in Worlds 6 and 7 now), instead, World 3's main power-up now is the superball flower which is used in a couple of puzzles for star coins and the red switch palace in 3-3.

As for the level itself it's mostly the same but with better sprite placements and no more thwomps and thwimps. The music has been changed.

3-2: Slimy Sewer System (f.k.a. Sticky Sewers)

I just noticed that 12-2 in NSMW2 had the same name as this level had in the original version so i decided to change it.





The second half has been redesigned and the level overall is a lot less cramped thanks to the new status bar. And also, say goodbye to those ugly Crash Bandicoot ports i made back in the day.

3-3: City Square





Mostly the same level but i decided to give a bit of bigger focus to the wall springboards and turn block bridges. The music is the same as 3-1 now.

3-4: Rooftop Jumps





God look at how ugly this level used to be, so damn gray and dull. Not anymore. Now i decided to give a bigger focus on the pipe lakitus on the first half while the cloud lakitu now only appears in the end. The music is still the same.

3-5: Explosives Inc.





So far i only really updated the aesthetics as i'm waiting for someone to update the explosive blocks to be compatible with SA-1 and PIXI, as these haven't been updated in years so right now the level is still incomplete.

3-6: Polluted Waters





Mostly the same but due to the updated aesthetics this level now focuses more on line guided grinders rather than normal ones. And as for the music it now shares the same song as 5-3, which is this one.

3-A: Kamek Casino





Mostly the same really, however the final area doesn't have the fire magikoopa anymore.

3-Castle: Toxic Orb Inc. LLC.





I decided to make the horizontal part of the level a little longer while the section with the rising toxic waste is a bit more horizontal and the waste rises a lot slower. And like with 3-2, say goodbye to those crappy Crash Bandicoot ports i made back in the day

And that's really it, 3 worlds down 9 more to go.


In Rooftop Jumps, I've never felt good about the sliding blue shelless Koopa at the beginning, as it's already coming at me at once when the level starts and I doubt it's a good idea, the player should get a chance to breathe before they start. EDIT: Well... after trying it again, I know that it's easy to jump over that, probably I've felt that way because I just wasn't used to it. The bigger problem is below:

I'm thinking the amount of Chain Chomps should be toned down a bit as well, because MAN they move super fast. Like the Chain Chomp in the beginning, why is the platform that has two Question Blocks reachable by the Chain Chomp when the player should comfortably get them?

And in Toxic Orbs Inc. LLC, in the part where the waste is rising, I think it would be better to expand the narrow space quite a lot, as some of the obstacles are hard to avoid with the space being confined as heck, and some of them like the two Grinders next to the "RUN! RUN!" sign are NEARLY unavoidable, I don't know a good way to avoid them with this amount of space
I'm really impressed looking at all of this. I never even knew about the original and all of these improvements you're making are really cool. I've never seen a hack of this scale, 12 whole worlds.

I really like that city background specifically, it looks like it could be in the original. I don't see many people make backgrounds that try to follow the vanilla art style. I do have a suggestion for it though. I don't know how the tiles are laid out, but if you could make the windows on the front face of the building use the shading color of the side of the building I think it would be much less distracting. I made a mock up of what I mean:


I think the dark dots of the windows too bold how they are now. There's so many of them and they're so close together, though I don't know if they'd be that distracting in motion.

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