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Super Mario: Other World - dead

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Before moving on to World F, I'll show off a few stages I skipped over. Prepare for a gif dump!

Pineapple Shore 2: Sea City


An underwater level where you explore a city...in the sea. Not much to say about other than it's the only completely underwater level in the game. Ignore the status bar.

Pineapple Shore 3: Running From Squids


A beach level that features Bloopers! These squids move around on land and will shoot ink at you if you get too close.

Maplewood Forest 2: Pumpkin Cemetery


This level takes place in a cemetery with lots of Whimps and Boos. As the name suggests though, there are also patches of pumpkins! These can be destroyed by spin jumping or hitting them from below. They pretty much just give coins, though. Nothing terribly exiting...

A few older levels got some upgrades, too:


World 1 castle has been entirely redone--it now takes place in a more ambient ruin rather than inside a fortress.


Mostly just some cluster and HDMA differences.
Once again, ignore the status bar...


And I don't think I've ever showed off World 3's castle? So here's that...
It takes place in the ruins of an old mansion. You go through the entrance, interior, outside and even its dungeon underneath.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Drumming up a new stage...

Pretzel Mountain 1: Harmonic Hillside


Staring off World F is an...unusually themed stage. This level uses musical instruments and symbols as its main aesthetic! Whether you're hopping from drum to drum or running along a piano, you're sure to know the melody of the mountain.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
The way your drawn graphics match and fit with the vanilla ones is astounding! Every location looks great!
Originally posted by BrownBuddy
The way your drawn graphics match and fit with the vanilla ones is astounding! Every location looks great!

Thanks! Not all of the graphics were drawn by me, though—the flute pipes and fences for example were drawn by Tob.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Man, i gotta say, i'm loving how each level is unique and still keeps that vanilla feel. Cannot wait to play it!
I'm keeping tabs with this hack for sure. The presentation looks superb. I cant wait to see how it actually plays out.

EDIT: My favorite level so far has to be Cherry Blossom Village Castle, though that's mainly because I am a huge sucker for oriental-themed levels.

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STELLA!
Pretzel Mountain 2: Bonehead Spineshaft



A very linear underground level that consists of...well, lots of bones. Dry Bones, Goombones, Bone Pokeys, and even the skeletal remains of whatever creatures you walk on.

(Boneyard graphics found here)
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Pretzel Mountain 3: Celestial Ridge



On this mountain climb, you'll be using Tracker Blocks, platforms that move along certain paths. The first half is a vertical climb, while the second half is a horizontal, more platforming-oriented section.

This stage was also inspired by the Golden Ridge Chapter from Celeste. In fact, I was originally going to use the controllable platforms that the game uses, but they had a lot of issues and decided against it.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Pretzel Mountain 4: Bombard Cliffs



This stage uses bombs. Like, lots of bombs. Bob-Ombs, Bomb Bros., Bombshell Koopas, you name it! Use these explosives to shatter breakable blocks, while avoiding fire bars and Shotzo cannons.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
I like how every stage for the most part is built around one enemy type, gimmick, etc. Each stage feels fresh.

I need to take notes for if I ever decide to finish my old project...

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STELLA!
The level looks solid so far, but I feel a lot of the setups here are oddly... nonthreatening, I guess? Some sort of bomb-type enemy that explodes immediately on contact (rather than being on a timer like the bob-ombs etc.) would spice things up a bit.
As you've probably guessed, I'm finally calling it quits on this hack! Woooo! I know that's bad news to the 3 of you that were looking forward to it, but I have my reasons--but they mostly boil down to loss of inspiration because the game just...doesn't work.

Many aspects of the project are fundamentally broken, and I simply don't have the expertise to fix any of them. I had a grand vision for this hack with all sorts of mechanics and features, but nothing about SMOW was living up to my expectations due to my own incompetence...also my own laziness, probably. I'd just prefer to can it completely than waste another 4 years on it. So unless I find some random boost of inspiration down the line, this hack is...dead.

Besides, there are much more competent hacks being worked on right now by other users, some of which will actually be finished some day. I encourage you to look to them instead.

TL;DR: smow sux, close topic
In case you have a change of heart, you can contact a mod to reopen the topic. Anyway...The topic is closed now.


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