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A Plumber For All Seasons (out now!)

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Maybe the castle could revolve around frozen stuff that could be melted with fireballs? Ice blocks, frozen munchers, frozen enemies? That's a concept I usually don't see a whole lot of, but could be fun in practice.

Ultimately, your call, though. I'm just spewing out random ideas lol.

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STELLA!
Originally posted by WhiteYoshiEgg
Thanks, glad you all like it!



Here's what I spent more time on than I should have today considering my schedule: the ghost house interior, all run-down and snowed in. I'm not sure if I'm entirely happy with it, but it might just be the beta setup making things look to crowded - the final level will definitely have a more spacious feel.

Suggestions for decorations are welcome! I still have a few tiles to spare. (just don't ask for anything too complex please :<)

Falling icicles (a lighter colour than the existing ones to make them discernible) and sloped platforms always make an interesting gimmick. As for decorations, maybe candles and chairs?
I've shown off most of the progress on this level on Discord (thanks for the decoration suggestions) but I figured I'd repost the last bit:


I couldn't help but end the spooky winter level on a happy note, so... hope you had a merry Christmas everyone! #tb{:)}

The main part of the level is probably so-so (at least as far as design goes), but I'm pretty happy with how this ending section turned out! It was quite a bit of work anyway - I'd never drawn a proper christmas tree before, and getting all the effects right was extra tricky this time (the lights are actually on the sprite layer!).

Progress is slow right now but somewhat steady, although I won't have a huge amount of stuff to show this C3, let alone a trailer. I'm still very much aiming for a 2021 release though, so fingers crossed.


 
Still in a bit of a stressful semester, but I did get some work done! If you haven't already, check the C3 progress thread for some way too in-depth info on the now-finished 4-6.

On to 4-7, of which I've shown some WIP visuals on Discord, and which is now essentially finished too!



The setting is an igloo (although the ice blocks in the background work just fine when read as bricks too), and the gimmick is snowballs - thrown by snowmen, dropping from the ceiling, large ones rolling on the floor, you name it. Neither the visuals nor the enemies are very special, but in the end I think it's come out nicely.

I'm really hapy with the rolling snowballs, which animate really smoothly but aren't dynamic - it's all just tile flipping shenanigans, and the advantage of using so few different sprites in a level that you get one entire GFX slot to play with.


This is also one of the rare occasions where the current weather, or even season, matches the level I'm working on: we had a fair bit of snow these past few days (we haven't had this much in a decade!), and I actually built a snowman this weekend which was great.

This is the world 4 castle, and I've yet to code the boss - but once that's done, world 4 will be finished, which is a huge milestone. Hope I can get that done in a reasonable time!

 


 
Originally posted by WhiteYoshiEgg
I'm really hapy with the rolling snowballs, which animate really smoothly but aren't dynamic - it's all just tile flipping shenanigans, and the advantage of using so few different sprites in a level that you get one entire GFX slot to play with.


This is also one of the rare occasions where the current weather, or even season, matches the level I'm working on: we had a fair bit of snow these past few days (we haven't had this much in a decade!), and I actually built a snowman this weekend which was great.

This is the world 4 castle, and I've yet to code the boss - but once that's done, world 4 will be finished, which is a huge milestone. Hope I can get that done in a reasonable time!

 

Those snowballs look like there using the super FX chip for rotation. The way you phrased your comment made it sound like you did this without it... Still cool none the less.
Originally posted by The Yak Smoker
Those snowballs look like there using the super FX chip for rotation. The way you phrased your comment made it sound like you did this without it... Still cool none the less.

Glad you like it! Yeah, there's no SuperFX or SA-1 or whatever involved - I made the rotated graphics beforehand, which takes up a lot of graphics space but I could afford it. It's all pre-rendered, basically.





And here's what the igloo castle looks like from the outside! A lot less spacious for one thing.

Getting all the special effects right took more than half the day (and I probably should have spent the effort elsewhere because this is just the boss arena #ab{:S}), but I really wanted to have a "warm light in a cold night" kind of scene somewhere.


 
Hoping to play this when finished!!!
After quite a bit of work on the world 4 boss and a stressful semester in general, I'm happy to announce that world 4 is now finished! And that I'll hopefully have the next couple of weeks to devote to hacking.

Now that all four worlds are done, what's left to do? A lot, unfortunately, but at least I've started.



This is the final world (Bowser world, Bowser's castle, you name it). I spent the past couple of days working on the map, and the past couple of years wondering what it'd look like once I finally get around to making it. It's pretty far from the vague vision I had, but I think it's come out alright!

(Also, this map is chock-full of ASM and special effects. This is basically a shwocase of all my HDMA tricks at once, and I just about fit it into five channels.)

My first draft of this was a plain old Bowser's Castle with stone bricks and towers and whatnot, but then I remembered I wanted to give it a factory theme, and considering I'm not great at drawing architecture, that went pretty well! I think an industrial setting makes for a good contrast to the previous four worlds which are all about nature. It's not meant to be a heavy handed good-versus-evil plot element - this looking like a factory has no significance other than wanting to set a mood with pictures.

This world is only going to have one level, which I should be able to get to making soon.

(In all my hacking years I've never made a fifth world before. This feels like a surreal milestone!)

 


 
Just beautiful. It's all symmetric, of course, but that's just the result of drawing so many unique tiles so you just have to converse some space not to mention it's industrial anyway.

It's also interesting to see how the liquid coming out of the pipe is part of the sea but doesn't look like it at the first glance.

Originally posted by WhiteYoshiEgg
(Also, this map is chock-full of ASM and special effects. This is basically a shwocase of all my HDMA tricks at once, and I just about fit it into five channels.)

Two channels for the background gradient, one for the smoke's gradient, one for the hills' gradient and one for the lake as well as the smoke's waves.
Furthermore, I thought the hills were affected by colour maths at first but no, it's a separate gradient which is noticable at the edge of the screens (same colour as the chimney).
Finally the "Made in Germany" label stands for High Quality Products again #w{xD} All I've seen here so far is very impressive, really good work! Excited to play this one #smw{:TUP:}
That looks very nice!
One nitpicking comment: The top of the chimney on the far left (and right) looks wrong perspective-wise... at least for me. Other than perfect! Really looking forward to play this!
It´s great to see that you are still working on this project after such a long time. Skipping through the thread really made me look forward to this again so much!
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

This has been absolutely incredible to see over the last couple of years — what an achievement. As far as I’m concerned, in terms of aesthetics, there will be the before-Seasons era, and the post-Seasons one.

I’m firmly in the kaizo realm, where aesthetics are all too often an afterthought (if any thought at all). But your work has inspired me to put them front and center; and I’m hoping Seasons will help spark an aesthetic renaissance.
I'm happy to see you all excited about it. #tb{:)} With any luck it won't be much longer of a wait!







Bowser's castle is mostly done now! There's a hub room with four doors, each leading to a medium-length "season in review" part that reuses some of that world's enemies in harder setups, and beating them all unlocks the door to the final boss. (Giving each room a seasonal foreground might have been an odd choice but I really like how it ended up looking, especially side by side in this post!)

The Bowser fight will probably take somewhat longer to make, because planning and coding a boss can be quite a source of dread and I also have a couple of other duties I could attend to first. Not to mention that even when the final boss is done the hack is far from finished, since there's a whole special world still to be done, not to mention a much-needed coat of polish.

 


 
It's just amazing to see those skills in graphic designing. Even though I don't do much smw hacking due to my job and family I sometimes just log in to check if there's something new in this Thread. It seems to be a really great hack and I am looking forward to play it, keep it up!

LG
Finally, we have reached the end after 9 years...


YY-CHR > Photoshop.
Time for the final battle! It's been a lot of work and I procrastinated quite a bit more than I should have, but I'm finally getting somewhere.



Bowser is on layer 2 here, with the animated parts being sprites, and it took a while to get the movement both smooth and bug-free. Now that I've got the basic mechanics set up, all I need to do is add a hurt condition and build some more of the battle arena (this won't be all of it).

We're still somewhat far from the hack's completion, but we're nearing the part where I might not want to show off too much more of it to keep at least some parts a surprise.

 


 
Good graphics, but I am worried if Bowser's too big.
Also, are you going to implement the seasons gimmick to the boss too?


YY-CHR > Photoshop.
holy shit, that´s stunning. Great graphics!
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

Woah! Day one! By the way, will be there a Special World?
- Current game playing: Final Fantasy VII Rebirth (PS5)
- Last game completed: The Legend of Zelda: Twilight Princess (GC)

Currently working on The Mario's Greatest Adventure, Mario & Stitch: Part I and Super Mario World Re: Master Quest 1. My next projects will be Mario & Stitch: Part II, Mario & Stitch: Part III (MSU-1 only)
List Graphics. OLDC 2021.Online BG Ripper.

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