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Paradise Island! Toadette's Journey - Alpha 1.01 Cutscene Fiesta!

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As another journey finishes, a new one arises and this one, is starring everybodys favorite character, Toadette!

In this new SMW Hack, Toadette is on a journey to rescue Toad in Paradise Island! From the evil MMX3 Bit (Yeah, that's the villain of this story).

Update Alpha 1.01: Cutscene Fiesta!

Anyway, less talking and more showing!

Here we have the title screen. Mostly complete and could use a bit more work. (converted these graphics to layer 3 if you're wondering where they're from)
You can see Toadette on her ship, ready to sail to Paradise Island!



Moving on!

The Overworld Map!
Most of the hack will reside here, on the main island, but there are gonna be some secret islands for the player to discover!
Everything except the beach graphics is vanilla (since I really like how vanilla OWs look)

If you have any suggestions for the OW or want to point out something I missed, let me know!



Moving on!

Here we have a youtube video!
This youtube video shows off the very first level of the hack, Fab Crab Beach!
As you can guess, this level contains crabs, or sidesteppers from Mario Bros., as well as Super Mario Sunshine Bloopers and other vanilla enemies.

(Here are the links to the resources used that are available publicly: Sidesteppers, SMS Blooper, Beach Tileset, Level Song and OW Song)



Moving on!

Another Youtube Video!
This is from an unfinished cave level that's going to be used in the grass world.
It's mostly vanilla, aside from the decorations, which are modified from the originals to suit the level.
Inspired by VLDC Cave levels.

(Here are the links to the resources used that are available publicly: Song)



Moving on!

Now we have a bossfight! Very exciting!
Here's the MMX3 Bit Bossfight coded by Codfish1002.
You might've probably seen an earlier MMX3 Bit in my last hack which was also coded by Codfish1002 but this one is way harder and fun.
Though the arena is still placeholder, the boss is basically complete, apart from some small bugfixes that Codfish is working on.

(Here are the links to the resources used that are available publicly: Song)



And the final thing I have to show...

This Underwater Level Concept.
So far, I only have one screen of this, and I'm not quite sure what I can do with this level.
It's in the air if I'll even do anything with this.



And that's everything!
If you have anything else you want to suggest or point out, don't be afraid to post in this thread.

Well, I'm going back to do more work on this hack for the next showing of it. See ya later! #smrpg{y}

Lots of love, S1Z2 #w{<3}
Looking good, Segment! I'm excited for this one!
thought i'd drop in and give some criticism for the first time in a few years



yellow: long straight edges like these tend to bring down how natural the land feels, and inherently make it "boxier". don't be afraid to add some curves and make some gradual slopes before you hit a corner so they feel less like corners
blue: these green rocks look pretty strange, especially since they're the only green rocks on the map, completely isolated from any level tiles
green: my recommendation here would be to split the yoshi's house tile into two and have the level tile on the lower half (like this, and also obv moving the smoke sprite up a tile). it's not the most elegant, but it would help make it look a little less awkward

pretty solid ow overall! most of what i have to say are really nitpicks that would just make it look a little cleaner or more natural. maybe using some of that empty sea in the upper right/lower left corners as well, but you mentioned "secret islands" so i imagine that will help to fill it out a bit.

i like both the levels shown off, they seem to have a good sense of flow and theming in terms of design and graphics. the music, though, i'm not so sure about - imo the first level's music isn't quite up to the same standard as that of the second, and the second level's music is a little unfitting for a standard dirt cave. for the first level i'd suggest this one, and for the second, i will admit it is really hard to find something fitting for this type of cave. but after some searching, i'd suggest either this one or this one, depending on which you think has the right vibe. bear in mind that these are just suggestions though - you might have the perfect tunes for these levels and i'm just talking nonsense #ab{:P}
Very nice work pal! I am very much digging the full level you showed off, and the WIP one has plenty of potential. Looking forward to seeing more stuff ya got up you're sleeve :D

Thank you all for the lovely comments!
It seems that everyone liked the cave level which is really nice to hear. #tb{^V^}

I'll now respond to MercuryPenny's criticism and explaining some stuff.

Originally posted by MercuryPenny
yellow: long straight edges like these tend to bring down how natural the land feels, and inherently make it "boxier". don't be afraid to add some curves and make some gradual slopes before you hit a corner so they feel less like corners


For one of the yellow circled areas I have a good explanation for why it's flat.

The straight lines on the chocolate looking mountains are straight because of one reason, bridges. There are no sloped bridge graphics (that I know of), and I really wanted for those two landmasses to connect, in a style of the originals Butter Bridge.

Here's a concept of what it could look like when it's revealed.



For the rest of the yellow lines I won't talk about
mostly because some of them lead to secret islands
but thanks anyway for addressing them, I appreciate it!

Originally posted by MercuryPenny
blue: these green rocks look pretty strange, especially since they're the only green rocks on the map, completely isolated from any level tiles


Yeah you're right, originally, that part of the island contained more rocks and was aimed to be more hilly and rocky rather than the other parts of the island. I changed those to the tree graphics.

Originally posted by MercuryPenny
green: my recommendation here would be to split the yoshi's house tile into two and have the level tile on the lower half (like this, and also obv moving the smoke sprite up a tile). it's not the most elegant, but it would help make it look a little less awkward


I guess I can do that, but I don't want to sacrifice a level tile to achieve it.
Also there's gonna be a special thingy with it that ""could"" lead to a secret island, which means that i'll have to sacrifice a path tile as well.


Originally posted by MercuryPenny
the music, though, i'm not so sure about - imo the first level's music isn't quite up to the same standard as that of the second, and the second level's music is a little unfitting for a standard dirt cave.


Well, they are like, 6 levels apart, and by now you're very much within the island, thus being in a harder and more serious environment than the first level, lol.

I wouldn't classify the Unnamed Cave Level as a dirt cave, It's more of a standard cave but brown instead of gray, like actual caves.

Originally posted by MercuryPenny
Suggested Songs


The beach song is fine, but it's not that upbeat and bouncy as I'd like, It's more grim and spooky which is not what I'm looking for.
Also, I'm not a huge fan of the songs for the cave level and will ultimately stay with the current one. Thanks for suggesting them anyway!


Anyway, I'd like more opinions on the Underwater Level Concept, as I'm iffy about it.

I'll update you guys on the cave level in about 2-3 days, tho I can't promise anything major. Again, thanks for the support.

Lots of love, S1Z2 #w{<3}

Update: I forgot to link the OW Song, Sorry!
Originally posted by Segment1Zone2
For one of the yellow circled areas I have a good explanation for why it's flat.

The straight lines on the chocolate looking mountains are straight because of one reason, bridges. There are no sloped bridge graphics (that I know of), and I really wanted for those two landmasses to connect, in a style of the originals Butter Bridge.

i had guessed that was the case - you really only need two or three straight edge tiles for paths like that, 4 or more is when it starts to seem kind of “boxy”. that said, if you’re keen on keeping it as is, i won’t push it any further - it’s more a nitpick than anything

Originally posted by Segment1Zone2
I guess I can do that, but I don't want to sacrifice a level tile to achieve it.
Also there's gonna be a special thingy with it that ""could"" lead to a secret island, which means that i'll have to sacrifice a path tile as well.

there’s a second page of 16x16 layer 1 tiles with the same behaviors; you can be pretty generous with “sacrificing” tiles if need be

Originally posted by Segment1Zone2
The beach song is fine, but it's not that upbeat and bouncy as I'd like, It's more grim and spooky which is not what I'm looking for.
Also, I'm not a huge fan of the songs for the cave level and will ultimately stay with the current one. Thanks for suggesting them anyway!

i wouldn’t describe the beach song as grim or spooky but fair enough lol

Originally posted by Segment1Zone2
Anyway, I'd like more opinions on the Underwater Level Concept, as I'm iffy about it.

i think it looks really good, but i’ll admit i’m a sucker for the vldc7 aesthetic
This is a really nice hack so far looking forward to what you will show next :D


also thx for testing my janky bit thingy I didn't really expect you to use it as a final boss but its still nice to see it being used #smrpg{:D}
This is my non existent layout I plan on adding one soon.. or never

I have a discord server, feel free to join if you want
Great work pal with this hack, good storyline staring Toadette, your first three demo gameplays of the hack really impress me.

Nice work, keep going your work #smrpg{y}
Super Mario World: Season 3: 2nd demo complete
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Welcome to Alpha 1.01 Codenamed: Cutscene Fiesta!

Today I'll be showing (as you might've guessed) some cutscenes as well as some stuff I've been doing besides them.

And don't worry, like last time, I'll site all resources used (that are public, of course).

Anyway, let's not waste any time and jump right into it!

Opening Cutscene

(Resources used: Sailing Ship Section Music, Sailing Ship Section Graphics, Castle Section Music, Landing Section Music, Landing Section Graphics, Cutscene ASM)



This is the opening cutscene of Paradise Island! so far.
It features two main characters (besides Toadette), MMX3 Bit and Landon.

Landon is a new, Paradise Island! exclusive character. He's a blind, greenish looking Big Boo, who's a servant to MMX3 Bit.

Just before Toadette landed on Paradise Island!, Bit's Army successfully captured Toad.

Now it's up to Toadette to rescue Toad and Defeat Bit's Army once and for all.

Stronghold Guard Beginning Cutscene

(Resources used: Castle Music, Alarm Sound, Cutscene ASM)



This is the beginning cutscene of Stronghold Guard, the castle of the Beach World.

Basically, these two guards are talking about how a guy has been captured, but suddenly, the alarm sounded, with the boss of the castle telling his troops to get into defensive positions.

As you might've guessed, the intruder is Toadette, searching for Toad.

Well, that's all of the cutscenes for today!
Now let's move onto some other stuff i've been working on, but haven't really finished due to creativity fatigue and school (mainly school).


Extended Unnamed Cave Level and a subarea

(Resources Used: Music)



This is the extension of the Unnamed Cave Level, after the small lake you fall in after the end of the last video.
When you fall into the hole, you'll get yourself to the lava section of the level, which will be shorter than beginning, due to the level being long enough anyway ;p.

(Resources Used: Music, Main Graphics, Foreground Trees)



And this is one subarea I managed to finish for it.
You'll reach this subarea when you go into the green pipe on the suspended bridges section of the level.


Nothing much to say about this one, except that I tweaked the ghost house mist a little bit, as to not disturb too much during gameplay.

And last but not least!

Yet to be used character, feel free to give him a name!



This Dino Rhino-Rex mashup is a new, yet to be used character for the hack.
I decided that for the time being, I'll call him Raxon, but if you come up with a better name, feel free to drop it in the post below.
He's going to be a shopkeeper (most likely) that will sell you items, like powerups and other things, similar to the hacks like JUMP and R-ACK.

Graphically wise, he's a bit basic, with some vanilla SMW shading and stripes. His mouth is one color for now, since I'm not sure which pattern to use.

If you feel like improving him, feel free to drop me a DM on discord or PM me on the site so we can discuss him in more detail.

And that's all for today!

Thank you all for the nice comments and criticism. I appreciate it! #smrpg{y}

Lots of love, S1Z2 #w{<3}
For the name of the new enemy you made. What about either Dino Rexhno or Rex Rhino. IDK still a cool hack.

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