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Super Mario World Central Production 2 - First Official Release!

Originally posted by Final Theory
Also why were comments removed from the main page (news page) usually I would just write a comment in there, but that is gone as of now.

Here's your reason
Windowless ride, feeling alive
Are you alive or just breathing?
I played the hack up until the level Callous Cliffs and this level is just strange because there is a section where you are in a room with a bunch of fire bars with blocks and you hit a switch and then all of a sudden there are a bunch of clouds covering all the visuals and I can't even see where I'm supposed to be to navigate the level.

LOL. I don't see myself going further because of this. I would recommend that the clouds be made semi-transparent or something so that I can actually play the level.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Or just pay attention to where the blocks are so you can make your way back up.

Okay guys, I cannot beat the level Smoldering Shrine and its some strange repeating puzzle that just loops over and over again and I don't know the secret.

I was able to get Yoshi with the help of a cement boo, but that's it I'm stuck.
Looking forward to seeing how my ol' level I made turned out in the end.

Quite the long wait for a project but it's finally here. #smrpg{mlem}
Honestly didn't think I'd see the day.
So, the music is in the section, but what about the graphics, or even the ASM resources? Heck, if I had the sprites, maybe I could see if any of them have any easy optimizations that could be made.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I'm planning on releasing all the finished tilesets and backgrounds to the site, provided they haven't already. The ones that aren't done (like the Smoggy Steppe tileset I wanted to finish for Dr. Tapeworm) will probably be delayed until it's actually done.

Sprites, same applies, except it only applies to the bosses that we wanted to change.

ASM resources, probably.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
il est où mon niveau?
Originally posted by Falconpunch


holy shit it's the tileset I made in 2011



I absolutely expected this to be one of the first things to get replaced, and it's on the frontpage of the release thread. What a fucking time to be alive

I'll do a full run of this once I'm done with life stuff, if only because this has been a decade in the making

(Wish I didn't get booted out of the project because my partner bailed on me and I took too long to make my level way back then. lmao)
Welcome back, SLBros. The reason why we kept it was because we really liked that tileset. It was really good, and it actually blended in pretty well with my cloud tileset that replaced the old one. A shame that not all of it was used in the final game, but it's great when it's used as a sub-tileset, and is a nice alternative to FPzero's industrial tileset.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
I've played through Japan world yesterday, and man, audiovisually, it was an absolute treat! Amazing atmosphere and really awesome soundtrack. That's the kind of stuff I like to see in big collaboration hacks!

Quality-wise, though, this was the first world in my playthrough showing clear signs of typical "collab hack" issues. Some of those levels just didn't know when to end, taking the length of like three to four average Mario levels (and sometimes even three to four different themes). Often times with only a single checkpoint after like 5+ minutes of gameplay. I feel all of those should have definitely been split into separate levels (though of course from a technical perspective, that would be tricky). A bunch of levels also had rather janky gimmicks (a lot of issues related to hit-boxes that I noticed in that world). I'm glad I'm playing the hack in an environment with very little input latency, otherwise some of the levels might have driven me nuts. It's kinda telling when the castle at the end of a world is actually one of its easiest and most balanced levels.

These issues definitely make me emphasize the point I previously made about how SMWC coins should be commited immediately on acquisation. Couldn't even count the number of times I had to take that rather long detour in Pon-Pon Palace to get the SMWC coin right after the checkpoint. It feels rather annoying, because it's not even very challenging, and it never changes. There's no shortcuts, either. It really just adds half a minute of gameplay to every single attempt. Sure, there might be levels in the hack where surviving after collecting a coin is the real challenge, but I still feel this change would have more benefits than downsides. I'd say the hack should go full-on Donkey Kong Country in this regards.

I also went ahead and patched the tolerance timer patch to the ROM myself, and it seems to work without any issues, so I'd again like to propose applying it to future versions. I'm not actually sure how much of a difference it makes, since that's not exactly something that's easy to compare, especially when setting the frame counts to low values. Though I guess that's just another benefit of the patch, since that means it's unlikely to break any levels in the hack.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Yooooo, congratulations on releasing this after so long! ;-)

It looks awesome and I'd love to try it out, but just in case, should I wait until your team gets certain things ironed out or is it ripe enough for playing right away?
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Originally posted by Final Theory
Okay guys, I cannot beat the level Smoldering Shrine and its some strange repeating puzzle that just loops over and over again and I don't know the secret.

I was able to get Yoshi with the help of a cement boo, but that's it I'm stuck.


So it would appear that the p-switch to get through this area was deleted at some point and now its impossible to continue

https://bin.smwcentral.net/u/3222/Level128old.png

https://bin.smwcentral.net/u/3222/Level128new.png

June 27th, 2022 Edit: Missed the comment below me and now realize this comment isn't true, disregard


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

That specific P-Switch was removed during the revamp project, but another one is available at the end of the section and requires Yoshi to get it.


Originally posted by RPG Hacker
These issues definitely make me emphasize the point I previously made about how SMWC coins should be commited immediately on acquisation. Couldn't even count the number of times I had to take that rather long detour in Pon-Pon Palace to get the SMWC coin right after the checkpoint. It feels rather annoying, because it's not even very challenging, and it never changes. There's no shortcuts, either. It really just adds half a minute of gameplay to every single attempt. Sure, there might be levels in the hack where surviving after collecting a coin is the real challenge, but I still feel this change would have more benefits than downsides. I'd say the hack should go full-on Donkey Kong Country in this regards.


This was brought up a little while ago in the Discord and Disk Poppy said that they'll change it to that if there's enough support for it. You should make the fourth person.

In honor of the (first) official release of SMWCP2, I arranged the boss theme in NES style.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Congratulations on the release and to everyone who contributed to the project! I always kept away from the SMWCP2 forum to avoid spoiling myself the contents of the hack and it seems that my waiting has paid off. Looking forward to playing it!
Man, I can't believe that I lived up to this moment. But I'm kinda bummed out that this hack isn't even fully completed. But oh well, I'm gonna play it anyway. 1st world in and it's such a pleasure playing this well-polished hack. Especially I loved the level with
steam springs
and the music there is a bop too!
This rom hack has been absolutely excellent so far! But I wonder, who are all the main antagonists on the title screen?



I know the one up front on the bottom is possibly Norveg, but I don't know the other ones.
Originally posted by ExxorD
This rom hack has been absolutely excellent so far! But I wonder, who are all the main antagonists on the title screen?



I know the one up front on the bottom is possibly Norveg, but I don't know the other ones.



the one on the right is Doc Croc cuz I recognize the hairdo
the one on the left is possibly the Hindenbird or Blimp duck from the sky world
And the one in the back is Madame Mau, right?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.