I am only three stages--and one irritating program called Addmusic--away from having a demo ready, so I thought I'd mention something about it here, now that I know how to insert screenshots. (Yay me!) Everybody, feel free to offer suggestions or opinions.
This is the second stage in the game, Sunshine Valley 2.
The overworld of the first world.
A bit more of the overworld. I am essentially trying to fit 5 worlds into my main map rather than 3, so things are a bit cramped, and it's difficult to design the perspective accurately.
This is a ship stage, an intermediate phase between worlds 1 and 2. I think I'll be using layer 3 tides a little less often than I had initially planned in my hack...they slow things down like crazy.
A bonus room.
This, obviously, is a forest stage, 2-1 in this case.
Another forest phase. This is 2-Secret 1...but fortunately, the screenshots don't give too much of it away.
The second castle. Some genius decided to use the status bar colors for part of the custom palette (you all should recognize these graphics), but it could be worse.
World 3-1. World 3 is water-themed.
Finally, this is world 3-3. I later removed the blue shell-less Koopa; combining him with a flying fish generator made this part way too hard for only world 3.
What do you think?
My comments on this:
1) Sentence fragments. Fun.
2) Hey, cool. I can use Photobucket now.
3) After I've finished 3-Secret 1, 3-Fortress, and 3-Secret 2, all I'll have left to do will be adding custom music. (*gasp*)
4) I do, however, still have a few bugs to work out. For one thing, my sprite memory seems to be a catch-22: in the second castle, for example, I can either make the Ball 'n' Chains okay and the net Koopas sometimes disappear, or I can make the net Koopas perfectly fine and have parts of the Ball 'n' Chains disappear. For another thing, the blue P-switch screws up my screen exits for some reason. They work okay...as long as you enter them when the switch is OFF. When it is on, entering a screen exit causes the screen to go permanently black. Unfortunately, that also applies to blue doors...anybody who has read my "Blue switch door glitch" thread in Basic SMW Hacking knows what I mean. My events sometimes go a little weird on me, too; the third castle doesn't collapse properly, and the paths between 1-1 and 1-2 and between 2-2 and 2-Secret 1 take much longer to complete than they should, not to mention they leave random vanishing tiles in their wake.
5) Probably only 50% of my reasons for submitting a demo is because I want others to have a chance to play it. About 30% is just because it might level me up a bit...and I'm referring to social status, not forum posts. The other 20% is a faint hope that maybe, just maybe, after I submit my demo, Kyoseron will continue talking to me. (I am partly joking. Besides, I could just as easily put Supertails or S.N.N. in there. But notice that "partly"....)
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
This is the second stage in the game, Sunshine Valley 2.
The overworld of the first world.
A bit more of the overworld. I am essentially trying to fit 5 worlds into my main map rather than 3, so things are a bit cramped, and it's difficult to design the perspective accurately.
This is a ship stage, an intermediate phase between worlds 1 and 2. I think I'll be using layer 3 tides a little less often than I had initially planned in my hack...they slow things down like crazy.
A bonus room.
This, obviously, is a forest stage, 2-1 in this case.
Another forest phase. This is 2-Secret 1...but fortunately, the screenshots don't give too much of it away.
The second castle. Some genius decided to use the status bar colors for part of the custom palette (you all should recognize these graphics), but it could be worse.
World 3-1. World 3 is water-themed.
Finally, this is world 3-3. I later removed the blue shell-less Koopa; combining him with a flying fish generator made this part way too hard for only world 3.
What do you think?
My comments on this:
1) Sentence fragments. Fun.
2) Hey, cool. I can use Photobucket now.
3) After I've finished 3-Secret 1, 3-Fortress, and 3-Secret 2, all I'll have left to do will be adding custom music. (*gasp*)
4) I do, however, still have a few bugs to work out. For one thing, my sprite memory seems to be a catch-22: in the second castle, for example, I can either make the Ball 'n' Chains okay and the net Koopas sometimes disappear, or I can make the net Koopas perfectly fine and have parts of the Ball 'n' Chains disappear. For another thing, the blue P-switch screws up my screen exits for some reason. They work okay...as long as you enter them when the switch is OFF. When it is on, entering a screen exit causes the screen to go permanently black. Unfortunately, that also applies to blue doors...anybody who has read my "Blue switch door glitch" thread in Basic SMW Hacking knows what I mean. My events sometimes go a little weird on me, too; the third castle doesn't collapse properly, and the paths between 1-1 and 1-2 and between 2-2 and 2-Secret 1 take much longer to complete than they should, not to mention they leave random vanishing tiles in their wake.
5) Probably only 50% of my reasons for submitting a demo is because I want others to have a chance to play it. About 30% is just because it might level me up a bit...and I'm referring to social status, not forum posts. The other 20% is a faint hope that maybe, just maybe, after I submit my demo, Kyoseron will continue talking to me. (I am partly joking. Besides, I could just as easily put Supertails or S.N.N. in there. But notice that "partly"....)
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I'm working on a hack! Check it out here. Progress: 64/95 levels.