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Mario's Mushroom Quest: A hack by imamelia

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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.
Wow. It looks like you put quite a bit of work into this hack.
I'll definetely review the demo when it comes out.

Notte Luminosa Progress:

Click here to download It! :D
About time you made a hack imamelia, I was getting tired of waiting ^~^
This looks pretty good, and you have a talent for OW's from what I've seen :D
Follow me on Hermitscape for random bits of game design talk and pixel art, or even request something for me to draw.
Latest Post: Wayra Devpost #2: "A Little New"
Oh yes, your Overworld shots are veeeery good. The other shots are good too, but there are a few things that I must speak out on...

Forest Secret 2: The vertical logs use an eww palette. I'm sure that wouldn't be so hard to fix...

Ship Stage: Consider switching Layer 3 so it appears in front of the FG. There's a button in the Header for that.

Second Castle, first shot: Add the sprite that generates candle flames in the background. :P It also wouldn't kill you to change the palettes and graphics around for the SMB1 castle graphics so they don't muck up the status bar, though that is a little tedious.

World 3, second shot: That background palette irks me-- mainly where the BG hills have that shading edge effect. Doesn't look right. You can create perfect gradients in the Palette Editor by holding Alt and clicking on the two colors you want your Gradient to span... Did you know that? :)

Everything else is just great. :) The shots seem to show good level design for the most part, so that's something... I look forward to this hack's further production. ^.^

Also yeah, Addmusic can be a little goofy. Are you using Romi's? His is the best in my opinion.
It's me!!

High on life is the best high.
Thank you, everyone who has replied so far.

Yanamanka: Well, I can only think of one stage I really spent a bunch of time on (it was a castle with a puzzle), but it has been fun work, so it's good.

Dimentio: Well, if you really want, I can e-mail you the patch of the first hack I ever made. (This is the second.) I never finished it, partly because my ROM got corrupted and partly because it just wasn't that great...no floating munchers, cut-off edges, or bad palettes, but its sheer mundanity would do it in. I didn't even change the themes or screen exits of any of the levels; I just deleted all the stuff that was there at the beginning and redesigned the level. I also didn't know how to insert anything custom except blocks, so there were no ExGFX or cool sprites, either.

Skwaa...

Originally posted by Skwaa
Oh yes, your Overworld shots are veeeery good.


Thank you. Is it a problem that I didn't add vertical walls to my islands, making them seem more 3-D? I would have done it anyway, but everything in that overworld is so squished together, it would have been more trouble than it's worth.

Originally posted by Skwaa
Forest Secret 2: The vertical logs use an eww palette. I'm sure that wouldn't be so hard to fix...


I suppose they probably use palette 5 and the horizontal ones use palette 6...or 2. I'll just change them so that they use the same palette.

Originally posted by Skwaa
Ship Stage: Consider switching Layer 3 so it appears in front of the FG. There's a button in the Header for that.


I wondered about that. I'll have to look.

Originally posted by Skwaa
Second Castle, first shot: Add the sprite that generates candle flames in the background. :P It also wouldn't kill you to change the palettes and graphics around for the SMB1 castle graphics so they don't muck up the status bar, though that is a little tedious.


I decided not to have the candle flame generator in this one simply because that particular background seems to be the only castle-themed one that can coincide with my Yoshi's Island castle graphics, so I feel it might get overused in this hack. But maybe I'll go ahead and do it anyway. As far as the palette goes, I suppose I would just have to move the second half of palette 1 to palette 2 and then recolor all of the graphics to use palette 2 instead of 1.

Originally posted by Skwaa
World 3, second shot: That background palette irks me-- mainly where the BG hills have that shading edge effect. Doesn't look right. You can create perfect gradients in the Palette Editor by holding Alt and clicking on the two colors you want your Gradient to span... Did you know that? :)


Huh, I didn't know that. That could really come in handy. I assume that you can have multiple gradients in the same palette, right?

Originally posted by Skwaa
Everything else is just great. :) The shots seem to show good level design for the most part, so that's something... I look forward to this hack's further production. ^.^


Thank you.
As I said, there are still a few problems, but I'm trying to work them out. That tide on the ship really messes things up; even with only three or so sprites on the screen, the game slows down. In this case, I simply replaced groups of sprites with fewer, more difficult sprites. (Since the only enemies in this stage are Koopas and Goombas, I usually just ended up replacing a group of four Koopas and Goombas with a single shell-less blue or yellow Koopa and a shell.) I'm hoping my beta testers will know how to deal with the problems I can't figure out.

Originally posted by Skwaa
Also yeah, Addmusic can be a little goofy. Are you using Romi's? His is the best in my opinion.


Yes, I am using Romi's. I don't know what the heck is wrong; I'm pretty sure I followed all the instructions in the tutorial, but my game freezes when I get to the "Mario Start" screen. This is easily the single biggest problem I'm facing right now, because for one thing, I don't really care for most of SMW's music. For another thing, I like to compose music, and if I can't test it out in-game, I'll never be able to submit it. Could it be because I didn't specify the tracks in the .msc file? (Or is it .ini? Well, either way, I didn't.)

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Looks great... add some palette changes to the ground and it would look better, but seems to be fun so far, and that's what counts!
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Hey, did the fixes I made to your hack work? And did you fix the 3rd castle destruction scene?

Very nice overworld by the way.
Your layout has been removed.
Obviouslevel105edit: Unfortunately, no. I didn't test out level 35, but using level 152 didn't solve the problem, and the third castle is still messed up. I'm hoping my beta testers will have some solutions for me. About the overworld, thank you.


I fixed the problems Skwaa mentioned in his post. There are still a few bugs I don't know how to fix (the messed-up castle is one), but as I said, I'm hoping my beta testers will know what's wrong.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Comment on the first OW shot: It's boring. Now, I don't mean it's boring graphically; that all looks nice and decorated. All the perspectives are right and whatnot.
The problem is that there's 3 (possibly 4) yellow levels in a row. That's about the time I stop playing some hacks due to a linear OW. I'd suggest throwing a shortcut to the next world or something along the way.
So you're having trouble with AddMusic? Don't worry. I feel your pain. I just learned how to use it a couple days ago! I don't know if this is your problem, but this tutorial really helped me out.
http://www.youtube.com/watch?v=GYZDgDHSuao
ChaoticFox: Unfortunately, my ROM isn't clean, and it's also over 3 MB. (I probably tried to do the INIT routine more than once, too.) I'm using Romi's Addmusic, and I've heard his works on edited ROMs as well.

As far as the hack itself goes, believe it or not, I've finished with the beta version of my demo, and as soon as my beta testers and I fix all of the glitches in it, it will be ready to go!

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
looks pretty sweet. =D
^_*

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