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Screenshots/Videos (over)

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The original game didn't have any reset pipes on the skull rafts levels.
Here comes slippy!

Yes but I think this hack also has to follow the rules of this site.

And one of them is don't make the player have to die if he does something wrong.
I'm making an Underground Panic at the Disco level! :D
Too early in development to show screenies, but will soon.
Originally posted by Rayman Man
Yes but I think this hack also has to follow the rules of this site.

And one of them is don't make the player have to die if he does something wrong.


The rule is more like "don't make the player have to wait for a death". If you miss the raft you can jump in the lava.
Well, I've seen that as a removal reason, having to suicide.

World Community Grid: Thread | Team
 
Yeah, but this is within the bounds of reason. making it too easy to stay on the skull boat would make the level too easy and uninteresting. SMW had some parts where if you missed the skull craft you had to kill yourself. I say keep it.
<TLMB> I use YY-CHR to edit DNA
*picture removed due to outdatedness*

Whew. Took a few days, but here it is: level 8-A, the "Amethyst Vein" (also known as levels 130 + 45 in the ROM) for your viewing pleasure. Courtesy of me!

Some notes:

- Palette is based on the color of amethyst, which is purple (obviously). The yellow background is inspired by the yellow hue amethyst supposedly becomes when exposed to heat (source: lolwikipedia)...not to mention that yellow is purple's complementary color.

- There are two p-balloon sections, in case you're wondering why there's an inexplicably missing floor in several areas.

- All of the blue pipes are reset pipes in case you screw up the p-balloon parts. In the top section, all blue pipes exit at pipe B. On the bottom, all lead back to C.

- "To A" leads to the keyhole. The player can only get to the key and the exit by having a cape and having cleared the green and red switch palaces (the p-switches needed are placed in otherwise inaccessible locations).

- If you think this looks really hard, then that's because the level is on the optional (as in requiring a secret exit to get to) path in the final world, and I'm not about to make it easy on the player. At all. Difficult levels are my specialty and what I enjoy playing in others' hacks.

- I may have been overly-generous with coins, but I think this is offset by the difficulty of the level and the fact that 100 coins = 1-up is disabled.

I tried my best to get rid of all the cut-offness, but as you can see...the level is huge (probably the biggest one I've ever made, actually) and for stuff like this, sometimes, you just need an extra set of eyes, so if anyone spots any cut tiles that I missed, speak up.

Hope you like the level. I'll be submitting it later if no one has any qualms with it.
O.O That level looks crazy hard... Allmost too hard for the last world, but is is a secret level.
It's not *too* hard, I promise. I know you can't see it from my picture, but there are nine power-ups and a hidden extra life in the level. It was actually even harder before I finalized it, but decided I didn't want it to feel like blatant memorization to be able to clear it. I might upload a video of the level later so you can see it in action and judge for yourself. :)

Edit: Just as I said, here's a video of myself playing the stage. Took a few tries, but cleared as small Mario to prove that it's completely doable. Feel free to turn the annotations off, but I only put 'em there to show where everything I skip is.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/DNt7khpimXE&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/DNt7khpimXE&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
That's for the last world right? It is a good difficulty for it! I would otherwise be against the many fire flowers, but the level would be too hard with out them, thus balances out very well! The secret looks secretive, palletes nice, no slowdown even with all those lotuses! You get an A+!
Originally posted by Simple Bag
That's for the last world right? It is a good difficulty for it! I would otherwise be against the many fire flowers, but the level would be too hard with out them, thus balances out very well! The secret looks secretive, palletes nice, no slowdown even with all those lotuses! You get an A+!


Aww, thanks. This is the first time I've ever made any of my hacking attempts public, so it's very nice for the feedback to be positive. Yup, this is the first level on the secret right-hand path in the final world.
Originally posted by Mineyl
Aww, thanks. This is the first time I've ever made any of my hacking attempts public, so it's very nice for the feedback to be positive. Yup, this is the first level on the secret right-hand path in the final world.

This is only your first time? You're doing pretty well so far! I can't think of anything to nitpick at, the palettes are great, and the level design is solid. This is definitely a good vanilla-style level.
Originally posted by SyStemkraSh
This is only your first time? You're doing pretty well so far! I can't think of anything to nitpick at, the palettes are great, and the level design is solid. This is definitely a good vanilla-style level.


Thanks. Yup, this is my first time posting anything for anyone to see!

And so I'm not completely off-topic, here's a palette preview for the other level I'm submitting: 7-C, "Water-Logged Woods" which is a forest dangerously close to being completely submerged in H2O.

Photobucket

This level features two major sections; one above the flooded forest floor and one at ground level. The ground and trees are a bit more green than the default due to all the nurturing water and fertile soil.

Photobucket

Here's a preview of what the underwater portion will look like. I'm still messing with this palette. I changed the black outlines that I'm normally diehard about using in order to further put off the illusion that the place is under the murky depths, though I'll probably have to keep at it a bit before I can get it to look exactly the way I want it to.

Also, please note that the block placement here is not final and is strictly for show.

Comments? :3
It looks good so far I like how in the water it's all blue.
I must say, Mineyl, you are quite an experienced hacker. Even for vanilla levels, those look good.
Your layout has been removed.
You got some serious talent there. Those levels are one of the best examples of a vanilla level.

Did you plan it out on paper?
aran - Graces of Heaven
Originally posted by Spud Alpha
I must say, Mineyl, you are quite an experienced hacker. Even for vanilla levels, those look good.


Thanks. When I was a kid, I always wanted to design my own levels for pre-existing games as well as create my own. Discovering ROM hacking was like some kind of dream come true, really. :) I haven't been hacking for very long (started in December 2007, but have not dedicated myself to a full-blown project yet), so I'm not so great at things like scripting ASM yet, but as far as level design, graphics, and customized palettes are concerned...I think I can hold my own.

Originally posted by GN
You got some serious talent there. Those levels are one of the best examples of a vanilla level.

Did you plan it out on paper?


Thanks! All this positive feedback is very encouraging. xD Yes, I love tinkering with SMW's original graphics and finding new ways to use them. When I came up with the palette for the cave, I not only wanted a color combo that worked, but I wanted people to enter the level and be like, "wow, I've never seen anyone plaster this sort of color in a level before." It makes people remember the level in spite of it being vanilla, and that is important.

Yes, I plan out all my levels on paper beforehand. The first half of Amethyst Vein went through two revisions and the second half went through three. Took me three days to get it all done for just a single level, but I consider level design a form of art and you certainly can't rush an artist.
TWO WEEK BUMP!

Here's the main part of the level I'm making. I tried to make it kinda hard, because it's for world seven (7-3, to be exact), and I wanted it to be hard enough that it would take you a couple of tries. I also went for a vaguely Atlantean look. I think I succeeded. Now, this video only show the normal exit. The secret's much harder.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/aJDjPwAF3ag&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/aJDjPwAF3ag&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

For the curious, there are exactly 79 coins in that area. Also, this video was made without any form of slowdown. It was recorded at full speed. Now, there is minor lag in the area with two bullet bill launchers, but that was only during recording.

EDIT: Forgot to mention. The level as a whole is not complete. I'm working on the path to the secret exit.
Your layout has been removed.
Awesome ! =D
I would change the pallete of the pipes and blocks. They're a little wierd. And around 1:32 there was bullet bill cut-off
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