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Romhack in the making.

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I am making a romhack, my very first one. So I assume ahead of time that it will suck.

It has cheap tricks and major silver P switch abuse, and Map16 changes that aren't exactly clever, but you get the idea.

NOTE: Please don't be put off by this topic just because I am a "self-aware" newb romhacker, but in whatever way you can, give me tips.

My username is "AnUntitledStory" because that is my youtube name, so far, I have posted one video of this romhack up on youtube, you can find it here.

The overworld needs serious work, and it will have it by the end of the romhack, but there are still several things I don't understand.

I suppose this isn't the best place to ask for it, so I'll probably post topics in other forums.


Any thoughts? Do you hate me for posting? Think it will be awesome or fail horribly? Then post here! :)

EDIT: I must include screenshots? I thought the video might've been enough, I suppose screenshots are fine though.

Screenshot1: (Of the level the video is about, it's a semi-automatic level because I wanted to make one) here
Screenshot2: here. The gray P switch abuse starts in this level, officially. And continues in a later level.
Welcome to SMWC. But there is already an introduction thread.

Since you are new let me tell you this simple rule I learned the hard way:
You must include screenshots on your thread.
Hmmm... sounds good, but where are the screen shots. If you're advertising a hack, please have Screenshots with it. Just reading about it isn't enough.

EDIT: Crap... Ninja Post
I added acouple screenshots, they're not too good, but the best I could do on short notice.

I'm going to be getting a better one soon..By the way, if for some reason I have to actually post the screenshot as a screenshot instead of a hyperlink to the screenshot then tell me, I just want to make sure I haven't done something wrong.
It is perfectly fine either way; however, most people prefer to have the actual pictures in the thread. You can do that with this code:
["img]*insert link to picture here*["/img]
Just remove the "s and insert the proper link, of course.

Also, here's a warning ahead of time. I'm not hating on your hack or anything. It looks interesting for a first step into hacking to be frank. But, to most moderators, stacked/floating munchers do not look attractive. That is an automatic removal for many hacks. You can still use munchers obviously. Just try not to use them like that.


Originally posted by Doomiok

Also, here's a warning ahead of time. I'm not hating on your hack or anything. It looks interesting for a first step into hacking to be frank. But, to most moderators, stacked/floating munchers do not look attractive. That is an automatic removal for many hacks. You can still use munchers obviously. Just try not to use them like that.

It's a lot easier to do that than to find an similar alternative to stacking them. I suppose I could create a block that disappears on the press of a gray P switch (can I?) but that would be a little too challenging for someone with my experience (none).

Do you know of any way to block off a path that becomes unblocked with a gray P switch? (other than making a roof)
Okay, in the first screen, I'm not liking what I'm seeing.
1st screen: You have a bunch of munchers semi stacked/floating, and a fast auto scroll. I can already imagine what that's like in-game. If you have to use savestates to beat the level, then it's too hard. Remember: Hard=/=Fun.

2nd screen: Not much to comment on, but I sure hope you don't have a blue P-Switch there. Other wise the munchers are going to become cutoff.
Your layout has been removed.
Yeah, this is looking good for a begining, but then again, floating munchers are a #1 reason for deletion. Otherwise, you look good.
At the end of the video, the wrong tileset is loaded for the goal sphere to have proper graphics. To fix that, go to Super GFX Bypass (a red poison mushroom icon) and go to SP4, and choose 05 for the goal sphere to look right, and since you are using no other tileset-specific sprites there, no need to worry about messing something else up.

The bottom row of tiles being used for walking on is probably a bad idea since it's mostly out of view except for the top pixel, so if there's ever a hole you have on the bottom row, keep in mind that the player will very likely not notice it. Using the door icon with the 1, you can move Mario's starting y-position up by one, and move everything else (sprites and objects) in the level up one tile so that the way it plays out is virtually unchanged, but you have all that land formerly on the bottom row in view now.

Other than that, what everyone else mentioned about the floating munchers is something to be wary of. You can attach blocks or land to the stems of the muncher as you do in screenshot 2 - if you choose to do land, you'll probably want to use the Map16 editor to make narrower folds of land that fit between munchers well. (Your current tileset doesn't have any land that would look good used in that way though, e.g. rope, columns, mushroom tops. I would recommend changing to normal 1/normal 2 and GFX15 for FG3 if you plan to use land, which would probably look best for rooting munchers.)

It's very cool that as a beginner, you're going for a semi-automatic level as one of your first. Though it's short, it seems well-tested and planned. I think that this hack could go either way since it's too early/not enough to judge yet, but certainly not end up nearly as bad as most beginners' first hacks, especially since you're being open-minded and critical about it. You are demonstrating that you went into this project with ideas. It's a lot cleaner than most newbie hacks initially are - e.g. you don't have any cutoff or awful palettes in the stuff you're showing. Good luck.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Sister of Night
At the end of the video, the wrong tileset is loaded for the goal sphere to have proper graphics. To fix that, go to Super GFX Bypass (a red poison mushroom icon) and go to SP4, and choose 05 for the goal sphere to look right, and since you are using no other tileset-specific sprites there, no need to worry about messing something else up.

Thank you for this, I will try it.
Originally posted by Sister of Night

The bottom row of tiles being used for walking on is probably a bad idea since it's mostly out of view except for the top pixel, so if there's ever a hole you have on the bottom row, keep in mind that the player will very likely not notice it. Using the door icon with the 1, you can move Mario's starting y-position up by one, and move everything else (sprites and objects) in the level up one tile so that the way it plays out is virtually unchanged, but you have all that land formerly on the bottom row in view now.

Good idea.
Originally posted by Sister of Night

Other than that, what everyone else mentioned about the floating munchers is something to be wary of.

I am. They only show up when they're a non-issue. (@everyone see video 1)
Originally posted by Sister of Night
You can attach blocks or land to the stems of the muncher as you do in screenshot 2 - if you choose to do land, you'll probably want to use the Map16 editor to make narrower folds of land that fit between munchers well. (Your current tileset doesn't have any land that would look good used in that way though, e.g. rope, columns, mushroom tops. I would recommend changing to normal 1/normal 2 and GFX15 for FG3 if you plan to use land, which would probably look best for rooting munchers.)
Thank you for the advice.
Originally posted by Sister of Night

It's very cool that as a beginner, you're going for a semi-automatic level as one of your first. Though it's short, it seems well-tested and planned.
Thank you. :)
Originally posted by Sister of Night
I think that this hack could go either way since it's too early/not enough to judge yet, but certainly not end up nearly as bad as most beginners' first hacks,

Yeah, I'm not entirely new to level design, although I am with romhacks, though, I'm no master.
Originally posted by Sister of Night
especially since you're being open-minded and critical about it.
I've seen the some of the awesome stuff, I'm nowhere near that level, or will be anytime soon. ;)
Originally posted by Sister of Night
You are demonstrating that you went into this project with ideas.
I did. My first idea was sort of a cruel one, I wanted the first level to have a message block and a pipe obove you (that you have to go around to get through the pipe, the message block being one away from the pipe, the side you go in) and that if you hit the message block, it explodes.

Now, cruel or hilarious as that may be, a little too out there for me. My romhack is vanilla, or atleast as vanilla as it can be with map16.
Originally posted by Sister of Night
It's a lot cleaner than most newbie hacks initially are - e.g. you don't have any cutoff or awful palettes in the stuff you're showing.
I care about looks. :)
Originally posted by Sister of Night
Good luck

Thank you very much.

Originally posted by magi-boo24
Yeah, this is looking good for a begining, but then again, floating munchers are a #1 reason for deletion. Otherwise, you look good.
I won't excersize floating muncherplants much outside of automatic levels. (see video 1) It's almost a non-issue in my opinion.
Originally posted by The Witch's Assistant
Okay, in the first screen, I'm not liking what I'm seeing.
1st screen: You have a bunch of munchers semi stacked/floating, and a fast auto scroll. I can already imagine what that's like in-game. If you have to use savestates to beat the level, then it's too hard. Remember: Hard=/=Fun.

I suppose I should have stated this in the topic itself, that is a "semi-automatic" level, you glide past the munchers without any harm, see video 1. :)
Originally posted by The Witch's Assistant

2nd screen: Not much to comment on, but I sure hope you don't have a blue P-Switch there. Other wise the munchers are going to become cutoff.
Blue P-Switch? Nada. Only gray ones.

Thank you all for the replies, with such strict rules I expected everyone to be harsher than you all were. ;)
I watched the video, and saw an automatic level.

You should only do that on bonus levels not real ones,
Originally posted by Evil Rayman
I watched the video, and saw an automatic level.

You should only do that on bonus levels not real ones,

Why?
Because, when it comes down to testing and playing hacks, you want to MANUALLY play main levels, right? Watching Mario go from start to finish without having to do anything kinda takes the fun out, don't you think? Is that what is meant by automatic levels? Correct me if I'm wrong.
Your layout has been removed.
Just because you don't like automatic levels, doesn't mean everyone doesn't either.
Wait hold it, I don't think it's about liking them or not. Hacks should have you play the actual levels for some fun and challenges, then have a super-secret bonus automatic level, so you can sit back and watch it after working on the actual levels. Unless the hack is supposed to be fully automatic (which may make it boring, so it has to be done masterfully), it would be good to have levels you actually play in.

Anyway, as the others said, there are some glitches. You should try to fix the Goal Sphere so it has its acutal graphics, and not having the player walk on the bottom row, since the player will likely not see what's there, and it may pass as unfair and turn people off. ANd even though they're not an issue in video 1, you should avoid floating and stacked munchers like the plague. They look unnatural (though blocks floating in midair and Mario not being dead after hitting them with his head so much also is), and are pretty ugly to look at. A hack should try its best to look at least acceptable to the eye. As Sister of Night has stated, it would be a great idea to put (non-cutoff) pieces of land below the munchers.

So, this could form into a really nice hack. Just try to fix the issues and have fun levels, and good luck! :) Again it doesn't really matter for me if some levels arfe automatic. Every type of level with good design is a YES in my book. :D
Thank you for that, but I don't see everyone's issue with
muncherplants being like that, it doesn't look cut-off to me. (I'm sorry in advance if I misunderstood your reasonings for not liking it)

I stomped on a blue P switch there to see if it looked cut off with the coins, and it didn't to me..Although touching the coins, defintally would look cut off, so forget I said anything about that.

When I made those double-muncherplant things, it didn't look cut off to me, and it still doesn't.

Isn't cut off when something is on something else, and a pixel ends but below that pixel is nothing, or something like that?

Here is an example of something cut off:

Here is my poorly designed double-muncherplant thing:

Does that look cut off to you? Or is the cut-off not the deal, the fact that it makes no logical sence (IE: Roots rooting into other roots) is?

What have I done wrong, and how should I improve it? :)
I think the problem with the Munchers is that it's just weird for them to be floating at all. I don't personally have a big problem with it (I'm even using them like that in my hack, although that's just because the level is incredibly trippy and the floating munchers like yours are the most normal thing in the level).
Havingng floating munchers has always been a rather big faux pas at SMWC. I suppose the double-ended one could technically work, since .. well .. there really isn't any cutoff. I think I have even accepted a hack that does the same thing. As long as you don't stack them, then you should be alright.

As for this auto-level, I don't think a consensus has ever been made by the hack moderators on whether or not they are acceptable. If you want to include one, or even a few though, go right ahead. Personally, if they're made well, I find it rather enjoyable to just sit back and watch it play by itself.

Just my thoughts on this topic.
Originally posted by AnUntitledStory Paraphrased
something something something anger


Well, It's not as much that Munchers cause cutoff. It's more that They don't belong in the air. In the Original SMW, SMB3, and SM1 (I think?) Munchers have always been either rooted to the dirt, or in a pipe. Most of the people here though, associate munchers with kaizo hacks, where munchers are essentially death walls.

The Deal with cutoff though... I never really found the problem with minor little pixels of cutoff. However, some of the people in the community like to nit pick about those things.

Notte Luminosa Progress:

Click here to download It! :D
Originally posted by Haunter's Servant
Originally posted by AnUntitledStory Paraphrased
something something something anger

Hah! :3
Originally posted by Haunter's Servant

Well, It's not as much that Munchers cause cutoff. It's more that They don't belong in the air. In the Original SMW, SMB3, and SM1 (I think?) Munchers have always been either rooted to the dirt, or in a pipe. Most of the people here though, associate munchers with kaizo hacks, where munchers are essentially death walls.

I see where you're coming from, although you gotta admit it's a bit odd to think floating plants isn't okay but floating blocks that have mushrooms (which, by the way, grow on the ground, not inside boxes) are A-OK.

Mario in general is a really weird idea.
Originally posted by Haunter's Servant

The Deal with cutoff though... I never really found the problem with minor little pixels of cutoff. However, some of the people in the community like to nit pick about those things.

No comment. :P

@Everyone else, thank you for your replys, I really do appreciate them. As this is my first ever romhack related anything really I'm learning things just by reading what you tell me.

EDIT: P.S. I still find it odd with the strictness of the rules, that everyone here is like...Well..Not very harsh, at all. I enjoy being here.
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