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[DEMO 1 RELEASED] Another Generic SMW Hack

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Recently, I started working on my first SMW ROM hack. It's been fun using Lunar Magic. Currently, I've done 2 levels. I don't know how many I will do. Overworld is not yet changed. No story yet but it'll probably be the generic rescue the Princess stuff again. :P

Title Screen - Not changed level yet



Level 1




















I changed this so that the Note blocks are more spaced out.










A KAIZO TRAP?!

NOT A CHANCE! :P Will apply Fade Fix later.

Level 2 (Yellow Switch)






A puzzle to get the Blue P-Switch for accessing the Yellow Switch.
I like what's there, but I found 2 problems:

1) There are some weird tiles below the item box area. Get rid of them.

2) I think you are overusing munchers a bit. It's alright to use some, but don't overuse them.
Other than that, it looks wonderful!
Wow, this really looks pretty good. Definitely great for a first hack. You may have overused those bushes in the dirt and munchers (as already mentioned), but the level design looks great. Very unlinear and looks really fun. The item box area does look a little weird, yes.

I think this could go a long way. Good work.
May we meet again outside the battlefield.
Looks pretty good. Nice level design. Only problem is that a certain Mod(s) doesn't approve of the upside down water tiles which I dont get as its great for puzzles and opens the variety of level design ideas, but whatever....Keep up the good work.
Floating water doesn't bother Foursword as much as it used to. The last time one of the removal reasons in a hack he moderated was "anti-gravity water" was a few pages back. Besides, the first time he got on to someone for it, he said that if they couldn't find a way to remove the floating water, it'd be fine as it is.
Heh, this looks like a great hack thus far! I like how you used the non-linear aspects while still mostly maintaining original graphics. I'd recommend you remove the "fake-out" Kaizo trap; that'd make many other people and me quite angry either way. And also, in the one screen you said you changed the note blocks in, I'd highly recommend removing the swarm of munchers. Keep up the work!
Originally posted by Xmas0444
I like what's there, but I found 2 problems:

1) There are some weird tiles below the item box area. Get rid of them.

2) I think you are overusing munchers a bit. It's alright to use some, but don't overuse them.
Other than that, it looks wonderful!


I think the munchers are just on the same level. He's not over using them. That's not many, actually.

Anyway. this looks ok.
Well then I guess you can keep the upside down water tiles. And that opens up ideas for my hack.
This is looking really good. The levels are all really well-decorated and show terrain variation, which is important. They look fun to play, and have a nice degree of unlinearity. The only things that could be issues are the weird tiles on the Item Area, which you should get rid of, and the overuse of munchers. Try cutting out on some of them. I also recommend changing the palettes, as doing that will make it look even more unique. Just remember to go to "Level > Enable Custom Palette" in LM. That way, your color edits only affect the level you are currently on.

Otherwise, great job!
For your first hack, I must say that this hack looks fairly decent. I can't see any cut offnes, and I see you inserted ExGFX.

Keep it up, your hack has potential.
This looks pretty good. I really like your level design, the only werid thing is those lines under the item box. Other then that, good job!
Originally posted by MarioFan22

A KAIZO TRAP?!

NOT A CHANCE! :P Will apply Fade Fix later.


That's not cool.
^ Yeah, I'll remove that. Just did it for lulz.

Thanks everyone for the comments! :)
I'll get rid of those lines below the Item box.

UPDATE #1:


-Removed Kaizo joke
-Fixed Item box
-Applied Fade Fix
-Increased time limit to 650.
-Level 1 now has a name: "Y. Switch Path."

UPDATE #2:

Started Level 3





Blue Switch blocks lead to Keyhole exit which will be used much later.
UPDATES - 23/12/2009

Y. Switch Path (Level 1)












This is above the Munchers in the screen before.


What's in this "?" Block?


A STAR! :D I made sure there was enough enemies to hit for just a 1UP.

The Yellow Switch (Level 2)




This is what happens when you hit the Blue P-Switch here.

Level 3 - No name yet.


I changed this so that there is just one YS Block to prevent multiple Mushrooms.

UPDATE - 31/12/2009

Video of the first 2 levels (1-1 & Yellow Switch). Overworld has not changed yet.
I'm aware of the glitched Munchers at the end of the first level (5:31). I'm trying to make those insta-kill. They're not supposed to be lava or mud.
There may still be some parts where I need to change the Initial FG/BG settings. I also forgot to set the level to "Vertical Scroll at Will" at 5:43. That will be changed.

<embed src="http://img43.imageshack.us/flvplayer.swf?f=Mgensmwhackprev" width="640" height="380" allowFullScreen="true" wmode="transparent" type="application/x-shockwave-flash"/>

1-2 is still being worked on.
This looks pretty cool, actually.
However, you used the in-dirt bushes too much, I'd recomend removing some.
thats pretty nice there except for some stuff.

5:32: Glitched Graphics. maybe its because those munchers are lava?

1-2 Yellow Switch Palace: You know that if a TASer plays your hack, they might be able to bring that Silver P through the Pipe that will make it act like a Blue P and they can do a shortcut like that.

and as 10204307 said theres way to much bushes in the ground just remove some


Hacks I Support:


UPDATE - 05/01/2010

Edited block GFX in YY-CHR

Brown used blocks are now yellow with screws in the corner. I made "?", Note and cement blocks more square to prevent small pipe and bone cutoff.







Thanks to the fomelogo's YY-CHR Basics Tutorial. :)

About the Silver P-Switch glitch. Is there a way to fix that?
Also, I have removed several of the bushes.
Looks like a nice hack.
I like how you gotta have the switch palace ativated before you can do a certain level.
I believe there's a patch or hex edit that fixes that glitch, I'm not sure where though.
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