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DSU Mario World: Being Renamed soon, mega update with lots of stuff!

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An nice fair bonus level.





A fortress.



First part of Joke's End now has custom foreground and background. Not shown; one dead Koopa.



Luigi's Mansion style GFX used here. Now has two sections rather than one before the boss(es)





A new, mainly fair level.

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Final section of the Perfect Run. Uses Buoy Base music. Any errors due to sprite memory patch not yet applied.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
·The boss battle of the video need a new arena (or improve it) and you hace to set correctly the BG and FG position in that section.

·You have to fix bad status bar palletes in the screenshots.

·There are floatind "falling spikes" in the second video. Delete those sprites or add castle tiles in the ceiling of that section.


Don't worry, I'll fix that bit about the entrance. Don't know why it's broken to be honest, it used to be working fine for months.

Edit: All fixed. Both in screen position and vertical scroll at will being enabled.

·You have to fix bad status bar palletes in the screenshots.



I know.

Floating spikes are now fixed with a ceiling.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Hack release coming soon, maybe tomorrow!













I know I have to fix the light graphics and status bar in last two screenshots, but that shouldn't be much of a problem. Bonus points if you can guess which the second show level is a remake of.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Looking foward to the release soon. And im looking foward to the challenges in the hack. Can't wait.
Yep. And here's one version of the final release:

http://dsultimate.net/Board/upload/files/file/45-dsu-mario-world-final/

No edited sprite graphics yet, but that'll be in the other version. This has all the levels, and most things working correctly except Thwomp Fortress's second room (need no sprite tile limits added for it).
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
I have played this and this is a well designed hack.
Thanks!

And I just updated to fix a few things, and add some different sprites to replace a bad part of a level which was screwed by sprite memory.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Well, it's now done, and I sent it to raocow, TheRealNinjaBoy and Goron50 to possibly LP. Should I even bother trying to submit it to SMW Central, or would the insane difficulty of a few levels get it rejected for unfairness (*cough* Power Cut Peril *cough* Creepy Castle *cough)?
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by cheat-master30
Well, it's now done, and I sent it to raocow, TheRealNinjaBoy and Goron50 to possibly LP. Should I even bother trying to submit it to SMW Central, or would the insane difficulty of a few levels get it rejected for unfairness (*cough* Power Cut Peril *cough* Creepy Castle *cough)?


to submit here: why don't try to make a version with a degree of difficulty like anikiti made with the Luigi Adventure series?

If you fix glitchs, cuttofs, palletes and mistake and if you decrease the difficulty of your hack it should be accepted.
One problem with that... some palettes do overwrite the status bar and I don't know how to edit them (my computer doesn't work with manual map16 editing, only pasting content and saving it) and two, well... many levels are both extremely difficult, and don't work well with things like midway points and such. Can you even put a good midway point in a 40 room final level?

That and I don't want to keep working on this. I'm not the original creator, it's a team thing and I'm the only one left working on this in particular.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
I actually just played a bit of the version above out of sheer curiosity. I don't really play hacks too much anymore, but since this thing has been going on for a while, I figured I'd take a stab at the levels that were there. Sadly, I don't think you're going to like what I'm about to say.

To be honest, the project as a whole feels very sloppy. I recognize that the collab is going for a more Kaizo-take on things, and that's fine .. as long as you can keep the insane difficulty consistent throughout. The problem is, there is a difference between "fun" insane difficulty, and "artificial" insane difficulty. I took one level in particular which was mentioned somewhere in this thread .. Power Cut Peril. I couldn't even beat it with save states. The idea behind it is nice (flickering), but it's utterly seizure-inducing when it flickers every half a second, and I'm not even prone to epilepsy. It ends up falling flat, looking unappealing, and making the level an utter chore to play.

There are some levels that look like a complete mess as well. "Creepy Cave" comes to mind. The ground looks like it is randomly thrown around everywhere - barely any tiles even connect in the first half, and it leaves the player scratching their head at the level. There were also a few cases of the standard blue Map16 blocks being thrown around (the first level in the hack comes to mind). Might want to look into this.

The graphics was another thing that sort of came to mind (though obviously, these were not as pressing as the gameplay issues). I was browsing a few topics on your forum, and it seemed like you were very interested in ensuring the graphics were top notch. Thing is, I didn't really get that vibe at all. A lot of the graphics clashed horrendously (the very simple Koopa edits with the elaborate Thwomps, for instance). Even the FGs and BGs didn't look that great or were tiled incorrectly (that level with the Boss Bass + death bat ceiling comes to mind).

On a very quick side note .. I don't know who ported that Joke's End track, but I'd like to have a word with them. It needs quite a bit of work to sound like the original (by the sounds of it, dominant channels became sub-dominant).

I didn't play any of the bosses, so my stance will remain completely neutral on them. I've heard people say they are slightly easy compared to the levels though, but like I said, I didn't actually try any of them.

I don't know. Reading your previous post, you mentioned that this is "one version" of the final release, so perhaps we can expect the levels to get slightly polished over before the hack is fully 100% done. As it stands now though, it's just not that great of a hack. It feels like there are some excellent ideas floating around in it (Power Cut Peril, as I said earlier .. also that FLUDD level shortly before it), but the execution of them is just too iffy to be fun.

That's my stance on it. I hope some of the feedback here will help you and the others involved in this project.

e: for the record, I'm not even mentioning the loads of minor cutoffs and palette issues throughout the hack. I assume they would be trivial at this point, so instead of pointing the small things out, I'd rather get right to the bgiger picture.
Originally posted by S.N.N.
I actually just played a bit of the version above out of sheer curiosity. I don't really play hacks too much anymore, but since this thing has been going on for a while, I figured I'd take a stab at the levels that were there. Sadly, I don't think you're going to like what I'm about to say.

To be honest, the project as a whole feels very sloppy. I recognize that the collab is going for a more Kaizo-take on things, and that's fine .. as long as you can keep the insane difficulty consistent throughout. The problem is, there is a difference between "fun" insane difficulty, and "artificial" insane difficulty. I took one level in particular which was mentioned somewhere in this thread .. Power Cut Peril. I couldn't even beat it with save states. The idea behind it is nice (flickering), but it's utterly seizure-inducing when it flickers every half a second, and I'm not even prone to epilepsy. It ends up falling flat, looking unappealing, and making the level an utter chore to play.



Don't worry, Power Cut Peril is meant to be hell. It's meant to basically be like this AR code:

http://www.youtube.com/watch?v=xpARVmz5tpA

meets Trauma Tower from VIP 4. Not a good mix, since the AR code and level end up causing severe eye strain and likely seizures. Sorry about that.

But the somewhat artificial difficulty is a fair complaint. Frankly, I agree, especially with some level ideas. And some bosses, the Thwomp boss I used from here is just really nigh unusable for a fair hack. I'd say it's really, really lucky you didn't even attempt Creepy Castle. I don't even try that level.

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There are some levels that look like a complete mess as well. "Creepy Cave" comes to mind. The ground looks like it is randomly thrown around everywhere - barely any tiles even connect in the first half, and it leaves the player scratching their head at the level. There were also a few cases of the standard blue Map16 blocks being thrown around (the first level in the hack comes to mind). Might want to look into this.



That level was rather rushed, and I should probably just use different graphics instead. In fact, do you want me to make that change today, just because I agree?

Yeah, some map16 blocks are due to fact this was ported from one ROM to another, and I haven't a clue what weird idea of level building Mariowings and co had.

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The graphics was another thing that sort of came to mind (though obviously, these were not as pressing as the gameplay issues). I was browsing a few topics on your forum, and it seemed like you were very interested in ensuring the graphics were top notch. Thing is, I didn't really get that vibe at all. A lot of the graphics clashed horrendously (the very simple Koopa edits with the elaborate Thwomps, for instance). Even the FGs and BGs didn't look that great or were tiled incorrectly (that level with the Boss Bass + death bat ceiling comes to mind).



The death bat one is an accident actually. At least, some graphics got accidentally deleted because I thought the ExGFX files weren't used. Bad decision.

The graphics by the Koopas and such are by another member, so I can't/won't comment.

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On a very quick side note .. I don't know who ported that Joke's End track, but I'd like to have a word with them. It needs quite a bit of work to sound like the original (by the sounds of it, dominant channels became sub-dominant).[/quote[

LinksDarkArrows from Youtube/this site. Not quite the best music porter, as some of his music got rejected from here before.

http://www.youtube.com/user/LinksDarkArrows


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I didn't play any of the bosses, so my stance will remain completely neutral on them. I've heard people say they are slightly easy compared to the levels though, but like I said, I didn't actually try any of them.


To be fair, the bosses are probably the best part. I'd consider myself a better boss battle designer than level designer, and they're all original.

Just blame dahnamics for the over the top Thwomp boss.

[quote[

I don't know. Reading your previous post, you mentioned that this is "one version" of the final release, so perhaps we can expect the levels to get slightly polished over before the hack is fully 100% done. As it stands now though, it's just not that great of a hack. It feels like there are some excellent ideas floating around in it (Power Cut Peril, as I said earlier .. also that FLUDD level shortly before it), but the execution of them is just too iffy to be fun.



Don't worry, your opinion is welcomed here. Keep in mind many of the level designers kinda either dropped out or ran in problems implementing their designs.

Mariowings77 literally vanished from the internet, some other people had school/work concerns, and people likes LinksDarkArrows had trouble actually implementing their levels.

So yeah, blame any errors on me having to either rush a bit or figure out how their levels would have ended. And me being rather new at Mario hacking (okay, ROM hacking, I'm fine at making AR codes).

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That's my stance on it. I hope some of the feedback here will help you and the others involved in this project.

e: for the record, I'm not even mentioning the loads of minor cutoffs and palette issues throughout the hack. I assume they would be trivial at this point, so instead of pointing the small things out, I'd rather get right to the bgiger picture.


Huh?

But don't worry, I'm perfectly open to constructive criticism, so your points are valid.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
I'm glad you've taken the criticism well. Collab hacks are always tough since you must always expect the unexpected. People will vanish, and you'll need to be ready to have backups to fill their shoes if it is needed. I've ran into this issue a few times now while running An SMW Central Production (as in, people just suddenly poofing). It's a pain, and it delays the project for sure, but sometimes waiting rather than rushing will yield better results.

I don't really have much else to say, since you've addressed everything I mentioned, though:

Originally posted by S.N.N.
e: for the record, I'm not even mentioning the loads of minor cutoffs and palette issues throughout the hack. I assume they would be trivial at this point, so instead of pointing the small things out, I'd rather get right to the bgiger picture.


First off, typo on bigger*. Secondly, all I meant there is that there were various minor cutoffs/palette issues scattered throughout various levels, but I didn't bother mentioning each and every single one - rather, I just wanted to mention the main, glaring issues first.

I didn't play the bosses, as I said, but I've seen a couple of them in action now. Not bad at all - definitely a step up from the standard Koopa Kids, at least.
Originally posted by S.N.N.
I'm glad you've taken the criticism well. Collab hacks are always tough since you must always expect the unexpected. People will vanish, and you'll need to be ready to have backups to fill their shoes if it is needed. I've ran into this issue a few times now while running An SMW Central Production (as in, people just suddenly poofing). It's a pain, and it delays the project for sure, but sometimes waiting rather than rushing will yield better results.




I know, it's just I also have to a run a site, forum, various other sites as guest writer, etc.

I've however fixed the cave level you mentioned to just use normal cave graphics, hopefully with less cut off and issues.

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First off, typo on bigger*. Secondly, all I meant there is that there were various minor cutoffs/palette issues scattered throughout various levels, but I didn't bother mentioning each and every single one - rather, I just wanted to mention the main, glaring issues first.

I didn't play the bosses, as I said, but I've seen a couple of them in action now. Not bad at all - definitely a step up from the standard Koopa Kids, at least.


Thanks. I'm trying to make this one day get used as a base hack, so that less people use the Koopalings in general. Because as a hack player, I'm getting really sick of fighting Iggy Koopa, and very few people ever even seem to try the boss sprites you can get online.


But all I now have to hope is that people like NinjaBoy, or raocow, or Goron50 or the like... like playing it. Which is yet to be seen.

Edit: Oh, and any difficulty complaints towards A Light in the Dark can be directed towards Artoon, it's a part remake of a Yoshi's Island DS secret level. And those were rather openly both Kaizo and unfair.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Alright, a surprising update...

I'll still add a few things to this. Yes, I announced it's release, and a ton of DSU members downloaded it, as did quite a few people on Youtube, but I've had some offers to change the general sprite graphics, and to make the events work for after world 1. So now levels like Power Cut Peril would be required...

I've also made some changes to fix some of the things SNN pointed out in this topic.

I also found some bugs that needed to be fixed thanks to member feedback. I also need a very, very urgent idea for a replacement for the stick figure boss, as it's collision detection is pretty poor and people were annoyed with it (and it's not as easy to change as it sounds, many other bosses are set to end the level after they've been beaten, so I can't just copy and paste stuff from earlier into a final level room.

And here's a random boss video, with a boss made because I wanted to prove traditional ASM for simple bosses was redundant in these modern times. It's based on a Brutal Mario boss:


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For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Despite what cheat may say, I can assure that this hack is NOT finished, not yet. I'm still going through and testing levels, mostly for the sole purpose of seeing whether or not they're fun, and whether or not they're broken. There are indeed issues that need fixing.

Also, there's the overworld. Currently, it's free roam. Players can go anywhere and do anything. I WAS going to go ahead and make more paths and create events, much like the original game. Thing is, though, I'm afraid that players will come to a level that is either broken or so frustrating that they just quit the game. Which would be unfortunate. SO, at this point, I think I'll improve upon the overworld's paths and such, but leave it to free roam, allowing players to go to whichever levels they'd like to.

I've already asked cheat for his opinion on this, but I'd like some other opinions as well, since people like you will be the ones playing this when the final FINAL release is, er, released.

EDIT: I do want to say, though, that this hack has come a long way. There are a lot of good things in it; it just needs some touch-up work.
Proud supporter and maker of ONE level in this big back (by DSUltimate): http://www.smwcentral.net/?p=thread&id=33227
This hack still has at least one or two weeks work needed there are some major graphical glitches currently being fixed by me and Zexis and some levels are actually impossible to complete...
And also the fact that you can't go anywhere on the map at the moment with out using the overworld editor...
BTW guys this is Wasabi just so you don't think I'm some random.
And don't worry about the seemingly bland/alpha enemy graphics they're are being fixed by a wonderfully magnificent artist.
Originally posted by cheat-master30
Well, it's now done, and I sent it to raocow, TheRealNinjaBoy and Goron50 to possibly LP.


Well I have to say I am really really wanting to LP this and am looking forward to it seeing as Mariowings brought this to my attention near the beginning of it's creation. I do have to say though even though I have been sent a copy of the hack already and I helped fix the problem with the no sprite limit patch I do want to wait till the final version is out before I LP it. This hack looks great and things look defined but I am aware there are still bugs and events pass world 1 are not finished.

I would just like to say I am more than willing to LP this to the end no matter the difficulty but I will wait till the final edition is out. I do hope it gets finished soon as this looks amazing plus the hard work put into it has made it very diverse in the bosses and gameplay (even though I've only heard about most of them.)

I do have to say 1 thing though the new YI Boo boss does bother me a bit as it's not animated doesn't move and shoots bullet bills? I mean I can understand the fire to a point but not bullet bills and it would be nice if the boss has some animated frames.
Originally posted by Zexis
Despite what cheat may say, I can assure that this hack is NOT finished, not yet. I'm still going through and testing levels, mostly for the sole purpose of seeing whether or not they're fun, and whether or not they're broken. There are indeed issues that need fixing.

Also, there's the overworld. Currently, it's free roam. Players can go anywhere and do anything. I WAS going to go ahead and make more paths and create events, much like the original game. Thing is, though, I'm afraid that players will come to a level that is either broken or so frustrating that they just quit the game. Which would be unfortunate. SO, at this point, I think I'll improve upon the overworld's paths and such, but leave it to free roam, allowing players to go to whichever levels they'd like to.

I've already asked cheat for his opinion on this, but I'd like some other opinions as well, since people like you will be the ones playing this when the final FINAL release is, er, released.

EDIT: I do want to say, though, that this hack has come a long way. There are a lot of good things in it; it just needs some touch-up work.


Wouldn't the best answer be to help fix the levels that are broken so the player doesn't get frustrated by an impossible or broken level? And then just have normal overworld paths? Just an opinion.


I was probably slightly hasty with my original 'finished' posts, so I'd say ignore them. I'm not sure what to do about the posts on the DS Ultimate home page about it, because I have no idea if people commented or such and would lose work by the posts getting unpublished or deleted. Still, we've had a change of heart (again) and the hack will be continued to make it better and fix all the issues.

Well I have to say I am really really wanting to LP this and am looking forward to it seeing as Mariowings brought this to my attention near the beginning of it's creation. I do have to say though even though I have been sent a copy of the hack already and I helped fix the problem with the no sprite limit patch I do want to wait till the final version is out before I LP it. This hack looks great and things look defined but I am aware there are still bugs and events pass world 1 are not finished.

I would just like to say I am more than willing to LP this to the end no matter the difficulty but I will wait till the final edition is out. I do hope it gets finished soon as this looks amazing plus the hard work put into it has made it very diverse in the bosses and gameplay (even though I've only heard about most of them.)

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I do have to say 1 thing though the new YI Boo boss does bother me a bit as it's not animated doesn't move and shoots bullet bills? I mean I can understand the fire to a point but not bullet bills and it would be nice if the boss has some animated frames.


About the YI Boo Boss... it's mainly to prove you can make something like an early boss in Brutal Mario without ASM in this day and age, and the original had about as few animation frames and the same somewhat illogical attacks. Not that that means I won't change it to make it more logical, just giving a minor possible reason.

But thanks for being willing to LP this to the end and your compliments, they are most appreciated.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.

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