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Pandemonium Fortress.[Done]

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Alright. I've been toying with Lunar Magic for 2 years now and I figure it's about time I got some people to test this. It's the second hack i've been working on and it may be too hard. I based it off of the original and added a music patch from the documents section.

First some Screenshots.


This is a level on the hard path called "Express Tunnel". Basically it's an auto-scroll level where you have to think fast.


This is the first world. I don't really have names for the worlds since each level has it's own name. As you can see the start point is renamed "Southern Outpost". i figured that would be appropriate for this hack.


Pretty simple platforming part if you know how a spin jump works.


I finally found a use for the football bouncing in place. this is pretty hard but with some patience you can do it.


Even though the palette is different it's still the same level. Trust me, this is less complicated than is looks.


Floating skulls on a river of lava with bullet bills. Judgement is the key here.


Firing Grounds since I don't have a screenshot of it already. (Note this was the first level I actually made for this hack and it's my absolute favourite).


Sky Land Gauntlet. Figured I should make use of those turblocks and the BG scroll. Also the ? Blocks have been removed from the background.


This is the new level I've made for the easy path called "Hip Hip Heights". I may change the background but I doubt it.


This is a tricky little jump/dodge but not all that hard.


Yup, the level ends with a ? sphere. I couldv'e ended it with a goal point but I've been looking for an excuse to use the ? sphere.


This is a part of the level "Underground Spring" (which I've changed the name to "Double Splash Cave"). This part is very tricky if you lose yoshi.

VIDEOS:

<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/4BLZU_SO1Do"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/4BLZU_SO1Do" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
This is a level called "Tunneling In" I may change the name but I'm pretty happy with the level itself.

<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/8-pTKpn_TBU"> </param> <embed src="http://www.youtube.com/v/8-pTKpn_TBU" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

This level is called Sombre and it's alot harder than most of the levels I've made. Also alot more fun.


Now I haven't used any ExGFX but I have used a couple blocks from Blocktool to add a bit of creativity.

Now, I need BETA testers. I've tried it with a few people but they whined and complained that it was too hard with a keyboard. I figure people here might be able to handle a bit harder hack.

Enjoy the screens and remember Pandemonium means chaos.

Also: feel free to ask any questions about my future plans for this because I now I haven't given too much info.

EDIT: Here is the GAME
I made a standalone game once, look for Seabug Stampede on Google Play.
Looks tough. Remember that it might seem easy to you after you've tested it 20+ times, but it will be harder for someone else to play. I see nothing wrong in the screenshots, but you should at least try to put more custom stuff in. I can explain inserting custom sprites and their included ExGFX if you want. Custom music... I'm not so good at.
Oh well music is not much problem at this point. I have that custom music patch and that'll hold me over for a bit.

Now as for ExGFX that's a bit lower on my to do list than other things. I wanna make a new title video (ast time I tried that i failed horribly) and I'd like to get more familiar with YY-CHR (YY-CH-R, I dunno how you spell it).

As for difficulty it's interesting. I try and make what makes the game difficult vary (sometimes alot of enemies, sometimes careful jumping, etc.) I actually made one level with most of the traps fear based. Scariest level you'll ever play on a SMW hack. my point is the difficulty varies on what you're good at. Mostly though you just need practice.

Now as for custom stuff... well here's something. I'm pushing around the preset paletes and sprite headers a bit. I've got one part where three shells come flying at you and it's usually just enough to slow the gameplay down (to give a slo-mo feel). I feel such things aren't tried very often.

Anyway I'd like to know the policy on submitting demos for testing if anyone can enlighten me on that.


I made a standalone game once, look for Seabug Stampede on Google Play.
I'll be a beta tester if you want, I <3 hard hacks :P.
Okay, I just want through a round of bug fixing. I'd really like to know what to do with the patch. I suppose I could e-mail to you guys since there's no attachement option that I see.

So whoever is okay with me e-mailing the first version say "aye" or if anyone can tell me a better way plese do tell.
I made a standalone game once, look for Seabug Stampede on Google Play.
The screenshots look quite original. Not in a bad way though. The levels you constructed there look quite non-linear, which is good, and it looks like you have good content in there. Looks like a nice regular GFX SMW hack judging by what I see so far. Please post more screens.
I'm going to have to strongly disagree with Onthenet's comments...

A good hack does NOT need ANY custom blocks or sprites or music or even graphics. Sure, those things make it better, but they are not REQUIRED, and excellent hacks can still be made with all the original features of SMW, nothing extra.

What a hack NEEDS is good level design. There's no such thing as a good hack without good level design. That's why Brutal Mario is a pail of fail. And I think you should practice that skill more than any other skill if you want to be a master at hacking. By the screenshots, your level design looks pretty good, but it's easier to tell when playing the actual game.

As for hosting problems, get an account at snapdrive.net and upload the .ZIP file of your hack. Then you can share it with anyone you'd like.
It's me!!

High on life is the best high.
Of course, file hosting. Me so dumb. I've got an account at HDDweb so i'll use that. Here's some screenshots first though.


This is a level on the hard path called "Express Tunnel". Basically it's an auto-scroll level where you have to think fast.


This is the first world. I don't really have names for the worlds since each level has it's own name. As you can see the start point is renamed "Southern Outpost". i figured that would be appropriate for this hack.

As for the demo. Seem HDDweb is running slow so i'll have it up later tonight or some time tomorrow.

EDIT: So HDDWeb doesn't like .zip files. Oh well. signed up to snap drive. a bit unhappy about all the information I had to give. anyway here is the Demo.

http://www.snapdrive.net/files/530916/Pandemonium_Fortress_Demo_V1.1.zip

I made a standalone game once, look for Seabug Stampede on Google Play.
This is partly for a bump and mostly for an update.

I've changed a few things in this version. The level "Firing Range" has had quite a palette change and the level "Russian Museum" now has a good background. You can get it HERE or in a similar link in the first post.

Enjoy the update.
I made a standalone game once, look for Seabug Stampede on Google Play.
Hey, sorry about not responding to your PM, was on a trip to Florida :P.

Anyways, for the hack:

It's got nice design, only problem I see is...LEVELS TOO SHORT!

There really short >_> thats about it lol.

Ah, well i've notice that but I figureed the difficulty would balance that out. But don't worry. I just made 2 levels that are fairly long and put them in. Once I fix a bug i'm having with the overworld I'll put it up.

In other news does anyone know how to make one of thos title screens that are just a picture? i'd like to implement that rather than a demo video.

EDIT: Aha, Beautiful. A new update with two new levels. One especially made to be a long level and one that's a good size. I also tweaked a few other things. Enjoy. HERE

This will also be the version in the first post.
I made a standalone game once, look for Seabug Stampede on Google Play.
I'll test it for you. Hard hacks are fun.

tatanga
Ahaha, I wasn't sure if it was just me or if it was hard, I kept on dying lolol.

Will edit once I play second version :P

Edit: This hack is very enjoyable, last time I never got to firing grounds (not sure if it was there before last time lol), and it was AWESOME, which music is used for that level? Sounds so familiar..
Shell kicking turtles are WAY, WAY overused. They're in every level by the dozens. About 95% of my deaths were because of them. Please cut back on the number of them. There are lots of other enemies you can use.
Firing Grounds uses MM2 music. Dr. wily Stage one to be exact.

Hmmm, perhaps I have overused the kicking turtles but i love them so much. I'll look into using other enemies.

I'll put some screenshots in this post too, just for fun.


Pretty simple platforming part if you know how a spin jump works.


I finally found a use for the football bouncing in place. this is pretty hard but with some patience you can do it.


Even though the palette is different it's still the same level. Trust me, this is less complicated than is looks.


Floating skulls on a river of lava with bullet bills. Judgement is the key here.

I made a standalone game once, look for Seabug Stampede on Google Play.
Awesome, I thought it had to do with Mega Man, I got the mp3 of it now, stage 1-2 of Wily. :P

Also, bullet bills are sometimes overused ;)
hmmm, i suppose i'll cut back on the bullet bills, but they'll be making a comeback in the later levels.

And here are some more screenshots.


Firing Grounds since I don't have a screenshot of it already.



Changed


Flying Turnblocks with a few obsticles in the air.

The last two screenshots are in a new level on the hard path called "Sky Land Gauntlet"


On another note, how many levels should I have in total? I don't want the game to become monontonus.
I made a standalone game once, look for Seabug Stampede on Google Play.
Are those blueish ? boxes on the background? If so, bad choice.
Too many growing vines (or any sprite for that matter) can screw the framerate and cause lag.

Also, as Amanda said, question mark blocks do not a background make.
It's not even close to Halloween, and already Christmas Sales are starting early!
Well i suck when it comes to background editing. I suppose i could change it.

As for the vines the framerate hasn't suffered during any of the changes so far. I may delete them later but I find it to be a very interesting effect. Maybe i'll put that idea in a different level.

Thanks for the input, I'm know off to change that level.
I made a standalone game once, look for Seabug Stampede on Google Play.

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