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Super Mario Land. custom overworld semi done

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this is my first hack. currently im 3% in on my quest for about 60 levels. Super Mario Land by Abby.


Offical Demo 1.0
http://bin.smwcentral.net/46499/Abbys%20Super%20Mario%20LandDemo2.1.ips


this is my first hack so be easy please.



KUDOS TO Curroptendo for helping me with level 1 and possible future help.
"If you cant hold tough.. hang loose" "Abby"
"Im a full fledge Lez. and theres nothing you can do about it.." "Abby"
Welcome to SMWC, YoshideAbby. I'll try to give good pointers. =P

The most major problem here seems to be with the pipe that you enter; it leads you to a neverending bonus room so you are stuck there and can not finish the level. You can fix this with the button with the arrow on the door and setting up the exit (press F1 to view screen exits) and set up a new secondary exit by checking on the box and then going to the door with the 2 and editing the secondary exit for the number you specified. Tweak the secondary exit so it shows Mario at the point of the other end of the pipe and you should be all set.

For the fish that just fall in the water, you wanna click the Lakitu head and check on the second "enable sprite buoyancy" option so that they swim.

In some parts, you have a lot of in-game slowdown, you'll want to use less sprites where that happens.

There are also some issues with sprites using the wrong graphics, namely the P-balloon that comes out of the box and looks like a floating carrot platform - in Tileset-Specific Sprites, there will be an SP#=# in the top left of the window that tells you which graphics flie to load in a certain slot to make the sprite look correct. In the Super GFX Bypass window (red poison mushroom) you can set that graphics file.

"Cutoff" graphics is the subject of a lot of criticism here. It's fine in small amounts since it's barely noticable during gameplay, but I see you have large walls missing. Browsing around the Standard Objects window will show you different kinds of walls with corners and such so you can connect your land and make it look good. :> You'll also not want to put the berries on a really small bush, but rather a big bush or a tree. I would also not recommend putting coins on the same layer on top of the vines because same problem when the coins are collected. :s

With the P-switches, I see that you have some silver ones but no blue ones, and your key is inside the brown blocks... sooo what you wanna do is move one of those switches to the left or right so that it will be blue and you can use it there and get the key.

The ground where you have the keyhole above can't be walked on. D: Try cloud tiles, I think they'd be perfect there.

On your design itself, I do see that there's an awful lot of stuff you tried to fit in but I can't really judge it quite yet. Usually, I think a level works better when the author has no more than a few concepts in mind to develop for a specific stage and create a certain flow, but almost anything can work nicely and everyone has different views on what constitutes good level design. I understand this is a first hack and most of our early levels are like this even though we all branch out eventually into different styles.

Lastly, I'd recommend making patches of your hack with Lunar IPS from now on and to replace your current link with (make sure you always have a copy of an unmodified SMW ROM) since the illegality of commercial ROMs makes it an offense to post one here. D=

Have fun with Lunar Magic and good luck with your hack, I'm sure it'll get better as you learn the editor more.

Just look above you...
If it's something that can be stopped, then just try to stop it!
That doesn't seem to be the only issue in the hack, Counterfeit.

Upon looking in Lunar Magic, I noticed that there were MANY more sprites in the level than had appeared. This equates to a sprite memory error.

Abby, you should first get rid of some of the unnecessary sprites, and then change the sprite memory setting (Lakitu head button) to 0E.

If that doesn't fix the problem, apply edit1754's No More Sprite Tile Limits patch to your rom with xkas, and change the setting to 10 instead.
im not sure what"s unessacary. I tried to create a fun and challenging level (the 4 trials) and maybe I went overboard on the enemies. but I updated it. version 1.3 not sure how to fix the pipe. but hey.



http://bin.smwcentral.net/46279/Abbys%20Amazing%20Mario%20Adventure.ips


and a pic.


http://i53.tinypic.com/14kxm36.jpg




im not really sure what I did wrong. Im looking at your comments and not knowing what the hell your talking about no offense. so I hope made a decent level? for my first try?

yczedit: dear lord that's a huge picture. If something stretches the tables like this, please link it instead of posting it directly.
"If you cant hold tough.. hang loose" "Abby"
"Im a full fledge Lez. and theres nothing you can do about it.." "Abby"
From your screen shot I've noticed you put 2 moons on that platform at the top. I would recommend replacing them with a 1-up mushroom as moons should be very rare and hard to get. Also, the platform they are on is cut off and as a suggestion you could replace it with some clouds.

Also, for a bullet bill to fire, you need to go into the sprite list and go down to 'special commands and generators' and insert the bullet bill spawning sprite where you want them to come from.

I hope you find my suggestions useful. #w{=)}
This hack really needs more work. Here are things that NEED fixing:


Cutoff ledges. Use the corner tiles to connect land.


Cutoff vine. Extend the bottom to the ground and put a cement block over the top.


Oh no. Cutoff platform, cutoff bullet shooters, TWO 3UP Moons and a Cape. Way too generous.


Cutoff land. Use the the corner tile and vertical grass edges.


Why so many Yoshis? And cutoff water where it meets the cement blocks.


NEVER use stacked Munchers! Also, really bad slowdown here.


Ugly cutoff floating bullet shooters.


So, if I kill the Koopas I can't continue without flying up?


NEVER have more than one Yoshi in a level or it glitches up like this.


Cutoff land and nets.


If I enter the pipe from either end, I get taken to Level 0/100 otherwise known as the Endless Bonus Game. I have to fly over the blocks to continue.


Silent Bullet. Never use these.


I see you inserted the Midway Point through MAP16. Don't do this. It doesn't look right and the tape reappears. Insert this through the Extended Objects.


Because level is set to "No Vertical Scroll unless flying", I have to fly up to see where I'm going. Set this to "Vertical Scroll at will" by clicking the button with the Mario head.


Horrific slowdown here. You probably inserted far too many sprites.


What's the point of this when I can just jump over?


Glitched rotating platform and more slowdown. NEVER use glitched graphics!


Cement blocks everywhere, glitched Goal Post and no Goal Tape meaning I can't complete the level. Probably missing due to too many sprites. To fix the Goal Posts, move the whole thing one tile down and paste land over the bottom. DON'T use cement blocks as it looks cutoff.
updated!!! cutoff . GONE! sprites. CUT! version 1.6 of Abby"s Super Mario Land (formaly. Abby"s Amazing Mario Adventure)



http://bin.smwcentral.net/46337/Abbys%20Super%20Mario%20Land.ips


update. kudos to Corruptendo for helping me finish level 1. and possible future help with the hack. level 2 and onward being worked on now
"If you cant hold tough.. hang loose" "Abby"
"Im a full fledge Lez. and theres nothing you can do about it.." "Abby"
The next step in SMWHacking is Graphics and its pretty simple!
My Hacks:
-Mario is Sick!

Join me on youtube and the slaughtercast!
Slaughterbrother2
Slaughtercast


on graphics. I would rather stay true to Super Mario World"s graphics. stay true to the 16 bit generation. and not mess with graphics too much, my two take,
"If you cant hold tough.. hang loose" "Abby"
"Im a full fledge Lez. and theres nothing you can do about it.." "Abby"
well I say, stay vanilla for your first hack and then go chocolate

vanilla - only use Super Mario World stuff

chocolate - use only Non-Super Mario World stuff

well you can make a 50/50 vanilla/chocolate hack.
but its all up to you.
My Hacks:
-Mario is Sick!

Join me on youtube and the slaughtercast!
Slaughterbrother2
Slaughtercast


Not bad for a demo but there somethings you still need to fix. Such as the midway. If i get it and die i end up dying at the start. Also there a lot of slow down in the pipe maze thing, which i don't even need the p switch to go through it. There is minor cut of here and there and Also i can't take yoshi with me!!whaa!... #w{:<}. Other then that good start.
You could also do what I did and start off with a vanilla hack, and gradually make it more of a chocolate hack as you learn how to use tools other than Lunar Magic (like yy-chr, Addmusic, and spriteTool). It's up to you if you want this hack to be vanilla or chocolate, though.

Also, I checked out this hack earlier and I can tell you are new to this. Keep at it and you'll get better over time. As a suggestion, one of the bigger problems with this hack is the slowdown. If you are using the latest version of Lunar Magic, apply the FastROM patch (it's under the options menu) or get rid of a few sprites in the places where it occurs to help reduce slowdown. Good luck.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
You're doing a bit better Abby, but there are still some issues to fix.


The ledge on the right is still cutoff. Also, wrong corner tile at the left.
Originally posted by WhiteYoshiEgg
Remember:



Two free lives this early is a bit too generous. I would recommend getting rid of these 1up mushrooms, and moving the Dragon Coin over to the cloud platform.


Another wrong corner tile.


The cement blocks create cutoff in the water. Also, another bad corner tile.


You do realize you can extend those shooters down, right? But that's beside the point. Using them with cement blocks creates cutoff.


You can die here by glitching into the cement blocks if you walk onto the springboard while Super and/or riding Yoshi. NO. The player should never be able to die like this.


Cutoff nets, but worse yet, you're forced to ditch Yoshi here. The player should never be forced to ditch Yoshi under any circumstances.


Another cutoff net and bad corner tile.


If I hit this midway point and die...


I fall to my death upon re-entering the level. This is a big problem since the player can no longer complete the level.


Easy 1up mushroom. You should probably hide it somewhere else or simply get rid of it.


Lag. Also, the yellow pipe below Mario is cutoff.


Sprite memory issues. The springboard that was supposed to be here didn't spawn, and now I have to wait out the timer.


I might be missing something very obvious, but if I didn't bring the P-switch from the beginning of the level, I would have been stuck here and forced to wait out the timer or commit suicide.


But worse yet, you once again forgot to place the goal tape. This means I am forced to wait out the timer or commit suicide anyway.


Finally, you tell me not to enter the second level...


... but I am still able to enter it anyway! Now I'm stuck again, and have to suicide/wait out the timer to escape.

It would be nice if you fixed everything I showed you here.
Version 2.1 of Abby"s Super Mario Land is being worked on. the offical demo will be released when World 1 is complete.


im working on the Yellow Switch Palace


pics!!!!

http://i52.tinypic.com/sdfs7r.jpg


http://i55.tinypic.com/504axx.png


http://i56.tinypic.com/30idvz6.png



the goal I have in mind is to get to the end in the secret area to get the p-switch. to do away with some blocks that cover the pipe. but I got a few questions to ask. and some assestment before the final version of the level.


1. how do I got pow disabled blocks?
2. will the pipe work?


thanks for help
"If you cant hold tough.. hang loose" "Abby"
"Im a full fledge Lez. and theres nothing you can do about it.." "Abby"
There is cutoff all over the place. I'd suggest using these Switch Palace Graphics or using a different tileset since the current SP graphics really lack corner tiles.

Also, the five 1UPs are a bit too generous.

Now to answer your questions:
1. POW disabled blocks?

2. You need to set the pipe to go somewhere. Click this icon , select the screen that the pipe is on in the dropdown box. To see the screens press F1. Next type in the level in the second box where you want the pipe to go to.
By pow disabled blocks I mean used blocks that go away when you press a P Switch (aka POW)
"If you cant hold tough.. hang loose" "Abby"
"Im a full fledge Lez. and theres nothing you can do about it.." "Abby"
For P-switch disabled used blocks, you can just use plain old used blocks.

If it's On/Off switch activated blocks you're after, you'll want this. You'll also need to download xkas and BlockTool Super Deluxe.

Make sure you read the xkas tutorial and the BTSD tutorial, so you know what to do.
hello everybody. it"s me Abby. with the first offical demo of Super Mario Land. this demo is 4 levels long. including Yoshi"s house. changed are the first level (seen in the unoffical demo) the Yellow Switch Palace. Yoshi"s House somehwhat. and Yoshi"s Island 2




Go to MY FILES to download. or use this link


http://bin.smwcentral.net/46499/Abbys%20Super%20Mario%20LandDemo2.1.ips

pic of changed Yoshi"s Island 2.
http://i54.tinypic.com/16bzofc.png



The second offical demo. including all of World 1 to be finished. to be released soon.
"If you cant hold tough.. hang loose" "Abby"
"Im a full fledge Lez. and theres nothing you can do about it.." "Abby"
On that image of the new level:

Mmm...building a level entirely out of cement blocks isn't a good idea either; it makes the level look uninspired and boring. Try to use more actual land instead of cement blocks.

On top of that, there's quite a bit of cutoffness with the water against the brown used blocks and the cement blocks, which is not pretty to look at. Quite a few of those green pea bouncers are facing the wrong way as well (you can tell because they're the ones that end up partly inside the cement blocks).

Speaking of the green pea bouncers, since those are sprites, placing another sprite above it (like the Koopa and P-switch in the upper-left part of the screenshot) won't work, as the sprite above it will just fall through.

On the level design itself, I don't think all that P-switch action is necessary. Also, I don't particularly like seeing so little a variety of enemies (with just the Koopas and the fish); mix it up a little more!

I hope this isn't too harsh, but I would like to see this improve.
Layout by Mirann <3

I'm probably retired tbh
Originally posted by ZMann
On that image of the new level:

Mmm...building a level entirely out of cement blocks isn't a good idea either; it makes the level look uninspired and boring. Try to use more actual land instead of cement blocks.

On top of that, there's quite a bit of cutoffness with the water against the brown used blocks and the cement blocks, which is not pretty to look at. Quite a few of those green pea bouncers are facing the wrong way as well (you can tell because they're the ones that end up partly inside the cement blocks).

Speaking of the green pea bouncers, since those are sprites, placing another sprite above it (like the Koopa and P-switch in the upper-left part of the screenshot) won't work, as the sprite above it will just fall through.

On the level design itself, I don't think all that P-switch action is necessary. Also, I don't particularly like seeing so little a variety of enemies (with just the Koopas and the fish); mix it up a little more!

I hope this isn't too harsh, but I would like to see this improve.




ehh. I see what you mean. I meant for this to be a cave level. but the cave tileset in lunar magic is all glitched. so I used cement blocks. I didnt know it was a no no.


ehh im not sure how to fix the green pea bouncers. there called springs btw. sometimes it works good sometimes it doesent.


on the level design. I didnt want it to be too hard. I thought the P switch mayham would be a origional concept. working through the block maze to find the end. maybe I went overboard with it. Idk.


and on the enemies. I want to stay a true vinalla hack. and most of the enemies sprites are glitched up in LM. so all I have are Koopas. Goobas (which are in the level). Bullet Bills and Fish. so im kinda stuck there.


It"s not too harsh. im trying to find out what to do right. and put all these comments into making my first hack a good one. im listening.
"If you cant hold tough.. hang loose" "Abby"
"Im a full fledge Lez. and theres nothing you can do about it.." "Abby"
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