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SMW 2012:Master Hand's Doomsday

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Project 2012 is my hack that i development before to C3:

PROJECT 2012



PROTOTYPES:
DEMO 2.0
DEMO 3.0
[removallog]
I played this hack, and it looks good, but there are some errors to fix:



Why are those tiles (on the right) on this message?



Looks a little empty here. I know decoration and stuff isn't the issue here, but you might add some sprites.



See above.



RED STEM ALERT! This patch may help you if you don't want VRAM errors.



I'm stuck here because I was stupid when I let Balrog cross the wall. This also happened with a kaizo hack I was playing.



I think this vine isn't needed, the other two are.



Indication would be needed to know that those ledges are also "carry blocks".



Are you sure you got permission from Carol to use this boss sprite? It's the second time I fight it.



Finally, going down when touching the star causes Mario to get stuck and go to an endless bonus game. [/removallog]
Windowless ride, feeling alive
Are you alive or just breathing?
I don't play demos so screenshots - I find that the graphics style is inconsistant, YI, Kirby, Psuedo 3D, bla, it all doesn't fit. But the level design seems OK TBH.
Originally posted by miguel21450
[removallog]


Are you sure you got permission from Carol to use this boss sprite? It's the second time I fight it.


Carol has all his sprites uploaded onto his site and even a link to them, Carol just asks for credit.

*hintgoogletranslatehint*
meh
Wow... This is awesome! Though i don't play demo's alot it still looks nice. :D

It's too similar to Brutal Mario.
Linear level design and mostly sprite based challenges. While that's certainly not a bad thing, it felt exactly like I was playing a 2007 Brutal Mario demo.
Originally posted by miguel21450


Indication would be needed to know that those ledges are also "carry blocks".

They're like that because they acted like that in SMB2.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Originally posted by miguel21450


I think this vine isn't needed, the other two are.

They aren't, no one in this level is needed actually.

And this hack is in your style: graphics veriated, too variated that clash with everything everywhere, bad choice and abuse of custom sprites, Brutal Mario-based stuff (specyally the bosses, for the love of God stop using these bosses, legendary bosses aren't legendary if used twice), and flat and empty levels. I'm sorry but you have to improve this hack here and there.

Also, I hope this isn't your final submap O.O
It's easily the best thing I've done
So why the empty numb?
I played your second demo & I have to say that it's better than your first demo, because there were more levels in this demo than the last one, which meant that you have more enemies & bosses to fight. Anyways, I'm wondering when the hack will be fully completed.
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Wow! Looks pretty good. The only real negative thing that I noticed about this hack is that there seems to be no consistency in graphical style. Vanilla SMW foreground graphics + realistic, detailed Donkey Kong background = major style clash. There's no consistency, and it just doesn't look right.

If you don't understand what I really mean about the whole graphical consistency deal, just play TSRPR. It's a perfect example of good consistency through the entire hack. You'll understand then.

Also, a few of the GFX sets you used are a tad cliche. Not that that's a bad thing, just something to note. I myself am big on originality and uniqueness, but if you don't care, there's no reason to take this to heart.

But still, these are only very minor complaints, and both are fairly easy fixes if you really want to do so. As for level design, this hack is looking good. If what I just said makes you think I've just completely slammed your hack into the dirt, know that my comments are intended to be constructive. Good work. :)
tired: 'JOYCON BOYZ'
wired: 'The Fellowship of the Switch'
NEW PROJECT 2012 DEMO RELEASED:

CLICK HERE FOR DEMO 3.0

-New stages released
-Bonus stages
-New submaps

Advices:

1)Report any errors to that thread
2)Make questions about my hack
3)New surprise coming soon
I enjoyed your new demo of this game, man. The new levels were pretty nice too, you know. I also like the fact that you used the Sigma Stage 2 for one of the levels of the final world of the game. Based on what I saw in the final world map, I have to assume that Master Hand will be the final boss of this game. I've never seen Master Hand in a SMW Hack, but I assume it'll be a whole lot of fun fighting him if I did.
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FULL GAME OF PROJECT 2012 RELEASED:

CLICK HERE FOR FINAL VERSION

Screenshots:


That Overworld is just a troll!!


The REAL final submap!!






Master Hand Battle


I'll release the demo coming soon...
Originally posted by Roberto zampari
FULL GAME OF PROJECT 2012 RELEASED:

CLICK HERE FOR FINAL VERSION

Screenshots:


That Overworld is just a troll!!


The REAL final submap!!






Master Hand Battle


I'll release the demo coming soon...


Awesome! I knew Master Hand would be in this hack, & now that it's complete, I'll go ahead & play it to the fullest.
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Looks nice, but if Master Hand is in the secret submap, who's in the first castle shown? Is there even a different boss located there?

Also, is the final destination fg the one on spriters resource, except reduced to 16 colours?
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 RELEASED IN PUBLIC,CLICK HERE

@cheat-master30:I ripped from sprites resource but the image was too big and have to reduce it.If you play the hack,you'll understand!!

If anyone LP that hack,PM me!!

And one thing,change this for Full Releases!!
My hack is now complete!!
Alright, I have LPed the first part.

LP Part 1

Enjoy =)

Well guys, I'm here to inform you all that I've finally beaten this hack. Master Hand is one the best custom bosses I've ever seen in a SMW hack. An epic final boss battle to say the least.
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