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Sequel of Master Hand's Doomsday: Grey Strikes Back

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Hello everyone...

I'm making a sequel of SMW 2012:Master Hand's Doomsday.
Look the screenshots of first world:

WORLD 1: SYLVANIA CASTLE


Levels


#1 Standard Grey


Progress of my overworld

If anyone want a collab with EXGFX,sprites and music,please PM to me!!
Looks pretty good, although I think you could make the overworld slightly less flat. Anyway, I'm interested to see more, I liked the original.

- BlackMageMario
Just finished your world 1 demo. Really impressed by what you have so far. Keep up the excellent level design and hopefully this hack will see a full release #w{=D}


Just wondering, which version of the Wood man stage graphics are you using?
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

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Irying this demo, i found it quite interesting, although there are few things i don't really find appropriate (kinda the first submap: It looks bad! A lot of Back Door's towers to make the "shop center" palace, where you enter and there is flat NESish graphics with high detailed characters, but the rest is okay).
First, the levels: They are all ok, regrading level design, but with few compliants, which one is:


This part is too hard: you should lower the other side of the waterfall thing, because that part is particularly hard, compared to the rest of the levels.
Then, if you want the cape required to find secret exits, you might want to add at least one cape powerup in a level: no one is going to buy a powerup for 50 coins: it should at least be in one level of the world.
Some parts (the keyhole that leads to the yellow switch palace) are too hard to reach: lower that part a little.
Now, about the graphics you used:


Watch out the cutoffs here: you might want to add few tiles to fix the pipe-grass connection, the same for those pylon things.
The, the overall graphic choice: not bad, actually, but i think the palette contrast should be higher: they look too bright.
Then, i think the major compliant about the graphics choice is that all the levels look the same each other! The whole world seemed an incredibly long unique level divided by phases rather than individual levels, because you used the same graphics over and over: even Ice Man's Bowser'r Return did that, and that actually looked boring. You should vary the level graphics a little, no need to use the same graphics in all levels of a world. Unless it's required, though.
then, about the boss:


Urgh no! This boss is the glitchy! And even if you jump on it, you might get hurt. This because of a spriter's laziness who didn't want to make a more reasonable boss (i mean, the author of that boss). I would change this with something of more appropriate, really.

Then, aside those compliants, i think this hack is on a good way.
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Originally posted by Daizo
Just wondering, which version of the Wood man stage graphics are you using?

I'm pretty sure he's using Firebar's version.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Alessio/Dinomar

This part is too hard: you should lower the other side of the waterfall thing, because that part is particularly hard, compared to the rest of the levels.

You played SMB2?
That part is easy!!

Originally posted by Alessio/Dinomar

Watch out the cutoffs here: you might want to add few tiles to fix the pipe-grass connection, the same for those pylon things.

I fixed this,i'll send the IPS patch coming soon!!

Originally posted by Alessio/Dinomar

Urgh no! This boss is the glitchy! And even if you jump on it, you might get hurt. This because of a spriter's laziness who didn't want to make a more reasonable boss (i mean, the author of that boss). I would change this with something of more appropriate, really.


The boss works fine!!
HuFlungDu made this!!
This is Kirby boss!!
Alright so I played through your hack and i have to say that it looks really good though I found some flaws that you might fix


in the first level of world 1 it feels really weird when it looks like this with custom graphics


And it looks like this why not change the background

2. while I like the sonic 3 background you used why did you use the same background on all 4 levels in world 1?

why not change the back ground for some levels?


The 8-bit graphics in the world 1 castle would've fit good if the enemies were 8-bit as well.



Also you should change the Nintendo Presents since you made this hack.
Also at the yellow switch palace since I am in a room with no time limit if i died i get the time up message. why not use the time up patch? anyways thats all I have to say about this hack. cant wait for world 2.

Originally posted by Roberto zampari
Originally posted by Alessio/Dinomar
img
This part is too hard: you should lower the other side of the waterfall thing, because that part is particularly hard, compared to the rest of the levels.

You played SMB2?
That part is easy!!


I didn't find that much easy: if the platform were slower (and i think it's possible to edit the Y speed in the ASM file), that would be much more doable. But i found it pretty difficult to surpass. In the original SMB2 those platform are slower.

Originally posted by Roberto zampari
Originally posted by Alessio/Dinomar
img
Urgh no! This boss is the glitchy! And even if you jump on it, you might get hurt. This because of a spriter's laziness who didn't want to make a more reasonable boss (i mean, the author of that boss). I would change this with something of more appropriate, really.


The boss works fine!!
HuFlungDu made this!!
This is Kirby boss!!


You say? HuFlungDu could have done better because the sprite interaction with Mario and with wall blocks are glitchy. I think because of this it sould removed from the sprite section(not my problem though).
Strange, he's nitpicky to everything one say but doesn't even fix bugs with a custom boss... Mah!

If you don't want to fix these things, then don't expect people not complaining then. Maybe one doesn't complain the SMB2 log, but that Kirby boss is just buggy! Totally!

Also, you don't need to PM people if you want them reply to your thread: we can enter them ourselves.
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Actually the log segment seems pretty easy if you have the timing right.

WORLD 2: OIL DESERT


Levels


2# Block Grey



Next World: Arctic Floe

FIXES:

-Added a night effect in Slyvania Castle 4
-Waterfall logs with slow effect

One question for you:
I IMPROVED OR NEED SOME DETAILS?
CarbonMessiah:

Thanks for report that glitch,play the fixed now:

PLAY FIXED WORLD 2
I have to be honest and say that the game feels a bit plain and somewhat dull this time around.

I mean, I've had fun playing the demos, but it seems like your attempt to avoid things like style clash has actually kind of made the game a bit worse by making the levels seem to blend into one. For instance, do all the forest levels really need the same foreground and background? Same with the desert levels, which only have slightly more variety via one additional bg.

The level design is slightly better than past games, but still feels really empty and linear, and some still feel like test rooms (for example, the one level which conveniantly had nothing but Super Mario Land custom sprites). Maybe liven it up a bit, don't know how.

Also, the second boss needs work. Yes the Kirby boss has some flawed collision detection and glitches, but the second one feels really simple and overly easy in comparison. I mean, all it does is wander back and forth, shoot a few projectiles and rarely jump. I'm not sure which sprite was used (presumably the n00b boss), but either vary it's attack pattern or replace it with something more interesting to fight.

I do have to like the level graphics though, you just need to vary them up more.
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.
Really, who's the... nice dude who codes these bosses? I'm not throwing any fault to Roberto, though, but i seriously would change those two bosses with something of better: seriously, a mouser would be much entertaining to play than a glitchy kirby boss! That kirby boss seems cool, but when it jumps to a wall, it gets stuck in it! And the sprite interaction with Mario is horrible! Even with the second one i could get hurt sometimes, but it seemed bland rather than glitchy.

Now, about level design, i see i am not the only one to say you use the same theme over a whole world. And i agree that the level with Super Mario Land sprites seemed "rushed", a test level. The rest, in term of design, is ok, i think. But really, try to vary the graphics! For example, in one level you use desert, on another level, you use cave, etc...
Don't feel insecure, really! If you do it wrong, we are not going to be rude asses!

Also:


Layer priority of the sand tiles would make the sand go above the layer 1 blocks: for what i think, i guess it would improve the level.
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I don't see much problem with this hack. About linear things I like those kind of levels!

One problem tough in secnd boss, when Mario defeats him he sometimes may fall in those A blocks and die along the boss. But I am sure you will fix everything!

Nice Idea releasing every world demos and see people what should be fix and so.

Go ahead and work more on these things that people say! Looking forwarf this hack.
This is definitely a step up from your previous work in terms of level design, roberto.

There were a few issues (those logs should really fall a bit slower), but overall, the levels felt better designed than the ones in the first 'Master Hand'.

Keep up the good work.

e: Oops. I only have time to play the W1 demo right now, but I'm sure the latest demo is good too... I hope.
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Originally posted by Alessio
Urgh no! This boss is the glitchy! And even if you jump on it, you might get hurt. This because of a spriter's laziness who didn't want to make a more reasonable boss (i mean, the author of that boss). I would change this with something of more appropriate, really.

That's not really a glitch, it's the same kind of thing you get from all enemies that jump, if you do it at the wrong time (they have high speed up, you have high speed down) you'll get hurt. The answer is to not jump on him while he's jumping up. If you really think it's that big of a deal, I claim no copyright on any of my "creations", so feel free to change it to your preference.
There's really nothing wrong with the Kirby boss or using the Kirby Boss. Not every boss has to be over the top with attacks (Blah Blah, Carol Style.), especially since he's using the boss for World 1 which I think it's fits just fine into it. It has a good variety of movements compared to most bosses I've seen.

Also if it keeps hurting you while it's jumping and your trying to jump on him, has it occurred to you guys to "NOT" jump on him during that state? (Instead of assuming it's a glitch.) I've used this boss in my hack and fight him in some others and it works just fine.
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Yes I don't see any problem with that kirby boss. And the player must not jump on kirby's jumping state.
You are the kind of people who just let it go, even if things are not good. Notice that the Kirby boss not only has a bad sprite interaction with the player, but even with walls: If it jumps towards a wall, it gets stuck. Really, don't find any excuse to justify your inaccuracy on making sprites Carol style blah blah? The first hack was good for the medium standards, but also in that hack there were bad bosses that shouldn't even exist in the Sprite section.

Then i even PMed a sprite mod about it, and he will check it out when possible. Really, stop justifying your inaccuracies!

-------------

To Roberto: i read your PM, as i said before, you don't really need help with graphics: all you need is just to vary the level theme a little. I give you an example. In one graphics, you may use a tileset like this, while in the next level you may use this, as long as you always make them fit each other. You don't need to use the same graphics to be in the style. Maybe if you don't find anything of interesting, you may rip graphics yourself, you seem able to.
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