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Dark Side of the Kingdom .update new intro!

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It would definitely be much more interesting to have a Wario Dash instead of the usual spin jump.

Also, there's a 3rd world Fortress? Doesn't say so in the level list.
Finally.

Originally posted by Egadd
*Smash Mountain theme update*


Indeed it's a nice theme, and the faster version is really better. Noticed a few little issues, though:

> Incorrect song loop
> Little little offnotes
> Kinda awful label looping (used things like (3)(3)(3)(3) for example, when in this case it could be (3)4)
> Lack of loops (a combo of notes like f+16f+16f+16 could be like [f+16]3)

However, the theme is cool. Don't worry about fixing it - I'll do it (the label loops and wrong song loop were already fixed). It's likely I might even re-port it so it can sound even better. By the way, the new updated Base ROM has your song and Level 22 inserted.

Originally posted by Egadd
Also, there's a 3rd world Fortress? Doesn't say so in the level list.


Whoops, how didn't I notice that, wow. Fixed.

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And by popular consent, we have the Wario Dash implemented now. It's also very worth to mention that I had some ideas for it.

The Dash could be used to break turn/brick blocks from the side when Big Wario. And some other kind of tougher block (maybe cement?) when Big Starman Wario.

Block experiments.

I've even gotten an idea for how to introduce how Wario can break such blocks. And I would like to apply it somewhere in World 1, maybe in Level 2 or 3.

Question time:

> Replace Spin Jump with Wario Dash or keep both (Wario Dash is used by pressing X)?

I really need to know, as if we keep both, I must let you know that the dash acts weird when Wario has a Cape. It conflicts with the Cape Spin (the current state is inserted into the Base by default). But I can talk to K3fka to see if he's able to fix that.

And I'd like to keep both, though spin jump is not a great deal but I still like it and find it useful in treacherous levels where you need to bounce spiky enemies to reach higher ground.

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Apart from that, some may know that 1UPdudes had an idea for a Yoshi replacement on Ninji Jump, but I've been thinking about our little munchy Alcy being ours. (Well, I don't think a muncher is very suitable as a ride - maybe Alcy could be a nipper, the muncher cousin?)

Well, whaddyathink guys?

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the base again just reforcing
MK2TDS
I would recommend shattering the upper block if the lower one is crushed, so you don't have to dash against it twice.
Originally posted by Underway
I would recommend shattering the upper block if the lower one is crushed, so you don't have to dash against it twice.


Yep. At least the experiments work well. I'll do my best to make it so the row of twin blocks will break at once.

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I forgot to show this here, too:



Because the tileset is going to be used in my Level 12. But I still need to add a ton of things.

I'm aiming for a Yoshi's Island vibe in this level. I think the way it'll look like will be pretty similar to this in original YI:


MK2TDS
Cape spinning is something I did not take into account when I wrote the patch. If you'd like I can write a small patch that disables X triggering the cape spin (still usable with Y).

And, of course, I can make any other changes you'd like to it.
Yay!

@K3fka: Already sent you a PM requesting that. Thanks for being so helpful!

So we'll have both Spin Jump and Side-arm Wario Dash together in the hack! Hooray!

Gotta apply some ideas to my level, too. This is gonna be fun!

Once he's done with his modifications, the Base ROM will get updated, as well.
MK2TDS
Here
here is level two. it also come with the new submaps.
I wasn't really fond of the level. It was too random, too many sprites seemed just thrown in, no continuity at all. I'll just give a list on what to work on:

1. Work with a group of sprites. My level is Sumo Bros. and Volcano Lotus, with Paragoombas and Super Koopas as cannon fodder. Q-Bee's is ALL Bees and Cheep-Cheeps. Too many sprites gets awkward.
2. Speaking of too many sprites, have a little less. Minor sprite tile issues (though certainly I'm not excluded from this! #smw{^_^;})

3. The berries are ugly in groups. Not to mention some also cause cut-off, such as near the beginning.

4. The secret exit is way too easy and is just item babysitting.

5. I shouldn't say anything about length, considering my level is shorter than yours, but it just seems short. Make your sprites count!

6. Very little jumping. Put some more gaps in.

Also, it would be nice if you warned me beforehand of sublevels, though in your case it really isn't major. I've already added you. Keep working, though!

One more thing, it might take a while for me to get my new level rolling, I might wait for the Wario Dash update and I'm also reviving my old hack Mario vs. The Economy.
I have sent the patch to Q-bee, so I would expect the base to be updated soon. Also considering making a level or two for this hack, if that's alright with you guys.
Originally posted by K3fka
I have sent the patch to Q-bee, so I would expect the base to be updated soon. Also considering making a level or two for this hack, if that's alright with you guys.


All you have to do is sign up. Level list is in the second post.
Originally posted by K3fka
I have sent the patch to Q-bee, so I would expect the base to be updated soon. Also considering making a level or two for this hack, if that's alright with you guys.


No problem.Feel free to make some levels even a map.
Originally posted by Theonesuperx
*Level 2 + World 2 submap*


I am terribly sorry, but both aren't that good.

> In case of the submap, I said that modifying level tiles' placement was fine as long as the sequence of paths were inaltered. You've messed up with the sequences, thus the submap, the way it is found now, can't fit into the hack.

> Level 2 wasn't great as Level 1. As Egadd mentioned, the weird sprite placements also bothered me, both in terms of cohesion and placing itself. Near the Midway, a Banzai Bill, further ahead, a Hammer Brother, and even further, a Mega Mole. With some creativity I don't see a reason why not to use all in the same (sub)level, but you've placed both only once, in pretty random ways.
There were a big amount of plain empty screen sections, sometimes flat or with slopes, but lacking enemies.
The secret exit didn't provide a good challenge - too easy to get.
The last sublevel was plain random. You could have done that in the main one - wouldn't make so much difference (would save time and space in the ROM).

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Originally posted by K3fka
I have sent the patch to Q-bee, so I would expect the base to be updated soon. Also considering making a level or two for this hack, if that's alright with you guys.


Whenever you want, come in. You're already considered member of the project.

Well, people, the Base ROM update will be available tomorrow. Until there, I may come with more progress on my level.

Thanks.

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The Carrot tileset is practically finished, and there's a little preview of my level 12:



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Fake edit: Guys, I'm going to leave my current job by the end of this month. This means my activity here on SMWC will be drastically reduced. I may be able to log in only on select weekends/holidays when I visit my friends/bandmates for rehearsals.

When the last job day comes, I'll let you know, and give you newer details of how the leadership shall be working from that day on.

According to the moment, I think I'm still being the Base ROM host, but the Signup Lists (Level/OW/Compositions) will be hosted by Egadd (if he doesn't mind or isn't busy with any other thing).

If anybody has questions, feel free to talk to me.

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EDIT: Theonesuperx has dropped Cheep-Cheep River submap.
MK2TDS
Originally posted by Q-bee
You could have done that in the main one - wouldn't make so much difference (would save time and space in the ROM).


Also, I noticed that dirt at the end of the main level stretched out a couple screens, wasting ROM space.

Originally posted by Q-bee
Fake edit: Guys, I'm going to leave my current job by the end of this month. This means my activity here on SMWC will be drastically reduced. I may be able to log in only on select weekends/holidays when I visit my friends/bandmates for rehearsals.


If you didn't like the job and quit, congrats...sort of.
If you got fired, then really sorry. We all wish you the best of luck! #smw{:TUP:}

Originally posted by Q-bee
When the last job day comes, I'll let you know, and give you newer details of how the leadership shall be working from that day on. According to the moment, I think I'm still being the Base ROM host, but the Signup Lists (Level/OW/Compositions) will be hosted by Egadd (if he doesn't mind or isn't busy with any other thing).


I would suck with the base ROM, but I would be happy to do the Signup lists. I would always be willing to take a little more responsibility. I'm young, I have time.
Heres a idea I have for Dark side of the Kingdom.Maybe we can chage
the amount of coins Wario can hold.I think 100 life up is a bit too
easy,we could use the shop block pack.That way the coins won't be
useless.What do you think?
We don't really have a hub right now, so a shop would just take up space we don't have. Unless we have a spare level, then this probably won't work.
Originally posted by Egadd
We don't really have a hub right now, so a shop would just take up space we don't have. Unless we have a spare level, then this probably won't work.


Ture.Maybe we can hide some shops in somelevels or before boss fights
(minus the star.)

Other than that.this may not work.

Edit:

This could be a possble place for a shop in level 2
Originally posted by Theonesuperx
*hidden shops, coins/lives, hub*


We're using absolutely all OW accesible levels for, uh, levels. We can't have a hub. But I do agree with the fact it's extremely easy to get lives by collecting coins. Well, personally I don't think that hidden shop blocks would be interesting. However, I'd raise the amount of coins to get a 1up from 100 to 200 and that's it.

And since we're using regular Goal Points, this means we can go to the Bonus Game, and get even more easy lives in there. I want to change that, and my idea is to simply insert the Goal Roulette sprite there. It's definitely more interesting than the default Tic-Tac-Toe thing, and has wider possibilities of bonus/no bonus.

Originally posted by Egadd
*hosting lists*


Oh, nice! You can already start hosting the lists and link them in a post of yours. Then I can put a link in my post that leads to yours.

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Level 12 is done! Video.

@Egadd: Add to Used Sublevel List #029 and #02A. Thanks.

Base ROM update! Includes my recent level, K3fka's Cape Spin Flag Fix for Wario Dash, LevelASM patch applied due to tide gimmick in my level... ah, also the Tide Fix patch.

Now I'm claiming 'Generic Water/Underhoney Level' composition. Finally what I was really interested on doing: music! Yay!

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SELF-PROMOTION TIME!

Hey, you! Yes, you! Do you want to lend us a hand with this project? Feel free to do it! Read this if you want to contribute, or just leave some comments. Your opinion can make this hack even better, so, please, be our guest, too!

EDIT: Imathetypomaster *sigh*
MK2TDS
IPS
Here is a better verson of level two.
Originally posted by Theonesuperx
IPS
Here is a better verson of level two.


My main problem is that it's waaaaaaay too claustrophobic, in a bad way. Several parts feel tight, especially with Banzai Bills, how much do you really need them? There is also some serious sprite slowdown, along with annoying berry placement (sry, I'm just really nitpicky) and cutoff. There is no warning that you can use the Wario Dash, so I didn't figure that out until later. The secret exit was tedious to get into, and I had to injure myself. Continue working on it.
New Base.

Fixed Wario Dash Breakable Blocks and inserted Theonesuperx's level 2 into it (a few edits were made).

Water theme WIP: SPC

Ignore after 0:22. I'll do something better.
MK2TDS

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