Name: | Super Dazran World |
Author: | MatthewGamingLive |
Added: | |
Version History: | View |
Demo: | Yes |
Hall of Fame: | No |
Length: | 17 exit(s) |
Type: | Standard: Normal |
Description: | (Demo 2) With all the SMW-style levels out there in Super Mario Maker, I have decided to make romhacks of levels from Super Mario Maker. The levels I have remade are from Dazran303, a creator who makes traditional Mario World themed levels. Because the levels are coming from SMM, there will have to be some changes in the crossover. While some assets that do not exist in SMW use ASM to add them in, others will be adapted to the SNES style. The second demo fixes many issues from the first (including using complicated layer magic to reproduce SMM's layering mechanics). Also, there is now a second world, which just about doubles the content in the hack. |
Tags: | asm less exgfx remake traditional |
Comments: | 9 (jump to comments) |
Rating: |
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Comments (9)
I did a showcase of this hack on my channel. Just so you know.
https://youtu.be/isqu3ZndIAs
I haven't played it yet, but from the screenshots it looks pretty good.
I don't care of bad esthetics thing written on the other comments,I know here the work is not of some professional videogame engineer,so for me...you should continue to work on this hack:I haven't got a WiiU so I cannot play mario Maker,it should exist more hacks like this to make play those levels for us that'll never get a console for two or three games.
Keep it up to "upload" even here those splendid levels that I like to watch on Youtube & other internet part^^
P.s: I can't get the secret exit on 1-2...you sure that is available on this Demo version?
Don't forget that Yoshi's House (default: level 104) has different messages displayed depending on if Mario is on Yoshi or not.
Unfortunately, some things that you can do in SMW Mario Maker cannot be replicated well in standard SMW. These are all small amounts of cutoff, which comes out looking bad and all that fun stuff. Unfortunately, there's no real efficient ways around this beyond layer shenanigans or using a bunch of custom GFX/blocks/animation settings, either.
For this particular screen, there is a secret exit in the
Power-ups carry over from level to level in SMW (barring counterbreak), so you shoud either apply that patch, change the block to one that always gives a Mushroom, or add a way for the player to get up there to get this Fire Flower.
Bad sprite memory and no sprite buoyancy, respectively. Use the "Change Sprite Settings in Header" (Lakitu icon) to fix these accordingly.