Are you doing this solo? Cus if you need help ask me. I can do concept art for characters and enemies if you want? I can also look up SNES hacking tools to send too?
I'm really interested and would love to help with ideas!
All of this looks really promising! How many levels were you planning on making this hack?
Also, the mario party advanced map and custom bosses also? missed those the first time but awesome! Wish I knew people that could make custom bosses, ha ha. oh well. Good luck! I hope you see it out to completion.
Nice graphics modifications! Looks like it's going to be a pretty fun hack. :thumbsup:
Wow, even if it's going to be a hard game, I can't deny how awesome those levels look, especially the levels based on the Castlevania games. Those just made my day.
You'll be happy to know it probably won't be a ridiculously hard game. I plan to keep the difficulty at a reasonable level this time around, having learnt from my mistakes in a few past past projects.
And hey, thanks for the positive feedback!
That's good to know, personally I most enjoy nice graphics modifications with mild difficulty in a hack. Really though it's best to have a variety of difficulty, every now and then throw in a difficult level or area. The art of level design creating an immersive atmosphere is most important, of course balancing difficulty is part of level design. BUT the one thing that trumps all is "fun factor", as long as you think it'll provide a fun, interesting, entertaining experience then your good to go.
You seem to be getting a lot of graphics from pc mario engine games. I also saw your list of suggestions on hacking ideas.
The castlevania sotn 16 bit hack could probably work using something like super metroid as a base. That community is great at manipulating the physics in that engine so I assume it could actually be done. Some color compromises would have to be made but, as you've said, shown, and done, it's possible. Some of the bosses might need to be downscaled but who knows when shit like this is possible:
http://youtu.be/Xx-oNUud0Qk?t=7m5
EDIT: for some reason, this link is borked. Go to 7:50 for my example.
I'm more interested in your suggestion of using metal slug assets from mario fusion. Do you really think there's enough room for all the exgfx that would be required to do that in Super Mario World? I honestly don't (shit, I couldn't even get Mario's Wacky Worlds foreground graphics to fit) but there was one level in the unfinished ASMT2 that kinda proves me wrong, seen here:
http://youtu.be/1ViJxBRF3O0?t=6m10s
The other two (Wario Land 4 and Super Mario Country) seem easy to do, with compromises of course but yeah, they could be done. For proper Wario graphics, you will either have to do one of two (maybe three) things though.
Option A (aka, easy option): Use powertool. You can make the character about doubly as big and use independent exgfx for player graphics, but there's a downside. It glitches out the yoshi berries (not the biggest of deals to make new ones though in lunar magic using exanimation) and the upwards walking animation on map. They both still work but they look wrong and, even If you replace the berries, the visual glitch on the map is so annoying that when I use powertool in my hacks, I tend to lean towards not even using an overworld. That may just be an example of how bad my OCD is moreso than how bad the glitch is though.
Option B (HARDEST option): Create custom asm code for how the player graphics are read. I'm not capable of this nor can I give you any helpful suggestions past knowing that that's possible. I know, I suck.
Option C (the big maybe): Wait for dyzen to be finished. It's new and it seems amazing. The patch uses a new method for dynamic sprites which sounds bad (all those dynamic sprites made already are useless with this) but it's more than that. Not only will dyzen allow you to convert those sprites manually, but it will also let you create your own dynamic sprites (or NON-dynamic. That's right. The SMW hacking community may finally get that long sought after sprite creator tool). How does this help you with making a playable Wario? Well, from the creator's last post concerning what will be released in two months (not sure why two months specifically. Is another c3 around the corner, ha?), it may replace power tool also:
"- Support for your own player (only the graphic routine)."
Unless I'm taking that out of context? I hope I'm not though, because as is, power tool is amazing for being able to add new types of Mario gameplay, but it's simply incomplete. Like 85% done and, as far as I can tell, Bio, the creator, said he was going to fix those things but has gone under radio silence on it since then. It's a shame. So far, I've made custom Cat Suit Mario suit, Bunny Suit Mario and a new Frog Suit as well. They all work amazingly well in gameplay but yeah, to get that capability, power tool asks you to scarifice too much, in my opinion.
Anyways, good luck on this, sir! I hope you eventually realize all of your mario world dreams. If you need busy work help ripping graphics, hit me up. I'm actually really good at that, ha.
You seem to be getting a lot of graphics from pc mario engine games.
Unless I'm taking that out of context? I hope I'm not though, because as is, power tool is amazing for being able to add new types of Mario gameplay, but it's simply incomplete. Like 85% done and, as far as I can tell, Bio, the creator, said he was going to fix those things but has gone under radio silence on it since then. It's a shame. So far, I've made custom Cat Suit Mario suit, Bunny Suit Mario and a new Frog Suit as well. They all work amazingly well in gameplay but yeah, to get that capability, power tool asks you to scarifice too much, in my opinion.
Anyways, good luck on this, sir! I hope you eventually realize all of your mario world dreams. If you need busy work help ripping graphics, hit me up. I'm actually really good at that, ha.
Wow, those metal slug rips...those are amazing.
When i was talking about pc mario engine games, I meant like mushroom kingdom fusion.
As far as examples of my graphics ripping, here's a few:
(http://i45.photobucket.com/albums/f99/Jonesy4774/a_00002.png)
This one is ripped from Super Princess Peach. I finished it a literal day after I found someone else version on smw central. Youll notice little differences in mine, like the black outline around the trees with definition or that said trees can merge with the foreground.
(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00004.png)
(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00005.png)
These are ripped from a Super Mario 3D World tileset on MFGG. It needs palette work but it's ok.
(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00002.png)
I ripped this background from Super Ghouls n Ghosts.
(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00001.png)
I ripped this background from Bad Dudes the arcade game for my hack, Super Mario Bros. The Movie: The Game.
(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00000.png)
I ripped this foreground from Sonic 1.
(http://i45.photobucket.com/albums/f99/Jonesy4774/a-Copy_00003.png)
And this last one, I ripped from Ryu's Stage in Street Fighter II.
Lemme see what I can do with Jazz Jackrabbit 2 and Tiny Toons...
JEEZUS, THESE JACKRABBIT GRAPHICS ARE HUGE!
Got em ripped to bin format but, so far, my colors are way off ( I can fix that easy enough) but yeah...I dont know if this will even START to fit, ha. Not a bad exercise in crazy, though...
That all looks pretty amazing, coming along nicely. I can't wait to see more. :)
backgrounds look really varied and impressive, hoping that a demos released soon, backgrounds are cool but gameplay's the most important part of a hack for me.
Unfortunately, unless I can get help with some ASM for a few sprites/bosses, this game likely won't be finished.Aw, I'm sorry to hear that :(
It'll still be released in some form (likely a demo with all normal levels and about 50% of the bosses included), but... my last two ASM coders have left the hobby altogether and I now need to find a replacement or something.
Sorry about that.
Aw, I'm sorry to hear that :(
I hope things work out.
If they don't though, you should indeed be sure to still make a release of it, even if it's incomplete.
Unfortunately, unless I can get help with some ASM for a few sprites/bosses, this game likely won't be finished.
It'll still be released in some form (likely a demo with all normal levels and about 50% of the bosses included), but... my last two ASM coders have left the hobby altogether and I now need to find a replacement or something.
Sorry about that.
Looks good. I like it when people mod the graphics in SMW. Haha that would be awesome if you got ahold of Jazz Jackrabbit graphics.
Duuuuuude, that is a BEAUTIFUL world map. Like, official Nintendo level world map.
Very good job!
Wow, this hack seems like it is very promising. :thumbsup:
Is this hack compatible with bsnes or a real console?
I'm asking because some other hacks I've seen are sometimes unplayable or have issues with
sound and/or graphics and I'd really like to enjoy this one on the proper thing (or bsnes).
Cool, I'm glad it works flawlessly. Now I just can't wait to play it! :banghead:
Seems like you are doing some good progress! Don't you have an idea of when will be possible for us to play a demo, no matter how limited it may be? :happy:
It would look much better if it were a real pixel art sprite. :'(
(https://dl.dropboxusercontent.com/u/67216205/NightmareQuest/krool.png)
Mario in Castle Of Illusion ???
Really great graphics. Keep up the good work.
My first complain, lol :PIt would look much better if it were a real pixel art sprite. :'(
Starting on a Zelda level:
(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00000.png)
(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00001.png)
(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00003.png)
(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00004.png)
(https://dl.dropboxusercontent.com/u/67216205/HyruleCastle_00005.png)
It's not 2D platformer style Zelda either. Oh no, this level will basically be a full scale traditional Zelda dungeon starring Mario/Luigi.
There'll be keys to find, blocks to push, items to use, spike traps to dodge, Wizrobes firing magic, Darknuts and Link to the Past style soldiers to fight and a big boss battle at the end vs some Zelda character or another, maybe Ganon/Ganondorf or Vaati.
All while this music blares out the speakers:
https://www.youtube.com/watch?v=_uR7doemZD0
It's quite the cool finale to a world in which Mario explores Hyrule, conquers the darkest crypt using the Lens of Truth, climbs Stone Tower Temple and buys items from Ravio in the shop. With a few references to Link's Awakening, the Oracle games, Twilight Princess, Skyward Sword and The Wind Waker in there for good measure. Yes, it's completely against Zelda canon, but it's a dream, okay? Like Hyrule Warriors?
It is definitely an odd choice to make, especially since SMW's engine is not optimized for this... at all, but if you feel you can make it work without it feeling clunky or bizarre than I would love to see this part of the project finished.
Is that a boss?
Have you used all the entire palette on it? If there was a way to better blend those shades of colour...
But I guess it would require an incredible amount of work for an HDMA effect on it or using another type
of Super Famicom graphic with more available palette colours, like BG? Not feasible, it seems.
Looks too cartoonish, though maybe I am worrying for nothing and it looks good when playing.
Anyway, that Wario sprite seems suspicious, too. :thumbsup:
I just wanted to say your project is looking pretty awesome :thumbsup:. I've always liked crossover themed graphics hacks. I'll be watching this one & looking forward to its completion!
Wait a second... Carol might help you?!?
I thought he left SMW hacking scenario and for that reason never finished Brutal Mario World...
Wow, that's even recent! will be finally the time to see finished his masterpiece?
Even your work sounds nice, anyway.
Except custom map, did you also worked on custom sprites/bosses/etc. until now?
Hey, I am Thirteen1355, from the Brutal Mario Wiki. I was curious about your hack, so I went to look for it here.
If Carol helps with your programming, it will certainly end up on the Brutal Mario wiki!
Exactly!
Carol has contributed to the VIP series, too!
Does Raocow actually know of Brutal Mario's existence?
I think he never let's played the game.
Also Brutal' Mario's level design is shit.
Hmm, but maybe he will like the new levels?
Who knows?
And I hope he will let's play your hack (and maybe even Brutal Mario someday).
I assume that's why carol hasn't released a full version yet, right? To use the criticism he's gotten over the years to make a fun as well as impressive, asm-wise, hack? That's the impression I got from the little tiny demos hes released lately but maybe I'm just being a wishful thinker...either way, AWESOME that carol is helping you, CM30!!! Can't wait for the end result!
Hmm, I think the level design wasn't that bad. Only the first and second Worlds weren't really well designed. After those Worlds, the level design increased.
That's what I think.
A Hyrule world?!
Insane!!
You mean with porting music: inserting music, or giving music a SMW soundfont?
Which character sprites from Zelda do you need?
22 years later, Link's Awakening is still my favorite 2D Zelda (and 2nd favorite overall after Wind Waker)
Is it going to be in color? Personally, I think it would be awesome for it to have the original green pea-soup palette :happy:
To be honest, it's likely it'll be in colour, since the rest of the game is and it'd look even more weird to have a monochrome level in a game with colourful, detailed graphics. But maybe I'll have the green pea soup palette as a gimmick. Like, the world changes when you hit a switch, and it also switches between colour and green monochrome graphics at the same time.That's a great idea! You think it will be easy to implement?
That's a great idea! You think it will be easy to implement?
Regarding sprites for the Zelda world: would it be reasonably technically possible to replace Mario with Link on that world, maybe even including some skill (though the latter would probably involve lots of ASM :-\)?
I'd like this hack to be as epic as possible! I hope I am not making you feel pressed, though. :P
I see...
I wonder if doing some research on the SMB2 remake (inside the All Stars package) would be a good starting point to getting that done later on SMW?
Probably not, the code in these games isn't exactly something you can transfer (it's been attempted, but rarely worked). And even if so, I'm not a programmer, so it'd be up to my collaborators.Ah, yes. I should have guessed someone else attempted that before.
So, anyone out there know enough about SMW hacking that they want to help out? We've got loads of beta testers, but pretty much barely anyone else...
Hey I read your help wanted ad and would like some more details on the pixel art and music. What particular type of art would you want from Luigi's Mansion and the newer Zelda games? I am also a music composer I can make some .spcs for you but I have no idea how to even use AddMusicK; it's also not very friendly to use. If you have the MIDI files I can surely make some .spcs for you you so a music porter can look at it. The music composition should take a little under an hour if the MIDIs can import into my program but the art should take some time depending on how much you want and how complicated it is.
I got bored. The painting sprite was easy enough to reproduce. I might just do a 360 and help you out with the project more!
(http://i.imgur.com/yfcyv6x.png)
Space is always a thing.
Yeah, the mechanics were decent.
Shore/beach is also a great water-based theme!
Are you using DK Country graphics? Those are the best platformer graphics the Snes can offer!
Sorry, I have never played the Wario Land games.
Yeah, Donkey Kong Country graphics don't always fit in.
Heh, I don't think so!But you'll have to play first Mario Land 1 and 2, or else you'll miss its deep storyline! :P
I will start with 1 and end with 4 so I exactly get to know which one is the best!
Heh, I don't think so!
I will start with 1 and end with 4 so I exactly get to know which one is the best!
Don't forget the hidden gem that is Wario Land for Virtual Boy!!
Also known as that game every sane person wishes would be finally added to the Virtual Console... yet which Nintendo seems to completely ignore for no real reason.
God, I actually want to try that game on day. Legally if possible.
This is possible because in a SNES emulator, you can use the SRAM and save state files from one game and then use them on a completely different one. God knows how anyone could adapt that to a console...
Easy. SNES Powerpak gives you the option to choose which save file to load.
I do this with Zelda hacks all the time. Had a demo that wouldn't play correctly and I wanted to explore the game further so I loaded an original ALttP ROM where I switched the contents of some chests, got what I needed and then went back to playing the hack with the new save file with the items I wanted.
I want to remind you it is Stop 'N Swop, not Stop 'N Swap.
You know Banjo Kazooie, the first game I ever played. That's good.
Wow, that part stuff is indeed possible! Maybe I could have used it in my Brutal Mario edit.
I recently just switched from Super Metroid Redesign (a complete map/gameplay/ASM overhaul of Super Metroid) to an improvement hack of the original (Project Base, very cool). The almost end-game SRM file worked just fine.
To be honest, I don't really like Majora's Mask final hours for a post-apocalyptic theme.
Oh, not Nuts and Bolts!!!
Don't worry too much about the MM song. It is just one level. It is a good song, but I just have the feeling it doesn't fit with a post-apocalyptic theme.
Witchyworld was a fun one. I have never seen something as beautiful as Jolly Roger's Lagoon.
Just checking your site for a bit, and it has quite a few interesting things.
But was Ocarina of Time 2D actually completed?
I thought it was cancelled a long, long time ago?!
I want that game!
The Partners in Time songs sounds good.
Heh, I heard about the fake car accident while doing my 'homework' on the internet.
I have seen two projects of it. Though the beta restoration project would have been even cooler.
I like Majora's Mask more than Ocarina. The best Zelda game in my opinion.
Better than a link to the past? I dunno about that...
The beta restore is something I keep hoping someone else will start back up. Maybe not that proper n64 plugins are being worked on again, thereay be more interest in 64 hacking? We can all dream...
Sorry, but I found A Link To The Past to be the most bland game in the series, except for the original.Yeeeeeah, I'm kinda of the sort that thinks Zelda having a story is a baaad idea. It has always taken away from the game in my opinion. The music and design of a link to the past are more subjective but I'll admit, links awakening is a hairs width away from being my favorite also. The fact that elements of it were drawn from twin peaks only makes it that much more awesome. To be honest tho it sounds like you don't like mainline zelda., more so the one off side stories.
Link's Awakening: Best 2D Zelda. Period.
A Link To The Past. I have played the game twice (I even uploaded dungeon playthroughs on Youtube) and I have to say the game is just bland. Repetitive music, boring design. Weak story (or no story, actually).
Yeeeeeah, I'm kinda of the sort that thinks Zelda having a story is a baaad idea. It has always taken away from the game in my opinion. The music and design of a link to the past are more subjective but I'll admit, links awakening is a hairs width away from being my favorite also. The fact that elements of it were drawn from twin peaks only makes it that much more awesome. To be honest tho it sounds like you don't like mainline zelda., more so the one off side stories.
Tho obtuse, I'd still take a link to the past over any and all of the 3d ilk but yeah, I'll stop now. This is so very far off topic. Thank you cm30 for adding in elements for all fans!!
Yippee!
Hmm, I do like A Link To The Past, but only the gameplay. And even that doesn't always work well: Pegasus Boots you can't control, irritating ice floors.
I'll be waiting with baited breasts.
I have no idea if that's a joke or a typo.
Yes. Yes it is.Which of the previous two choices? I guess both. :P
Can you provide a list of features (such as gameplay innovations like wall-jump, custom bosses, imported SPC music tracks or MSU-1 support, etc...) to expect or something? ::)
Wow, these two weeks are going to feel slow, boring, tedious, and painful... with both the waiting for this heavily content-packed demo and my own real-life duties.
But it will be a fun (and hot...) summer after that!!! :woot!: :crazy:
I wished for something more specific on that list, but I guess that will be secret and you don't want to spoil it to us. :-X
BTW, what will you expect us to report/criticize (if anything) from the upcoming demo?
And most importantly... am I asking too many questions? :P
Oh, it is gonna look very interesting now!
Those breasts are both beautiful and disturbing.
And the hack... Well, not disturbing, only beautiful!
I hope you submit all this custom stuff to smwcetral tho Id understand if you didn't....but I hope anyways!!
I will. I submitted everything from Endgame earlier this year.
Heck., this should prove how much I submit my graphics there:
http://www.smwcentral.net/?p=submissions&user=10295
I meant more specifically the custom sprites/hacks but deeee-YAAAAAAMN, you have contributed a LOT of custom graphics!! Good Job! I think Ive unknowingly used a few of these before lol.
And that issue is?
(http://i.imgur.com/2xuvffq.png)
*cringes*
Wow, that's pretty interesting.
So you can insert every Snes song into your hack?
That's great!
Ihad many Spc's, but I converted them to Mp3 with Chun-Yu's tool.
FantasyAnime has many Spc soundtracks of the well known Snes Rpg's.
This has been bothering me for a while, the HP border doesn't have a wooden texture. Do you have an extra palette at hand or a brown to use? What's also bugging me is that the coin palette in the HUD shares the palette with the health meter, meaning the coin constantly changes color. I assume you're low on color :-/
I'm going to fix the status bar later. There's a much more urgent issue to fix first.
Okay, this is freaking awesome.
Now testing the power ups patch from SMW Central and it's fantastic! Now I'll be able to hopefully use the following powerups in this game:
Hammer Suit
Raccoon Leaf
Tanooki Suit
Blue Shell
Boomerang Flower
Ice Flower
Rocket Boots
This is very impressive, my interest in your hack is now at an entirely new level! My time to play hacks is rather limited so most end up on my "might" play list. This one is definitely now on my "will" play list. Keep at it, I'll be looking forward to your release! :thumbsup:
Hotel Mario?
Great!
If, in my opinion, it is a good hack, I will make a video walkthrough for it and put it onto Youtube. I am playing SMW Hacks at the moment, so I am into it!
Demo should be available on August 24th 2015 at the Nintendo Community Fan Game Convention:
http://nintendocfc.com/
Where's this convention going to be held? I followed the link but I couldn't find any specifics other than the date.
I think it's Ashley from the Wario Ware games.
Really interested to finally try this out so I ran through all the levels that I could & here are some notes;
Thanks for your feedback, it's excellent. I hope when the final version is done, you'd be interested in a review, since you seem to be pretty good at pointing out the good and bad points of a hack.
But more in depth:
Glitches: The toad house boxes sometimes glitch if you walk while hitting them, In it never rains the floating platform guy(dunno his name) floats directly into a block and that causes a glitch & near the end if you try to go under that 1 block high flipping boxes sections you can get stuck, glitch, & die. In the first castle if you accidentally blow the explosive early you get stuck & it's pretty difficult to not get hit when you blow it at points.
Sometimes the note blocks graphics glitch, it's most notable in the first ghost house but I'm pretty sure I saw it in other places as well. Dying in the ghost house or beating via either exit is freezing the game for me so I can't progress past that. Some of the bullet bills act strangely like firing backwards or the graphics are in the wrong direction. Seems some of the midpoint respawn points have graphic glitches to the left when restart at them. One or two of the ! block columns have glitched firebar graphics in the level they're in.
Suggestions: Their seems to be a bit of an excess of tight corridors, random bullet bills & firing enemies, and multiple hit enemies to sort of artificially ramp up the difficultly I expect hacks to be more difficult than the original games but I felt their were a bit too many cheap deaths in my runthrough. Inversely of that the typical hack cliche of precise platforming isn't present at all I'm not a fan of overdoing it but you'd expect some tricky jumping sections every now and then in a platforming game. I liked all the additional power-ups and didn't really run into any bugs with them but it seemed a bit overkill to have so many but no real level specific uses for them & having the raccoon leaf and cape really doesn't make sense unless theirs really long sections you have to fly across with the cape later in the game.
Overall: Graphics were the high point of this imo everything looked really great & I liked all the imported things from other mario games. Most of the ASM hacks seemed to be really well done & some of the bosses could use some polishing up but I was really impressed with the pirate crocodile boss. Wasn't the biggest fan of some of the level designs but for a demo it was pretty substantial and showed a lot of promise. Didn't really like that I had to register at your site just to try the demo I could see doing a site exclusive release for a finished hack but not for just a demo.
And the explosives? Yeah, I'll try and make them harder to hurt yourself with, though I'm not sure what to do about them exploding early or being lost forever. Maybe I'll come up with a generator or something that respawns them.
Huh, that ghost house bug definitely needs to be fixed. What emulator did it occur in?
Thanks for pointing this out. I have to admit, the amount of random Bills and other enemies is higher in the endgame parts, which the military world accessible by going right is one of. But I'll try and make sure less of them are there, so there are less cheap deaths.
The amount of platforming sections is lower because as weird as it sounds, the intention here was for an easier game, not the precision platforming of most Mario ROM hacks. Which is why I should look into reducing the number of enemies in some places. But there should be more platforming in parts 2 and 3, and less enemy overuse in the final version of part 1.
The power ups may come across as overkill, but it's a more a throwback to the style of SMB 3. Basically, in the olden days, power ups were... just that. They didn't have puzzle utility, they were to make you feel like a god as you killed everything in sight. Nowadays, it seems like design is more about 'balance' and puzzle solving and what not, and I'm not sure I prefer that. Basically, they're deliberately overpowered.
As for the demo, it's not site exclusive, it's also on NCFC:It does help keep people up to date as I see you've updated it 3 times since I played it so I'll give it another go here whenever I get a chance since their looks to be a good amount of levels that I wasn't able to access. But for something like this it'd probably a good idea to post a public and site exclusive link since a lot of people may be hesitant to sign up to a site to try it. Looking forward to the completion of this as imo theirs very few full length hacks of SMW that take the game in a different direction properly most are either vanilla redressings or just gimmick based.
http://nintendocfc.com/booth.html?id=80
That should be a guest usable download link. Sorry about pushing the sign up to download stuff, it's just a (somewhat lame) attempt to promote a site that's currently in development. I do the same thing for music downloads and other stuff
Really after the first one it wasn't that big of an issue once you figure out how to get the jump right, if you could maybe increase the time or something that'd probably help, because if you get accidentally get trapped between it and the wall its pretty much impossible to get out of the way in time. The respawning aspect is more or less just so it falls in line with mario games, in SMB3 they just had a pipe that looped you back in the levels that you needed to use a turtle shell the break through or had to fly somewhere.
If you need to go past that point for now, it doesn't seem to break in ZSNES. I'll test the level in BSNES a bit later, then SNES 9X.
SNES9X for the Wii, I'll try the other snes emus on RetroArch Wii or on a PC later
Yeah even SMB3 kinda used that exclusively in the last world to ramp up the difficulty so I don't mind it too much, it just gets a bit aggravating jumping over something then blindly getting hit by a bullet bill or kicked shell in early levels before you get a chance to rack up lives.
Totally understandable design choices, I've always really hated the Cape though.
It does help keep people up to date as I see you've updated it 3 times since I played it so I'll give it another go here whenever I get a chance since their looks to be a good amount of levels that I wasn't able to access. But for something like this it'd probably a good idea to post a public and site exclusive link since a lot of people may be hesitant to sign up to a site to try it. Looking forward to the completion of this as imo theirs very few full length hacks of SMW that take the game in a different direction properly most are either vanilla redressings or just gimmick based.
Is this still a Mario World hack? I ask mainly because of how extreme the Overworld looks and the fact I haven't the foggiest what a Fusion Gameworks is.
Insane amount of detail in those pyramid level graphics!
Aye! That looks awesome! :thumbsup:
I thought the project was dead, so I am glad you updated!
Now if only you could give some expected date (month?) for a new beta or final release...
Looking great! Out of curiosity, why not have and upkeep project threads on multiple sites? It's the best way to get your work more exposure.
Hey, I thought you took the hack to a different engine?
It seems you're using SMW again.
I like the christmas tree graphic. That'll be great to play at christmas. You should release this on christmas day.
Just so you know, Last Impact is out (the hack by Kaze Emanuar)!
I didn't knew you interviewed him.
Isn't the topic mainly about Last Impact? That game was released two days ago. I had the honor of beta testing the game.
Ah, I thought you were talking about the topic of the interview itself ::)
Wow, sure looks great!
Keep up the hard work :D
Wow, these graphics work exceptionally in SMW. They remind me of Mega Man!
This looks really cool!
That's a great idea using open source original sprite work like that.
This is very appealing. :thumbsup:
This game has been catching my eye now for awhile, I can't wait to see how it turns out!
Man this hack just keeps looking better and better. Styling the Banzai Bill after its appearance in the Super Mario World cartoon is a neat touch. That HUD is impossible to read in a few of your screenshots, though. Hopefully it's just temporary though.
Wow, cool to see this hack is still running. I notice that a few posts ago, Mario looks like he does in All Stars, while in the latest pics he looks like his SMW self again.
i love it when you post new screenshots, it looks great
Amazing work CM,keep it up. :)