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Posted on 04-20-15, 04:12 am
Roy Koopa
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Posted by SaturnYoshi
I'm gonna have to agree with Mariomaster, that background looks really bad.

My only other complaint would be that the level does not have a very large variety of enemies, there are only a couple bob-ombs and everything else is just fire cannons. (I forget their name )

But that is for sure the best airship theme I've heard in NSMB, great job!


I'm going to have to disagree with you. The background looks perfectly fine- the scrolling looks a bit weird but I don't think that can be helped in this case. Levels don't need to have a large variety of enemies to be good, they just need to fit into the theme and provide a balanced challenge. Remember the first Airship level in Super Mario Bros. 3? All it had were cannons.
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Posted on 04-20-15, 07:42 am


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Posted by SaturnYoshi
I'm gonna have to agree with Mariomaster, that background looks really bad.


What's even wrong with it? It's the same idea as in NSMBW's airship and of course it is going to move around when the boss is zooming around, that would happen to every single background I could put there.

Posted by SaturnYoshi
My only other complaint would be that the level does not have a very large variety of enemies, there are only a couple bob-ombs and everything else is just fire cannons. (I forget their name )

What is this even.

A set of four enemies for a level is perfectly fine. There's levels in NSMBDS with only one. In fact, the longest level in NSMBDS (The final castle) has the same amount as that airship. The most varied of levels have five.

In fact, news flash: if you're putting a large enemy variety into your levels, you're doing it wrong. Wrong, wrong, wrongity wrong.
Posted on 04-20-15, 10:22 am (rev. 1 by  Hiccup on 04-20-15, 10:23 am)
Birdo


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Sorry SaturnYoshi, I have to agree. I think the level has fine ammount of enemies. I mean, it has:
* Bullet Bill + Variations
* Fire Cannons
* Bob-ombs

This isn't too much or too little in my opinion
Posted on 04-20-15, 10:25 am


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Besides, what else could you thematically place on an airship? Fire/Hammer/Boomerang Brothers, maybe? There's the three other airships still to use those on, need to vary the enemies between the airship levels somehow, too.
Posted on 04-20-15, 01:57 pm (rev. 1 by  MeroMero on 04-20-15, 02:03 pm)
Death by cuteness

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NSLU's first airship level agrees with you concerning the Hammer Bros. and variants.

I think those would work too on an airship:
_Flame Chomps: fit really well as they are airborne, on top of that their sound set loads both castle and artillery sound groups;
_Amps: naturally airborne foes.

Ball'n'Chains and Firebars work to an extent, but I admit we're scratching the bottom of the barrel with those two, there's not much else you can fit on a flying ship.
Posted on 04-20-15, 02:17 pm (rev. 1 by  skawo on 04-20-15, 02:18 pm)


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Amps are a bit too common in World 6, though, so I'd rather not use them anywhere else. Plus, their sfx only loads with bottom castle backgrounds. Flame chomps maybe, though.
Posted on 04-20-15, 02:49 pm (rev. 13 by  Hiccup on 04-20-15, 03:15 pm)
Birdo


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Thoughts:
-If some fire stuff (Fire Cannons) is okay, maybe Fire Bubbles, Kab-ombs or Fire Snakes could be? (I admit these are not just machines like Fire Cannons)
-Water enemies, if you have water sections (see NSMBU) (or maybe if the airship is in a liquid)
-You have breakable crates in NSMB/W/U/L, so maybe Blockhoppers? (I admit these are living machines, but a very similar enemydoes appear in an airship in SM3DL, which exactly isn't a 2D Mario but...)
-If any flying thing is okay, then there are lots of flying enemies (No non-living machines though)
-And if we are going with offensive mechanical things then: Spike Balls, Spike Pillars (these both appear in airships in SM3DL)
-Big Goombas, Big Paratroopas, Big and Small Pipe Piranha Plants appear in one of the SMA4 e-Reader levels, so maybe these could be okay in NSMB?

-There isn't really that much enemy variety in airship levels in NSMBW/U/L, so maybe you don't need so much
Posted on 05-02-15, 12:26 pm (rev. 2 by  skawo on 05-02-15, 06:01 pm)


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Le progress update!

As far as levels goes, uh... well, I fixed some bugs.
The main progress, however, is that the overworld music has all been converted, the one single biggest "Oh crap, can I do this?" thing.

Here it is: https://www.youtube.com/watch?v=fDa1Sbab3T4

With that done, rest should be smooth sailing, right? Heh, heh (no.)
Posted on 05-02-15, 12:58 pm (rev. 1 by  KingYoshi on 05-02-15, 12:59 pm)
Fire Snake
Eugene

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Peach Castle is moving lol
Posted on 05-02-15, 05:01 pm
Flurry
newsuperexpandkongs

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Opinions on the music:

World 1: Sounds way better than the original. I just like at 0:28.

World 2: I've was waiting for the rest of the world's soundtrack. The music is kind of Yoshi music like.

World 3: Meh... No offence, but World 3 is nothing really to talk about. Not bad, just OK.

World 4: Now this sounds catchy! I liked the original music of the game.

World 5: Find this one kind of cute. Sounds really peaceful. It's way better than the original. IMO

World 6: This sounds kind of off. I sometimes have the same problems when I try this too. It just sounds like a failed attempt at music hacking.

World 7: Now this sounds like the heavens! It's relaxing and just makes me wonder what that world will be like.

World 8: It's very catchy and kind of hilarious at the same time!

My opinions on the Newer Worlds.

Yoshi's Island: I really thought this was pretty pointless. And it's just saying because, Goldwood Forest is pretty much the first world of this entire game.

Pumpkin Boneyard: I find this idea kind of decent. Though this kind of could been a World 8 IMO.

Sky Mountain: I'm not fond of this world really. The music isn't from Newer really. Again, I would like the Newer Space theme. Again it's just nitpicking.

Sky City: Just like World 6 (Sky Mountain) I'm not fond of this World.

Koopa Planet: Nothing really to say about this one too. But is kind of cool I guess.


Posted on 05-02-15, 05:27 pm (rev. 2 by  skawo on 05-02-15, 05:57 pm)


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Uh, not all of the worlds will be representation of Newer Wii's, even if they use their theme. W3 isn't supposed to be Yoshi's Island; it's just a generic water world, because there's not much I could replace it with.

The music isn't from Newer really.


But... all of these are from Newer.

Posted on 05-05-15, 01:46 pm (rev. 2 by  WhatTheHack on 07-02-15, 06:08 pm)
Shyguy


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Hello! I just wanted to say that I am following this hack's development as best I can through the many short, amusing YouTube videos you post of the development's ups and downs. I greatly look forward to being able to play the finished hack! I trust that you will do a great job with it,  skawo!
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Posted on 05-11-15, 12:41 pm (rev. 1 by  skawo on 05-11-15, 12:41 pm)


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Latest progress: lots of music and two levels. Edited the main underground theme, redid the autumn one and made an overworld one. Not sure if the last one is going to stick, as I have doubts if it fits.

'nyhow, Some screenies:

Posted on 05-11-15, 03:06 pm
Roy Koopa
The guy who does things.

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Posted by skawo

Two Piranha Plants kissing.

I'm gonna ship that so hard.
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Posted on 05-17-15, 09:56 am, deleted by  Arceus: You can call him skawo
Posted on 05-22-15, 02:37 pm (rev. 1 by  WhatTheHack on 05-22-15, 08:51 pm)
Shyguy


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Hello skawo, how goes the development? I just wanted to ask a question regarding a relatively minor detail in this hack's gameplay. I was wondering whether or not Newer DS will include revised Toad House bonus games, be they originally designed by you or in the style of Newer Wii's Toad House bonus games. I ask because I personally enjoyed the bonus games in Newer Wii and thought it would a nice addition to Newer DS.

Oh and please know that I do understand if you consider that too much to expect or just do not wish to implement it. Believe me when I say I could not ASM(?) code a new gameplay mechanic such as the star-collecting myself. Just a minor detail I thought I'd ask about.
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Posted on 05-22-15, 05:36 pm


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The Toad Houses will be unchanged.
Posted on 06-05-15, 08:57 am


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Progress update

Lately, I decided to put the Space World on hold, and moved on to ghost-themed World 4. So far it's going well, with 4 levels, a new theme and tileset made already. You can see them in this video: https://www.youtube.com/watch?v=w_GbDLDAuh8

Overall progress up to this point:
World 1 is complete
World 2 is complete
World 4 has 4/10 levels complete
World 5 is complete, minus the ghost house
World 6 has 4/10 levels complete

34 overall out of 80
Posted on 06-05-15, 05:44 pm (rev. 2 by  WhatTheHack on 07-08-15, 04:30 pm)
Shyguy


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Nice to see the development coming along. I took a quick look at the video you linked to, and I must say, I really like how you are taking measures to ensure the player cannot become trapped if certain circumstances occur. If there is one thing I hate in both Mario ROM hacks and video games in general, it is oversights that allow the player to become stuck and unable to progress if a mistake is made, or a glitch or something else occurs. Nice to see you are thinking ahead with your level design! Keep up the great work,  skawo!
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Posted on 06-06-15, 07:37 pm


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Is that "newer" text in the logo meant to be on a red background? Because in the original NSMBDS, (as everybody knows) it's on a yellow background.
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