Posted on 02-11-15, 07:41 pm
Buster Beetle
Intérieurement fou... ou juste idiot?

Karma: 602
Posts: 387/473
Since: 07-27-13
https://www.sendspace.com/file/x5nbiw
A random level I made, it's pointless but as I think it's kinda good I decided to post it here.
It's a nmp as it has a slighty modified grassland tileset, anyway, just patch it, launch the game and play 1-1.
Thanks, and have fun -GabeN.
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Posted on 03-14-15, 01:36 am
Newcomer


Karma: 1
Posts: 1/1
Since: 03-14-15
So I have a concept for a hack, a hack that's sort of lost levels hard but with out the bullcrap. And so I made a level that replaces 1-1 and decide to share it to see what people think.

Download:
http://www.mediafire.com/download/x3ljsaa0sqwhsxo
Posted on 04-30-15, 12:02 pm (rev. 1 by  MeroMero on 04-30-15, 12:39 pm)
Death by cuteness

Karma: 6589
Posts: 315/598
Since: 05-01-13
Earthquake without the Thwomps:




And you can control the magnitude too:



This kind of earthquake will only work when the camera is at the very bottom, for that reason Vertical scrolling must be disabled to ensure that the camera is locked to the 192 bottommost pixels.
Posted on 05-01-15, 10:41 am
Birdo


Karma: 2789
Posts: 1341/2091
Since: 06-26-11
Nice.
I bet this was unintended though? Just a side-effect or glitch/oversight?
Posted on 05-01-15, 11:09 am
Death by cuteness

Karma: 6589
Posts: 320/598
Since: 05-01-13
Posted by Hiccup
Nice.
I bet this was unintended though? Just a side-effect or glitch/oversight?

Continue reading you might be interested


Simulate an earthquake with the Auto-Scroll sprite:

Use this Sprite Data:
00 00 00 81 00 PP

PP can be anything between 00 and FF, as long as it matches the Auto-Scroll Path ID.

When setting up the Path node, remember that:
_you want 2 nodes to keep things simple (more are possible though);
_you don't want Mario to get close the Auto-Scroll Path, so you must block the way with an immovable object large enough (a wall in this case).


And those are the values to put on Node 0:

Maximum shifting:
The maximum shifting is an infinite sequence of consecutive events consisting of 1 frame where the screen shifts to the left (even) and then 1 frame where it shifts back to its original position (odd).
The maximum shifting (in pixels) is calculated with this formula:

math.floor(Value1/4096)

4095 and below will round down to 0, making the set-up useless.
65535 is the maximum value, but 65535 is 1 number shy of 65536, the latter of which would have yielded a maximum shifting of 16 pixels; as such 61140 will suffice since the maximum shifting allowed is 15 pixels.


Beginning frame:
The beginning frame is the frame where the quaking begins when you gain full control of Mario after entering an area.
Considering first frame as frame 0, the beginning frame formula is:

2×[math.ceiling(4096/Value3)-1]

A value of 4096 and above will make the quaking begin immediately.


Quaking:
The quaking is what allows the Sprite 218 to emulate an earthquake.
It dictates by how much pixels the screen will shift for a given frame F, until the quaking hits its maximum value.
Considering first frame as F=0, progressive shifting (in pixels) is calculated as follows:

math.floor[(Value3×[1+math.floor(F/2)])/4096]

If Value3×[1+math.floor(F/2)] >= Value1, then rounds down to Value1.
If Value3 >= Value1, then the quaking will hit full force as soon as it begins.
Posted on 06-25-15, 07:29 pm
Paragoomba


Karma: 93
Posts: 51/67
Since: 02-27-14
Yesterday, I got bored, so I made my first custom level. Here it is:
Posted on 08-22-15, 07:12 pm
Red Koopa
dupe of MegaMarioManiac

Karma: -154
Posts: 52/120
Since: 06-30-15
Well i Felt Like Full hacking was too much work so i thought why not make a single level? so here it is.






Yes the end and some other parts look crap so if you tell me that your too late cuz i already know
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Check my channel out, getting popular! https://www.youtube.com/channel/UCw2xCNQhuwpnfnf1-wfRefQ
My Hack:

Version 1.3!!!!

Mario Kart 7 Community Code:
21-5521-8342-6897
Please join that community it needs players!
Posted on 08-24-15, 05:14 pm
Giant Red Koopa


Karma: 871
Posts: 1287/1315
Since: 11-12-12
Great job! You're already improving a lot! My main complaint here is that there is no consistent theme, it's just do some easy platforming, wooooooah! None of the platforming challenges really have content, either, there are some coins sure, but it's not a challenge to get them because you just need to stand on the platform to get them, and it also needs enemies on the platforms.

I also have some minor complaints;
1. It's a bad idea to use the beta water, it's buggy with pipes.
2. That Goomba pipe generator sprite needs to be moved 1 block to the left.
3. The flagpole is too easy to get a 1up on.

Other than that, you just gotta give it more content!
Posted on 08-25-15, 12:40 am
Red Koopa
dupe of MegaMarioManiac

Karma: -154
Posts: 53/120
Since: 06-30-15
oh yeah all those need to be fixed but idk how to fix the buggy pipe gen glitch maybe i need to make it a unbreakable pipe.....
_________________________
Check my channel out, getting popular! https://www.youtube.com/channel/UCw2xCNQhuwpnfnf1-wfRefQ
My Hack:

Version 1.3!!!!

Mario Kart 7 Community Code:
21-5521-8342-6897
Please join that community it needs players!
Posted on 08-25-15, 02:19 am
Passed away in 2017

Karma: 999
Posts: 80/380
Since: 03-04-14
You just have to delete the water tile/object and put custom water (which could have the same graphics). If you want, I could send you a grassland tileset with water tiles in it.

I could not…
Posted on 08-27-15, 10:01 pm
Red Koopa
dupe of MegaMarioManiac

Karma: -154
Posts: 54/120
Since: 06-30-15
Posted by NSMBHN
You just have to delete the water tile/object and put custom water (which could have the same graphics). If you want, I could send you a grassland tileset with water tiles in it.


Um is there a more simple way to put that? Cuz i dont understand you
_________________________
Check my channel out, getting popular! https://www.youtube.com/channel/UCw2xCNQhuwpnfnf1-wfRefQ
My Hack:

Version 1.3!!!!

Mario Kart 7 Community Code:
21-5521-8342-6897
Please join that community it needs players!
Posted on 08-28-15, 05:04 pm (rev. 1 by  Arceus on 08-28-15, 05:05 pm)
We do what we must because we can

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Posts: 1042/1426
Since: 06-25-13
Posted by themasterkoopa
Posted by NSMBHN
You just have to delete the water tile/object and put custom water (which could have the same graphics). If you want, I could send you a grassland tileset with water tiles in it.


Um is there a more simple way to put that? Cuz i dont understand you


Even simpler? No.
Just import the water textures in your grass tileset and you are done. What's the problem.
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Super Mario Castle 2 | Full release

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Posted on 09-19-15, 12:14 am (rev. 2 by  Bismuth on 09-19-15, 12:35 am)
Goomba
supporter of PixelFox

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Since: 06-01-15
https://www.youtube.com/watch?v=kIP9NGIsE74
What do you think?
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Blargh.
Posted on 09-27-15, 03:13 am
Nipper Plant


Karma: 2416
Posts: 4/417
Since: 08-17-15
I've got a custom level. Its my first, so don't expect much. I was making a full-fledged hack, but I realised I should just make single levels until I get good at it, then create a full hack
Anyway here's the video: https://youtu.be/oZjVxGORiDE
Posted on 09-27-15, 02:17 pm
Flurry
newsuperexpandkongs

Karma: 348
Posts: 167/250
Since: 06-19-13
Posted by newluigidev
I've got a custom level. Its my first, so don't expect much. I was making a full-fledged hack, but I realised I should just make single levels until I get good at it, then create a full hack
Anyway here's the video: https://youtu.be/oZjVxGORiDE
Hey! Nice! It's a HUGE improvement of your other levels. I am trying to flaws, but it's impossible to do so. Keep up the level design!

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Honest Quality Rippers Needed!


Posted on 09-27-15, 02:47 pm
Red Paratroopa
Friend of N64s and DSes

Karma: 516
Posts: 33/171
Since: 07-26-15
Posted by newluigidev
I've got a custom level. Its my first, so don't expect much. I was making a full-fledged hack, but I realised I should just make single levels until I get good at it, then create a full hack
Anyway here's the video: https://youtu.be/oZjVxGORiDE
It looks quite great, although I would maybe move the platforms near the flagpole back a little bit so that it is a bit of a challenge to touch the top of it.
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Posted on 09-27-15, 04:16 pm
Passed away in 2017

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Posts: 88/380
Since: 03-04-14
I agree with  newsuperhackboys and  Arctus Platner. Also, I think it needs decoration and enemies in a section of the level. But the rest is very good.

I could not…
Posted on 09-27-15, 08:33 pm
Nipper Plant


Karma: 2416
Posts: 5/417
Since: 08-17-15
Posted by newluigidev
I've got a custom level. Its my first, so don't expect much. I was making a full-fledged hack, but I realised I should just make single levels until I get good at it, then create a full hack
Anyway here's the video: https://youtu.be/oZjVxGORiDE
Hey! Nice! It's a HUGE improvement of your other levels. I am trying to flaws, but it's impossible to do so. Keep up the level design!
Oh thanks! I took your advice from yesterday and realised that my levels were rubbishy bad. Especially the w1- Tower level. So I took that into consideration and made a great level! I'm going to make another level today. So I hope you enjoy it!
Posted on 10-06-15, 10:27 pm (rev. 1 by  pinet on 10-06-15, 10:28 pm)


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Posts: 22/200
Since: 02-02-15
There are so many cool ideas in this thread that users can assemble a complete and personalized hack the way you imagine. I would like to give my congratulations to all those who contributed to this topic. All levels are to be congratulated. Each with its own personality and technical aspect.
[] -P
Posted on 10-08-15, 05:49 pm
Ninji


Karma: 379
Posts: 165/226
Since: 08-17-11
That's a neat idea actually. Shoving all the levels into a single hack. Guess the community project isn't dead after all.
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My Hack (whoops link is fixed now):
http://nsmbhd.net/thread/2953-super-luigi-world-ds/