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/vr/ - Retro Games


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File: 18 KB, 256x224, smv nv title.png [View same] [iqdb] [saucenao] [google]
8620568 No.8620568 [Reply] [Original]

Hello, /vr/. I am NOT the organizer for /v/'s latest Super Mario World collab hack. Our current baserom includes the Cancer Lord fight and various level edits. The organizer plans to release a new baserom featuring the last major bosses and the reworked puzzle, though he is very busy. You can use this thread and the testing doc to discuss the current build and the new one when that releases, as well as the last remaining works in progress.

Testing doc: https://docs.google.com/document/d/1H0tJjawRCsJGr4Q93LcXGcOXSvEFqHDEpT9trMnQL7o/edit

Email the organizer at vhack2020@gmail.com

BASE(D)ROM:
https://mega.nz/file/fpdAhboD#rOGhLuZaWPjHs8VcenAwWOOGsd2VWdydgv0KhVpbxEA

Download links for Super Mario /v/orld and Super Mario /v/orld 2
http://longc.at/vhacks.html
https://mega.nz/file/T4hkwAhA#SKAqXkkEp5XnBnRtS_yVV1wlqbY_7cjRGfCvVlfd2bs

Previous thread: >>8537569

>> No.8620571
File: 18 KB, 329x302, mootdosedance.gif [View same] [iqdb] [saucenao] [google]
8620571

Don't forget your daily dose!

>> No.8620593
File: 32 KB, 298x403, Waiting-Skeleton.jpg [View same] [iqdb] [saucenao] [google]
8620593

oh boy a new thread

>> No.8620596
File: 9 KB, 184x184, 05d73e8e21cda36d326b6cb18a2ee31e62a3ce29_full.jpg [View same] [iqdb] [saucenao] [google]
8620596

>inb4 no baserom
>inb4 OP literally has died from covid
>inb4 'see you next thread'

We need it done.

>> No.8620683

>>8620568
hey trying to play /v/ 2 but its corrupted or something, random characters on the intro text and the first level starts underwater ???

>> No.8620713

>>8620683
try this https://files.catbox.moe/fmkw1t.sfc

>> No.8620725

>>8620713
thanks i guess ill have to play some of the other 30k hacks

>> No.8620734

Southern cross update:

I sent what I would consider a baseline serviceable version of the full song to OP so he could include it in case he wanted to post an update for this thread, but for anyone curious:

https://files.catbox.moe/crlo8g.ogg

>> No.8620738

>>8620683
What emulator are you using?

>> No.8620748

>>8620734
based

>> No.8620761
File: 73 KB, 266x176, a72.gif [View same] [iqdb] [saucenao] [google]
8620761

>>8620734
Honestly a pretty fantastic port. Great work.
The bridge between the second part to the ending climax sounds a little rough but its a bitch of a song, Its such a long ass song and I am sure it gave you a ton of shit to even manage so again its still fantastic.

>> No.8620903
File: 6 KB, 256x224, v.png [View same] [iqdb] [saucenao] [google]
8620903

>>8620734
The port came out great, it's been added to the baserom.
And to the anon who edited the super training port, that's been inserted too.

>>8620593
>>8620596
A final baserom will be dropped by the end of the thread and I'll have a release date by then.

>> No.8620908

>>8620734
I guess I'm an idiot for expecting
https://youtu.be/zgA57JCfoAU

>> No.8620921
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8620921

>>8620903
>A final baserom will be dropped by the end of the thread and I'll have a release date by then.

>> No.8620989 [SPOILER] 
File: 13 KB, 300x306, 1644695737126.jpg [View same] [iqdb] [saucenao] [google]
8620989

>>8620908
>Beat Cancer-lord in Bossrush.
>Everything goes quiet.
>Music starts playing
>True Secret Final boss of bossrush is Billy Herrington
>He throws Van-Thwimps and the Rainbow Unicorn jumps into the fight between boss transitions.

>> No.8621089

>>8620738
that fixed it, bsnes work, snex9x no

>> No.8621109

>>8620989
kino

>> No.8621465

>>8580085

Missed the last couple days of last thread so I feel like responding to this now.

Booster/Moot Party guy still checkin in, hoping this shit gets done. Kinda bummed this has gone on so long because I could've probably promised more if I knew I had MONTHS of extra time to do it, but for /v/orld 3 I basically only did my 1 level and ASM for the weird item shop's effects. Its hurt my hype a little only being able to contribute one level (even if I do get the honor of the penultimate spot).

I had early concepts for a star-world level that involved porting a condensed version of Red up till Brock, beating the Gym meant clearing the level. I wanted to learn how to do Menus and such better so I figured this would be a great place to force myself to learn it, but I only reserved one level because I didn't think I'd have enough time for two.

>> No.8621480

>>8621465
In fairness, the Booster trio of levels are pretty great and moot party is unironically one of the best levels of all three hacks.

>> No.8621506

>>8620734
Soul. All that's left now is just the final boss and special world puzzle right?

>> No.8621643
File: 356 KB, 350x305, 1595717320957.gif [View same] [iqdb] [saucenao] [google]
8621643

>>8620734
Very soulful port. The only things I noticed is that there is a small break point in the song at 1:15 which sounds a little bit off, and the note pitch at 1:53 is wrong. The notes going higher at 1:54 should be slightly lower. I'm not a music expert, so I hope you can understand what I mean. The rest is simply amazing. Good shit anon.

>> No.8621904

>>8621506
and the port of adventure's end, but yes, it looks like we'll finally get a build that you can play from beginning to end

>> No.8621938

>>8621904
I think Adventure's End was replacing by Super Training for time.

>> No.8622235
File: 1.54 MB, 1016x603, vectormandance.gif [View same] [iqdb] [saucenao] [google]
8622235

>>8620734
I think it's pretty excellent. Good instrument sample choice and just sounds really nice. But I agree with >>8621643 that there are some small issues, mainly some of the notes being off and the somewhat abrupt high octave of the fast piano. I also don't hear any bass, unless it's very quiet. And to make it flow better into the loop, I suggest you add an extra "tap" at the end. Something like this:
https://files.catbox.moe/r6uvzo.ogg
Excellent work overall. It's a very challenging song, and I know that the final version will be truly eargasmic.

>> No.8622237

>>8620734
Can you post the mml? I/some other Anons may want to tweak it to make some parts sound better (unless you plan to.)

>> No.8622240
File: 946 KB, 280x235, 1477788260964.gif [View same] [iqdb] [saucenao] [google]
8622240

>>8620734
Righteous. How long do /vr/ threads last again? Dying to play the final baseROM.

>> No.8622275

>>8621480
I only played v/3, but Booster Mountain is one of my favorites. really good stuff mechanically and aesthetically, and the extra challenge made it even better. that was quite a gauntlet to get through, but I got both exits eventually.

>>8621506
also a couple Star World exits, overworld fixes, and minor level fixes (most of which I submitted). just recently I noticed the starman palette glitch from vanilla is present in Bender's Big Score, but that should be an easy fix.

>> No.8622296

>>8622240
two weeks

>> No.8622306

>>8620568
played first world, much more customized than V2, great ost play but some songs play too much as songs and not much as ambient to the game.

First castle was much more chill than in v2

>> No.8622389

oh yea, forgot to mention. along with my level edits, I included an alternative to the special world puzzle, where there's a blitz of enemies and goal orb in the final room of Bender. I thought that would be a fun way to handle it. even if that doesn't make the final cut, it should at least be included in the next baserom so you don't have to go into LM just to access Special Zone. maybe you can include my room along with the new puzzle, that'd be cool.

>>8621089
yea, it doesn't work on snes9x. retroarch higan does fine for me.

>> No.8622532

>>8620903
Is the BTFO resprite going to be in? It would unironically make this hack 11/10.

>> No.8622994

hey i was tryin to play /v/orld 2 the other day on muh hacked 3DS and was having some issues
was wondering if any of you guys have ever tried to run it on 3DS before?
if so what emu/settings did you use?

for reference i was using the 3DS SNES9x port
at first it was wigging out and trying to save to SRAM every other second so after i told it to fuck off and stop doing that it seemed fine. it loaded up the titlescreen fine, i hit start and it did the little intro with the textbox.
then the problems started
after the intro screen, the screen becomes completely black, then the "hurry up ur almost outta time" sfx played, and then nothing. no button inputs work, nothing happens. only way out is hard reset

i dont doubt its some issue with the emu, but i just wondered if anyone else ever ran into this

>> No.8623029

>>8620734
Came out amazing.

>> No.8623130

>>8622994
Spooky...

>> No.8623225

>>8623130
yea
anytime glitches have perfectly fitting sfx to go along with the crash its pretty spooky

>> No.8623360

>>8620903
Will the cutscenes you promised be in the next baserom?

>> No.8623593

>>8620568
based

>> No.8624018
File: 153 KB, 476x904, moot dancing in real life.gif [View same] [iqdb] [saucenao] [google]
8624018

>> No.8624090

>>8620903
Looking good. Is that the new puzzle?

>> No.8624146

>>8622994
>3DS SNES9x port
I've never used this personally, but it looks like it's based on a pretty old version of SNES9x, I am sure you're having problems because of /v/2 using the SA1 chip. It runs on newer versions of SNES9x just fine (The Wii port of SNES9x is based on a newer version and I played it through to the end there)

>> No.8624409
File: 68 KB, 608x752, doritos 3d.png [View same] [iqdb] [saucenao] [google]
8624409

i forgot to make any fanart but woooooooo new baserom Soon:tm:

>> No.8624668
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8624668

I wish I can draw human more accurately

>> No.8624685

>>8624668
soul

>> No.8624701

>>8624668
lurk around /ic/, they can help

>> No.8624847

>>8624668
Pretty good. Just needs a bit more accuracy on the arms. Try the Figure Drawing book on /ic/'s sticky or here: http://alexhays.com/loomis/. Those helped me a bit.

>> No.8625426
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8625426

>> No.8625793
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8625793

/v/-tan if SM/v/3 got cancelled at last minute

>> No.8626229
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8626229

Almost done polishing playable characters. Ayamari got redesigned. I hope I can get feedback to certain sprites.

WIP SMV3 CHARACTERS V9.9 [A].zip
https://files.catbox.moe/2yfiik.zip

>> No.8626274

>>8626229
> He didn't hear

>> No.8626337

>>8626229
based
>>8626274
they're still being added it's just gonna be in an update because of delays

>> No.8626917

>>8625426
>>8622532
hopefully these things will be added.
also, forgot to mention: the switch room of green switch palace changed. I approve of the longer drop, but why'd you take away the marijuana leaf sprites? those should stay in, and would fit in on the wooden shelves. also, someone said that they were working on putting Top Man MM3 tiles in there, hopefully that happens.

>> No.8627270

>>8626917
just the btfo sprite, the rest is bloat

>> No.8627275

>>8627270
wouldn't call it bloat, just ways to polish further, although not strictly necessary. I agree that the BTFO is a must.

>> No.8627285

>>8627275
I'm cool with the lion face getting in

>> No.8627421

>>8626917
>but why'd you take away the marijuana leaf sprites? those should stay in, and would fit in on the wooden shelves. also, someone said that they were working on putting Top Man MM3 tiles in there, hopefully that happens.
tileset limitations

also I can't be assed

>> No.8627423

>>8626917
I'm not the anon who was working on the MM3 Top Man tileset, but if that anon is not here I could help out. The tileset in MM3 looks better than the one in Wily Wars, mainly because the glass reflection obstructs the leaves seen inside the floor. Should the switch palace tileset be replaced entirely in favor of the new tileset?

>> No.8627535 [DELETED] 

>>8627421
oh, should've guessed. that's fine then.

>>8627423
>Should the switch palace tileset be replaced entirely in favor of the new tileset?
I don't think so, I'd rather keep the color stripes for every switch palace. my concept was to add it as a complement to the current architecture, eg add it inside solid areas, or change certain parts of the level, etc.
of course, this depends on whether it's feasible to do this, or whether it would be too difficult to work with the tileset or add it as an object. if it's not worth the trouble I won't insist, just thought it would be a cool addition.
I can't find my original post for w/e reason. I don't know if it was ever actively worked on, I just remember an anon saying that it's happening or is planned.
btw, hope you don't mind my input, I just want to contribute as much as I can, and it's one of my favorite levels.

>> No.8627596

>>8627421
should've known, that's fine.

>>8627423
I don't know if it was being actively worked on, I just remember an anon telling me it was planned, or would happen.
I think all switch palaces should have their color stripes, so I wouldn't want a complete switchover. I was thinking of adding it as extra decoration, or converting parts of the level (eg the final area). but if it's too difficult then it doesn't matter. just thought it would be cool, that's all.

>> No.8627613

>>8627535
>>8627596
It wouldn't be difficult but I don't really want to go back into the level just to change a single end part. Its just more shit for OP to have to deal with and the level is fine as is.
Plus any tileset changes means having to change not only the level, but any other levels which also use said tileset, like the /v/inale level which uses it.

>> No.8627730

>>8627613
It shouldn't be very hard to make, but it will require a bit of work to replace the switch place tiles to the new tileset. All that needs to be done besides that is make a Map16 page and rip the tileset and draw custom tiles for the slopes which shouldn't be very hard to do. It's entirely up to you.

>> No.8627790

>>8627613
yea, I understand. like I thought it would be cool to add greenhouse leaves inside of solid areas, or by the pipe, or for the final area. you could also switch over the whole thing, but idk. I assume that big portrait at the end ate up a fair amount of the tileset, and I'm assuming that makes it impossible to add tiles without editing ones in use. as you said, the level is good enough currently, and OP is probably swamped, and there's higher priority changes to make, so I won't push it any further.
as for higher priority: Bender's has the starman graphical glitch left over from vanilla, I've got a good alternate text for red switch palace, and the tricky treasure exit should open another path leading back to parabeetles. anons willing to help might be better off tackling those issues, which I can elaborate on.
the only reason I don't do it all myself is because I'm an amateur. the batches of .mwl edits are as much as I can do without git'n gud.

>> No.8628193
File: 16 KB, 1158x887, file.png [View same] [iqdb] [saucenao] [google]
8628193

I got stuck on Bender's Big Score after I put the goal orb in. I can't progress for some reason.

>> No.8628236

>>8628193
Looks like you activated the exit after, you probably put the secret goal instead of the normal goal

>> No.8628373
File: 6 KB, 222x227, 1597154411939.png [View same] [iqdb] [saucenao] [google]
8628373

>>8628193

>> No.8628382

>>8627730
>>8627790
Art anon here.
Not worth the hassle for OP.
When OP lets me know he's doing the update patch, i'll do it then. But I also like the normal switch palace tileset as it is.
All edits should be focused on gamebreaking and progression, not aesthetics.

>> No.8628443
File: 29 KB, 1000x1000, Illustration41.png [View same] [iqdb] [saucenao] [google]
8628443

>>8628373

>> No.8628495

can any veteran smw hack player say if this hack has good level design?

>> No.8628540
File: 327 KB, 640x480, thebebop.png [View same] [iqdb] [saucenao] [google]
8628540

>>8628495
all three /v/orld hacks have a mixed bag of level design since you got people making levels for the first time, people who already have some lunar magic experience, some bleedover from smwc vets, some bleedover from the last /v/ hack.

/v/1 has the more vanilla levels with only a few asm levels, and even then those asm are custom made.
/v/2 has alot more of a blend of vanilla and custom shit from smwc and other romhack resources.
/v/3 has a ton of levels which use smwc elements as well as full on custom asm and custom gimmicks.
each hack also has had level's BTFO for being too low quality, stuff like Flight School from /v/1 and Magma Diver from /v/3, but you still get a few bullshit levels like Platform Peril.

You can def beat /v/1 and /v/2 and /v/3 without savestates since the anons who enable retries know when to put it, there is still some jank but its most comparable to hacks like VIP and some parts of JUMP/YUMP

>> No.8628557

>>8620571
thanks doc

>> No.8628571

>>8628540
thanks for elaborating, anon
one more thing - just for scale, how would you compare each of the three /v/ smw hacks to the best that smw hacking has to offer (i've been out of the loop for quite some time but the last time i was into playing smw romhacks i recall the scene peaking with smw2+3, the second reality project reloaded 1 and 2 and a handful of others which i forgot, maybe there are some new top tier hacks now that overshadowed those old ones, i don't know)

>> No.8628609
File: 347 KB, 1257x607, Homer watching himself be peed on in a very understandable angry mood.png [View same] [iqdb] [saucenao] [google]
8628609

>>8628571
They're more comparable to both VIP (First 4 and maybe a few levels from 5) and JUMP/YUMP than any other hacks.
Being Collab hacks the quality, difficulty and length of each level will vary

Most levels don't really get low quality outside of the few levels which are obviously 'Babies first Lunar Magic level' but they honestly feel charming, and when a level is great, its really fucking great.

Difficulty however is a major divider. You need to start with /v/1 because the late game levels in that game give you a taste for how hard /v/2 and /v/3 get. Its never anything boarderline TAS Kaizo tier but you get some levels which will really fuck you up. Anon's will laugh but save states are fine if you need them.

>> No.8628776

>>8628443
lmao

>> No.8628797

>>8628495
If by good level design, you mean getting kicked in the balls every subscreen, then yes, you'll love this hack. It's fun. If you haven't played a collab hack before, you should try /v/1 first, since it's the easiest.

>> No.8628810

>>8628797
not a veteran by the way, but I've been playing a bunch of them lately

>> No.8629159

>>8628609
>>8628571
>Difficulty however is a major divider. You need to start with /v/1 because the late game levels in that game give you a taste for how hard /v/2 and /v/3 get. Its never anything boarderline TAS Kaizo tier but you get some levels which will really fuck you up. Anon's will laugh but save states are fine if you need them.
Yeah, seconding using save states or even rewinds towards the end of /v/2; it definitely deserved a Kaizo Lite tag.
The crazy thing is that different players have problems with different parts; one streamer simply couldn't beat my finale room while another did it in one try.

>> No.8629165

>>8628495
I've played a few hacks before the /v/orld series, like Super Mario Odyssey and Luigi's Adventure, among others. With /v/orld 3, I can tell that the authors put thought into the designs of all these levels, even the ones that I'm not a big fan of, and I love the sheer amount of variety that's on display. The wacky gimmick levels that mess with the mechanics are also good fun, with March of the Mootykins and CONCEPTION being especially surprising. They follow the good design rule of introducing a mechanic and building upon it with progressively more challenging obstacles.

>> No.8629332

>>8620903
1. You better fucking deliver op or I will rape you with a bullet bill while fishing boos laugh at you.
2. Is the screenshot something I should save juuuust in case it's needed for a puzzle?

>> No.8629352

>>8628540
>Magma Diver got cut.
Pain

>> No.8629372

>>8628540
I think Flight School was from /v/2. It was also called Flappy Moot. The guy kept nerfing it but people still kept shitting on it until the OP cut it for not being fun.

>> No.8629732

>>8628495
Idk what you mean by "veteran smw hack", but I enjoyed a lot of romhacks in my youth like VIP Mario 4, VIP 5, The Essence Star, Mario Adventure for NES, etc. I'd say yeah it has good level design, but some levels have poor concept of difficulties like overused Power-Up Filters, overused Chargin' Chads, and overused sawblades, but in some levels, they're justified like Moot Boy.

>> No.8629857

>>8628382
that's fine, as I said, there's higher priority stuff. just wanted to test the waters on something that could potentially be cool, that's all.

>All edits should be focused on gamebreaking and progression, not aesthetics.
that's true, although there are easier aesthetic improvements that could be made. I'll bring that up again later.

>> No.8629871

>>8629857
>aesthetic improvements
If by aesthetic, you mean "sprite redesigning", then I could give it a shot for ya. Although I'm not sure which needs editing or polishing.

>> No.8629917

OP please fucking give a new baserom so the idea guys will shut the fuck up

>> No.8629932
File: 224 KB, 521x937, 1598252323198.png [View same] [iqdb] [saucenao] [google]
8629932

>>8629917
This. No more changes to levels that aren't even yours.

>> No.8629946

>>8629932
>le may may frog from le may may department
you disgust me

>> No.8629948
File: 3.77 MB, 471x272, deal with it jimmy.gif [View same] [iqdb] [saucenao] [google]
8629948

>>8629946
Don't care.

>> No.8629954

>>8629948
I'd be surprised if you did.

>> No.8629989

>>8629946
He is unironically right.

>> No.8629991

>>8629989
He's right, but he didn't have to use that disgusting cancer to say it.

>> No.8630005
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8630005

>>8629991
Just what do you have against frogs

>> No.8630012

>>8630005
They're green.

>> No.8630142

>>8629917
>>8629932
I'm fine with leaving green switch palace as is, I was just asking. feel free to forget I mentioned it.

>>8629871
I assume you're only on the sprite/art side, so I'm not sure if this is within scope. but on Bender, the reserve Starman has a color palette glitch, left over from vanilla. from tcrf: "There is even a routine that specifically checks for the Starman item ID (03) and cycles the colors appropriately, though it appears to use incorrect palette values (00 02 04 02). Shifting each value left by one bit (00 04 08 04) fixes this."

>> No.8630903
File: 132 KB, 830x556, catstare.jpg [View same] [iqdb] [saucenao] [google]
8630903

>>8628382
At such a late point in development, we shouldn't risk messing anything up by inserting a bunch of map16 tiles.

>> No.8631061

>>8630903
another good point. I was thinking of taking the whole thing on myself by inserting the topman tiles, then working them into parts of the level (like near the subscreen exits). but yea, major glitches at this point, that's not worth the risk. and as another anon said, the Grand /v/inale (and maybe other levels) use that tileset, which complicates matters.
I still think it would be a cool thing, but I guess it's not feasible. there's bigger fish to fry anyway

>> No.8631094

/vr/ threads were a mistake

>> No.8631154

>>8631094
you're welcome

>>8629352
at least it was referenced on the boss rush entrance (which is unfinished). I never played it, but I heard it was a shitpost.

>>8629332
when in doubt, save.

>> No.8631165

>>8629352
It was a bad level.
>it was ironically bad
that makes it even worse.

>> No.8631306
File: 180 KB, 750x1333, IMG_20220215_121250.jpg [View same] [iqdb] [saucenao] [google]
8631306

>>8630903
>Something fucks up
>Restore to previous Version
>Just Remap

Of all the stupid delays with the great idea anons and the characters who made that poll useless this one doesn't sound as tedious and time consuming

>> No.8631360

>>8631306
appreciate your input, fren. I tried to approach this cautiously, since at least one anon has been salty over my posts, but ultimately I'm trying to contribute like anyone else.
on the map16 tileset for green switch palace: I assume all those 'bricks' are empty, and I can put new tiles in? I think I can figure this out...

>> No.8631589

>baserom and release date at the end of the thread
wouldn't it be better if you let us have it now so we can play it, find any outstanding glitches/issues. then you can just use the feedback (the feedback which isn't retarded) for the release build..

>> No.8631601

>>8631360
Im not very familiar with remaping shit, but if you mean blue bricks then that's where the old tiles of the Map16 were, you can insert a new Map16 in another bank (Stone button) and make the tiles act like they should one by one

>> No.8631734 [SPOILER] 
File: 2.19 MB, 256x224, 1644958893537.webm [View same] [iqdb] [saucenao] [google]
8631734

Just a heads up, there won't be anymore level changes. My entire focus now is just getting the last things needed for a release.

>>8622532
>>8623360
Yes.

>>8624090
>>8629332
Maybe.

>> No.8631759
File: 157 KB, 1080x1080, 9ee18c.jpg [View same] [iqdb] [saucenao] [google]
8631759

>>8631734
Soon you can rest OP.

>> No.8631790
File: 246 KB, 480x363, vats9_9-1345845199096971265-20210103_213114-img1.png [View same] [iqdb] [saucenao] [google]
8631790

real talk how many people have tested the following levels?
>HELLMARI TOWER
>CONCEPTION
>SADIST COURSE EX
>Bowsers Castle
>Paint Panic
>Booster Mountain
>The Grand /v/inale
I'd rank these as the hardest levels in the hack. We can't change them as what OP said but have people played and beaten them? Bowser Castle and The Grand /v/inale especially.

>> No.8631931

>>8631734
That's fair. Also wow, nice progress. So that's the item warehouse level for /v/3. Can't wait to see it when it's out.

>>8631790
I've only really playtested Sadist Course and Booster Mountain. They're good levels. As for the others, I've been avoiding them because I want to try them at release. I'm trusting OP and playtesters already gave them enough balance.

>> No.8632165
File: 2.90 MB, 556x480, 1596516464589.webm [View same] [iqdb] [saucenao] [google]
8632165

>>8628609
>You need to start with /v/1
Eh, I dunno. I started off with /v/2 on my own Super Nintendo without having played a SMW romhack in years and I was able to get through it and get all big coins just fine with a few hiccups on some levels. Though then again, I am pretty used to playing hard games and Touhou on Lunatic mode. Also is there any reward for collecting all of the big coins?

>> No.8632437
File: 17 KB, 600x450, 1465923297815.jpg [View same] [iqdb] [saucenao] [google]
8632437

>>8631734
Based. I'm excited to play the final incarnations of these soulful levels.

>> No.8632635
File: 271 KB, 1024x896, long dream.jpg [View same] [iqdb] [saucenao] [google]
8632635

>>8631790
>HELLMARI TOWER
I beat this level. First room would be fun if not for bugs/mechanics that nuke all fun from orbit, such as trying to manipulate the boo block and randomly falling through it, getting hit while jumping on bullet bill, and navigating the noteblocks. Rest of the level is good except for that part where you have to float with the cape and navigate this long muncher tunnel with a shit load of sprites. I'd rather play volleyball with a fucking porcupine.
>CONCEPTION
Pretty fucking hard but really fun too. There is one bug where if you take damage from say jumping on a black block, and you jump on the same frame, the jump gets eaten. Figuring out what to do can be a challenge, but in a good fun way, not in a "how the fuck was i supposed to know to do that" kind of way.
>SADIST COURSE EX
Hard as balls I got to the boss once (without the midway point) but the boss was bugged so haven't been arsed to try beating it with a fixed boss.
>Bowser's Castle
Simulated a playthrough with a save state instead of the non existent checkpoint, it was tough but easy compared to the harder levels.
>Booster Mountain
Long and hard, a few rooms ask a lot of the player near the end but nothing too extreme.
>The Grand /v/inale
The one level I can say I've hardly played, don't think I've cleared any of the rooms outside of my own.

Also shoutouts to Super Moot Boy, Peak of Delusions, and the second half of Temporary Temperature and Fire in Da Hands (except fuck that level) for also being really fucking hard. Pic related it's me trying to beat these levels as someone who isn't much better than "decent" at Mario.

>> No.8632646
File: 49 KB, 1024x710, 1644102335994.jpg [View same] [iqdb] [saucenao] [google]
8632646

>>8632635
oh I forgot
>Paint Panic
The FUCKING son of Dob autoscrollers were huge mental blocks for me but I managed to get to the boss, kept dying to the boss and haven't been arsed to beat it since. Tried the alt path for an hour as well but similarly have not been arsed yet.

>> No.8632651
File: 81 KB, 160x220, it begins with a d.gif [View same] [iqdb] [saucenao] [google]
8632651

>>8632646
I legit do not trust the previous anons saying 'Oh yeah alt path is easy', those fuckers used rewind.

captcha: RAD8X

>> No.8632657
File: 1.16 MB, 540x540, 1548284796543.gif [View same] [iqdb] [saucenao] [google]
8632657

https://www.youtube.com/watch?v=sP3JrwGzyPU

>> No.8632667

>>8632651
Some people are just fucking built different man or they've played hard ROMhacks before. That or i'm far too trusting.

>>8632657
An example of perfect, and I mean PERFECT music choice. My hats off to anon.
What levels do you guys think have 10/10 music choice? Low-grav glade comes to mind.
https://www.youtube.com/watch?v=b-041luifek

>> No.8632694

>>8632667
Fur Friend Furance Ruins has fucking great music choice in Groundman's theme
>https://www.youtube.com/watch?v=72nEOP9A4Zg
CONCEPTION'S second theme is also fucking great for how they were able to fit in fucking Dante's theme in.
>https://www.youtube.com/watch?v=egzutCUFaOw
As much as I hate the fucking Big Chungus meme, it fits 'Do Americans Really?'
>fuck off i'm not linking it.

>> No.8632695
File: 2 KB, 98x125, devilish.jpg [View same] [iqdb] [saucenao] [google]
8632695

>>8632694
But I am
https://www.youtube.com/watch?v=cB4dYfFgaME

>> No.8632706
File: 713 KB, 336x252, SatisfiedTalkativeBull-size_restricted.gif [View same] [iqdb] [saucenao] [google]
8632706

>>8632667
Which level used Mad Mew Mew?

>> No.8632721

>>8632706
Wizard School

>> No.8632781

>>8632165
>reason to play /v/1
>https://www.youtube.com/watch?v=sNRoIjoEet0

>> No.8632789

>>8632781
ARE YOU READY FOR SOME FOOTBALL

>> No.8633002

>>8629352
You mean good, it was complete cancer.

>> No.8633439
File: 11 KB, 450x343, images (5).jpg [View same] [iqdb] [saucenao] [google]
8633439

>>8631734
Based. regarding the video, thank you very much for the simple solution of this level, less complicated. talking about the level "Key Below the Door" is there anything missing??

>> No.8633934

>>8631734
that's fine. I just hope you added the .mwl edits I've sent (two batches), they're the result of playtesting and (in many cases) anon consensus. it would also be cool if there were one more baserom between now & release to make final adjustments. I also might have a .asm update for you.
I won't insist on topman tiles for green switch palace, it'd be cool, but it's optional.

>> No.8634642
File: 42 KB, 147x255, file.png [View same] [iqdb] [saucenao] [google]
8634642

>>8632667
https://www.youtube.com/watch?v=PT5OO3eCv5w

>> No.8634848

Guys, I have a question, what is the name of the songs that are in the spcs:
"Cwitch Palace.spc"
"azure.spc"
"BRICKWALL.spc"
"deeva.spc"
"I wish.spc"
"warpzonesfx.spc"

>> No.8634854

>>8633439
>>8634848
Isaque detected.

>> No.8634904
File: 1.99 MB, 390x340, 1534262350049.gif [View same] [iqdb] [saucenao] [google]
8634904

>>8634848
>he doesn't recognize oingo boingo

>> No.8634919
File: 411 KB, 800x579, file.png [View same] [iqdb] [saucenao] [google]
8634919

>>8634848
*SNAP*
Yep, that one's going in my puzzle room.

>> No.8634931

>>8634919
puzzle room..?

>> No.8634947
File: 30 KB, 408x286, 1621901619638.jpg [View same] [iqdb] [saucenao] [google]
8634947

>>8634931

>>8631734

>> No.8634981
File: 1.71 MB, 300x225, 1515280150411.gif [View same] [iqdb] [saucenao] [google]
8634981

>>8634848
>"warpzonesfx.spc"
Fuck off Isaque. Least you can do is wait for the game to be out and actually play through the game rather than rummaging through the files like a fucking garbage rat.

>> No.8635123

>>8633439
>>8634848
Isaque, WHAT will it take for you to "lurk moar or fuck off"?

>> No.8635672
File: 2.94 MB, 1170x1006, vorldwave[sound=files.catbox.moe%2Frpizwr.ogg].webm [View same] [iqdb] [saucenao] [google]
8635672

soul

>> No.8635898
File: 859 KB, 256x224, spearguy.gif [View same] [iqdb] [saucenao] [google]
8635898

damn it seeing the new smwc sprites added makes me want to make some more romhack levels
>https://www.youtube.com/watch?v=EjElNYjo6M8

>> No.8636394

>>8635123
Lurk moar, why?

>> No.8636673

>>8636394
So you don't embarrass yourself. The fact that like...all of us can tell it's you even without a trip is just awful.

>> No.8636831

>>8632657
Tendies Tower, iirc. indeed, that is a perfect music choice.
since I've been discussing Green Switch Palace, that also had a patrician music choice that fits perfect:
https://www.youtube.com/watch?v=RnEeDZydU4g

>> No.8636872

What sort of laxatives do you guys need to shit this out already?

>> No.8636920

>>8636872
a year in development is fine, given the scale and complexity of the hack.
if anyone should stfu it's you, not me the dreaded idea guy (who would've done the tiles myself, if OP hadn't declined).

>> No.8637012

>>8636920
relax its a fucking romhack, not an actual game.

>> No.8637034

>>8636920
it's really not fine. the collab head did the classic collab blunder of getting too ambitious and about shit and getting us in dev hell. this is what fucks every collab hack. the /v/ 1 and 2 collab head understood this (probably because they had experience from being a collab lead previously). they gave hard deadlines and tried to cut corners as much as possible while not being too ambitious. even then /v/2 still came out like 3 months late.
at this point if the finalizing work isn't done within a month or two I'd recommend someone else just release a playable zombie version. if people still want to add finishing touches after that, they can do so.

>> No.8637037 [DELETED] 

>>8637012
this is the internet, which has always been serious business.

>> No.8637067

>>8637012
the internet has always been srs bsns

>>8637034
I respect your point of view, although I still see the benefits of going balls to the wall with the 3rd hack. and it is fairly close to completion. I actually agree with your 1-2 month final deadline, I was thinking March or April would be a good time to release, and no later than May. That should give us enough time to polish and tie up all loose ends, and anything extra can be put in an update later.
I guess I have a different perspective, because I'm a /vr/ trooper who only got on board with the first /vr/ thread, so it doesn't seem as long to me personally.
also wtf, in Green Switch Palace, the coins are glitched out on the final subscreen with the switch (including the map16 tile for green coins). I wanted to put a 420 in there, but this seems impossible.

>> No.8637086

>>8637067
>also wtf, in Green Switch Palace, the coins are glitched out on the final subscreen with the switch (including the map16 tile for green coins). I wanted to put a 420 in there, but this seems impossible.
stop fucking around with peoples levels. OP literally said we're not doing any more edits.

>> No.8637097

>>8637034
OP finished the biggest things remaining (Bowser's Castle gimmick and the Postgame Puzzle I hope that's what he's been posting anyways) so I do think we're going to get the new baserom he promised before the end of the thread. There literally isn't anything left to do now I think.

>> No.8637113

>>8637034
t. Chaos

>> No.8637154
File: 105 KB, 900x900, 1555546563771.jpg [View same] [iqdb] [saucenao] [google]
8637154

>>8636872
If you count the previous /vr/ collab as part of /v/1's development, it had more or less a year of development between the first thread and release (06/05/2019-02/02/2020). VIP4 and VIP5, although having having a completely different management and context, took about 3-4 years each. Going by some curious baseroms of VIP5 in the SMWDB site, they took a while on technical stuff, i.e. the final boss and overworld gimmicks. Nevermind other collabs like JUMP+YUMP and the SMWC productions. /v/3's not too bad as far as these collabs go.

/v/2 really is just an anomaly, having lasted like 2 months with a few delays and still being almost on par with /v/3 in content.

>> No.8637172

>>8637086
I realize that, which is why I'm not doing anything significant. how about I just fix that dirt tile in Finland and call it a day, is that alright?

>>8637097
>There literally isn't anything left to do now I think.
there's random fixes here and there, like the Star World exits, and the graphically glitched reserve star on Bender, etc.

>> No.8637173

>>8637154
VIP1-4 each took about a year judging by the year on the title screen. VIP5, the most ambitious took 3 years because they kept wanting to add more stuff (sounds familiar hmmm). VIP6 is taking a decade at this point, and was last active almost 5 years ago after 5 years in dev.

JUMP/YUMP all take about 3 years to make. I think we're in good shape as far as collabs go. It hasn't even been a year yet, progress started last May.

>> No.8637197

>>8637097
There's still the Adventure's End port, but I believe Super Training will be a placeholder if that isn't finished yet. I think the porter for Southern Cross working on some tweaks as well. I sent the last fixes for my levels in December, so I'm happy with how my side of the project turned out.

>> No.8637218 [DELETED] 

>>8637172
>>8631734
alright, this is my final .mwl, which fixes that infamous dirt tile in Trip to Finland:
https://files.catbox.moe/p5acmp.mwl
didn't bother with zipping or a readme since it's just one file.

>> No.8637225

>>8631734
Was the disappearing background gradient in the castle 3 boss fight fixed? It should either be fixed or removed entirely. And was the swimming-in-ground thing fixed in Deep Sea Thread?

>> No.8637229

>>8637172
>>8631734
this is my final .mwl edit, which fixes that infamous dirt tile in Trip to Finland:
https://files.catbox.moe/iqt8hc.zip
didn't bother with a readme, since it's just one file, but I zipped it due to name scramble.

>> No.8637238

>>8637229
Well, thanks for your support these past threads. Although I'm sure that tile should have been fixed months ago (lol).

>> No.8637261

>>8637238
appreciate it. I've been doing what I can for this.
and lol yea, that issue was mentioned back on the first testing doc. one thing's for sure, if you want stuff to get done, you have to do it yourself.

>> No.8637776

Lanky Kong

>> No.8637876

Did Lomsmelly ever finish the game

>> No.8637889

>>8637876
paint panic filtered him and he said he's not playing until the release

>> No.8637892
File: 70 KB, 324x942, the cries of a broken man.jpg [View same] [iqdb] [saucenao] [google]
8637892

>>8637876
He made it all the way to Paint Panic, but got filtered hard. He then edited to overworld to skip to Booster Mountain because the author wanted him to play it. So he finished everything besides Paint Panic and /v/inale.

>> No.8637902
File: 352 KB, 533x799, 35197183744_aae58e9f17_c_d[1].jpg [View same] [iqdb] [saucenao] [google]
8637902

>>8637892
Didn't know smelly Italian man had a job
>Playing SMV when you have to be at work in 5 hours

>> No.8637908
File: 3.13 MB, 480x270, 399.gif [View same] [iqdb] [saucenao] [google]
8637908

>>8637892
>What does the author expect me to do?
Suffer.

>> No.8638417
File: 23 KB, 720x720, not thrilled.jpg [View same] [iqdb] [saucenao] [google]
8638417

>>8637892
>>8637902
>>8637908
I'll have you know I got to the rainbow devil and gave up after about an hour

>> No.8638793
File: 162 KB, 1090x1280, dobson.jpg [View same] [iqdb] [saucenao] [google]
8638793

>> No.8638809

Just dropping in.
Is there a confirmed list of playable characters? I can't tell from the fanart who's in and who's been cut.

>> No.8638816

>>8638809
There's Shu's list:
>Moot
>Ayamari
>V-Tan
>W.T. Snack
>Vivian James
>Gal O
>Bury Pink
>Steve
>Keksandra
>Yotsuba

And there's Poll's list:
>Moot
>V-Tan
>Ayamari
>Tre/VR/
>Bury Pink
>Starfist
>Gal O
>Sneed/Milhouse
>Anonymous
>Waha
>Captain Vidya
But OP did say he only made poll for a reason in /trash/ so I don't know anymore

>> No.8638912

>>8637229
Fixes to bugs and aesthetic issues like this are fine, but it isn't right to mess with the designs of difficulties of people's levels. I didn't make Wide Bridge, but I think the level's fine without the checkpoint.

>> No.8638948

>>8638816
I swear /jp/-tan is also playable.

>> No.8638969
File: 367 KB, 960x540, file.png [View same] [iqdb] [saucenao] [google]
8638969

>>8638912
>someone thought wide bridge needed an added checkpoint
I don't remember that in the discussion or level edits but i'd also like to highlight that as a grievous error in restraint, but I'm glad OP gets the final say. From what I can tell he tests each level himself.

>> No.8639136

>>8638816
>noko-tan is nowhere to be seen

>> No.8639139

>>8639136
>nook-tan
???

>> No.8639143

>>8639139
>not knowing noko-tan
>being this new

>> No.8639150

>>8639143
What does Noko-Tan look like? I keep thinking about Sage guy

>> No.8639286

>>8638912
many of my edits are basic fixes/polish. when I altered design, I always did so cautiously, respecting the original intent of the author. I considered each edit, weighing my experience and anon input. You'll notice that my nerfs are concentrated on the difficulty spikes that others complained about, like the 2nd half of temp temperature, blue switch palace, midnight spikes, etc. if those levels were placed later, I probably wouldn't have messed with them, but they're relatively intense for the forest (according to myself & others). the one time I made a level harder was Lamp of Time, where I put nerf bars at the start (which prevents you from cheesing the level with the cape, which is right there in Origin of Life).

>>8638969
yes, someone thought so. it's the perfect setup for a checkpoint, and others have said that wide bridge is the first difficulty spike.
naturally, some of my decisions will be controversial, and I might even be wrong. I agree that I shouldn't be the final arbiter, it's up to OP to accept or reject each edit.

>> No.8640125
File: 83 KB, 1280x720, 2021040802102000_s.jpg [View same] [iqdb] [saucenao] [google]
8640125

So this shit is getting done finally after months? I've been here since the pre-start of these, waiting to finally hear these words

>> No.8640140
File: 1.98 MB, 381x434, 1408914070134.gif [View same] [iqdb] [saucenao] [google]
8640140

Honestly, I would just prefer the game be released than getting another baserom but it would be nice to do final bugtests.
again, this isn't a excuse to load OP up with more edits for levels, whats in the game should stay unless its gamebreaking or shit. >>8638912 is right when he says you shouldn't be editing peoples levels. We had the exact same arguement over people wanting to ""fix"" SADIST COURSE EX's midway. Same reason why I don't really want to add plantman gfx to greenswitchpalace, I like how it looks, so i'm not going to edit my level just to push it in thats gay.

is it wishful thinking to hope we get a release before feb is over?

>> No.8640190
File: 261 KB, 491x710, 1510525814898.png [View same] [iqdb] [saucenao] [google]
8640190

>>8637892
bruh

>> No.8640258

>>8640140
this all began when I asked about the missing marijuana sprites in the last sublevel, and brought up greenhouse tiles, a suggestion I made that was well-received a few months ago iirc. I'm also fine with how it is now, I'm not pushing for this. I'm pretty much done with edits as well, most of them were made around Nov/Dec, and I sent OP the 2nd batch last month, I expect the dirt tile to be my last one.
I found a rip of mm3 greenhouse tiles for SMW, but I won't use it for now; if it gets added, it can wait for a post-release update.
green switch palace is one of my favorites btw

>We had the exact same arguement over people wanting to ""fix"" SADIST COURSE EX's midway.
I was on the fence about that myself, because it really is punishing to get through. But that's the whole theme, and it's late-game, and it's honestly really funny & trolly. on top of that, you could in theory play through without any ! blocks activated, then use L+R to go back in for the dragon coins, so it's not a problem for completionists. believe it or not, I don't want to nerf everything, intense difficulty is fine for the last levels. speaking of,

>>8640190
how far did Lomelli get in Paint Panic? personally I made it halfway through the last sublevel before I resorted to cheating. the boss took some practice, but I got through it, it was a good fight. I could've done the whole thing fairly, eventually, but I wanted to wrap up my playtest.

>> No.8640821

>>8640258
>how far did Lomelli get in Paint Panic?
In the stream, I believe he kept dying in the second half of the first part. But it looks like he gave the level another shot off-stream >>8638417

>> No.8641302
File: 45 KB, 960x540, Untitled.png [View same] [iqdb] [saucenao] [google]
8641302

How do I clear this section? I am getting filtered by SMv1, Forest Funland.

>> No.8641325
File: 10 KB, 256x224, SMv1_remastered001.png [View same] [iqdb] [saucenao] [google]
8641325

>>8641302
you need to keep the shell. to stop yoshi from swalling it you have to duck and spit it out, then re-eat it.

>> No.8641662

>>8641325
Aw, shit, I didn't even recognize that thing as a shell. I might need to use the original version though I do lose the new assets

>> No.8641684
File: 21 KB, 1920x1080, image_2022-02-18_200404.png [View same] [iqdb] [saucenao] [google]
8641684

>>8641662
*love

This flying section is fun but it's so hard to hold the run button with my thumb-tip and tap jump with the rest of my thumb

>> No.8641734
File: 32 KB, 89x141, ray_an_talk1l.gif [View same] [iqdb] [saucenao] [google]
8641734

>>8641684
I enjoy that level. It was made by the creator of Platform Peril, one of the infamous later levels of the hack.

>> No.8641753

>>8641734
Honestly the only reason why platform peril is shat on so much is because of the rather crappy romhack-esc design,

>> No.8642036
File: 143 KB, 360x450, GET OUT.png [View same] [iqdb] [saucenao] [google]
8642036

>>8640140
>is it wishful thinking to hope we get a release before feb is over?
yes.
we're going to be waiting till april.

>> No.8642905

W

>> No.8642971

>>8642905
hen will the next baserom get released…

>> No.8642991
File: 109 KB, 1284x544, kaneda.jpg [View same] [iqdb] [saucenao] [google]
8642991

>>8642971
SOON

>> No.8643739
File: 238 KB, 360x480, desudesu.gif [View same] [iqdb] [saucenao] [google]
8643739

Reminder that you can play the first two /v/orlds in your browser.

/v/1
https://bafybeicxbudbsdg3m5znefc52u75t3a2cizymlvk5c6ioh6hrlerv3volm.ipfs.infura-ipfs.io/

/v/2
https://bafybeidg5etvacmtl5zkiolhdmlt7zasysrxth47rblzz5obkvhd23kgpe.ipfs.infura-ipfs.io/

>> No.8643771

>>8643739
DON'T OPEN THE LINK IT INSTALS DOLPHIN PORN EMITTING MUSTARD GAS

>> No.8643780

>>8643771
>EMITTING MUSTARD GAS
Fuck...I thought it would teach me how to grow glass crystals in my own home...

>> No.8643790

>>8643771
>>8643780
Kek, a level about mustard gas crystals was one of my ideas that I never got around to, complete with this music https://www.youtube.com/watch?v=ryprDnUYnPM

>> No.8643953
File: 28 KB, 816x605, neat.png [View same] [iqdb] [saucenao] [google]
8643953

>>8643739
That's neat. The sounds are mangled and the aspect ratio is a bit fugged, but otherwise this app is great.

>> No.8643989

>>8643739
notify me when the audio doesnt make me want to rope

>> No.8644028

>>8643989
I typically enjoy janky and crispy audio, but this one just makes everything sound like farts and static. The mushroom hill level is specially farty.

>> No.8644238

>>8643739
this is pretty neat. great way to play on a work computer, you'd want the audio muted anyway. kinda bummed turning on bilinear filtering gives a significant performance hit though.

>> No.8644675
File: 48 KB, 570x526, 077.jpg [View same] [iqdb] [saucenao] [google]
8644675

op if you don't drop the base rom by the end of the week i'm going to draw dobson inflating you.

>> No.8644758

>>8644675
Draw it anyway. I'd love it. >:3

>> No.8644791

>>8644675
based

>> No.8645502
File: 4 KB, 256x224, file.png [View same] [iqdb] [saucenao] [google]
8645502

soul

>> No.8645547 [DELETED] 

where is the art where all the playable characters have sex

>> No.8645558

okay let me quickly rephrase.
where is the fanart where all the playable characters (EXCEPT yotsuba, you sick fucks) have sex

>> No.8645571
File: 2.80 MB, 640x640, final_boss_of_tech_support.webm [View same] [iqdb] [saucenao] [google]
8645571

>>8645558
I don't think anyone made an orgy pic, but there was plenty of lewd stuff in the /trash/ threads. Maybe someone can make it, though...

>> No.8645585

>>8645571
>tfw no Steve putting his block cock into Ayamari's bunny pussy
would be kind of based

>> No.8645592

>>8645585
kek

>> No.8645797
File: 38 KB, 297x288, fe.jpg [View same] [iqdb] [saucenao] [google]
8645797

Thoughts on SMWC transitioning to a new modern website design?

https://www.smwcentral.net/?p=tweaks&game=smw

My first impression is it looks soulless.

>> No.8645803
File: 88 KB, 1200x1000, this actually is fine.jpg [View same] [iqdb] [saucenao] [google]
8645803

>>8645797
Also this tweaks page is pretty neat.

>> No.8645807
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>>8645797
>posts this LITERALLY as the smwc discord announces it.
You better just be lurking there like I am anon.
Tweaks are cool, The new layout looks very boring and soulless I agree 100%

>> No.8645817
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8645817

>>8645807
>You better just be lurking there
Indeed. Though I might not if I'm ever so bold as to join one of those design contests they run. Sadly there's only 24 hours in a day.

>> No.8645818

>>8640140
Did anyone else read this in Batemans voice?

>> No.8646109

>>8645797
It looks like they transtitioned from the early 2000s to the late 2000s. The new one right now isn't nearly as charming or intuitive.

>> No.8646147

>>8646109
When I first saw it I thought I was visiting a forum without actually visiting the forum itself. It doesn't look as soulful compared to how it used to be.

>> No.8646163

>>8646147
every part of that site is a fourm. all of it.

>> No.8646221

>>8646109
definitely a soulless change. the early 00s look was better, because it was a low-key brag of how long they've been around.

>> No.8646454

>>8645558
>EXCEPT yotsuba, you sick fucks
>including Waha

>> No.8646759

>>8645797
I hate it

>> No.8646960
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8646960

>>8645797
I knew what it was before I opened the link. That awful design from the Online Tools section. I am so tired of boring modern graphic design.

>> No.8647097
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8647097

I like the login/register buttons being at the top, and I appreciate that they're going to separate the different games (instead of a Tools page containing tools for SMW, YI, and SM64, it looks like each game will have its own Tools page), but everything else is worse. For instance, the menu on the right. They removed all but one sprite, but added just a few for the page title and the sections on the menu. They look comically out of place, especially the mario 64 one. The question blocks and springs were FINE and improved readability. Could have just replaced the springs with category names but that would come too close to resembling the first rational thought the designer would ever make in their entire existence. The new font sucks. The background sucks. There's so much useless fucking empty space. And the one sprite they didn't remove? It's the one attached to the random tip, except now the tip is for some fucking reason front and center on top of the banner. What. The. Fuck. It's an affront to my senses and my moral fiber. I am a worse human for having seen it. What the fuck were they thinking? Wouldn't surprise me if honest feedback such as "hey this site has looked nice since the fucking Bush administration now it looks completely uninteresting and devoid of any soul whatsoever, also amateur, run-of-the-mill, and less convenient" is just straight up ignored in favor of comforting ass kissing or at worst met with derision and a warning by overly smug moderators.

>> No.8647201
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8647201

>>8645797
i did not care for smwc2, did not care for smwc2
it insists upon itself

>> No.8647232
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8647232

>>8647201
>implying smwc2 will ever come out
>ever

>> No.8647309

>>8647097
tl;dr SMWcentral has AIDS and its viral load is increasing, is this accurate?

>> No.8647367

>>8647097
>Wouldn't surprise me if honest feedback ... is just straight up ignored in favor of comforting ass kissing
that's literally how smwc works

>> No.8647373
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8647373

>>8647309
nailed it
>>8647367
yeah

>> No.8647841
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>> No.8647889
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8647889

New VLDC just dropped. This should hold me over till we release our own collab hack :^)

https://www.smwcentral.net/?p=section&a=details&id=29904

>> No.8647898
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8647898

>>8647889
This feels like Console Wars if it's New Vegas vs. VLDC11

>> No.8647920
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8647920

>>8647898
>implying /v/orld 3 releases a year from now

>> No.8647924

>>8647889
It took them 3 years? By the time we are in 2030 they just finished making VLDC15.
I really wish the /v/ hacks had the overworld sprites…

>> No.8647942

>>8647924
>3 years? it couldn't have been-
>it has been
what the FUCK

>> No.8647974

>>8647924
>>8647942
this one technically shouldn't have existed, this all came to be thanks to the efforts of AnEvilGhost and then later Stivi when the former just abandoned it, so if you had expected there to be more vldcs after 9 then you're gonna be disappointed

>> No.8647981

>>8647889
That's sweet! But why did they skip the 10th now?

>> No.8648007

>>8647981
10th had no joke like 180 levels, it was way too fucking big to compile. vitor had proposed a random super technically impressive solution that basically meant merging two roms together (which would allow for things like two big maps) but then he backpedalled and disappeared. they then later proposed doing top 60 or top 40 but for reasons i'm unfamiliar with they couldn't be assed at that point and just decided to leave it be.

>> No.8648027

>>8648007
sounds like it should've been split into two ROMs.

>> No.8648028

>>8647367
so who are you, darkbloom or nambona?

>> No.8648039

>>8647974
That's a shame, but understandable. The VLDCs are always dripping with level design quality, they're honestly the peak of 2D Mario.

>>8648007
lmfao. Maybe they should try porting SMW to the PS1 first.

>> No.8648042
File: 409 KB, 250x188, rockon.gif [View same] [iqdb] [saucenao] [google]
8648042

>>8648027
I would have named it "VLDC 5 + Five". Get it? I know, I'm a genius.

>> No.8648050

>>8648039
>please insert disc 2

>>8648042
bravo

>> No.8648157

>>8648007
>vitor had proposed a random super technically impressive solution that basically meant merging two roms together (which would allow for things like two big maps)
>mfw Anons said my idea of two GFX32 merge into one for each characters is impossible.
It hurts...

>> No.8648167

>>8648157
Of course it's not impossible, Jumphalf had like 10 characters and that was like 5 years ago. It's just tedious to do.

>> No.8648168
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8648168

>>8648157
And which hack is actually going to release, anon?

>> No.8648197

>>8647924
>I really wish the /v/ hacks had the overworld sprites…
Me too. Some of them in one of those /trash/ threads, but none of them are in this build, so the idea was probably abandoned. But they would be a nice way to add some soul and personality to the hack. Maybe that Pidgeotto from one of the /vr/ threads can get in?

>> No.8648202

>>8648197
*Some of them were posted in one of those /trash/ threads

>> No.8648778
File: 566 KB, 1053x784, op.png [View same] [iqdb] [saucenao] [google]
8648778

i want muh new baserom...

>> No.8648938

>>8648778
I think 2 more days on 23rd. That’s when the /ve/ hits age limit

>> No.8648989

>>8648938
Wouldn't it be two weeks? That's when the bump age limit starts to happen. I'm hoping for sooner of course.

>> No.8649294

>>8648157
Ok, ASM genius. If not even Vilela could be arsed, then it really is guaranteed to be impossible.

>>8648197
They kind of sucked. Take a look at VIP5's and SMWCP2's overworlds to see what a real custom overworld should look like.

>> No.8649416

>>8648778
>OP vanished yet again
Dang, covid got him

>> No.8649721

>>8648938
Thread started on day 12, so around day 26 it's when the thread is going to fucking die

>> No.8649974

>>8648197
Source for some of them?
Captcha: VJAN2

>> No.8650545 [SPOILER] 
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8650545

>> No.8650565

>>8650545
hot

>> No.8650601

>>8650545
thanks doc

>> No.8650684

Still alive and working on the final baserom. The cutscenes are the last thing I have to finish, and they're only thing preventing the baserom from dropping. I'd like to hear everyone's thoughts on what should be done next.
>cutscenes at release along with credits
>drop the baserom >>>>>at the end of the thread

>> No.8650728

>>8650684
>The basrom might be released on Harmony Day.
>Harmony Day is Ayamari's birthday
Kino. I think I choose the 2nd one. I'd love to hear kino ending credit music.

>> No.8650790
File: 414 KB, 1600x2386, where's vorld 3.png [View same] [iqdb] [saucenao] [google]
8650790

>>8650684
Based. While I also like the idea of releasing it on Harmony Day like >>8650728 said, I think most people are just really hungry to check out the new baserom. It would probably be better to release it when it's done, so that more people can see it and have time to play it.

>> No.8650791 [DELETED] 

>>8650790
this

>> No.8650807
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8650807

>>8650684
I'd like to play the next baserom before we get the cutscenes, it seems really minor. I've been waiting for months.
>>8650790
I'm not a furfag but oh my

>> No.8650860
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8650860

>>8650684
Option 1 I think. That is, drop the baseROM as soon as possible. Then, before the end of the thread I assume you'll give us a full release date. And the next thread will be the release thread on /v/.

>> No.8650917
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8650917

>>8650684
Baserom now would be nice so we could just give the final set of feedback for you. Most people just want to double check their levels anyway.
>Credits
If you're not doing the /v/1 thing, could you just credit me as 'SUMOBRO/ArtAnon'

Bless you for your work OP. The end is in sight.
NOW GET BACK TO WORK BEFORE I GET THE BELT OUT

>> No.8650941

>>8650684Is it alright if
you credit me as "MisterShu/Ayamari" without the comma? Don't include tripcode please.

>> No.8650949

>>8650941
For those asking, no. I just like headcanons and stories ideas in future like Ayamari looking at her name in the credit screen.

>> No.8650964

>>8650949
based

>> No.8651029

>>8650684
God bless your soul. At this point, I would prefer to have a v1.0 release instead of another demo. You can take as long as you want.

Also, could you comfirm for me if the bugfix I made for the Cwitch Palace is in? It's the only bug I consider important enough that it MUST be fixed at release, yet I didn't send by e-mail. Here's a link:
>>/vr/thread/S8358516#p8395248

>> No.8651078
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8651078

>mfw /v/orld 4 if there ever will be one might have chance to use MSU-1 capabilities
>Fucking metal musics like this https://www.youtube.com/watch?v=lnoWHHUz7yg

>> No.8651085

>>8650684
release it NOW or i WILL kill you OP

>> No.8651107

>>8651078
>MSU-1 capabilities
I remember saying the same during /v/2 and even looking into trying to do MSU-1 romhack

Its not worth it.
>Filesize is too fucking big
>Music ends up taking up all the memory
>SFX's you have to fuck around with to get working
>You're stuck using a pretty crappy emulator to get it working
>Missing out on all the SOULFUL smw soundfont ports.

>> No.8651120

>>8651029
Yeah, I'd also like confirmation that the bugfixes and edits from the last "official" thread made it in, since some of them didn't get into this current build.

>> No.8651148

>>8650684
I vote for a new baserom ASAP, we can wait a little longer for official release. it gives us another chance to test it out.

>>8651120
as would I. some of my edits are controversial, but others are nonpartisan fixes, so I'd like to check it out. and I have another minor tweak coming down the pipeline, unless it's already added.

>> No.8651208
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>> No.8651242
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>>8650790

>> No.8651260

>>8651242
That's an animal?

>> No.8651278

>>8651260
not at all, she's a woman with bunny style.

>> No.8651357

Alright, it's settled then. I'll start putting together a dev build, then post it when I can. I'm not sure if the time until this thread dies is enough for testing and potential bugfixes, so we may be looking at one more /vr/ thread.

>>8650917
>>8650941
Sure. I'm also waiting until release to implement the credits, so if anybody else wants to be credited with an actual name, feel free to ask in the thread or by email.

>> No.8651421

https://files.catbox.moe/fyk8xl.zip

one more edit. this adds coins to wide bridge (subscreens 10/11), so that you don't have to make a blind jump from above.
this doesn't have the dreaded checkpoint, but I can combine the two if you want.

>> No.8651447
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8651447

>>8651357
Has that Kirby Squeak Squad port been added to the castle 3 boss? The level author gave his blessing. It'd be an awesome addition.

>> No.8651456
File: 360 KB, 410x448, cookin.gif [View same] [iqdb] [saucenao] [google]
8651456

>>8651357
Excellent. I guess if we need one more /vr/ thread then I'm on board, but I think you should make the thread.
That way you can lay down the rules/objectives of the thread, and the general status of the hack and its release time table right in the OP so there's no confusion.
Something like "This is what I need to finish before v1.0, this is when it will release, this is what we're waiting for and will be added in v1.1, this thread is for testing".

I pledge to give each level another QA pass as soon as the baseROM drops, ONLY raising a red flag if there is some critical bug like a crash. Even if there's cutoff or dogshit design in a level I'm giving it a pass and not saying a word, just as long as it works. When I have played through them all I will make a post giving the all clear.

>> No.8651485
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8651485

Which do you prefer? First or second one?>>8651357

>> No.8651491
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8651491

>>8651485
Nevermind I already decided.

>> No.8651494

>>8651491
The fuck is this

>> No.8651496

>>8651494
V-Coins resprited to be pin

>> No.8651508

>>8651496
I think they may need a bit more work to be more readily recognizable, then.
It looks like a bottle, to me.

>> No.8651529
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8651529

>>8651508

>> No.8651539

>>8651529
I honestly don't think you're going to get it unless you make the middle pretty thin, which gets in the way of the V...
Hmm

>> No.8651541

>>8651496
I like it, but I still think the normal /v/ coins should be kept. Same reason why I was against people trying to resprite the munchers or resprite coin blocks.

You need to keep certain elements of SMW in tact for people to know what they are. Again it also is a GFX which depending on peoples ExGFX would be a pain in the ass to change. I know certain levels use different ExGFX which take up the GFX Slot the normal Dragon Coin uses.

>> No.8651549

>>8651541
>>8651529
Agree, the design is a bit too drastic.

>> No.8651573
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8651573

>>8651549
>>8651541
>>8651539
I don't think I could find a compromise for new V coins sadly.

>> No.8651574

>>8651573
baste

>> No.8651576

>>8651574
This one's good enough?

>> No.8651585

>>8651573
Oof, yeah that's no good.

>> No.8651589

>>8651585
Damn.. It was worth a shot then..

>> No.8651596

>>8651576
Personally I still like it, since it's more legible than the other ones. But either way, I'm not sure if it will be added, due to the custom graphics files that certain levels use. You should still post the download link here.

>> No.8651603
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8651603

>>8651596
Yeah, let me make proposal changes about other sprites first.
"FUCK OFF WE'RE FULL" seems difficult but..still trying.

>> No.8651613

>>8651603
Maybe you can change the exit so it says GTFO, to compliment the BTFO. The Game Over text seems tricky to edit, but suggest making it say GIT GUD.

>> No.8651649
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8651649

>>8651603
Editing the game over thing would be ok. The Ghost House Exit I know is used outside of ghost houses so it could fuck up some levels again.

>> No.8651657
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8651657

>>8651649
Alright I'll leave the Ghost House sign a--
Exit? ..Hmm. Still drawing out atm

>> No.8651660

>>8651603
Do we really need more art edits this late?

>> No.8651667

Are you kids aware that the probability of adding a global resprite to the rom by now is near 0, right

>> No.8651669

>>8651660
It's not that difficult anon. I want to make this project amazing by any means, or as best as I could or think of.

>> No.8651676

>>8651669
Nvm I think >>8651667 got a point.

>> No.8651708
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8651708

https://files.catbox.moe/xyt6sb.bin
https://files.catbox.moe/hib8ng.bin = Earlier idea
https://files.catbox.moe/xjdihl.bin = Earlier idea but gatekeeping attempt/experiment

>> No.8651976
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8651976

>>8651357
I did 3 levels for this thing but never thought of a name

"!Meatwad Evac" probably in reference to the names of the levels i did

>> No.8652184
File: 1.46 MB, 250x188, 469.gif [View same] [iqdb] [saucenao] [google]
8652184

WHERE'S MY BASEROM?

>> No.8652274
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8652274

>>8651976
Based Meatboy.

>> No.8653026
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8653026

>>8645797
it's not as bad as it could've been (i still see gradients on some buttons and background images, they could've gone all-in on material design flatshit) but it still sucks and i hate it. the old smwc design is legendary and is really the only thing the site has going for it left since the community is so stupidly pozzed now, this just seals the deal. tasvideos pulled the same shit too and it's so frustrating, why bend the knee and make your site look infinitely worse so normalfags who already don't visit said site to begin with have a slightly easier time using it on their fucking iphones? fucking disgusting

>> No.8653568
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8653568

>Baserom potentially releasing on 2/22/22
Kino.

>> No.8653598
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8653598

>>8653568

>> No.8653619
File: 7 KB, 298x393, when the moot hits your eye and the baserom is die that's amari.png [View same] [iqdb] [saucenao] [google]
8653619

sorry i havent made fanart in Forever but glad to hear the baserom is going along nicely, also yeah im not sure how to feel about the smwcentral redesign but as long as there's options to change back

>> No.8653762
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8653762

>>8653026
>>8653568
>>8653598
Fucking stop.

>> No.8653956

>>8651708
Shu, I think you might need to take a break from this site. Just a passing advice, do not base your personality on what people do around here, or in the internet in general.

Also the coin ideia is not funny nor does it look good. I appreciate the respriting attempt, but the dragon coin edits are tradition for most SMW hacks, and the V coins are good enough as is.

>> No.8653970

>>8653956
>do not base your personality on what people do around here, or in the internet in general.
We need this fucking embossed over every fucking PC monitor.
I've met so many people who get so socially attached to places like discord, reddit, even fucking /trash/ erp threads that they cease to function like a normal human. Its scary shit.

>> No.8653993
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8653993

https://anonfiles com/r8S0DfJexc/vhackFinalBeta_zip
The FINAL BASEROM is finally here! The last couple of bosses are in, along with the puzzle, Bowser's Castle, and many fixes and tweaks. Every level is final with the exception of Sneedzoid and Snacks. No more fixes, ideas, or the like will be taken into consideration unless it's absolutely game-breaking.
Thank you for your patience everyone, we're right at the finish line. And mark your calendars - the hack is planned to release on March 10!

>> No.8654001

>>8653993
Kino!
>>8653956
>>8653970
You're right. I hope I don't let any anons down like other times.

>> No.8654018
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8654018

>>8653993
Holy shit, he actually did it
Let's-a fucking go

>> No.8654023
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8654023

>>8653956
I like the way the resprites look, but I agree that they're not suitable to serve as dragon coins. The first three look more like trophies or jars of honey than pins.
>>8653970
How about literally any /trash/ thread that links to a Discord server? I'm always scared to visit those.
>>8653993
Epic win. I'm gonna playtest the fuck out of this. I think I'll make another /vr/ thread right after this one dies so that everyone can see it and document their playthroughs. Put me down in the credits as Big Smoke. I did levels, graphics, and MIDIs.

>> No.8654029

>>8653993
ONE IMPORTANT THING I forgot to mention, you'll need to start with a NEW SAVE or some major things are going to break.

>> No.8654051

>>8654029
>have to clear 20+ levels to check the new changes
I like the challenge lol

>> No.8654058

>>8653993
congrats!

>> No.8654087

Was the Cover Art finished?

>>8654051
could just go into lunar magic and change the level warp on Yoshi's island.
>>8653993
Blessed OP. God Speed.

>> No.8654105

>>8654087
Yes, the cover was finished one or two threads ago, with a few snippets posted there.

>> No.8654106

>>8654087
Cover Art was finished 2 threads ago iirc

>> No.8654163
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8654163

>"omitted" still misspelled in the intro cutscene

>> No.8654258

>>8653993
im just gonna play this right now. i can't wait any longer and i'm sure it's 99% finished. i need to get out of the current kaizo hell i'm in (though i'm sure the endgame of this will bring me back to kaizo hell)

>> No.8654284
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8654284

How the fuck do I add a new page on my testing doc? I wanna divide the cancer build and the final build, but I only know how to add new pages/sheets in Google Spreadsheets.

>> No.8654290

>>8653993
>No more fixes, ideas, or the like will be taken into consideration unless it's absolutely game-breaking.
received and understood. however,
1. can I sneak in the dirt tile and wide bridge coins edits? those are very minor fixes, and I linked them before you dropped the final baserom. >>8651421
>>8637229
2. can I send you an updated boss asm in the near future?

>> No.8654297

>>8653993
Now delete the post before Isaque gets it.

>> No.8654302

>>8654290
>No more fixes, ideas, or the like will be taken into consideration unless it's absolutely game-breaking.
> can I send you an updated boss asm in the near future?
Whoever programmed that magikoopa boss should be hung and have has balls chopped off

>> No.8654327 [DELETED] 

>>8654302
look, I get it. if I have to wait til after release, I will. I just see an opportunity to improve it, and thought other anons would give a shit about making things as good as possible.

>> No.8654375

>>8654302
look, I get it. if I have to wait til after release, I will. I just see an opportunity to improve it, and thought other anons would give a shit about making things as good as possible. I thought maybe there'd be an exception for .asm, as opposed to levels/overworld/art.
why are you this hostile?

>> No.8654395

Wizard School just rose from a 9/10 to a 11/10 with the new update. This gimmick is so cool.

>> No.8654396

>>8654375
Because this is all you've talked about for the last 4 months. You make yourself painfully obvious in all the threads and this is all you ever talk about. You had a cool boss idea, but it's over and done with. We're just waiting for OP to finish, and this late adding more stuff will delay things. Just give it a break, you got what you wanted in the hack.

>> No.8654432

>>8654396
I haven't brought it up for the past month at all. I did used to mention it, since I thought others would care about the imperfections, but no one did. I thought the original programmer would show up, never did. I already apologized for sperging.
yes, I'm obvious in these threads, but that's not the only thing I talk about by any stretch. I've done a bunch of other playtesting and editing for this, and the new testing doc. as annoying idea guys go, I've been more useful than most.

>and this late adding more stuff will delay things.
I thought maybe a new .asm could just go in there like swimwear and not cause delays, although I'm not sure. again, if OP wants me to stfu til the update, I will. if OP can make minor exceptions for shit, even better.

>Just give it a break, you got what you wanted in the hack.
I'm thankful for my concept being added, I'm just trying to contribute like anyone else. at least I'm not Isaque.

>> No.8654435
File: 1.98 MB, 200x216, dog jump.gif [View same] [iqdb] [saucenao] [google]
8654435

>>8654375
I like the way the boss is right now. Either way, unless there's something that is straight up broken about the fight, it won't get edited.

>> No.8654443

>>8654435
I can live with that. it's pretty good, I agree, this is just about polishing/refining. but it can wait if necessary.

>> No.8654490

Smart fix for Marble Crusher Zone, putting a pipe at the end of the autoscroller so the graphics won't get corrupted if you clear it while the goalpost is offscreen.

>> No.8654491
File: 23 KB, 512x448, finland.png [View same] [iqdb] [saucenao] [google]
8654491

Good OP.

>> No.8654496

>>8654491
looks like my fix made it in. see, I'm not completely useless.
btw, that fix was a little more complex than it appeared, I had to move furniture around behind the scenes to make it work.

>> No.8654516

The BTFO cracks me up. One of the best additions to the hack.

>> No.8654562
File: 2.99 MB, 896x780, 2022-02-22_15-56-57.webm [View same] [iqdb] [saucenao] [google]
8654562

Deep Sea Thread:
>Still no Dogsong in the Osaka room
>Still able to skip the level by swimming in the ground
That's a "yikes" from me.

>> No.8654575
File: 60 KB, 766x673, kQvAMRB.png [View same] [iqdb] [saucenao] [google]
8654575

Testing the bosses.

Candy Chateau's boss finally activates secret exit. Not too hard but can get hectic at the end.

Tested the Hellmari boss.
Its pretty fucking rad. Might be my fave boss.
A thing to note, During the attempts, it glitched out twice. It's bullet patterns seem to have gotten broken, causing a hard crash.

Sneedlord is pretty fucking great too. The attacks are all nice. The Flame and ON/OFF attack can get rough if the Spring/ONOFF block spawn in a bad place, but again its a boss so its not a big deal.
Do you need the star item to beat sneedlord phase 2?

XatuSaurin being killed in three hits is hilarious. Pretty tough level tho.

Wizard School's boss is really nice. A ton of the bosses in this game are pretty hard and hectic, so this one being a bit more lowkey is nice, lowkey doesn't mean boring tho, its really dynamic and full of neat touches like the boss laughing when you die. Also being able to use what ever power you want is also super nice.

Yellow Devil still a fucking bitch to fight.

Crab and Beary are more waiting games than fights but they both function fine. I love the dialog from Rin if you manage to lose the cape.

Unicorn/Cow/Aussie bosses still work fine,

Tried to try the W.T.Snacks boss, Is it not implemented yet?

Big Boo bosses are same as Vanilla, no comment.

The Virgin Wizard fight is pretty neat. Approve of the Squeak Squad music. Also like that you need to use a Disco Shell to kill him.

Pepe Wart I fucking hate but its because i'm bad at jumping and throwing items. As a Wart reskin its really funny though.

Cancer is the highlight boss of the hack. Yeah everything FnF related is mega cringe but the animations and boss patterns are fucking great. Infinigger port is great too.

>>8654395
Agreed. Might be my fave level in the hack. Its /v/ coins are in very clever places too. I also love how the item box gfx is snazzed up too.

>> No.8654586

>>8654562
Slopes and water is always a glitchy fucking mess.

>> No.8654616

>>8654562
Minor glitches like this don't bother me much anymore.

I actually like how Cave of Cope doesn't have Butterfly playing at the last room anymore because it was a bit much. Same reason I asked OP to remove the "shit game" room in Kusoge Course.

>> No.8654623
File: 37 KB, 602x573, 8fEMkwY.png [View same] [iqdb] [saucenao] [google]
8654623

>>8654087
I finished the cover. OP has the full resolution picture for release.

>>8653993
End is in sight OP. Thanks for your work.
I've got super easy edits for you to put into the final game.
Paint Panic has had these weird 'word blocks' for a few baseroms which I don't remember putting into the final edits which make the Gaston and Double N word posts weird to read so I just quickly deleted them.

https://anonfiles com/JezaF1J4x8/Paint_Panic_Subscreen_1_B0_mwl

Its just a simple drag, drop and save from these levels in the ZIP. thanks dude.

>> No.8654631

>>8654623
>No more fixes, ideas, or the like will be taken into consideration
>I've got super easy edits for you to put into the final game.

>> No.8654636

>>8654562
That's just SMW jank. The only way to fix it is to either make the slopes act completely solid (very lazy and won't look good when you interact with them) or alter the terrain (it would make it look ugly). There is no reason to fix something that only people who go out of their way to break shit would encounter.

>> No.8654643

>>8654631
Yeah. It isn't a fix or idea. Its literally a quick tileset tweak lol.

Literally a drag and drop fix in comparison to having to slap a ASM file into a folder, type up the ASM address into the game, inserting it into the game, having to check the code isn't overwritting any other addresses. Or editing a graphic which has already been used in global levels which could mess up another persons level.

>> No.8654645

>>8654636
There was a fix in one of the old testing threads. It just placed a bunch of solid blocks that look like dirt inside the terrain. So you'd still be able to swim in the dirt, just unable to skip to the exit.

>> No.8654652
File: 470 KB, 3196x3229, 1621215373550.png [View same] [iqdb] [saucenao] [google]
8654652

>>8654631
Relax dude, it's just a fuckin fix of 2 minutes minimum, it won't delay your precious release date another year gee

>> No.8654679
File: 135 KB, 1024x1024, Poland Ball trollface.png [View same] [iqdb] [saucenao] [google]
8654679

>>8654643
>>8654652
i know, i loved to see it get in. i just want to mock anons who hate idea guys like me.

>> No.8654690

>>8654679
Is Polandball in the game?

>> No.8654692

>>8654690
He's in one of the final rooms of the final level.

>> No.8654697

>>8654692
Based

>> No.8654791

>>8654643
sounds like updating asm is much more involved than I realized. also, I never really wanted to overhaul the tileset, just add a handful of new tiles, and apply them to a couple areas. I suggested that months ago and was just asking about it. this stuff can wait, if it happens.

>>8654679
hate me all you want, but I'm not what you claim.

>>8654645
I was thinking, that would be a simple solution to that skip. maybe someone else can throw that in there.

>> No.8654813

>>8654791
We've had a shit ton of ASM issues in the past in regards to bosses I'm going to fucking kill you Cow Boss Anon so the idea of editing levels or adding new ASM is not something people want to do this late into the game.
A rule of thumb is if you're going to edit a global title, make sure its something that levels aren't going to be already using.

The BTFO edit was great because its an element in the cutscenes, that way no anons are going to be bitchy about it looking weird in their level. So stuff like editing the 'Game Over' or 'Times Up' or certain overworld elements (outside of custom stuff already in the game) would of been much more well received.

Vanilla Global elements like 'Item Blocks' 'Coin's' '/v/-coins' need to stay as recognisable as possible. You see a big tall coin, you know its a resprite of a Yoshi Coin, You see a square yellow block with a question mark on them, you know its a item block. The moment you try changing it is when people get confused.

Its way too late now, but when OP does the 2.0 Patch you could make forward some of your ideas to him. Try asking in a email.

>> No.8654819
File: 47 KB, 1433x563, 1522640812119.png [View same] [iqdb] [saucenao] [google]
8654819

>Oldschool 4chan feel
>With modern memes

This feels weird. Glad bestgirl(s) made it though.

>> No.8654826

>>8654813
for sure, thanks. I hadn't realized there had been asm troubles. my current "idea" is to save all that for a post-release patch.
in the meantime, there's stuff that can be done that shouldn't cause any issues, involving the overworld, a message box, and a graphical glitch, I can elaborate on these if you want. that's all I can really think of, except for the wide bridge coins I added (haven't checked if that's in, my dirt tile fix was added at least).

>> No.8654835

>>8654819
>Oldschool 4chan feel
>With modern memes
Elaborate?

>> No.8654921

>>8654791
>I was thinking, that would be a simple solution to that skip. maybe someone else can throw that in there.
This is the one. Without inserting the block, you can clearly see the fix.
https://files.catbox.moe/oapwhe.zip

>> No.8654973
File: 7 KB, 191x252, 14205830389511.jpg [View same] [iqdb] [saucenao] [google]
8654973

>>8653993
ebin. gonna play it now.

>> No.8654983

>>8654575
>Tried to try the W.T.Snacks boss, Is it not implemented yet?
you need to beat sneedlord and then return to the snacks fight room

>> No.8654989
File: 1.08 MB, 498x498, holyshit.gif [View same] [iqdb] [saucenao] [google]
8654989

>you need to beat sneedlord and then return to the snacks fight room
>There might be clear conditions to unlock characters in a character update.

>> No.8655087
File: 13 KB, 512x448, vhack3-220222-233945.png [View same] [iqdb] [saucenao] [google]
8655087

>>8651357
/v/oom's gate still has too few cloud blocks in this section, where you can fall on the death blocks for no reason like 50% of the time.

Someone explained it here:
warosu.org/vr/thread/S8219512#p8231054

I also made a edit for this level back then, but it may be too late now.
warosu.org/vr/thread/S8219512#p8250709

>> No.8655140

Hellmari isn't too bad, its gimmick is pretty fun.
Literally the one thing which drives me fucking nuts is the cape hallway. It gave me fucking PTSD to that one special world level in /v/2 where you're avoiding a fishin' boo in a spike hallway.

>> No.8655170

>>8655087
the idea is to bounce off the koopa shell, but sometimes the timing is off for no good reason. not sure how to fix it except to remove the gimmick entirely.

>> No.8655201

>>8655170
I thought you were supposed to crouch when you hit the lower one and stand up right when you're under the higher one, so it gets knocked away slightly later, making it easier to bounce off it.

>> No.8655258
File: 1.75 MB, 1440x508, based and redpilled.webm [View same] [iqdb] [saucenao] [google]
8655258

>Krabs' Koin Kontest with the new palette, V coin areas, and Grass Skirt Chase

>> No.8655280

>>8655087
>>8655170
Just add two or three more clouds to the left.

>> No.8655281

>>8655258
based on what?

>> No.8655282

>>8655258
>Grass Skirt Chase
wait where does that play?

>> No.8655317

>>8655281
based on (You) LOSING ME MONEY
>>8655282
when you hit the on/off switch next to the conveyer belt

>> No.8655346

testing the new baserom, so far, so good. glad to see my overworld shortcut implemented, + another shortcut I hadn't even thought of. disappointed that my lowered platform in edge of page 10 wasn't put in.

>>8655201
idk about that, all I know is that it randomly worked or didn't when I tested.

>> No.8655675 [DELETED] 

I like rougeport sewers. but where's my modified jump & reset door? I understand ditching the checkpoint on wide bridge, since that was unpopular, but I thought my edits to sewers were objectively helpful. also, the extra coins I added to wide bridge really should be added, so it's not a blind jump >>8651421

>> No.8655751

Cool, it looks like the new room for CONCEPTION got added. Matador NEVER EVER

>> No.8655762

I like rougeport sewers. but it doesn't have my modified jump & reset door. I understand ditching the checkpoint on wide bridge, since that was unpopular, but I thought my edits to sewers were objectively helpful. also, the extra coins I added to wide bridge really should be added, so it's not a blind jump >>8651421
1002 spikes, L & R haven't been inverted, which they should be. (L should be down, R should be up instead).

>> No.8655772

>>8655762
>1002 spikes, L & R haven't been inverted, which they should be. (L should be down, R should be up instead).

:^) i'm the level maker and I say that L should be up and R should be down

>> No.8655805 [DELETED] 

>>8654575
>The Virgin Wizard fight is pretty neat. Approve of the Squeak Squad music. Also like that you need to use a Disco Shell to kill him.
the music choice is interesting, and I approve. I haven't played up to that point with a new save yet -- can you confirm that the 5th hit now requires a disco shell? I assume there's still a single jarring increase in shot speed (instead of the gradual increase from slow to fast that I want), and it still appears inside of tiles.
and I know I'm bringing it up again (after not discussing it for awhile), but at least now I have reason to.

>> No.8655810

>>8654575
>The Virgin Wizard fight is pretty neat. Approve of the Squeak Squad music. Also like that you need to use a Disco Shell to kill him.
the music choice is interesting, and I approve. I haven't played up to that point with a new save yet -- can you confirm that the 5th hit now requires a disco shell? I assume there's still a single jarring increase in shot speed (instead of the gradual increase from slow to fast that I want), and it still appears inside of tiles.
and I know I'm bringing it up again (after not discussing it for awhile), but at least now I have reason to.

>>8655772
well, if you say so. I still think the other way around would be more intuitive. someone else commented showing support for that on the old testing doc, too. but it's up to you.
cool level btw

>> No.8655819

>>8655805
Yes, Fifth and Final hit is with a Disco Shell.

>> No.8655836

>>8655819
(pardon me, bad habit of deleting/reposting)
that's cool. when playtesting him, sometimes I would do that as an added challenge, although I didn't think to request it. having thought it over, I give my seal of approval to this as well. it adds a little more challenge and a solid finale to the battle.
once again, pardon my sperging. if I knew anything about asm I would've done it all myself instead of shitposting in here. I also didn't realize that adding new ASM is not nearly as easy as replacing a few tiles in Paint Panic.

>> No.8655853
File: 108 KB, 1024x779, wolfermelon.jpg [View same] [iqdb] [saucenao] [google]
8655853

>>8655836
Hey man, it's alright. I've had a /v/orld 3 tab on my browser at all times since May, reading every single post in every single thread from the start of this project. At the very least what you call sperging has given me something to read by keeping discussion going, and it comes from a good place. You've had a positive effect on the hack. When this is over I'll miss all you anons, and i'll miss you too.

>> No.8655861
File: 182 KB, 450x450, Gd50ZDNDpaDlJG6N9pPm1osLDY-y4ixtfFp7u4JqC9g.png [View same] [iqdb] [saucenao] [google]
8655861

>>8655836
>>8655853
kiss already

>> No.8655864
File: 66 KB, 750x600, moot goes to mexico.jpg [View same] [iqdb] [saucenao] [google]
8655864

>>8653762
i'm just voicing my complaints towards shitty modern website layouts lol

>> No.8655865

>>8654575
>Yeah everything FnF related is mega cringe but-
End the sentence there.

>> No.8655882
File: 159 KB, 338x373, file.png [View same] [iqdb] [saucenao] [google]
8655882

>>8655861
What if we kissed in the dead grandma Nintendo Switch room?

>> No.8655887

>>8655882
>half of the images from that original thread are already lost because nyafuu shat itself and died
i fucking hate the passage of time!

>> No.8656013
File: 55 KB, 572x539, IMG_7788.png [View same] [iqdb] [saucenao] [google]
8656013

>WHY AM I NOT THE PLAYER IN THIS BASEROOOOOOOOM?!?!?!

>> No.8656358

>>8655346
>my lowered platform in edge of page 10
Yea, that sucks. I honestly liked the first version of that level better. And the goombas still spawn on top of you with no warning.

>> No.8656528
File: 788 KB, 1100x450, 1618764456605.gif [View same] [iqdb] [saucenao] [google]
8656528

I never mentioned that I'm working on the testing doc again since a new build has come out. I mentioned this issue I had >>8654284 which I still haven't found the solution of, so I came up with something else. I added new things that I found in the final build, while putting the cancer build portion of the document under the final build. I also wrote down if something has been fixed in the final build.

You can find the testing doc here:
https://docs.google.com/document/d/1qE7rOQxkSmKv2FRFwByp445oOz0sRxgEsWk_I9z1IQo/edit#

I'm currently halfway through world 3. For Key Below The Door and At /v/OOM's Gate I came up with solutions for issues that are currently plaguing these levels. OP, please take a look at them.

>> No.8656624
File: 257 KB, 700x933, 1559170143755.jpg [View same] [iqdb] [saucenao] [google]
8656624

>no changing levels unless something is broken
>>8656528
>implying that having to swim through small gaps is broken

>> No.8656631

> P-Switch music removed so the normal music can play like in every single kaizo hack
do SMWCers really?

>> No.8656647

>>8656528
Dude, those are all minor things. Unless it's something that breaks the game or makes the level unbeatable, it won't be fixed. Just let it be.

>> No.8656649

>>8656647
I'd say a level having a coin indicator but not enough coins make the game "unbeatable" for 100%. OP should fix that at least

>> No.8656706

>>8656647
In a way, you're right. I'm mainly doing this for myself because I'm not planning to play it again after this gets released. The release is in 2,5 weeks and my plan was to only mention minor things in the document which OP should hopefully be able to cram in time if he feels like doing so.

>> No.8656748

>>8656631
Kaizo Hacks were a mistake

>> No.8656894

>>8655853
Appreciated, same to you. I should remember that this is 4chan and to take things with a grain of salt. Shout out to all anons who came together to make this happen.

>>8655882
xoxo

>>8656528
ffs, my edits (that I linked a couple months ago) removed the dragon coin, and also replaced the worst muncher with a block.
I can link my edits again if needed. Do I have to save the .mwl files from the new baserom?

another thing. I wasn't trying to submit a whole new asm, I would never ask for that so late. I was trying to update an existing one, and I thought you could just drop it in there without complications. Is changing an existing asm also difficult?

>> No.8656908

>>8656894
Difficult probably not, but it can fuck other things if one single thing is wrong

>> No.8657082

>>8656631
I've seen that in hacks as old as 2009.

>> No.8657141
File: 13 KB, 256x224, unfixed.png [View same] [iqdb] [saucenao] [google]
8657141

>>8653993
I did send emails back in like September to fix two issues that appeared that seem to have never been implemented, the one in sublevel 154 isn't that crucial but the one in sublevel 52 will kill the player for no reason. Unfortunately they didn't make it in to this.

I'll post them anyways in case OP finds time, but if not then they'll stay broken I guess. Not like they make the level unbeatable or anything, just annoyances.

https://anonfiles com/Z3T2M8J0x8/booster_52_154_rar

>> No.8657360

>>8651357
Well, I know this is the end of the line. Some of my edits won't make it in (truthfully, one of them was very lengthy, so I'll just have to cope by now), but here's one last edit for one of my levels. I moved a few tiles around for aesthetic reasons, it's a simple .mwl file. If the Paint Panic edit can get in, so does this one. And thanks anyway, I can't wait to see the final rom.

https://anonfiles com/rc0aN6Jax4/LAST_MWL_EDIT_EVER_zip

>> No.8657431
File: 102 KB, 670x750, pepechicken.jpg [View same] [iqdb] [saucenao] [google]
8657431

The checkpoint in It's a Feature is broken again.

>> No.8657469

Also, I think the edit for Lamp of Time that adds a powerup filter should've been included, since It's a Feature gives you two capes that you can use to cheese the whole level.

>> No.8657502

>>8656624

IMO stuff like
>>8657141
>>8657431
>>8656649
Should be fixed because this makes the game unbeatable, but stuff like
>>8656528
>>8655087
>>8654623
>>8657360
>>8657469
>>8657469
Are all just once again stuff like aesthetic changes that don't impact the level itself.

>> No.8657512

>>8653993
Based, finally the new baserom is released :D

>> No.8657514

>>8657512
Isaque ACTUALLY fuck off

>> No.8657532

>>8656631
>>8656748
there are several kaizo levels in all 3 /v/orlds. the third level in new vegas requires a shell jump to get the v coins. kaizo design has been baked into the /v/orlds from the start, especially in the lategame.

>> No.8657547

>>8657532
Yes, and all these sucks, Specially Rin is Best Girl from v2, fucking stupid level, so the statment stilll stands.

>> No.8657548

>>8657502
/v/oom's gate becomes unbeatable 50% of the time

>> No.8657552

>>8656631
I like it

>> No.8657575

>>8657469
thanks fren. a bunch of my edits didn't make it into this baserom, which is disappointing. only some of them were nerfs, many were just uncontroversial fixes, like the extra net in Windy Warship, removing the odd Vcoin out, etc. also, you can get a cape from Origin of Life, which is right next door.
I was thinking of linking my edits again for easy reference, and also creating a new batch for this baserom, where I'd leave out the nerfs and only include fixes. Even though the hour is late, it might be worth trying, since there's still broken stuff in there.

>> No.8657597

>>8657512
are you going to finally upload playthrough of Baserom? :DD

>> No.8657670

>>8657597
I'll still think, if it's fucked up, I only post the recordings I've had since a few months, but I have a solution to record

>> No.8657671 [DELETED] 

>>8657597
>>8657597
Isaque fucking STOP posting here

>> No.8657681 [DELETED] 

>>8657671
You Shut the fuck up, for fucking God

>> No.8657686 [DELETED] 

>>8657681
Isaque you are an actual child, you need to be 18 to post here

>> No.8657698 [DELETED] 

>>8657686
ok, I'm just going to stop talking here until the hack is released, sorry I just want to see hack things change

>> No.8657704
File: 86 KB, 881x612, predict 4.jpg [View same] [iqdb] [saucenao] [google]
8657704

>>8657502
I actually think It's a Feature is more fun without the checkpoint. Just say that the broken checkpoint is a feature.
>>8657532
>the third level in new vegas requires a shell jump to get the v coins.
Are you talking about the path to the bonus room? It's just kicking two shells up into two blocks with no punishment for messing up. And it's good that they put that there, since it's an important skill for later in the game. The gap-crossing tech in Krabs is also nice and practical. Actual kaizo design gives no room for error.
>>8656631
I agree that this is an annoying, pointless change, only somewhat justifiable if there's an actual technical reason for it, which there probably isn't.

>> No.8657753 [DELETED] 

>>8657597
>>8657597
>>8657671
>>8657686
SHUT THE FUCK UP YOU UNDERAGED WASTE OF SPACE BRAZILIAN AIR STEALING NIGGER!

>> No.8657758

>>8656631
I would've gone with use the gameboy camera animation theme for the P-Switch. gotta have an obscure reference right?

>> No.8657770

>>8654562
Nah man. that's a speedrunning path

>> No.8657914

>>8657704
>I actually think It's a Feature is more fun without the checkpoint. Just say that the broken checkpoint is a feature.
problem is, if you intentionally take a death and go back in, the checkpoint works. either retry should work properly, or you have to do it all in one go. I'd vote in favor of fixing retry.

>> No.8657939 [DELETED] 

>>8657670
>>8657671
>>8657681
>>8657686
>>8657698
>>8657753
>Not wanting Isaque to play the game to find any game-breaking bugs or glitches.

>> No.8657976 [DELETED] 

>>8657939
Kill yourself. Don't play that fucking game with me. Isaque is not your typical guy to even help out this romhack after his stupid shit stunt at SMWC.

>> No.8657989

>>8657502
.MWL edits are piss easy to patch in. Literally just a drag and drop. If people have thrown OP a link to the .MWL edit then its not too bad. Will literally take OP 10 minutes to throw the new .MWL file into the end game.

>> No.8658057 [DELETED] 
File: 540 KB, 220x391, tiktok-mouth.gif [View same] [iqdb] [saucenao] [google]
8658057

>People are starting to act more spergy than Isaque

>> No.8658114

>>8658057
way too much onions in that gif

>> No.8658128

>>8658114
Jaintors seemed to have agreed

>> No.8658312
File: 80 KB, 1057x870, bonus room door.png [View same] [iqdb] [saucenao] [google]
8658312

Here's a gamebreaking bug that was never addressed; This reset door in Key Below the Door is on a subscreen border where one of the subscreens doesn't have an exit, so it can take you to the never-ending bonus room.

>> No.8658409

>>8658312
once again, I fixed that in my .mwl edits, which were mostly not implemented.
I might just link them again for easy reference, except sorted into 2 folders for fixes and nerfs. I think the problem is that anons disagreed with my nerfs, and OP ended up overlooking the noncontroversial fixes.

>> No.8658423

>>8658312
>>8658409
That was another thing that was fixed in that old batch of level fixes from August. I wonder how it slipped through.

>> No.8658692

Wallpaper fanart with all the playable characters when

>> No.8658759

>>8620568
Fan art here https://files.catbox.moe/dhcxez.png

>> No.8658763
File: 47 KB, 600x582, 1408913923551.jpg [View same] [iqdb] [saucenao] [google]
8658763

>>8658759

>> No.8658764

>>8658759
Damn, how do you unlock THIS ending?

>> No.8658821

>>8658759
' ω '

>> No.8658823
File: 282 KB, 562x510, file.png [View same] [iqdb] [saucenao] [google]
8658823

>>8658692
Maybe someone can vectorize this

>> No.8658835
File: 117 KB, 827x817, literally a picture of me.jpg [View same] [iqdb] [saucenao] [google]
8658835

>>8658823
give me a little bit i'll give it a shot

>> No.8658905
File: 312 KB, 1600x900, i tried.png [View same] [iqdb] [saucenao] [google]
8658905

>>8658823
>>8658835
it could definitely be better

>> No.8659006
File: 1.34 MB, 1980x1080, BG.png [View same] [iqdb] [saucenao] [google]
8659006

>>8658905

>> No.8659041

>>8659006
nice

>> No.8659045

ayy lmao >>>/v/589928595

https://files.catbox.moe/imykps.png
https://files.catbox.moe/fv0062.png

>> No.8659191
File: 127 KB, 587x551, 1603486951517.png [View same] [iqdb] [saucenao] [google]
8659191

>>8658759
>>8659045
Shu please stop asking for and posting this shit.

>> No.8659247
File: 366 KB, 600x398, 1638489826280.png [View same] [iqdb] [saucenao] [google]
8659247

>>8659045
>>8658759
Jesus christ please stop posting this garbage . I'm actually mad.

>> No.8659343
File: 53 KB, 1024x666, kys kys kys.jpg [View same] [iqdb] [saucenao] [google]
8659343

>>8659045
Congratulations.
You actually made Keksandra giving /v/ a footjob FUCKING UNAPPEALING.
FIND A BETTER DRAWFAG YOU FUCK.

>> No.8659357
File: 54 KB, 600x460, 1617761366822.jpg [View same] [iqdb] [saucenao] [google]
8659357

>>8658759
>>8659045

>> No.8659368
File: 692 KB, 1200x1200, tfw u pwn dumdums on cod.png [View same] [iqdb] [saucenao] [google]
8659368

we'll always have this

>> No.8659375

>open the spc folder to check out the new songs and listen to some favorites
>discover the end.spc
Tight. Guessing there will be an ending screen after all. And I imagine it's going to be some NON-DEGENERATE artwork.

>> No.8659604

going to beta test some levels on stream and show myself up for being fucking awful at smw

>> No.8659661

>>8659604
link?
I would save myself for the final rom at march 10 personally.

>> No.8659665

>>8659661
twitch/doodlewill

>> No.8659667

>>8659661
https://www.twitch.tv/doodlewill
Holy fucking shit I should not be dying this much in the first three levels I am super fucking sleepy.

>> No.8659676

>>8659667
>enabled hard mode by not sleeping
how can one man be so BASED

>> No.8659689

>>8659375
There is that port and thegoodolddays.spc. I think the former will be for the Sneedzoid ending while the latter would play after you beat Cancerlord.

>> No.8659989

kek

>> No.8660108
File: 158 KB, 220x220, shrug.gif [View same] [iqdb] [saucenao] [google]
8660108

>Want to edit the Time Up graphic to be a Yotsuba 404
>Realize that it'll likely mess with the Game Over graphic, which appears to use the same M and E tiles

>> No.8660145

>>8657704
/tʃɛkt/

>> No.8660256

>>8659006
Do you have the .svg? It's good.

>> No.8660705
File: 291 KB, 717x582, file.png [View same] [iqdb] [saucenao] [google]
8660705

SM/v/
I FIGHT PEPE AND I FEEL THE REES
SM/v/
PRINCESS MINI RAINING DOWN STICKIES
SM/v/
KRABS IS GREEDY LIKE AN ISRAELLI
SM/v/
I BEAT PAINT PANIC UNLIKE LOMSMELLI
SM/v/
I SHITPOST AND THEN SEE AMPHAROS
SM/v/
/tv/ SNEEDZOID NEEDS HIS DAILY DOSE
SM/v/
THE WIZARD BOSS WAS NEVER EDITED
SM/v/
AND MATADOR IS STILL FOREVER DEAD
SM/v/
BARREL FAIL IN FRONT OF LANKY KONG
SM/v/
WHY'D HELLMARI TAKE SO FUCKING LONG
SM/v/
/trash/ THREADS NEVER TRULY WENT AWAY
SM/v/
AYAMARI/CANCER FETISH PLAY

>> No.8660718

>>8660705
fucking lol thank you anon

>> No.8660725

>>8660705
Chris Voiceman cover for release trailer when

>> No.8660739

>>8660705
kek, thanks for the shoutout

>> No.8660742

>>8660705
I wonder if it can be written to go along with the Super Mario World TV Theme
https://www.youtube.com/watch?v=ctvW3eBcSqg

>> No.8660806 [SPOILER] 
File: 10 KB, 512x448, 1645737169857.png [View same] [iqdb] [saucenao] [google]
8660806

What am I supposed to do after I beat Perma Ban /f/ortress? This screen has side exits enabled, but leaving the screen doesn't count the level as beaten. Restarting the level brings me back to the W.T. Snacks fight. I've checked Bender's Big Score and entering the code brings me to a room where you can pay 50 /v/ coins to disable pausing, and leaving that room brings me to the goal post.

Is this a ya dun goofed moment by OP?

>> No.8660813

>>8660806
To prevent confusion: By goal post I meant the one in Bender's Big Score, I don't know what the exit is in Perma Ban /f/ortress.

>> No.8660840

>>8660806
You just insert the code and go to the goal and beat the level

>> No.8660861

>>8660813
The little shaft after the Yoshi puzzle in Bender's Big Score originally also had black dotted blocks at the end which set your coins to zero, which was necessary for the little block puzzle to work properly (it teleports you when you reach a certain number of coins from hitting them in the right order). In the current build it's just a single block under the leftmost powerup block, so it's possible for players to not touch it and then become confused when the puzzle doesn't work.

>> No.8660964

>>8660705
A+

>> No.8661795

I still can't believe the character skins gimmick might actually be in the game. I wonder if anyone managed to unlock it in this baserom.

>> No.8661805

>>8661795
the skins and boss rush are being saved for an update because the hack was taking forever to release

>> No.8661834

>>8661805
Marvelous.

>> No.8662105

Don't die yet

>> No.8662187

>>8662105
There's just 2 days left and there's nothing left to do for the hack, speaking of which
>>8656631
Any special reason for this? Did the P-Switch music broke something important to be removed? Because honestly as minor as it is it bothers me to not have that short jingle

>> No.8662192

>>8660705
SM/v/
I FUCK SNACKS BUT THEN SHE GIVES ME AIDS
SM/v/
HIRO SCRAPPED YET HACK STILL GOT DELAYED

>> No.8662220

>>8659604
I'll try stream world 2 of /v/3 today once I get back from buying veggies.
Also i'm reuploading the vod because I accidentlly set broadcasts to autodelete.

>> No.8662468

>>8662220
He never returned.

>> No.8662725

Did you fags see this?
https://sys.4channel.org/derefer?url=https%3A%2F%2Fwww.videogameschronicle.com%2Fnews%2Ffallout-new-vegas-2-is-reportedly-in-very-early-talks-at-microsoft%2F

>> No.8662730
File: 95 KB, 610x707, 1645799471853.png [View same] [iqdb] [saucenao] [google]
8662730

>>8660705
>SM/v/
>I BEAT PAINT PANIC UNLIKE LOMSMELLI

>> No.8662769

>>8662725
They're still doing Outer Worlds 2, so it's going to be a long wait.

>> No.8662930 [SPOILER] 
File: 10 KB, 192x96, 1645807730341.gif [View same] [iqdb] [saucenao] [google]
8662930

Hey. I made a revamp for the final boss sprites a few months ago. I consider it to be much better than what is in the rom right now, so might as well just post it now. If anyone wants to try it, you can insert these files into the latest baserom, I'm sure there'll be no side effects.

https://anonfiles com/n8w3leKax2/bboss_v5_zip

>> No.8662972

>>8662930
I think you did a great job with his sprite. He'd fit right into a fighting game.

>> No.8663001

>>8662930
Right hand suddenly becoming a fist looks bad, try to redo the previous frame to actually make it more smooth. Otherwise great work

>> No.8663184

>>8663001
seconded

>> No.8663275
File: 4 KB, 512x448, my thumbs hurt can i draw fetish art now.png [View same] [iqdb] [saucenao] [google]
8663275

MY FINAL VERDICT FUCK Temporary Temperature

>> No.8663295

>>8663275
I think you're missing a colon.
>MY FINAL VERDICT: FUCK Temporary Temperature
I put nerfs in the second half, but it wasn't added to the rom. not my fault

>> No.8663301

>>8663295
it's all good, i just got really filtered but this is the farthest i've gotten in this hack yet so That's A Plus
>>8660742
was gonna do that for a /v/ the musical but Gave Up

>> No.8663471

>>8663301
>That's A Plus
smwctranny detected, gtfo of here

>> No.8663540
File: 119 KB, 666x666, 1645643695053.png [View same] [iqdb] [saucenao] [google]
8663540

>> No.8663616

Holy shit the final boss is hard

>> No.8663646
File: 162 KB, 500x500, 1602225228933.png [View same] [iqdb] [saucenao] [google]
8663646

>>8660840
>>8660861
What I meant to say is that while it does give you the code to beat Bender's Big Score, right now it will show up after you beat Snacks. In The Most Low-Budget Storehouse Possible there is a message block that tells you that you need 30 /v/ coins to unlock the password to postgame. My assumption is that OP accidentally set the level exit to sublevel 94 in the Snacks boss (sublevel 96), which results in you being unable to beat Perma Ban /f/ortress because all it does is show the code without triggering that you beat the level once you leave the screen. You can't interact with the blocks, all it does is showing you the code. I feel like sublevel 94 is meant for the unlock in the storehouse level, not this level.

>> No.8663798

>>8663646
I think the idea is that the 30 coin Storehouse is meant to hint that you need to go back to /f/ortress for Snacks, because unless you knew where to go you'd be filtered. We only knew what to do because OP told us already

>> No.8663837
File: 7 KB, 256x224, vhack3001.png [View same] [iqdb] [saucenao] [google]
8663837

how does the v coin count work? i've gotten the black dot filled in on over 10 levels and it ain't letting me get this "powerup"
i'll go ahead and upload my srm for proof
https://anonfiles com/F7Zco5K2x5/vhack3_srm

>> No.8663838

>>8663616
he's the final boss, he's supposed to be hard.
later on, I'll reupload all my edits combined into 1 zip, which I'll sort by nerfs and fixes. you'll notice that my nerfs tend to be on the early difficulty spikes, not later on (except removing the nerf bars from Fire in da Hands). there's a time and place for turning up the heat, and that's the endgame.

>>8663646
>shygal

>>8660861
that sounds like a problem.

>> No.8663850

>>8663837
In the OW there's a coin in the corner, whenever you get 5 Yoshi Coins in one level it counts as one in the OW icon

>> No.8663858

>>8663798
But what makes the level count as beaten? It's meant to lead you to world 6 but it doesn't.

>> No.8663886

>>8663858
You can't get to Snacks without beating Bowser first, so the World 6 path is already open, unless my understanding is wrong

>> No.8663918

>>8663886
I'm playing on the final build on a new save. I did everything in world 1 to world 4 as well as the star world levels. Both castles in world 4 and world 5 lead to the same path which is the entrance to world 6. In the cancer build, if you beat the intro to the Snacks boss (the three fake Snacks enemies) it would play the boss completion animation and it would mark the level as beaten. In the final build it instead teleports you to a room with a code but it does NOT mark the level as beaten. Re-entering it brings you back to the Snacks fight, and beating her does the same thing as before. I know in the cancer build beating the HELLMARI TOWER boss did open the path to world 6, so I doubt it will do the same thing in the final build. It would be really strange if you suddenly did the entirety of world 4 just to get a code which unlocks postgame, even though it lead you to world 6 in the past.

>> No.8663945

>>8663471
Not that anon, but it's better than trannymod Idol

>> No.8664097

>>8663918
I'd assume it's a screwup, and the code room is supposed to be on Storehouse, not Snacks.
it's looking like we'll need another baserom between this "final" one and release, given all the issues.

>> No.8664126
File: 2.17 MB, 1465x2159, 85706818_p0.jpg [View same] [iqdb] [saucenao] [google]
8664126

I beat Sneedzoid. It's really cool. I learned patterns and how to maximize my damage output. The attack with the ON/OFF walls gave me a hard time, because if he starts it at the edge of the screen, it's impossible to hit the block, and it's also hard to react to the final jump. I also like the second phase, but I don't think the game even tells you to press R to shoot doses, so that should be addressed. I assume Nepheshel Battle will ultimately go in the first phase and Adventure's End will go in the second phase, due to the latter being more climactic. You can also get a shitload of damage when he does the fire attack. He floats at the right height for you to get two shots off one full hop, and if he stops spinning the fire at the end of the stage, you can take the spring with you and keep shooting him until you're both at the opposite side.
>>8664097
I can see the hack being (again) delayed slightly. Not only to fix the game-breaking issues, but also because, with its current date of March 10, its release thread on /v/ will get buried by Elden Ring and Ukraine, and you definitely can't count on the mods over there stickying it.

>> No.8664152

>>8664126
those are good points. I totally get that OP wants to get a release out the door, but it can wait until April or May if necessary, just no later than that.
also, I guess I'll have to do my edits over for the new baserom. making the retry doors again will be a bit of a bitch, but I can probably just borrow the x/y coordinates, which should make it easier.

>> No.8664179
File: 99 KB, 600x593, clearmadehanemuranai.jpg [View same] [iqdb] [saucenao] [google]
8664179

>Beaten Sneed
>Beaten Mini
>Beaten Pepe
>Beaten Hellmari

>CAN'T BEAT YELLOW DEVIL
WHY, FUCKING WHY.

>> No.8664225
File: 404 KB, 790x682, herewegoagain.png [View same] [iqdb] [saucenao] [google]
8664225

>>8664152
yet another one, cool

>> No.8664372
File: 35 KB, 395x360, 1584812435468.jpg [View same] [iqdb] [saucenao] [google]
8664372

>>8664225
haha this time for sure

>> No.8664391

>>8664152
>>8664126
>>8664097
> Shit on OP for taking so long
> OP gives in and uploads a shitty unfinished rom early because no one could wait

You did this to yourselves. OP may be a turbofag for delayiing this a year, but you're all no better.

>> No.8664397

>>8664391
Finding problems by testing is a good thing. That's why we wanted a new baserom in the first place.

>> No.8664408

>>8664391
There was virtually nothing new to discuss for months due to being stuck with the same baserom from October.

>> No.8664417

>>8662468
Vod is up, i'll do a stream of it in 6 ish hours
Holy shit uploading videos to twitch is a pain in the dick.

>> No.8664428
File: 3.34 MB, 3600x3000, moott.jpg [View same] [iqdb] [saucenao] [google]
8664428

>>8664417
Draw some fanart on-stream.

>> No.8664436
File: 1.18 MB, 1023x964, iVmzc6E.png [View same] [iqdb] [saucenao] [google]
8664436

>>8664428
if i'm going to draw fanart it'll be of the nintendo ninja's.

>> No.8664519

>>8664391
OP is a god. I'm actually amazed by the commitment of this man and that he hasn't told us to just stfu by now.

>>8664436
Ninty-sama...

>> No.8664526
File: 48 KB, 300x300, ukraine.gif [View same] [iqdb] [saucenao] [google]
8664526

>>8664126
>its release thread on /v/ will get buried by Elden Ring and Ukraine
UKRAINE IS GAME TO YOU?

>> No.8664529

>>8664519
yes, leaving aside all else, props to OP for staying the course and dealing with this shit-fest.

>> No.8664741

>>8654163
>>8657141
>>8657431
>>8658312
>>8660861
These will be fixed in the release version. No nerfs, graphics, levels, etc. will be changed unless it prevents 100% completion.

>>8656631
P-Switch music was removed because it cuts off longer songs like in /v/inale. I thought that would be annoying but it'd be easy to put it back if everyone would prefer it anyway.

>>8663798
This is what's intended. What I forgot is that there's no way to get the exit in /f/ortress after beating Bowser's Castle which can cause problems if you didn't already beat /f/ortress by then. This will be fixed by simply adding a goal sphere, but everything else is exactly how I envisioned the revamped puzzle to be.

>>8664126
The dose mechanic was supposed to be explained during the cutscene between phase 1 and phase 2. I'll make the fire attack faster in phase 2. Not sure how I should fix the walls attack, open to ideas.

>>8662930
Based, I'll add these in.

>> No.8664758

Alright last 6 posts before this thread reaches 500 so im gognna ask a few things

>>8664741
Is it possible for the P-Switch music to be silent in certain levels rather than making it completely silent? if not i can understand that.
And are we gonna have another thread or are we just gonna wait until March 10?

>> No.8664776
File: 158 KB, 733x1017, nn-chan.png [View same] [iqdb] [saucenao] [google]
8664776

>>8664758
I vote we have a final thread on the 5th. To give OP to overview any final fixes for the release on the 10th.

>> No.8664797
File: 36 KB, 441x367, file.png [View same] [iqdb] [saucenao] [google]
8664797

>>8664529
This hack really has gone through a journey.
>Levels crashing
>IRL problems OP and other contributors had to deal with (wouldn't be surprised if at least one contributor has died)
>Hiro boss dropped
>Audio problems
>Boyfriend shitfit
>Almost didn't fill the last few level slots (and even then, one of them was dropped)
>Almost didn't get all the songs (last few MIDIs had to be made specifically for the hack)
>Entire month spent almost exclusively in /trash/ threads full of degenerate artwork (though I kind of miss them)
I greatly appreciate OP for still trooping on amidst all this chaos. I think the legitimate excitement for this project is what really motivates us to finish this. I also loved seeing all the little collabs within this project, and people messing around making cool stuff that just ended up in the game. IIRC the Yellow Devil wasn't originally in Paint Panic. It was just someone having some fun. I know some of the music came from people who were just playing with some MIDI converter thing.
>>8664741
I'm curious. Have the extra characters been locked in, as in, will there be no more additions or changes now? How does the boss rush work?
>>8664776
Should the thread be on /v/ or /vr/? /v/ is just moving too quickly right now, but that also means more people will see it. If it goes on /vr/, then it means that an outdated version will be up at the same time as the final release, which would just look silly, unless we all agree to not bump the thread after a certain time.

>> No.8664839

>>>/trash/45804809

>> No.8665009

>>8664417
Are you starting soon?

>> No.8665074

>>8665009
live now.

>> No.8665486

Before thread dies. I'll do another /v/3 stream on the 28th.
I promise to play even worse.

>>8664797
Keep it to /vr/. /v/ is for the release.

>> No.8665640
File: 2.47 MB, 200x200, v-3.gif [View same] [iqdb] [saucenao] [google]
8665640

>>8664839
>/trash/

>> No.8665678

>>8665486
> I promise to play even worse
You gonna get drunk and do commentary on what Moot sees?

>> No.8665736

>>8665678
Kino. Make it like Freeman's Mind.

>> No.8665751
File: 320 KB, 500x500, 1557003825952.jpg [View same] [iqdb] [saucenao] [google]
8665751

When should the next thread be made, /vr/os?

>> No.8665778

>>8665751
5th of March.

>> No.8665782

>>8664758
No promises but I'll try to look into the possibility of it. Right now it sounds maybe possible but tedious, too tedious before release.
Also, for the thread: sometime later or maybe tomorrow I'll start the last thread, and drop a second final baserom that has more fixes. Sneedzoid hasn't been modified yet.

>> No.8665802
File: 9 KB, 256x224, 1576709706806.png [View same] [iqdb] [saucenao] [google]
8665802

Check out this early overworld screenshot from /v/world 1.

>> No.8665889
File: 328 KB, 408x408, 1629126754259.gif [View same] [iqdb] [saucenao] [google]
8665889

I just beat THE ORIGIN OF LIFE again with all exits and dragon coins. This level is unironically fun now.

>> No.8666079

>>8665074
Just finished watching the vod. I admire your tenacity with the cloud in Wizard School, so I'll tell you how it works: It doesn't have a time limit. It disappears if you press right on the d-pad, to prevent you from cheesing the level.

>> No.8666131
File: 39 KB, 720x822, come here.jpg [View same] [iqdb] [saucenao] [google]
8666131

>>8665889
I dont believe you. But i'll try it for myself.

>> No.8666156

>>8666131
Getting the normal exit isn't super hard. You can either use your cape at the start of the level and move to the right until you find a purple pipe with two coins, or go to the top right of the cave where you can find a pipe. You have to think a lot about the on/off state of the switches. If you find a screen where you have to move left and there is a goomba at the start of the screen: This goomba is important for the secret. Just make sure that the switch state is set to off whenever you go back up the pipe with the egg still intact, because the star powerup is what you need in order to hatch Cucky.

>> No.8666158

>>8666156
Also you can find Yoshi at the end of the cave which is important for a few dragon coins because you can find a blue koopa below which gives you flight. The p-switch above the large pool of lava leads you to another dragon coin.

>> No.8666554
File: 13 KB, 512x448, w6.png [View same] [iqdb] [saucenao] [google]
8666554

I've updated my testing doc again. It now goes up to world 6. You can find it here:
https://docs.google.com/document/d/1qE7rOQxkSmKv2FRFwByp445oOz0sRxgEsWk_I9z1IQo/edit

The most noteworthy things I want to mention is that the GhUOHHHHHHHst House's boss sprite is broken and I made a background fix for Tendie Tower which is really easy to import. So far I find that nearly all of the things I mentioned back during the cancer build have been resolved, so most of what I've written so far is pretty minor. I'm not sure if OP wants to fix these by himself or if I should make a download with .mwl fixes for some levels once I'm done playtesting. I know people are negative towards this but for some levels like Key Below The Door and Super Moot Boy I want to come up with small additions that make the level more enjoyable to play, but not changing parts of the level entirely. I'm not involved in fixing asm or music shit.

>> No.8666585

>>8666554
I just tested GhUOHHHHHst House in the newest build and the boss sprite wasn't broken.

>> No.8666607

>>8666585
That is really strange then. I checked out this level like 4 times to see why the boss wasn't working for me but it was completely fine in the cancer build. This is the first time I saw a boss glitch out. I've tried it out on a unmodified rom and on two different cores and it doesn't show its graphics correctly for me.

>> No.8666610

>>8666607
I tried playing /f/ortress on Snes9x 1.60 and Bsnes v115 and couldn't get the coin bug to happen either. Maybe your cores are just busted?

>> No.8666675
File: 8 KB, 225x360, 1606728004190.jpg [View same] [iqdb] [saucenao] [google]
8666675

>>8666610
I just tried it out in bsnes. It seems that the GhUOHHHHHHHst House graphic bug doesn't occur here, but it still gives me 5 dragon coins at the end of Perma Ban /f/ortress. It might have to be related with the emulator I was using, even though I was using a snes9x/bsnes core. I've deleted the GhUOHHHHHHHst House thing from the testing doc.

>> No.8666813

for easy reference, I'm uploading all the edits I made to the CancerBeta rom in one place. this includes the two main batches, as well as the dirt tile fix and the widebridge mwl that adds only coins (not the checkpoint):
https://files.catbox.moe/6jh5iu.zip

>> No.8666864

>>8666554
I like your solution to /v/oom's gate, although I haven't tested if it works 100% of the time.

>> No.8667008

>>8665782
thanks for all that you do. even if you won't add nerfs, I hope you'll add more fixes. the Pswitch thing sounds cool, but low-priority. my cancerbeta edits are linked again a couple posts up, maybe I could try submitting only fixes for the new baserom.

>> No.8667268
File: 1.21 MB, 4460x3462, file.png [View same] [iqdb] [saucenao] [google]
8667268

breddy gud thread, see you fuggers later!

>> No.8667361

Well, edge of page 10
See you tomorrow probably if Organizanon does the thread

>> No.8667594

the game