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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - People of Earth - My hack still lives! [screens]
  
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Juggling Joker
Posts: 956/1033
Originally posted by CheesePie
[...]and then you'll be hard pressed to make critisism !
I find that claim dubious with some of our more... vocal critics, haha. Not that I mind, a lot of the (some would say pointless) nitpicking can really help you polish your hack. Of course, a lot of people don't seem to share that opinion, but to each his own.
PumpkinPie
Posts: 747/1158
All right, I've taken note of everything that's been said. Basically, the game has a lot of graphical issues. Unless I really screwed something up when I was toying around with the game, everything should be fixed by the next time I post screens - and then you'll be hard pressed to make critisism ! Not that's critism's unimportant, though
Glyph Phoenix
Posts: 398/745
Maybe if the punk kid boss happened to be blind.

But the pipes have a terrible transition from black to regular pinkish purple. And the blocks shouldn't go from white to black like that... they should have at least a little gray to them.
HyperLamer
Posts: 6041/8210
Originally posted by redeyedol
To be honest, I kinda like the pallete in Lemmy's room. It would seem rather appropriate after a dark gloomy dungeon-like level with dark colors and a theme of death in it.
Not to mention a punk kid boss.
Nintendude
Posts: 5/107
I think it's awsome. i gotta play that.
beneficii
Posts: 317/567
On that second screenshot, in the overworld map of the Grapevine Forest, the very bright green patch at the bottom of the screen seems to draw attention away from the forest itself; I don't know if this was intended.
redeyedol
Posts: 11/23
To be honest, I kinda like the pallete in Lemmy's room. It would seem rather appropriate after a dark gloomy dungeon-like level with dark colors and a theme of death in it.
mikepjr
Posts: 218/242
Not great, but not horrible to the point that it would be unplayable.

And it is a good looking hack, just not really so awesome to the point that I'm going to play it from start to finish more then once.

I like the idea of a bobomb trap.
Glyph Phoenix
Posts: 397/745
Originally posted by HyperHacker
Not to say yours are no good (though they are kinda crappy)


Greatest. Compromise. Ever.
HyperLamer
Posts: 6009/8210
Wow, lotta pics!

  1. Looks nice, but the yellow on the border is a tad bright, and it might be better if the paths weren't shown right away.
  2. The vines look odd having that bright green colour on them, and I don't even know what that smoking thing is at the bottom. Also, consider moving the paths down and away from the edges a bit. (Why not go through the water? Maybe a jungle water level could be neat.)
  3. Not bad, but kinda square. That cave looks pretty odd, too, like part of Bowser's head.
  4. The trees stuck together look weird, and you have a bunch of lines below castle 7. Also, you need some buoys! Look at all the ships that have crashed!
  5. Nice, but why is there a tree there, and what's the blue thing? Also, what happened to the Koopa?
  6. Ooh, looks difficult. The trees and ground are way too plain, though.
  7. I'd get rid of the crack leading up just before the celing drops. Possibly the other crack too.
  8. Cool, are those like some kinda roulette or just ? blocks?
  9. Yuck, that must smell horrible. It looks alright, but again lacks detail, and the pattern breaks in various spots.
  10. What's the blue thing behind the water? Also, just because it's the first level doesn't mean you can't have really detailed graphics.
  11. Looks like part of the right Goomba's head is missing.
  12. That blue thing again. I still don't get what that's supposed to be. Easy bonuses in the first world is good, but don't make them too easy.
  13. No problems that I haven't already mentioned here.
  14. Cooooool. Did you use translucency for that or just layer 3? Very nice idea having the water go up and down.
  15. Neat! The green one seems to have something on its face though.
  16. Vine puzzles are nice, but how does Yoshi get through? Forcing players to lose their powerups, including Yoshi, is generally bad.
  17. Oooh. Needs a background, though. Might also help to darken some of the other objects to fit with the dark ground.
  18. The ground looks stretched, and there's some glitches above the pipe. Why is there a pipe top on the ground?
  19. Some BG glitches. Cool, but no WAY Yoshi can get through...
  20. Ground looks weird, but still quite cool.
  21. The plants could use some leaves (or be changed to Chain Chomp or something), and WTF is in the item box, a football?
  22. Ono, Mario's in trouble now...
  23. Cool. Some weird shadow above that upward spike though. It'd look better if the walls were cracked and had plants growing on them like the Forest Temple in Zelda OoT.
  24. Those spiles do go all the way down, right? Otherwise it'd be hard to get down... And how does Mario get up there anyway?
  25. FG looks a bit odd. If Mario's supposed to do what I think he's supposed to do, that's pretty damn cool.
    Spoiler:
    Spin-jump off the saw as it's falling into the hole to get to the platform on the left?

  26. Cool tileset, if not a little odd. But what do you do if you fall off? The platforms will have fallen, and you won't be able to get up!
  27. Nasty little trick there... In a good way.
  28. A little too dark. You can't see anything... And that can NOT be good for the stomach!
  29. Again, too dark. Invisible ground = bad.
  30. This type of level is underused. It really looks weird though.
  31. Oooooh. Tricky... Are those plants on layer 2? It'd be damn hard to get through there otherwise.
  32. You don't see a lot of downward vertical levels. Looks tricky! Nice colours too.
  33. Meep! I can see that being difficult.
  34. Looks cool, but the bright purple/white contrasts with the black BG.
  35. Woah! Way too bright! The FG should be a light brown, as opposed to yellow.
  36. BG/FG are too similar in colour, it's hard to tell them apart.
  37. Cool, but again too bright.
  38. Missing: one background.
  39. Interesting... If you know any ASM, heat waves would be a cool addition.
  40. That door doesn't look much like a door...
  41. A cool idea, but don't give too much away.
  42. Looks hard! Nice grass.
  43. You forgot the BG again. The ground is good but I can't tell if it's supposed to be a cloud or snow (a background to compare to would help). Very fluffy!


Also, I noticed that you have the same lives, score and coins in every pic. Cheating when testing = bad, especially since this looks like a pretty hard hack.

There's nothing wrong with ripping if you can't draw your own. Not to say yours are no good (though they are kinda crappy), but some rips here and there would probably help.
Cruel Justice
Posts: 989/1384
Yeah, just after I pointed it out... Oh yes, I remember the good old days of being a full-mod on TEK. Thanks for reminding me!

Well, I'd have to agree with that bit of in-depth criticism about his hack though. Just want to keep him motivated to make things better.
Alastor the Stylish
Posts: 6977/7620
I deleted that post for a reason, Raven. That reason being that it was a fairly stupid thing to say.

And making lots of levels doesn't show effort. It shows that he wasn't paying any attention as he went along - obviously, if he missed all those problems. That's not to say his hack has no good points - it's looks quite a bit better than a lot of the crap that flows by here, but jeez. There are tons of problems, the most obvious of which being how a lot of the graphics look, as Glyph said, like they were drawn by a 5-year old, but also some dealing with how there's far too much variation in the graphics, even in the same levels (for example, the second to last screenshot with the metal-looking blocks in the middle of a very-differently styled grass area), causing a nasty contrast, and with the overall generic tone it has... In short, it's just not that good, and even the best parts of it seem uninspired and... Well... Flat.
Cruel Justice
Posts: 985/1384
Originally posted by Looten Plunder
In general, you should only listen to the following people for criticism:

BMF54123
Glyph Phoenix
Juggling Joker
Keikonium
Smallhacker



Wow, you're so cool Kyouji. Who are YOU to say? I mean, what's the god-damned point? He can listen to whoever he wants!

[Back on Topic]
The graphics need work and the palettes are too bright. You don't have to take my word for it, but that's just my thought. At least you put effort into your hack by making all those levels.
Glyph Phoenix
Posts: 394/745
My eyes! The yellow on black overworld palette sucks, your backgrounds are awful because the palette is too vivid and because the graphics itself look like they're drawn by a 5 year old.

Cranberry Ocean has terrible ground, Cheese Beach doesn't have correctly tiling checkerboar patterns, and Cola Cavern has disgusting wall tiles. Your wood and ropelike pirhana plant tileset makes me want to hit you repeatedly while screaming, "What were you thinking?!"

In this hack there are vivid palettes galore. Pancake desert, the overworld, Lemmy's boss background... all just nasty. And what's the deal with the forest background tiles being screwed up?

Luckily you didn't completely screw up, as Pancake Desert 1, Radish mountain, and the snow level are all good except for poor pipe usage and strange cloudlike wall with Dino Rhinos coming out of it. If you lightened up the Pancake Desert BG a little I think it'd look quite good, and the cloud level isn't bad-- maybe a little sparse. Radish Mountain has an annoying two-toned background but still it's not too bad and your foreground and such don't seem to have problems. Which makes this stick out compared to your other screenshots.

Your train is so vivid it almost hurts my eyes. Inside the train you have a black background. Cola Cavern's layer 2 is so bad it looks like you loaded the wrong tileset. Fix everything I mentioned here and I'll still probably have a post's worth of problems I just didn't bother to mention.
Elite Dragon
Posts: 2/6
I've been on many times and I downloaded ur hack when it was crappy.
Can you post a download of a demo?
If so MAKE SURE ALL THE OW PATHS WORK!!!
It was annoying as hell that i beat grapevine jungle and couldn't leave
Question: how in the hell do u get to the key/keyhole in lv 1?
you may put it in spoiler form if u like.
PumpkinPie
Posts: 743/1158
Yay, generally good replies!

"1:change the palletes on the overworld border."
"x the palettes on the OW" - I just might. Thanks for saying that, though - I still wasn't sure if the black and yellow was really good, or really bad.

"2: The backround on cranberry ocean is kinda cheesy" I might change it...if people really goad me to. I kind of like it for some reason...but if it's too bad, then I will.

"3: what is the thing on the koopa's head?" - The koopas have different costumes for each world. What you saw was either an eyepatch, indian feathers, a mining cap, or a cowboy hat.

"4: In dark cola cavern you can't see. why is that? " - Too dark for ya? It's supposed to be dark, not invisible. I'll lighten it up a bit.

"5: I don't like lemmy's room pallete. I just don't." - I could change the purple pipes to black. The room is dark for a reason, though, so I have to use shadey colors.

"That and the Koopas with shade is pure genius" - It is my way of editing boss battles without mucking around with ASM. I assume you mean the Lemmy battle.

"...Isnt cranberry red?" - Yes, but it's just a name. But then again, I might make a sunset level with red water

"If released at a decent rom size, ill make a cartridge out of it to play on my snes." - Then my childhood dream will be truly realized. I'd have made a real Mario game, playable on the snes.

"why does the ghost hous near cranberry ocean have the #7 on it?" - Well, it's sort of like the 'castle' for the world. Yeah, I'm making it a bit special...don't expect to be fighting a koopa kid in there!

"You've surely gotton better than from before, CheesePie."
"im sure you released a demo of this a while ago , i remember playing it , infact i think i still have it but its looking even better now," - Glad to hear I'm progressing, rather than...uh...not progressing. Hopefully I'll get even better before the game's release!


Thanks for the comments! I'll stick around and answer more questions and stuff.
kristopher_pearman
Posts: 92/105
im sure you released a demo of this a while ago , i remember playing it , infact i think i still have it but its looking even better now, you dont see many hand drawn exgfx only hacks about now do you?
Chris
Posts: 645/922
You've surely gotton better than from before, CheesePie. The hack seems to look pretty good. Nice work.
SoNotNormal
Posts: 100/793
Wow . . this hack is looking great! I have to agree with you, that part in cola cavern looks challenging. Just fix up a few palette errors, and - why does the ghost hous near cranberry ocean have the #7 on it? And why is it a ghost house? Shouldn't it be a castle? Or are you being unique
Omega45889
Posts: 293/335
Looks very cool, origional (at least to my SMW hacking experience), and seems to have well thought out level ideas. If released at a decent rom size, ill make a cartridge out of it to play on my snes. I dont think ill be playing it on a computer as that has lost its novelty for me.
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Acmlm's Board - I2 Archive - Super Mario World hacking - People of Earth - My hack still lives! [screens]


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