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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 - Mario Legacy: Super Mario World, version .6 [download, screenshots]
  
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HyperLamer
Posts: 993/8210
Originally posted by Kyouji "Kagami" Craw
3. Look. They don't look like that to me. I don't know why they do to everyone else. It's not a patching problem, I've applied the patch to a standard 513 KB ROM and it doesn't come up.

You sure it's an unmodified ROM? Maybe something's changed in it that makes them work. I had the same problem when I released a beta of my Pok
Alastor the Stylish
Posts: 876/7620
Sorry I keep trying to upload the fixed version but freewebs just won't take it.
zztman
Posts: 4/37
Erk... Sorry to bump an old topic, but what size do I need to expand my SMW rom to to get the graphics in Dark Graveyard to work?
Alastor the Stylish
Posts: 790/7620
*Ahem* And now I have UPLOADED the fixed version. Please refer to the first post. Bear in mind that I have done extensive testing to make sure this patch works. If it does not, it's your own fault.
Squash Monster
Posts: 118/677
And, since I never did finish...
And I'm not going to try to seperate IPS problems from normals.

Victory Island - Shortish. Cute ending though.

Open Sea - Crossed pipe graphics glitched. The second part of this level is easily one of the coolest effects I've seen.

Water Castle - More graphics glitches. Message box is blank. On/Off water is cool.

Dark Cemetary - Severe graphics glitching.

I'll stop now, since the buggyness is getting worse.
Alastor the Stylish
Posts: 787/7620
*collapses* God I'm tired... Fixed everything Squash Monster mentioned. And a few things he didn't.
Aioria
Posts: 275/1567
you improved your hacking skills and your way of thinking a lot mate, i congratulate you for that
Alastor the Stylish
Posts: 783/7620
Thanks everyone! Especially Squash Monster.
Atma X
Posts: 232/801
Originally posted by Squash Monster
You take criticism more politely than anyone I've seen, I commend you.


Yes, he does. He didn't before, but he has definatly improved a lot. I think the reason why a lot of people get offended so easily is because they take it personally. I think a lot of people take it personally because they think that the people criticizing are saying that they can't make a good hack for shit, which isn't true, but that's how it seems people are taking it (but really, they're just being given some advice/suggestions to improve it).

Edit: The first time I released my hack, I too got a bit offended of the criticism, but I have also improved; so even if someone does start out that way, they can easily change how they interpret criticism.
Squash Monster
Posts: 116/677
You take criticism more politely than anyone I've seen, I commend you. I thought the overworld problems were probably from the patch, but I wanted to point out each just for thoroughness's sake.

The multi-colored pipes would look cool if it weren't so obvious why they change. If you did some trick or another to make others change color, it could work. It also might not though.

Anyway, continuing... (I won't pick on graphics glitches anymore)

Lucid Plains - A bit hard at one spot on the platform ride. Also, it's probably me just not finding it, but is the keyhole in this level anywhere?

Lucid Castle - Jumping rex heads are disturbing. I just wanted to say that, it works somewhat.

Explosives Testing - A touch hard in places. The two headed fish at the end gives me nightmares (but he's cool looking anway).

Meh, can't go farther at the moment.

And I LIKE the disco effect!
Juggling Joker
Posts: 165/1033
My only complaint is the weird disco effect already mentioned. Everything else is pretty much good.
Alastor the Stylish
Posts: 782/7620
Originally posted by Squash Monster
Dino Isle 1 - I don't like the double colored pipe. If memory serves, there's an ice-colored pipe object you can use. Put a few of those in the pipe area and you can hide the double color bit quite easily.


Alright. Two people complained, so they'll go.

Originally posted by Squash Monster
Dino Isle 2 - I don't like footballs bouncing in place. They look weird. Something like what you did in Chuck's Mountain might help that out.


I'll ExGFX them into bouncing inflatable beach balls then.

Originally posted by Squash Monster
Dino Isle 3 - That star block in the ground at the start confuses me. This level is also rather bland, but it's quick enough not to be a big bother.


Jump when directly over it to see why it's there.

Originally posted by Squash Monster

Dino Isle 4 - Your explanation for it is goofy, but everything about this level rocks. And the ravens are great; just wanted to point that out now since there are plenty here. The overworld glitched for me after this level.


Sorry about the overworld. There must've been a glitch when I made the patch; reset the game to fix that.

Originally posted by Squash Monster

Mysterious Castle - I don't care for this level, but the design is solid so I don't know why. I really like what you did with the shelled koopas in the second area of this level. Bullet bills don't really stop me from defeating the boss before the platform even tips back. Overworld glitched again after this level.


Right. That reminds me, I keep forgetting to fix something about that. About the boss fight; I can't really fix that, sorry =/

Originally posted by Squash Monster

Chuck's Mountain - Chuck's sprite glitches when he kicks. This level is very well designed but kinda bland. You could go a long way with the decorative mountain-side grass object (don't remember its proper name). The way to get the key is bloody ingenious, assuming I did it the way you intended.


I know it's kinda bland; I was in a rush when I made it. I'll touch it up as soon as I get back home, okay?

Originally posted by Squash Monster

Yellow Switch Palace - You need to edit the overworld pic of this level to remove the brown border. The actual contents inside of it are classic switch palace goodness.


Alright then. I'll do that.

Originally posted by Squash Monster

Harmony Lake - I like how you moved the message box of death to make it a little harder to do something really stupid. Corner graphics on ropes look a bit off. Double colored pipe again. I really like this level overall.


Again, didn't know anyone minded that, I kinda liked it =/ I'll fix it though.

Originally posted by Squash Monster

Harmony Isle - Overworld graphics look messed up. Really funny level, I can't remember the last time I've seen someone get so much milage out of two sprites (block snake and super koopa generator). The block snake eats some blocks at the end that can result in an unexpected pit of death. Like the level's overworld graphics, the path after it are messed up too.


Sorry. I checked the path thoroughly to make sure that didn't happen... Again, I must have screwed something up when I created the patch.

Originally posted by Squash Monster

Harmony Castle - I know all about tricks with swimming and the start of this still is quite hard. And I can't manage to get through it with that key at all. How do you do it? Thwimp snakes are cute. The second part of this level is very well done. Bullet bills once again don't stop me from defeating the boss before he hits the wall. The overworld really glitches up after this one.


The key doesn't unlock a secret exit, but it does help you. You can swim faster when you're holding it and can go right under the pillars when they're up. It's faster and safer. Also, don't hit the first block, just the one with the star. Then after you get the key hit the first block, a star will pop out instead of a coin provided you still have the star.

Originally posted by Squash Monster

Lucid Ghost House - Once again you make a great use of two sprites. The ground glitches up after this level again.


Sorry about the ground.

Originally posted by Squash Monster

Lucid Cavern - The frozen munchers look bad now. The trick for the secret is still gold. The ground once again messes up badly after the secret entrance. Zig-zagged area of ice is pointless. Overworld glitches again.


Sorry about the munchers, they *should* be unchanged... Again, patch problem; clearly, since I didn't edit anything. As for the zig-zag ice, it's not pointless, it keeps you from getting any 1-ups from the silver POW by turning every sprite into a silver coin.

Originally posted by Squash Monster

More later.


Alright. Thanks for the criticism, I'll work on improving what you mentioned.
Smb3
Posts: 11/11
Originally posted by Kyouji "Kagami" Craw
Thank you. Actually, the flash of color at the end of a level can be credited to cpubasic... He's credited for it in the credits. And yes, I'm working on making it a full game. These things take time, you know.



And skateboarder, I don't know why you can't download it; I'll send it to you over AIM.
YA I i know it takes time but in the end it will be all worth it a 100 percent smw hack now that cought my eye. also i was in the bones game and after you fall down the hole it say some weard text there is nother glich
Squash Monster
Posts: 115/677
Dino Isle 1 - I don't like the double colored pipe. If memory serves, there's an ice-colored pipe object you can use. Put a few of those in the pipe area and you can hide the double color bit quite easily.

Dino Isle 2 - I don't like footballs bouncing in place. They look weird. Something like what you did in Chuck's Mountain might help that out.

Dino Isle 3 - That star block in the ground at the start confuses me. This level is also rather bland, but it's quick enough not to be a big bother.

Dino Isle 4 - Your explanation for it is goofy, but everything about this level rocks. And the ravens are great; just wanted to point that out now since there are plenty here. The overworld glitched for me after this level.

Mysterious Castle - I don't care for this level, but the design is solid so I don't know why. I really like what you did with the shelled koopas in the second area of this level. Bullet bills don't really stop me from defeating the boss before the platform even tips back. Overworld glitched again after this level.

Chuck's Mountain - Chuck's sprite glitches when he kicks. This level is very well designed but kinda bland. You could go a long way with the decorative mountain-side grass object (don't remember its proper name). The way to get the key is bloody ingenious, assuming I did it the way you intended.

Yellow Switch Palace - You need to edit the overworld pic of this level to remove the brown border. The actual contents inside of it are classic switch palace goodness.

Harmony Lake - I like how you moved the message box of death to make it a little harder to do something really stupid. Corner graphics on ropes look a bit off. Double colored pipe again. I really like this level overall.

Harmony Isle - Overworld graphics look messed up. Really funny level, I can't remember the last time I've seen someone get so much milage out of two sprites (block snake and super koopa generator). The block snake eats some blocks at the end that can result in an unexpected pit of death. Like the level's overworld graphics, the path after it are messed up too.

Harmony Castle - I know all about tricks with swimming and the start of this still is quite hard. And I can't manage to get through it with that key at all. How do you do it? Thwimp snakes are cute. The second part of this level is very well done. Bullet bills once again don't stop me from defeating the boss before he hits the wall. The overworld really glitches up after this one.

Lucid Ghost House - Once again you make a great use of two sprites. The ground glitches up after this level again.

Lucid Cavern - The frozen munchers look bad now. The trick for the secret is still gold. The ground once again messes up badly after the secret entrance. Zig-zagged area of ice is pointless. Overworld glitches again.


More later.
Atma X
Posts: 226/801
Your hack looks like it has improved a lot (as far as I can tell by looking at the screenshots), and now I will go and download it.

Clockworkz: I honestly thought DemoWorld was kinda bland to a point, it was a good game, but there were too many secrets, and using the Message Block in just about every level to find another secret was starting to get really annoying, not to meantion that I had to read through a bunch of stuff that had absolutly nothing to do with the game itself, just to find a measly secret or two that I had already discovered, but I still had to read a bunch of extra stuff just to know if I had actually found everything a certain level or not. It was a good game, I enjoyed playing it, but it had some of the same kinds of stuff stuff in it that you criticized Kyouji for. For Example; as you mentioned, that the Message Block thing was annoying because you had to hit both blocks to get the full Message, but in DemoWorld, you had to go back to the 4th Mushroom House every time you wanted to read a Message, which most of them ended up having no fucking point to it (unless you cheated by using a Savestate or using a code to always have the Message Block in you Item Box, which I ended up doing).
I really liked DemoWorld, but every game has its flaws and sometimes you just have to deal with it and enjoy the game for what it really is. The main part of a game is the level desing (and of course the programming, but Nintendo already took care of that part), without that, the game isn't really much of a game at all.

Kyouji, I assume you'll probably have something to comment on about my hack, now that there is another opportunity, since I'm commenting on the importance of level desing. Just know that I really do find Level Desing important, and that is the main reason why I started hacking SMW, but once I figured out how to make custom Gfx, I also wanted my Levels look different from everyone else's in that way too, and I got wrapped up in that, and it took so much time that I never got around to making that many of the Level Layouts, so that was my main reason for the unfinnished levels.
Aioria
Posts: 274/1567
i love your grim reaper, heh. very original
cpubasic13
Posts: 291/1346

Originally posted by Clockworkz
Dino Isle 3 was too friggin hard (that jump block part).


Ummm... that was easy. It even says what to do right before the jump! I use it in my hack (Fossil Mines) and it works great. I still can't believe you can't make that jump (no offense),
asdf
Posts: 58/303
Funky disco effect at the end of a level > All. The only problem with it is that sometimes when the colors return to normal, they are a little off, but that's no biggie. All in all, pretty decent so far. Keep up the good work.

[QUOTE]
Well, it just seems that having a castle as a first level is a tad... odd...
[/QUOTE]

So, what's your point? It's there because it's part of the plot, so it's not odd no matter how abnormal it is for a hack. And Dino Isle 3's jump block is easy. Just jump just BEFORE you hit the note block, and there ya go.
me99909
Posts: 1/296
looks pretty interesting, i'm trying it right now...

EDIT: I like the unusal things, like a first level castle . good luck on the rest.
Clockworkz
Posts: 956/2002
Well, it just seems that having a castle as a first level is a tad... odd... plus the fact that if you're not quick enough, it can be hard as hell. It IS the first level, after all. Hey, if you wanna rival Demo World (which is every hackers dream, supposedly), then, with all due respect, you'll have to clean it up a bit.
PS: Thank you for respecting me this time.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Mario Legacy: Super Mario World, version .6 [download, screenshots]


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