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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 - 1st Hack - S.M.B.R.O.S.L.T. - (Screenies!)
  
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BlackDays
Posts: 33/77
Its not an important exit, just takes you to a coin-level. It's not a yellow tile... the palette was being funky with it. All the other tiles work fine except that one... then again the secret exit wasn't planned.

When you go back to the beginning of the level, go through that pipe again. Viola.
Frank15
Posts: 51/126
Originally posted by BlackDays
-Grassy Caverns-

Secret might be to hard to guess. I might want to make the secret level a little more fun...
I'd have never guessed on my own that there was a secret exit had you not mentioned it here. It's not nice making yellow levels with multiple exits .

The only reason I actually found it was because I pulled the exact same trick in my infamous hack, only I did it on a much smaller scale. And I gave a little hint about what was going on (namely, the P-Switch only sometimes appearing in the level).

One of the castle levels has a required blind leap onto a block over lava. Not fun.

I don't see what's so wrong with Mushroom Heights. It's easy, but it's not a bad level. The hilly music might be more appropriate for the level, though.

The water level is fun. The end of the fortess is cool, too. I like the first level, too.
zztman
Posts: 14/37
I can't find the secret exit in the Grassy Caverns. I found a pipe somewhere, but it just took me back to the beginning of the level...
BlackDays
Posts: 32/77
Well, I did not know that you couldn't post two posts in a row... and I had a nice long reply written, filled with why some things are like they are.... Hitting send killed all my reply.

That angers me.

In releasing this demo, I had a series of checklists to ensure everything would be perfect and in working order, obviously this was not the case. I forgot the last checklist which included a few of the complaints I recieved on my levels.

So basically, a lot of the stuff in here was left on accident in my rush to release by when I said:

-The blue koopa that nearly kills you when you exit a pipe in Grassy Eve 3.-
I tested this level over and over again and got sick of editing it... so I forgot to change this. I really meant to, because I know that it is unfair.

-The location of the secret exit in Grassy Eve 2.-
I was too busy updating the ExGFX to something that wasn't so bland. I forgot to change it's location. I haven't really found a suitable location, though... (not that it is suitable where it is; however, it's still pretty easy if you use a feather to get up there...)

-The Platform situation in Level 1-
This was meant for a later level originally. It was meant to be Grassy Eve 5, not Grassy Eve 1. I lessened the difficulty from the original level, and replaced Grassy Eve 1 with it after losing it (a MAP16-7k accident.)

-The Yellow !-Blocks in Grassy Eve 4-
This was an easy way to make sure the YSP was working. This was my first time to really mess around with the overworld like I have. Originally the YSP and this level were a LOT closer together, until I changed the overworld again. This was a complete accident, and I did NOT mean to have this left over.

-Time Limit in Grassy Waters-
I meant to extend it another 100 or so seconds. I usually rush through this level, so I finish with plenty of time.

-Ugly Green Question Sphere...-
The ones that aren't built into the game originally were placeholders. I was going to replace them with something different.

-Gray Question Blocks-
Placeholder for yellow Smiley blocks.

Other Mistakes Explained:

-Purple Question Block Secret Level-
These are featured in Grassy Eve 2 and Grassy Caverns... (Nobody has found that secret yet...) For some reason, I thought these had to be ?-blocks. Please forgive my ignorance.

-Mismatched/Cracked Platforms-

Didn't even think about this... I noticed it in game a few times, but I didn't ever get around to changing it.

-Cracked ?-Blocks in the Shop-

This level had a black BG instead of a blue one... they weren't noticable, so I didn't bother to change them... then I changed the palette of the BG and just forgot to fix the corners of the ?-blocks.

-Yellow Switch Maze-

I was in a hurry to leave for my girlfriend's house, so I just retyped the Yellow Switch... part with proper capitalization (didn't feel like editing the tiles.) "Palace," doesn't fit, so I just put Maze. I didn't even look at it after that.

-Palette of the Castles-

Didn't think of how they looked a bit out of place. I'll definately pay a LOT more attention now.

-Mushroom Heights-

This level is horrible and is no longer in my hack. I needed a filler level and I didn't feel like exhausting the Grassland Tileset too much, since we've all seen enough of it. The art was fun to do, though...

-Obstacle Course #1-

I might be the only person that enjoys trying to beat my own times on this level... but I don't know if there will be a #2...

-Grassy Shop-

Too easy to get 1-UPs if you find the hidden block. That was dumb.

-Grassy Caverns-

Secret might be to hard to guess. I might want to make the secret level a little more fun...

I was aware of many of those things already, but I still learned some new things...

Man, your own perspective changes really fast once you see your work through other people's eyes. Thanks for allowing that opportunity. I assure you that I will be more organized, these things will be fixed, and two more new worlds will be complete by SMBROSLT Demo 2.0.

Thank you for your constructive criticism for it insures that the next release will be of a MUCH higher quality.

-BlackDays
Alastor the Stylish
Posts: 1816/7620
I'm with XKeeper on this one. The FIRST LEVEL... I never would've thought to go through the platform unless I'd already died there. Simply put, I hate your ideals v_v

EDIT: Yes, I'll be editing this all the way. So I beat Obstacle Course #1. Grassy Eve Shop was nice. Problems:

I hate those gray item boxes. I don't care what you say, they're a stupid idea. At least Demo World made up for that with more or less good level design. Same level, you put item boxes in the black area. You can see the background through the cracks.

EDIT2: Yay, more fun. So, I found the secret exit. The secret exit is too hard to find, you should probably change that. I don't like how it requires you to kill Lakitu and fly straight up from the very start. That's just not good =/ More cracked platforms here where the edges of the platforms have other platforms on them and you can see the background through the cracks.

EDIT3: Grassy Waters. Looked good at first, then, later as I was collecting bonuses, the timer went out. It was pretty funny, I hadn't noticed it had run out until it had. But I went through, pretty solid level. I should tell you, I'm not liking where this is going. Autoscroll levels and water levels isn't my idea of fun, and the first two levels weren't exactly top-quality. And the next level, Yellow Switch Maze, I'm fairly certain I'll hate from name alone. I can only hope this is well-constructed, I'd hate to slap a "fail" sign on a hack this early.

EDIT4: Well that was fast. Unedited level... That was not a maze

EDIT5: This hack is definitely getting better as it goes along. The only bad part of the level is that the first time you go through it you're practically certain to get hit by that blue koopa as you come from where the POW switch was.

EDIT6: On the castle, boos, lava, and fireballs look out of place on an otherwise monochrome level. Custom palette, anyone?

Feh, I'll be in other areas of the internet for awhile. *slaps a "pretty good job" sign on the hack*

EDIT7: Xk informs me you can fly over Obstacle Course #1. That would've made it easier... You should fix that.

EDIT8: In Grassy Eve 2's secret exit, you should probably make the entire part of the secret exit block that's unused black, not transparent, you should probably be able to pass through it, and it should really look more like a goal point block.

EDIT9: Mushroom whatevers: Mmmk... This has grown far too easy. *flew over the level*

The level after that: Eww, that's an evil way to use yellow switch blocks. Luckily I completed the YSP before, but, you really shouldn't do that. This lowers the score by a lot.

Castle level: This level seemed really sparse I dunno why, it was just... Sparse...

Overall: Too easy at times, too hard at times, what are you trying for? A little above average/10
Xkeeper
Posts: -3463/-863
Did I mention I hate levels that kill you instantly and without reason?

Arrgh. GIve me a break.

And no, it's not after OC1.
BabyBowser
Posts: 19/69
Good hack
Congrats!

Can somebody tell me where is the Yellow Switch Palace
*hope it isn't after thet Obtacle Course #1*
BlackDays
Posts: 28/77
Its a zip... sorry.
BabyBowser
Posts: 18/69
This hack can't be played
If it's locked , why you give link???

When I rename it to .ips it's not working
same with .smc
BlackDays
Posts: 25/77
Oh... you can't even right click, save as?

Okay hold on, angelfire is being a bitch... I gotta try this again in a second...

Fixed... please read the main post for notes on what to ask and not to ask... some issues I am already aware of and just didnt have enough time to fix...
Zerodius
Posts: 505/2036
"Angelfire does not allow direct linking from offsite, non-Angelfire pages, to files hosted on Angelfire. This practice of 'remote linking' reduces our ability to serve out the homepages of our members quickly and efficiently."

You heard the boss. Rename that hack so we can download it and try it!
Xkeeper
Posts: -3464/-863
I think you're missing the filename at the end.
BlackDays
Posts: 24/77
DOWNLOAD LINK!!!

Right click, Save as

RENAME AS A ZIP FILE!
Juggling Joker
Posts: 232/1033
I really like your graphics, and so far the level design looks great, too. I'll need a demo before I make any final judgments, though.
AkenatensHope
Posts: 32/62
can't wait to test it out... it looks awesome
BlackDays
Posts: 22/77
Well, you can't please everybody, and I'm not even going to try just yet... this is still Demo 1.

What I am going to do-

1.) I can push aside some unused tiles for some grassy fringes on the cliff-face. It may not make my deadline for a release tomorrow...

2.) Unluckily, I'm already having problems with the palette, not enough entries to use.

3.) That level with a circle around it is an obstacle course, and it only has that until I make a better one for it... I currently have it changed to a regular red circle. I have the sense not to just place tiles onto levels without having reason. I will make a better tile tonight, it was pretty low on my priority list as it doesn't affect gameplay.

4.) All the levels are finished for the demo, all I have left is a BG and a half, some Overworld graphics/palette tweaking, and some secret stuff. If this isn't finished by the end of tomorrow, I may go ahead and try and make a Wednesday release, with the complete Overworld graphics and a FG to replace the Mario 3 Grassland rips.

5.) The goombas in the Mushroom Heights levels will be changed to a camoflauged walking-mushroom...

What has been done:

1.) Half of a BG has been complete...

2.) Finished Iggy's Castle and made Grassy Caverns much easier to see in.

3.) Finally implemented the Overworld events.

4.) Fixed some level bugs (slowdowns, etc. There is still one slow down, which upsets me because I really liked the design of that area the way it was...)

5.) Fixed some palette issues with some Layer 1 tiles on the overworld...

The release date is still set as tomorrow.

This is my last update until release tomorrow.

I once again thank all of you for your input, as it has been very valuable!
See you release time!
blackhole89
Posts: 220/971
Well, one more hint... try to add some structure to the OW walls (aka the grassless fronts). That would look way better ( although perfectly nobody has done that for now ). If you have enough entries left in your palette, you could also try to create a 3d effect for them by making faces pointing more to the right a little darker.
Aioria
Posts: 525/1567
i agree w/ ya kyouji, i'd make the trees in a darker green and the 'wall' of the cliffs a bit less bright
Alastor the Stylish
Posts: 1796/7620
*slaps Aioria* of course it's a level with a secret exit v_v

So yeah, everything looks good but the overworld which could use some palette work and just looks in general.
Aioria
Posts: 523/1567
that red circle seems to be a different kind of level, if it is a normal level i recomend
changing it to the normal red circle that indicates sec exits, coz it does look strange in this way
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