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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 - New hacker--questions, ideas, etc.
  
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Breakman
Posts: 21/28
ahhhhhhh my thread has been defiled

Well, I haven't worked on my hack in a little over a week due to Christmas and lots of things, but every day that goes by I keep itching to continue. After some playtesting and giving a very very early demo to a friend, I've concluded the the whole 'orb' thing isn't gonna work out; I think I'm just gonna make the feathers 'more' white, and make the flowers 'black', or dark grey or something. And I've spiced up the level design a little and made the palettes a bit less drab; rather than just completely black and white, I'm giving the Grey Plains world a dark blue sort of night sky feel, and other worlds will have colored skies and etc.; it's not really meant to be a 'black and white' hack, just one that has a 'grey' world, two 'white' based worlds and two 'black' based ones And the final one/two worlds will probably be in full color...

I've also decided that almost definately, when I get done or perhaps even before I am finished with this hack (though I understand that if I try to work on two at once it may prove difficult, especially for a newbie) that my next hack is going to be a parody/spoof much akin to SMW -1, but *hopefully* COMPLETE, despite the fact that it would be a 'parody' or 'non-serious' hack. I love -1 because it's just hilarious, to me at least, and very interesting/fun with all the crazy on-purpose glitches and whatnot. Though, when and if I get to seriously making one, I intend to at least try to make it actually fun, just really crazy and humorous. I was actually going ot do that with my first hack, but I decided that I should begin with something a little bit more serious.

So yeah...
PumpkinPie
Posts: 24/1158
Allow me to be the first person to properly clarify what spamming is. Basically, it is any post that is pointless, annoying, or irrelevant to the topic of the thread. And usually spammy posts contain bad grammer or misspelled words.

Come on, guys, was that so hard to explain?
Chris
Posts: 188/922
Originally posted by DAVALLR
how in the world am i spamming!!!! what do i have to do to stop spamming!!!
In other words.. Your spamming right now with that post. We all are not trying to make fun of you. Were trying to help and correct you. But your not listening.

Anyway, its a little to late now for all that. Just read the faq as said, and you will do ok.
ExKay
Posts: 406/1114
I have to a agree with dragon master, read the FAQ.
It should teach you to not spam and what spam is.
Captain moneybags
Posts: 107/447
Read the faq and dont post about yourself spamming cause that is spam.
DAVALLR
Posts: 11/104
how in the world am i spamming!!!! what do i have to do to stop spamming!!!
Captain moneybags
Posts: 106/447
You cant "paste" a hack onto a post and why do it in someones elses thread .I am aggreing with hidden mario (or ice man as it is now) this noob nedds a brain and if he doesnt get one he nedds a ban.
DAVALLR
Posts: 10/104
how am i spamming?
ExKay
Posts: 405/1114
Get an account for a free website, upload it there, give us the link and some screenshots.
DAVALLR
Posts: 9/104
how can i paste my hack onto here?
ExKay
Posts: 404/1114
Originally posted by DAVALLR
hey hidden mario do you have some exgraphics and graphics from smb3?
Yeah I have some, but I won't give you and stop spamming.
Please, could an admin or mod ban him, he makes me angry.
DAVALLR
Posts: 8/104
hey hidden mario do you have some exgraphics and graphics from smb3?
Chris
Posts: 134/922
Yeah. I was going to say the same thing but I didnt know how to explain it. True, being that the mushroom,flower,ect are flipping around and stuff. Just make it symmetrical like the mushroom on smb3.

Then you wont be having them flip problems and stuff.
PumpkinPie
Posts: 20/1158
A sprite editor may help you there. Don't ask me where to get one. But, to make the sprites not appear to 'wobble', I would suggest making the graphics symmetrical.
Chris
Posts: 133/922
The flower and feather do not have animation. Neither does the mushroom. They just flip back and forth making it look like they do.

Oh and to stop the feather from floating.. I guess you mean to have it stay still onto the ground. Well redraw it in the 8tile editor and have it laying at the bottom of the ground instead of it floating.. I have no idea what I just said..

Anyway, I hope that helps..
Breakman
Posts: 19/28
How do I change sprite animations? Like, specifically, those of the flower/feather? I'm trying to make them into white and black 'orbs' of power to go along with the whole 'white = mobility and black = strength' thing I'm doing, and they look kind of silly wobbling back and forth. It'd be even better if someone know how to keep the feather from floating, and make it just stay still like a flower.
Glyph Phoenix
Posts: 21/745
I think it has to do with the palettes you use. I think you can only use 4 and 6 and one other palette. I used 3 and it blinks every time you use an event and finally goes black at the end, just like you described

I'm fairily new to Lunar Magic, so I can't really say which palletes you can use or why, but I think those palletes may be used by the game during events to hold alpha blending information so they're not valid as overworld colors.

But this is all just speculation because of when and where they happen -- I don't know why, really.
Breakman
Posts: 12/28
hahaha....I got it to work, but... XD When I complete the first level, yes it reveals the 2nd level and the path to teh 2nd level just like I wanted...but every time a section of path is revealed, the screen flashes blue and when the path is complete the entire map sans visible stages and paths is black! What the heck?
Karadur
Posts: 390/1192
Originally posted by Breakman
Yeah, but, how do I 'asssign' event #'s to the events I make? Or does it do it like 100% automatically?



Figures. I was actually writing something up telling you how to go about setting an event to take place after you beat a level, but I reread your post, and thought you were asking something completely different I'll just type it again. Right off the bat though, this assumes that you want to do something with the first and second levels of your hack, the first level is not Yoshi's House, and it only has one exit.

1) Place the two levels on the overworld. One should be visible (use the 16x16 Overworld Tile Selector box, in Layer 1 16x16 Editor mode), and the other should be transparent (use the 16x16 Overworld Tile Selector box in Layer 1 Event Editor mode).

2) Open up the Level Settings dialog box for the first level, and choose the event you want the level to activate once it's beaten. For this 'tutorial', we'll assume you chose event 0.

3) Open the Level Settings dialog for the second level, and down in the list titled "Reveal this level tile on any of these events" choose the event that you set in the previous step (in this case, event 0)

4) Put down a path between the two levels with Layer 1 16x16 Editor mode, and the 16x16 Overworld Tile Selector.

5) Save the overworld, then if need be, save any changes in the main Lunar Magic window, then load up your ROM in your SNES emulator. Beat the first level, and the second level should appear.

That doesn't go over making paths appear on the overworld, but I'll wait to see if you need help with that. Hopefully you understand the above, and that's what you were looking for
Breakman
Posts: 11/28
Originally posted by Karadur

When I was figuring out the Overworld editor, I just erased the first 5 or so events, so I'd have something to work with. There's no reason that wouldn't work for you


Yeah, but, how do I 'asssign' event #'s to the events I make? Or does it do it like 100% automatically?

Glyph--Thanks; I'm really serious about this, and so far I'm having a blast, so I hope and believe that that'll be true, heh
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