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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 - Prepare for a new hack! (Demo)
  
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Alastor the Stylish
Posts: 3891/7620
Despite the graphical glitches, it's actually quite fun. The screenshots don't do it justice. Now, if you were to fix said graphical glitches, it'd be very good.

But.

It's also quite hard, and you don't have enough save points. Yours truly can't get past whatever the level is that has all the spinning block things. And, the overworld skip from Grapevine Jungle 1 to Grapevine Jungle 4 is... Odd Kudos to you for getting the overworld to work first try. Now if you had path tiles, it'd be better.

So.

It's good.

Edit: I went through it again for no real reason. I played it to completion this time. Here, you can download a movie of me playing through it.
PumpkinPie
Posts: 19/1158
W-what's this? It works? IT WORKS? FINALLY!!! I hope it'll do this for everyone now. Ugh, I feel a lot better now.

Oh yeah, Breakman:

"1: What's up with the Nintendo Presents screen? Half of it is garbled"
That was done entirely on purpose. It is supposed to be garbled. Don't ask why, but it is no accident.

"2: Looks like you've been having trouble with events, too. I finally figured them out, actually, but you need to make it so you have to /beat/ a level before you can access the next one, unless you did that intentionally for the demo. I can walk to any level in the first world from the start!"
Naw, I know how to prevent that, what just happened was with my constant patching, re-patching, I must have patched the file I used, the one that lets me skip levels. If I had to beat each level every time I wanted to see changes I made, well...no.

"3. The indian Koopas look much better inside the game itself, but that feather thing is still pretty weird"
I think some black lines are missing near the end, yes.

"4. Something's wrong with the score graphics--like, when I hit a block with a coin, the '100' is garbled."
Heh. Thank the koopa's feather for that. That one particular square is shared by the score thingy and the back of the head.

"5. Those vines really do end abruptly enough for it to look funny. And the vine part of the first stage is kind of un-fun, especially with all those bottomless pits near the end...but that's just IMO"
Aye, I'm thinking about changing the graphics for that level, so they'll look more like a +. That way they connent with each other.




Breakman
Posts: 20/28
Whoo, it works perfectly now, but geez, don't start to give up that easily...sometimes little mistakes happen, and besides, LM isn't that hard, I'm a total newb at it but the only challenging thing about it I've so far encountered is how stubborn and weird overworld Events can be.

But about your hack: I've just played it a bit so far, but I wanna go ahead and address some things.

1: What's up with the Nintendo Presents screen? Half of it is garbled.

2: Looks like you've been having trouble with events, too. I finally figured them out, actually, but you need to make it so you have to /beat/ a level before you can access the next one, unless you did that intentionally for the demo. I can walk to any level in the first world from the start!

3. The indian Koopas look much better inside the game itself, but that feather thing is still pretty weird

4. Something's wrong with the score graphics--like, when I hit a block with a coin, the '100' is garbled.

5. Those vines really do end abruptly enough for it to look funny. And the vine part of the first stage is kind of un-fun, especially with all those bottomless pits near the end...but that's just IMO

Overall though as far as I've played, it's pretty fun and it's cool to see you're actually trying with the custom graphics. I'll play more later....and don't give up, either. Sometimes you might have to start over or deal with problems, but don't give up.
Alastor the Stylish
Posts: 3889/7620
Originally posted by CheesePie
Otherwise I'll only show it to my easily impressed friends who know nothing about ROM hacking.
That's the spirit! I can see you going far.

Edit: Did you not upload it? Because I downloaded it and this is the exact same thing
PumpkinPie
Posts: 18/1158
Alright alright alright. After an hour of searching online, I found a clean SMW rom, and did the whole patching business with it.

Now, if you guys still have patience, you can try one last time. If it doesn't work, then oh well, I may still continue this hack and hope that I've figured out a way to make it playable to everyone by the time it is finished. Otherwise I'll only show it to my easily impressed friends who know nothing about ROM hacking.
Alastor the Stylish
Posts: 3881/7620
That wouldn't work, because how would he get our ROM to turn it in to his. If he could do that, he could just make a patch of it, after all
Karadur
Posts: 414/1192
That idea's fine, if it wasn't for the whole thing about not being able to provide links to ROMs I understand that you're frustrated at this, but if you really want to do that, try PM'img FuSoYa or BMF, explain your problem, and see what they say.

Another crazy idea: what about making an IPS patch of the version of the SMW ROM you have right now (unmodified), so we can apply it to a copy of our originals, and then apply your patch? I'm not sure if it'd work that way, but it can't hurt
PumpkinPie
Posts: 17/1158
Totally Crazy Idea that Might Work: Could I give you guys the SMW I used to patch this? That way you would use this version so the demo could work....
Alastor the Stylish
Posts: 3879/7620
LM isn't hard at all to use once you get it down. I can definitely understand the schoolwork thing though. Anyway, it's not a problem of what you did wrong, your copy of Super Mario World is merely not the standard one being used. You can apply it to your own ROM, but that's not the same as what we're using, so it doesn't work for us. If you were to get it (if you have an IM client I'm sure someone will send it to you) then it'd be fine.
PumpkinPie
Posts: 16/1158
I'm not sure what the problem is when you guys try to load this blasted thing. It is my first time displaying a demo, though, so I'm not too surprised... Here's a step by step list of what I did/

1. I make a copy of Super Mario World in a folder in My Documents.
2. I create a patch with LIPS, first selecting the copy of SMW, then my game, then save the patch.
3. I upload the patch onto my page.
4. To see if it works, I downloaded the IPS from my site again and saved the IPS as something else.
5. I applied the patch to a copy of SMW, not the same one I used to patch it in the first place.
6. I loaded the thing in Snes9x.
7. It works just fine for me.

I have no idea what's going on here. If this doesn't work now ( http://www.angelfire.lycos.com/blues/sonofabulletbrain/Super_Mario_Place_V1.ips ) , then I am going to seriously just consider quitting all of this crap. Why struggle with a program that is so insanely hard to use/understand sometimes (LM) to make this game, go through so much trouble to patch it when I could just give you guys the darned rom on its own, and try to figure out WHAT IN THE HECK is causing all of this if the game doesn't even look good at a glance anyway?

Steaming, venting,

I hope this works for someone or that someone can point me in the right direction, cause this is starting to interfere with time I'd rather spend on schoolwork or dinner.

elixirnova
Posts: 143/177
For the maze with vines i suggest either:
1) Making a bottom tile for the vine so its not all chopped up and make a new "more full" looking vine for on top so its not all.. boring
or 2) make a net though edit the graphics of it so that its got vines growing around it or just make the wiring on it vines instead :-P
Either of these sound like they'd fix that problem
Though I find the rest of the screen shots all going with the same "theme" so that looks good to see random themes in each difrent level is annoying
HyperLamer
Posts: 2603/8210
1) BG sucks, FG isn't all that great. Needs much more detail and better colours. Cow skulls are a nice touch though. Good colours on the Pokeys.

2) The picture appears to have been scaled down, making it look really bad. Plants probably shouldn't be coming out of those, and you should make your own BG. I like the plants though. On the platform with 2 brown coins, just before that, only small Mario can fit through unless he ducks, which also prevents Yoshi from getting in.

3) The colours are just gross, and what are those rotating platforms attatched to? Also try not to take screenshots with text in them, it doesn't look very good. You mention that the plants are there so that you die if you fall off, I suggest you just remove them and let Mario fall to his death, since they look ugly and Yoshi can walk on them.

4) Scaling problem again. The Koopas look cool, but the bandanas should be adjusted a bit, it looks like they're covering their eyes.

5) Looks good except for the scaling thing, but I suggest you try to make some sort of end tile for the vines. Looks like a hard level, I hope it isn't too early in the game... Also glitched Koopas, wtf? You say this is supposed to be like a vine maze, so maybe it'd look better if you made the vines look like they were attatched to eachother. The climbing net with ExGFX would be perfect for this.

6) Cool, but that thing in the background behind the spikes looks weird. And don't those spikes usually go on layer 2? Notice how the BG colour is visible between the blocks in the BG, so you might want to choose a darker one. (Unless you're going for like a moss-on-the-walls effect, in which case it really does not look good.)


Note that the REAL overworld in the game will be much more creative.

Er, you never showed the OW.

Anyway it looks good, but you need to change some palettes and BGs, and not resize the screenshots. Use F1 to take pics in ZSnes, as a few people pointed out.
Alastor the Stylish
Posts: 3833/7620
No, JJ is saying that it's the patchmaker's fault.
Karadur
Posts: 399/1192
Originally posted by Juggling Joker
Make sure you use a completely unaltered 1.0 version of the rom making the patch.


I have my original SMW ROM zipped up. I put one copy on my desktop, with the IPS patch. I applied the patch to the ROM, tried playing it in ZSNES, but had no luck. I then deleted that copy of the ROM, opened a new copy in Lunar Magic, and saved the level. I tried applying the patch again, with no better results

I'm getting exactly what Kyouji and Smallhacker got.
Juggling Joker
Posts: 425/1033
Make sure you use a completely unaltered 1.0 version of the rom making the patch.
Smallhacker
Posts: 1104/2273
Originally posted by Kyouji Craw
Alright I'll play it.

...

Wow.

The Nintendo Presents thing has wierd tiles there.

Hit new game: several wierd glitch tile appears as the intro level loads, then disappears as it fades in. after it fades in, it reappears, then disappears again.

Fades out. On to the actual game.

... Come on you stupid thing, load...

Okay, it's not loading. You must have screwed up the patch somehow.

Same problem here.
Alastor the Stylish
Posts: 3830/7620
Alright I'll play it.

...

Wow.

The Nintendo Presents thing has wierd tiles there.

Hit new game: several wierd glitch tile appears as the intro level loads, then disappears as it fades in. after it fades in, it reappears, then disappears again.

Fades out. On to the actual game.

... Come on you stupid thing, load...

Okay, it's not loading. You must have screwed up the patch somehow.
PumpkinPie
Posts: 15/1158
More screenshots of the levels are coming in a few hours from this post, and they'll be smaller.

Well, come on now, this game is meant to be played, not looked at! Someone play it already! Geez! You'll see the quality that it has, if it isn't the most beautiful thing yet. I focus my time more on gameplay than graphics. Each level has its own architecture, (like the desert is flat with cliffs and pillars. This level is best done at a run.) and its own sprite to make it unique. I need feedback on the gameplay, too, you know!
Alastor the Stylish
Posts: 3815/7620
Kudos for not flipping out. You're calm. That's cool.

1. No, not really =/
2. Heh. The main thing I'm worried about is that seeming 1-space gap. While a player can slide under it, Yoshi cannot.
3. The platform is glitched because there are too many. They're big, so they take up a lot more space than normal. And the whole move fast or be bitten thing isn't a good idea, really...
4. I suppose I do. And doing that would be quite good.
5. Even if it's for a maze, the vines look pretty terrible. I advise using a climbing net, it'd look a lot better there.
6. Heh
Breakman
Posts: 14/28
Well I'm not going to seriously review this as I'm very new myself, but I just wanna say a couple things. Pretty much everything Kyouji said was true; though he puts it kinda...mean, he's direct, and honest, which you should be glad of, as many people aren't as much. Personally, I love the fact that you're at least trying with all the custom graphics. I, though, just plan on using the original graphics with varying palettes for my first hack. Honestly, that might be the road you should take as well, until you start getting better with level design and colors and can more comfortably and skillfully create and use completely custom graphics.
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