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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 - Checking Custom-Made Levels Question | |
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Sketchie

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Posted on 04-25-05 07:10 PM Link | Quote
Believe it or not, but I'm actually MAKING a SMW hack.

I am still a total newbie on this, so it will take me a long while to get as good as some of the people out there. But at least I AM getting there. Right now I'm pretty much only doing level hacks, but hopefully I'll be able to change it in a full-pledged hack sometime when I have everything down.

Anyway, my question is, when I edit a level, I don't want to have to go through the entire level (or most of it) just to check if the edited part works. I've tried the save state thing (opening the save state after editing the level in ZSNES) but it glitches up, and/or certain sprites are missing.

I don't want to move the mid-way gate and the midpoint spawn around if I want to test out things, that's just too much work. Is there an easier alternative to this? And yes, I checked the newbie FAQ above, but it doesn't say anything about it.

If it's already been answered, I apologize for wasting everyone's time. ^^;;
Golden Yoshi

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Posted on 04-25-05 07:26 PM Link | Quote
I've always had this problem, once I got certain parts of the level tested out, I didn't want to have to go through it all over again just to get to the new part. My suggestion would be to set up a tentative pipe in the level near the newly edited parts. Have the pipe lead to a separate room, and use a savestate here. Make sure the other room provides access back to the original level, at the point where you just came from. This way, you can edit the other level, and when you load the savestate, you'll just be taken to the alternate room, and then can go back to the parts you edited. Know what I'm sayin'?
XPeter

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Posted on 04-25-05 11:36 PM Link | Quote
Sketchie, it's great to see you've started making a hack!
DisruptiveIdiot

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Posted on 04-26-05 12:08 AM Link | Quote
The best way to test new parts is just to play the whole level. It's better to make sure the whole level is continuous and not just a bunch of different segments pasted together. It's better to make sure the whole level is one smooth thing instead of trying to test separate parts.
Sketchie

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Posted on 04-26-05 03:27 AM Link | Quote
Originally posted by peter_ac
Sketchie, it's great to see you've started making a hack!


Yeah, I guess you could say that I finally got motivated enough to at least try it out. XD

Originally posted by DisruptiveIdiot
The best way to test new parts is just to play the whole level. It's better to make sure the whole level is continuous and not just a bunch of different segments pasted together. It's better to make sure the whole level is one smooth thing instead of trying to test separate parts.


Yes, I know about having to make the level work together in one smooth motion for it to work effectively.

The first level I'm working on is almost done. I'm just going through some touch-ups, basically - trying my best to make it fun and beautiful. And maybe I'll make an IPS of it and see what everyone thinks of it. But only an one-level hack IPS? Naw... I may as well just go and remake the entire first world levels and see where I stand with level hacks.
BMF98567
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Posted on 04-26-05 03:40 AM Link | Quote
Originally posted by DisruptiveIdiot
The best way to test new parts is just to play the whole level. It's better to make sure the whole level is continuous and not just a bunch of different segments pasted together. It's better to make sure the whole level is one smooth thing instead of trying to test separate parts.
Uh...no. Not necessarily. Playing a humongous level over and over again just to make sure you've positioned the goal tape correctly is utter stupidity.

When I was working on the Stony boss fight in SMO, I needed a way to jump straight to the battle--there's no way I was gonna waste time playing through the whole friggin' level over and over again when I knew I wouldn't be changing it. What I did was place a door right at the beginning of the level that pointed to the boss room. That way, I could make a savestate on the overworld (it's usually safe to do so), enter the level, and go straight to the boss fight.

If you're concerned about level continuity, just don't enter the door, and play the level as usual (which you should do anyway before you release anything).
Sketchie

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Posted on 04-26-05 06:04 AM Link | Quote
Originally posted by BMF3PO
Originally posted by DisruptiveIdiot
The best way to test new parts is just to play the whole level. It's better to make sure the whole level is continuous and not just a bunch of different segments pasted together. It's better to make sure the whole level is one smooth thing instead of trying to test separate parts.
Uh...no. Not necessarily. Playing a humongous level over and over again just to make sure you've positioned the goal tape correctly is utter stupidity.

When I was working on the Stony boss fight in SMO, I needed a way to jump straight to the battle--there's no way I was gonna waste time playing through the whole friggin' level over and over again when I knew I wouldn't be changing it. What I did was place a door right at the beginning of the level that pointed to the boss room. That way, I could make a savestate on the overworld (it's usually safe to do so), enter the level, and go straight to the boss fight.

If you're concerned about level continuity, just don't enter the door, and play the level as usual (which you should do anyway before you release anything).


Putting a door at the start of the level so it leads to the place I wanted to check? That's a great idea... only if I could figure out the secondary exits thing.;x *goes to look in the newbie FAQ*
Sukasa

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Posted on 04-26-05 06:27 AM Link | Quote
...secondary exits? just create a normal screen exit, and check the "secondary exit" box. then place the number of the secondary entrace into the "exit to_____" textbox.
Sketchie

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Posted on 04-26-05 08:03 AM Link | Quote
Here's some screenshots of my very first level hack. Yes, I know it needs work, but I just wanted to know if anyone thinks I have the potential to be a good hacker.


That's my very first level - Chomper Valley. Wonder what's in there...?


The beginning of the level. It's kinda obvious what it would be like...


Seems easy enough, right?


It just gets harder...


Weee, koopas everywhere! You'll see why soon.


Don't worry, you won't hit those Chompers so close to the wall... or will you?


Crap. A dead end. Is it all over for Mario...?


Look over there. Maybe that parakoopa can give you a lift.


Just bounce across!


What would be in this ? block that's surrounded by coins?


Yoshi wants to come along. So may as well take him along. Don't leave the poor guy behind. You'll see why...


THIS is the reason why you have to bring Yoshi along.


Phew, goal in sight!

Remember, right now I am simply doing level hacks to get the idea of how it works.

Feedback would be appericated.


(edited by Sketchie on 04-25-05 03:03 PM)
(edited by Sketchie on 04-25-05 03:08 PM)
Alastor the Stylish
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Posted on 04-26-05 08:53 AM Link | Quote
It seems sparse and repetitive.
Golden Yoshi

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Posted on 04-26-05 09:03 AM Link | Quote
Why is there even a screen of the Overworld? The only thing changed is the level name. The rest of the screens look unoriginal. Not that I'm assuming the design of the level is unoriginal, obviosuly, I haven't played it, but it uses the same exact BG, FG, and palettes as the original Yoshi's Island 1, thus I am not wowed. There don't appear to be any glitches, so that's a plus, but still not very captivating.
Sketchie

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Posted on 04-26-05 09:07 AM Link | Quote
Originally posted by Golden Yoshi
Why is there even a screen of the Overworld? The only thing changed is the level name. The rest of the screens look unoriginal. Not that I'm assuming the design of the level is unoriginal, obviosuly, I haven't played it, but it uses the same exact BG, FG, and palettes as the original Yoshi's Island 1, thus I am not wowed. There don't appear to be any glitches, so that's a plus, but still not very captivating.


Keep in mind this is my first hack, so, yeah, of course it WILL suck and not wow anyone at all.

I am just starting to hack, ya know. Give me a break here.
Juggling Joker

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Posted on 04-26-05 09:09 AM Link | Quote
I hate to agree with such grim outlooks, but the level design does look a bit uninspired. A definite plus, however, is that you obviously understand how to use all the objects without making them look like total crap. Just work a bit on varying things a little. I would want to play it before I made such a complete judgment, because I have problems taking screenshots that do my sets justice and it's very likely someone else has the same problem.
Golden Yoshi

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Posted on 04-26-05 09:22 AM Link | Quote
Originally posted by Sketchie
Originally posted by Golden Yoshi
Why is there even a screen of the Overworld? The only thing changed is the level name. The rest of the screens look unoriginal. Not that I'm assuming the design of the level is unoriginal, obviosuly, I haven't played it, but it uses the same exact BG, FG, and palettes as the original Yoshi's Island 1, thus I am not wowed. There don't appear to be any glitches, so that's a plus, but still not very captivating.


Keep in mind this is my first hack, so, yeah, of course it WILL suck and not wow anyone at all.

I am just starting to hack, ya know. Give me a break here.


I understand you're just starting out. Maybe I should've given a suggestion...

You're level design does not look bad, nothing in particular that amazes me about it, but I don't know for sure since I haven't played it. Basically, we've all seen that same YI1 level over and over again, the same ol' BG, the same ol' tileset, the same ol' palettes. It's quite simple to change around the tilesets/BG's etc. All these options are under the "Level" menu, so you should just mess around with these until you find a good mix of stuff that looks good to you.
Lordlazer

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Posted on 04-26-05 09:27 AM Link | Quote
I agree, I'd have to see more before making a complete judgement. Don't take what they said about repatition to heart. Depending on what you do I don't see a problem with doing something twice in a level as long as it feels different...I hope that made sense. You've heard of the phrase, three is the perfect number? Well...heh...don't use that...bad analogy. Anyways, I like those plants and I like hopping on koopas while in the air so that's a plus for me. However make sure when you play it others can beat it without savestates...I should know. LOL In my hack a lot of people say it is too hard (don't worry I've made it easier and it's not dead...I've just not updated about it latly ).
Sketchie

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Posted on 04-26-05 09:28 AM Link | Quote
Originally posted by Golden Yoshi
Originally posted by Sketchie
Originally posted by Golden Yoshi
Why is there even a screen of the Overworld? The only thing changed is the level name. The rest of the screens look unoriginal. Not that I'm assuming the design of the level is unoriginal, obviosuly, I haven't played it, but it uses the same exact BG, FG, and palettes as the original Yoshi's Island 1, thus I am not wowed. There don't appear to be any glitches, so that's a plus, but still not very captivating.


Keep in mind this is my first hack, so, yeah, of course it WILL suck and not wow anyone at all.

I am just starting to hack, ya know. Give me a break here.


I understand you're just starting out. Maybe I should've given a suggestion...

You're level design does not look bad, nothing in particular that amazes me about it, but I don't know for sure since I haven't played it. Basically, we've all seen that same YI1 level over and over again, the same ol' BG, the same ol' tileset, the same ol' palettes. It's quite simple to change around the tilesets/BG's etc. All these options are under the "Level" menu, so you should just mess around with these until you find a good mix of stuff that looks good to you.


Oooooh... thanks for the advice. I'll play around with the palette thing. This is just going to make my hack better.

And yes, I know using the same ol' same ol' palattes are just so incredibly boring. I've learned a lot of what to do and what not to do in hacks from just playing their hacks and reading others' opinions about it.

...judging of which, there's those annoying brown ground poking out the corners of some platforms in the screenshots. I gotta fix that.


(edited by Sketchie on 04-25-05 04:29 PM)
Lordlazer

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Posted on 04-26-05 09:35 AM Link | Quote
Also, I don't know if you intended this, but aside from avoiding those plants are you going to make us (if we mess up) avoid falling into the pit? You don't have any ground blocking you from running off the side...to me it looks odd, but I give everything (almost ) at chance. I'm not complaining about the challenge really...it only looks odd to me. Though, if you intended that, ignore me. Remember, it is your hack and if that's how you want it you do it.
Sketchie

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Posted on 04-26-05 09:36 AM Link | Quote


Does anyone know how to fix that palatte error in the screenshot?
Alastor the Stylish
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Posted on 04-26-05 09:41 AM Link | Quote
Originally posted by Sketchie


Does anyone know how to fix that palatte error in the screenshot?
Hmmm. I'm guessing you're using the wrong tiles in the background there, perhaps because the "right" tiles don't exist. You'd have to make an ExGFX file out of that background file and add new tiles to it which are correct for that in order to fix it. This of course assumes that you changed the background, though - I think you have, but I'm not sure. If you haven't, enable custom palette, go to the palette editor, and, um, fix it
Sketchie

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Posted on 04-26-05 09:51 AM Link | Quote
Whoo-hoo, I fixed it! Thanks Craw!



It's always nice to learn new things.


(edited by Sketchie on 04-25-05 04:53 PM)
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