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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - SMB3DX Public Demo Two | |
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Roneo Strife

Tektite
Level: 12

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Since: 05-02-05

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Posted on 06-06-05 11:28 PM Link | Quote
It's a damn good hack I'll admit but the only thing that's cheap about it is entering the mushroom house when you first start will turn the trooper into the white ship.

Maybe you should move the first mushroom house.


(edited by Roneo Strife on 06-06-05 06:29 AM)
DahrkDaiz

Red Super Koopa

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Since: 03-15-04
From: K-Town

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Posted on 06-07-05 02:41 AM Link | Quote
This was just a demo map and won't be what it's like in the final version. In the final version, there are three different mushroom houses and will be placed across the map (not at the start as shown here). Each Mushroom House will contain 6 different items you can buy. The orange house here just contains a few items for the demo, but the items in the Orange house (there's also a green and red house) are different in the final/current version.

And yes, I used a LOT of ASM hacking to pull off all the neat tricks in the demo. It may not seem like it, but ASM wise, this hack has gone surpassed Mario Adventure in everyway imaginable.

Finally, Kitten Yiffer: I think I kept the some of your favorite levels, but I'm not entirely sure.

And for those playing/played the demo:

How does it fair to Mario Adventure as far as challenge and "fun" goes? Is it more fun? Is the challenge much more balanced? With this hack, my goal is to out do only myself. Mario Adventure was great, but only because of the extensiveness of the hack. SMB3DX aims to be more extensive, but at the same time, actually be FUN to play. I try to include as many things to do so you'll never get bored playing. If you noticed, each level in the demo has something different introduced. Be it a new enemy, a new way to complete the stage, or the requirement of some power-up to pass. My goal is to just change things on you constantly, so the levels never get boring and you're always having to do something different.
Fx3

Shyguy
Level: 13

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Since: 04-11-05
From: Brazil

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Posted on 06-07-05 04:47 AM Link | Quote
Hey... What about that invalid opcode error, dude? Can't you check it out? o.0;;
captain Qball

Red Paragoomba
Level: 13

Posts: 28/57
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Since: 08-12-04
From: Canada

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Posted on 06-07-05 05:22 AM Link | Quote
Excellent job, I love the new enemies that I've seen so far, and I can only wonder what else you've got in store. That level with the hills and little ponds full of cheep-cheeps is my favorite.
Tanookirby

Bullet Bill
Level: 30

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Since: 05-09-05

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Posted on 06-07-05 07:15 AM Link | Quote
Here's something in the game I think should be corrected. In the airship level, make the cloud animations move opposite the direction the ship is facing. Also, make sure that the giant spinies are flipped upside-down when hit with a tail attack.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
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From: K-Town

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Posted on 06-07-05 07:50 AM Link | Quote
Originally posted by Tanookirby
Here's something in the game I think should be corrected. In the airship level, make the cloud animations move opposite the direction the ship is facing. Also, make sure that the giant spinies are flipped upside-down when hit with a tail attack.


Maybe someone else who has giant spinies in their hack can do that, or scrolling clouds in their airship level.

Fx3: I know about this glitch. The readme says so. Of course I will check that out, I won't just leave it there, but I specifically wrote that I knew about the glitch
Tanookirby

Bullet Bill
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Posted on 06-07-05 10:05 AM Link | Quote
I just thought you could flip the sprite in some kind of paint program.
Frank15

Red Koopa
Level: 19

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Since: 06-01-04
From: New Orleans

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Posted on 06-08-05 01:06 AM Link | Quote
Level 1: Fun way to start off the game, with a pretty easy puzzle, getting the first power-up. Or just skipping it to get the note block power up . Fun little level... or maybe just that it looked nice. Or the beginning of the level .

Maybe it's just me, but I like the little poorly-hopping Goomba more when it's red. I dunno', just makes him more special since the others are orange, and he's red.

Also, a little glitch not in the readme or mentioned elsewhere: when you come out of the pipe from the underground bonus level and try to jump off, you only do a tiny little jump--caused me to get hit by Spiny there !

Level 2: What atmosphere'll do for ya'! The level just feels cozy and damp. Probably felt the most fun of all the levels... just little puddles and fish and swampy bushes did it .

Level 3: Reminds me a lot of the moon bonus level of Super Mario Land 2. Cost me a hit to learn that Ninji's fire-proof... wasn't expecting that. Also not sure exactly what triggers the exclamation point blocks to turn on and off... killing all the Ninjis in the first area seems to turn them off, and activating the infinite Cheep Cheeps seem to turn them on... seems impossible to get in that horizontal pipe, though, since they always seem to turn off as soon as I land on the ones next to that pipe, making me fall to my death.

Level 4: Not my favorite, really, but it looked cool, swampy caveish. Even though the tide isn't all that important, still felt cool to have it .

Fortress: Is there any real advantage to going the laser route over the ghost route? The ghost room seems considerably easier, and it's the room with I don't know how many coins. Great for building up that bank ! I guess the laser room's just for more of a challenge? I dunno'... just seems there ought to be more of a reward for going the "hard" way.

For whatever strange reason, the waterfalls in the castle walls in the ghost room just works .

And it's nice when Boom Boom's more than just a "going through the motions" sort of boss... that last form took me very off guard. Not to mention it took me a couple of hits before I realized it's not a good idea to instantly jump on his back anymore after hitting him !

Level 5: I guess I need to look harder, since I'm having trouble finding all 14 coins needed to get the exclamation point blocks to go away. On the other hand, firepowered enemies seem to count toward the coin count--not sure if that's intentional. Either way, cool idea, and I need to try to find that 14th coin .

The elevator part seemed too easy... no obstacles, no enemies, nuthin'. You don't have to go sadistic, mind you, but it seems there oughta' be something, even if just a little background... just seemed a little dull there.

Level 6: You sick, sick man, putting super leaves where fire flowers would help infinitely more ! On the other hand, nice fire Bloopers! And nice to see more Blooper interaction, between the different kinds of Bloopers. Especially the little area with 2 fire Bloopers, one which shoots the fireballs, and one that doesn't... just seems really cool .

The mines, though... look too bright, or something. Ought to be a little darker.

Level 7: Got a game over here, so, until later, this is the last I can comment on. Nice to see more giant enemies... the outside pyramid area looked strange, though. Also, the level itself looked a bit bland compared to the other underground level... then again, maybe it's just me. Definitely enjoy the little maze, though. I like mazeish levels .
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
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Level: 45

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Since: 03-15-04
From: K-Town

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Posted on 06-08-05 03:12 AM Link | Quote
Thanks for the detail commenting, Frank! I'm glad to see you're enjoying some of my ideas.

As for the Green ! Blocks in the Ninji levels: an enemy on the screen will make the ! blocks solid. No enemies will make them hollow. To get into the horizontal pipe, you need to be Mouser Luigi and hold a Bob-omb to make the ! block solid.
Dish

Spiny
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Since: 03-15-04
From: Disch

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Posted on 06-08-05 03:39 AM Link | Quote
I just lured a cheep cheep over there and kept one on screen long enough for me to get in the pipe.
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