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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 - Project 0 or Project 1? | |
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Kailieann

Koopa
Level: 11

Posts: 68/106
EXP: 5320
For next: 665

Since: 10-09-05

Since last post: 2 hours
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Posted on 10-18-05 06:07 PM Link | Quote
Okay, so I have this idea for a hack.
Actually I have several, but one at a time, right?

Anyways, I'm being pretty methodical about it. The first step is creating the general custom blocks I want to use in this hack (we'll call it Project 1) that I (or others) may also be able to use in other hacks.
The second step is an ASM overhaul to change the core functions that I want altered, which, if my custom block attempts are any indication, is going to require an amount of help.

In the meantime I'm also actually planning out the game. I've already decided what worlds I want, and which submaps I want to use for them. So far I also know what I want to do with 43 of the levels (I may be able to cut out a few of those if I can recycle the Star Road levels).
I've also been going through my game collection, tagging the ones I want to rip graphics from.

Anyways, once the core ASM is done, I'll move on to the actual level creation part, releasing a few demos along the way (probably at the respective ends of Worlds 1, 3, and 5).

And then, once I've finally finished all of that, I'll add the finishing touches and release it.

So here's the problem. That's all gonna take a while, and I kinda want to just get in it.

So here's the question. Should I stick with Project 1 and see it through, or should I set it slightly aside, doing a little work now and then, while at the same time plowing through a less complicated Project 0, just to scratch my 'ZOMG I MAEK HAK' itch?


(edited by Kailieann on 10-18-05 09:08 AM)
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 951/971
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Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
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Posted on 10-19-05 02:00 PM Link | Quote
I think you should start off with the custom blocks. From what I experienced myself, I can tell you levels that were redesigned postum just to include a certain block/feature/whatsoever are no good. In other words, it is an advantage to have a clear overview of what you can use for a level before even making up concepts for it.
jp

Micro-Goomba
Level: 4

Posts: 12/12
EXP: 196
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Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-19-05 05:07 PM Link | Quote
Well, there's a thin line between an ambitious project and an unfinished one... But if it's not ambitious, why make it?

In my opinion, it's better to have everything clearly outlined before making any levels. Planning takes time at first, but saves you a lot later.

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