Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - Mario Legacy: Super Mario World, version .6 [download, screenshots] | |
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 778/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 05-29-04 06:02 AM Link | Quote
Getting this out today was painful and boring and repetitive... I had to fix so many bugs... But... Here it is.

EDIT: FIXED. Bwahahaha. *laughs maniacally* YOU THOUGHT I WAS CRAZY, BUT I'M NOT CRAZY! YOU'RE THE rant>
KATW

King Yoshi
"If you stare at something long enough, it can be funny."
Level: 86

Posts: 736/3959
EXP: 6087979
For next: 54128

Since: 03-15-04

Since last post: 7 hours
Last activity: 5 hours
Posted on 05-29-04 06:22 AM Link | Quote
Lookin good but...

The ladder in the OW suddenly cuts short

On the other hand, the new and freshened up castle GFX are a nice plus...
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 779/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 05-29-04 06:28 AM Link | Quote
To be fair, those graphics are just used in one castle And the ladder gets bigger when you get the chance to climb it.
Smb3

Micro-Goomba
Level: 6

Posts: 9/11
EXP: 849
For next: 58

Since: 05-09-04

Since last post: 522 days
Last activity: 12 days
Posted on 05-29-04 07:19 AM Link | Quote
That look sweet you should make it a full game un less it is all ready i meen like do every level or a lot of them
Xkeeper 2.0

Hammer Brother
Local ModeratorAdministratorLocal Moderator
Again... :P
Level: 49

Posts: 77/1091
EXP: 880818
For next: 3065

Since: 03-15-04

Since last post: 5 hours
Last activity: 3 hours
Posted on 05-29-04 07:43 AM Link | Quote
Originally posted by Smb3
That look sweet you should make it a full game un less it is all ready i meen like do every level or a lot of them


PLEASE clarify that, someone.

Kyouji, I can't seem to download it.
Smb3

Micro-Goomba
Level: 6

Posts: 10/11
EXP: 849
For next: 58

Since: 05-09-04

Since last post: 522 days
Last activity: 12 days
Posted on 05-29-04 07:57 AM Link | Quote
I am playing you game and i like how after every level you see so color flas on the screen
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 780/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 05-29-04 08:07 AM Link | Quote
Thank you. Actually, the flash of color at the end of a level can be credited to cpubasic... He's credited for it in the credits. And yes, I'm working on making it a full game. These things take time, you know.



And skateboarder, I don't know why you can't download it; I'll send it to you over AIM.
Clockworkz

Birdo

"Hoargh! Take your shoes off!"
Level: 64

Posts: 952/2002
EXP: 2188320
For next: 25777

Since: 03-15-04
From: Undisclosed

Since last post: 12 hours
Last activity: 12 hours
Posted on 05-29-04 09:00 AM Link | Quote
Alright, I got a butt-load of stuff to say.
1: We can do without the flash at the end. At first, I was like, "Hey, this is neat!" But it wore thin very quickly.
2: Level design = Bad. Very bad. (A fortress for the first level? ) Examples: Yoshi Fort, Dino land 3, Dino land 1 Yoshi Fort was too linear in the beginning and had a stretch of nothing interesting except boo blocks and Boo Guys. Big deal. Although I did like the Layer 2 action later on Dino Isle 1: TOO MANY PIPES! Bad. Don't do that. Please. Plus, one of your pipes has dual color If you want to make a pipe level, do it right Dino Isle 3 was too friggin hard (that jump block part). I do NOT wanna play a hack that has me savestating every two steps. Also, do not put the message blocks next to each other; rather, make the ones wth valuable information harder to get to.
3: Glitched Grinders in intro. WTF are you thinking? A hacker with your obvvious great wisdom and know-how should know better!

Final word: You keep talking to us about how to improve our hacks when you can hardly make a noteworthy one yourself. If I really wanted to, I could beat you in the hacking industry. Take these as constructive critisim and don't get pissy. Just ideas as to how you should improve.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 289/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 05-29-04 09:00 AM Link | Quote
In the top-right of the title screen, I see a D... or part of an O... but it shouldn't be there.

So far, I reached the first castle, but that was in a few minutes. I will inform you on any more bugs or problems.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 781/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 05-29-04 09:15 AM Link | Quote
Originally posted by Clockworkz
Alright, I got a butt-load of stuff to say.
1: We can do without the flash at the end. At first, I was like, "Hey, this is neat!" But it wore thin very quickly.
2: Level design = Bad. Very bad. (A fortress for the first level? ) Examples: Yoshi Fort, Dino land 3, Dino land 1 Yoshi Fort was too linear in the beginning and had a stretch of nothing interesting except boo blocks and Boo Guys. Big deal. Although I did like the Layer 2 action later on Dino Isle 1: TOO MANY PIPES! Bad. Don't do that. Please. Plus, one of your pipes has dual color If you want to make a pipe level, do it right Dino Isle 3 was too friggin hard (that jump block part). I do NOT wanna play a hack that has me savestating every two steps. Also, do not put the message blocks next to each other; rather, make the ones wth valuable information harder to get to.
3: Glitched Grinders in intro. WTF are you thinking? A hacker with your obvvious great wisdom and know-how should know better!

Final word: You keep talking to us about how to improve our hacks when you can hardly make a noteworthy one yourself. If I really wanted to, I could beat you in the hacking industry. Take these as constructive critisim and don't get pissy. Just ideas as to how you should improve.


Alright then. Just going to go by one point by one point. While I don't exactly like you, I'm not about to just brush you off like a flea; your ideas have a lot of merit, but...

1. One could say the same thing about what's there in the original. It's an opinion thing, and you're the only one to complain about it...

2. OH MY GOD. You're criticizing my having a fortress as the first level??? Oh. My. God.

... Anyway... I'm not going to just say that. That would be really dumb and bad and ruin my credibility. What I'm trying to say is, that, some people like linear levels. In fact, most people I've talked to like linear levels. The pipe bit is only at the start. You don't like multicolor pipes? How very nice for you. Again, you're the only one to complain and you're not exactly on the top of my "listen to these people the most" list. As for the part on level 3, I gave *very* specific instructions on how to pass those the first time I used those. It's not my fault you can't read. Okay, that was harsh. But really, you should've been able to pass that with ease. And for your comment on info boxes right next to each other, I have to do that when I can't put all the info in one box. If you want to play a sadistic little game where you have to hunt down the other part of the info vital to completing something on the other side of the level, then by all means, you should've just said that.

3. Look. They don't look like that to me. I don't know why they do to everyone else. It's not a patching problem, I've applied the patch to a standard 513 KB ROM and it doesn't come up.
Clockworkz

Birdo

"Hoargh! Take your shoes off!"
Level: 64

Posts: 956/2002
EXP: 2188320
For next: 25777

Since: 03-15-04
From: Undisclosed

Since last post: 12 hours
Last activity: 12 hours
Posted on 05-29-04 09:20 AM Link | Quote
Well, it just seems that having a castle as a first level is a tad... odd... plus the fact that if you're not quick enough, it can be hard as hell. It IS the first level, after all. Hey, if you wanna rival Demo World (which is every hackers dream, supposedly), then, with all due respect, you'll have to clean it up a bit.
PS: Thank you for respecting me this time.


(edited by Clockworkz on 05-29-04 12:21 AM)
me99909

Buzz Blob
Level: 28

Posts: 1/296
EXP: 122579
For next: 8759

Since: 04-02-04

Since last post: 31 days
Last activity: 8 hours
Posted on 05-29-04 09:23 AM Link | Quote
looks pretty interesting, i'm trying it right now...

EDIT: I like the unusal things, like a first level castle . good luck on the rest.


(edited by me99909 on 05-29-04 12:36 AM)
asdf

Cukeman
Level: 28

Posts: 58/303
EXP: 128796
For next: 2542

Since: 03-16-04

Since last post: 5 hours
Last activity: 54 min.
Posted on 05-29-04 09:29 AM Link | Quote
Funky disco effect at the end of a level > All. The only problem with it is that sometimes when the colors return to normal, they are a little off, but that's no biggie. All in all, pretty decent so far. Keep up the good work.

[QUOTE]
Well, it just seems that having a castle as a first level is a tad... odd...
[/QUOTE]

So, what's your point? It's there because it's part of the plot, so it's not odd no matter how abnormal it is for a hack. And Dino Isle 3's jump block is easy. Just jump just BEFORE you hit the note block, and there ya go.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 291/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 05-29-04 09:57 AM Link | Quote

Originally posted by Clockworkz
Dino Isle 3 was too friggin hard (that jump block part).


Ummm... that was easy. It even says what to do right before the jump! I use it in my hack (Fossil Mines) and it works great. I still can't believe you can't make that jump (no offense),
Aioria

Boss Bass
Image hosted by Photobucket.com
Yes I will!! ;D

Middle Ages Warrior

Level: 58

Posts: 274/1567
EXP: 1516086
For next: 61460

Since: 03-15-04
From: near the pneumon ultramicroscop icsilicovolcanoconiosis land

Since last post: 19 days
Last activity: 19 days
Posted on 05-29-04 10:11 AM Link | Quote
i love your grim reaper, heh. very original
Atma X

Bandit
Level: 43

Posts: 226/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-29-04 12:21 PM Link | Quote
Your hack looks like it has improved a lot (as far as I can tell by looking at the screenshots), and now I will go and download it.

Clockworkz: I honestly thought DemoWorld was kinda bland to a point, it was a good game, but there were too many secrets, and using the Message Block in just about every level to find another secret was starting to get really annoying, not to meantion that I had to read through a bunch of stuff that had absolutly nothing to do with the game itself, just to find a measly secret or two that I had already discovered, but I still had to read a bunch of extra stuff just to know if I had actually found everything a certain level or not. It was a good game, I enjoyed playing it, but it had some of the same kinds of stuff stuff in it that you criticized Kyouji for. For Example; as you mentioned, that the Message Block thing was annoying because you had to hit both blocks to get the full Message, but in DemoWorld, you had to go back to the 4th Mushroom House every time you wanted to read a Message, which most of them ended up having no fucking point to it (unless you cheated by using a Savestate or using a code to always have the Message Block in you Item Box, which I ended up doing).
I really liked DemoWorld, but every game has its flaws and sometimes you just have to deal with it and enjoy the game for what it really is. The main part of a game is the level desing (and of course the programming, but Nintendo already took care of that part), without that, the game isn't really much of a game at all.

Kyouji, I assume you'll probably have something to comment on about my hack, now that there is another opportunity, since I'm commenting on the importance of level desing. Just know that I really do find Level Desing important, and that is the main reason why I started hacking SMW, but once I figured out how to make custom Gfx, I also wanted my Levels look different from everyone else's in that way too, and I got wrapped up in that, and it took so much time that I never got around to making that many of the Level Layouts, so that was my main reason for the unfinnished levels.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 115/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 05-29-04 06:44 PM Link | Quote
Dino Isle 1 - I don't like the double colored pipe. If memory serves, there's an ice-colored pipe object you can use. Put a few of those in the pipe area and you can hide the double color bit quite easily.

Dino Isle 2 - I don't like footballs bouncing in place. They look weird. Something like what you did in Chuck's Mountain might help that out.

Dino Isle 3 - That star block in the ground at the start confuses me. This level is also rather bland, but it's quick enough not to be a big bother.

Dino Isle 4 - Your explanation for it is goofy, but everything about this level rocks. And the ravens are great; just wanted to point that out now since there are plenty here. The overworld glitched for me after this level.

Mysterious Castle - I don't care for this level, but the design is solid so I don't know why. I really like what you did with the shelled koopas in the second area of this level. Bullet bills don't really stop me from defeating the boss before the platform even tips back. Overworld glitched again after this level.

Chuck's Mountain - Chuck's sprite glitches when he kicks. This level is very well designed but kinda bland. You could go a long way with the decorative mountain-side grass object (don't remember its proper name). The way to get the key is bloody ingenious, assuming I did it the way you intended.

Yellow Switch Palace - You need to edit the overworld pic of this level to remove the brown border. The actual contents inside of it are classic switch palace goodness.

Harmony Lake - I like how you moved the message box of death to make it a little harder to do something really stupid. Corner graphics on ropes look a bit off. Double colored pipe again. I really like this level overall.

Harmony Isle - Overworld graphics look messed up. Really funny level, I can't remember the last time I've seen someone get so much milage out of two sprites (block snake and super koopa generator). The block snake eats some blocks at the end that can result in an unexpected pit of death. Like the level's overworld graphics, the path after it are messed up too.

Harmony Castle - I know all about tricks with swimming and the start of this still is quite hard. And I can't manage to get through it with that key at all. How do you do it? Thwimp snakes are cute. The second part of this level is very well done. Bullet bills once again don't stop me from defeating the boss before he hits the wall. The overworld really glitches up after this one.

Lucid Ghost House - Once again you make a great use of two sprites. The ground glitches up after this level again.

Lucid Cavern - The frozen munchers look bad now. The trick for the secret is still gold. The ground once again messes up badly after the secret entrance. Zig-zagged area of ice is pointless. Overworld glitches again.


More later.


(edited by Squash Monster on 05-29-04 09:45 AM)
Smb3

Micro-Goomba
Level: 6

Posts: 11/11
EXP: 849
For next: 58

Since: 05-09-04

Since last post: 522 days
Last activity: 12 days
Posted on 05-29-04 08:25 PM Link | Quote
Originally posted by Kyouji "Kagami" Craw
Thank you. Actually, the flash of color at the end of a level can be credited to cpubasic... He's credited for it in the credits. And yes, I'm working on making it a full game. These things take time, you know.



And skateboarder, I don't know why you can't download it; I'll send it to you over AIM.
YA I i know it takes time but in the end it will be all worth it a 100 percent smw hack now that cought my eye. also i was in the bones game and after you fall down the hole it say some weard text there is nother glich


(edited by Smb3 on 05-29-04 11:31 AM)
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 782/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 05-29-04 10:02 PM Link | Quote
Originally posted by Squash Monster
Dino Isle 1 - I don't like the double colored pipe. If memory serves, there's an ice-colored pipe object you can use. Put a few of those in the pipe area and you can hide the double color bit quite easily.


Alright. Two people complained, so they'll go.

Originally posted by Squash Monster
Dino Isle 2 - I don't like footballs bouncing in place. They look weird. Something like what you did in Chuck's Mountain might help that out.


I'll ExGFX them into bouncing inflatable beach balls then.

Originally posted by Squash Monster
Dino Isle 3 - That star block in the ground at the start confuses me. This level is also rather bland, but it's quick enough not to be a big bother.


Jump when directly over it to see why it's there.

Originally posted by Squash Monster

Dino Isle 4 - Your explanation for it is goofy, but everything about this level rocks. And the ravens are great; just wanted to point that out now since there are plenty here. The overworld glitched for me after this level.


Sorry about the overworld. There must've been a glitch when I made the patch; reset the game to fix that.

Originally posted by Squash Monster

Mysterious Castle - I don't care for this level, but the design is solid so I don't know why. I really like what you did with the shelled koopas in the second area of this level. Bullet bills don't really stop me from defeating the boss before the platform even tips back. Overworld glitched again after this level.


Right. That reminds me, I keep forgetting to fix something about that. About the boss fight; I can't really fix that, sorry =/

Originally posted by Squash Monster

Chuck's Mountain - Chuck's sprite glitches when he kicks. This level is very well designed but kinda bland. You could go a long way with the decorative mountain-side grass object (don't remember its proper name). The way to get the key is bloody ingenious, assuming I did it the way you intended.


I know it's kinda bland; I was in a rush when I made it. I'll touch it up as soon as I get back home, okay?

Originally posted by Squash Monster

Yellow Switch Palace - You need to edit the overworld pic of this level to remove the brown border. The actual contents inside of it are classic switch palace goodness.


Alright then. I'll do that.

Originally posted by Squash Monster

Harmony Lake - I like how you moved the message box of death to make it a little harder to do something really stupid. Corner graphics on ropes look a bit off. Double colored pipe again. I really like this level overall.


Again, didn't know anyone minded that, I kinda liked it =/ I'll fix it though.

Originally posted by Squash Monster

Harmony Isle - Overworld graphics look messed up. Really funny level, I can't remember the last time I've seen someone get so much milage out of two sprites (block snake and super koopa generator). The block snake eats some blocks at the end that can result in an unexpected pit of death. Like the level's overworld graphics, the path after it are messed up too.


Sorry. I checked the path thoroughly to make sure that didn't happen... Again, I must have screwed something up when I created the patch.

Originally posted by Squash Monster

Harmony Castle - I know all about tricks with swimming and the start of this still is quite hard. And I can't manage to get through it with that key at all. How do you do it? Thwimp snakes are cute. The second part of this level is very well done. Bullet bills once again don't stop me from defeating the boss before he hits the wall. The overworld really glitches up after this one.


The key doesn't unlock a secret exit, but it does help you. You can swim faster when you're holding it and can go right under the pillars when they're up. It's faster and safer. Also, don't hit the first block, just the one with the star. Then after you get the key hit the first block, a star will pop out instead of a coin provided you still have the star.

Originally posted by Squash Monster

Lucid Ghost House - Once again you make a great use of two sprites. The ground glitches up after this level again.


Sorry about the ground.

Originally posted by Squash Monster

Lucid Cavern - The frozen munchers look bad now. The trick for the secret is still gold. The ground once again messes up badly after the secret entrance. Zig-zagged area of ice is pointless. Overworld glitches again.


Sorry about the munchers, they *should* be unchanged... Again, patch problem; clearly, since I didn't edit anything. As for the zig-zag ice, it's not pointless, it keeps you from getting any 1-ups from the silver POW by turning every sprite into a silver coin.

Originally posted by Squash Monster

More later.


Alright. Thanks for the criticism, I'll work on improving what you mentioned.
Juggling Joker

Boomerang Brother
SMW Hacking Moderator
Yeah, JAMH is still being worked on.
Level: 48

Posts: 165/1033
EXP: 811447
For next: 12096

Since: 03-15-04
From: Wyoming

Since last post: 2 days
Last activity: 3 hours
Posted on 05-29-04 11:40 PM Link | Quote
My only complaint is the weird disco effect already mentioned. Everything else is pretty much good.
Pages: 1 2Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Mario Legacy: Super Mario World, version .6 [download, screenshots] | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.023 seconds.