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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 - SURPRISE! Super Mario Odyssey Demo v0.2! | | Thread closed
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Luigi-San

Melon Bug
Level: 42

Posts: 89/736
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Since: 03-20-04
From: Mushroom Kingdom

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Posted on 11-08-04 02:19 AM Link
Originally posted by Karadur
Originally posted by Luigi-San
I cannot figure out how to beat the Twilight Tower! The Rope Ride thing looks neverending. A little help here?


Speficially what part are you having problems with? You are talking about Twilight Temple right? I just went through the level, and I didn't see any Rope Riding Part.

Oh, by the way, if anyone's figured it out, what's the grey switch in that level for?


Yes, my fault.

Here's what I mean:



So, can anyone help me?

Karadur

Fire Snake



Level: 48

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Since: 11-02-04
From: Chatham, Ontario, Canada

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Posted on 11-08-04 02:30 AM Link
All you really need to do is keep jumping on the chuck. I find it easier to jump down onto one of the two platforms at the bottom, and jump on the chuck when it's in between the two. Keep an eye on the boss meter at the top (below the blue coin counter). That's the chuck's health
Videogamerpat2

Red Paragoomba
Level: 14

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Since: 04-08-04

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Posted on 11-08-04 04:37 AM Link
Originally posted by Kratos Aurion
Originally posted by Mutation
Originally posted by Videogamerpat2
Feeakin' Amazing! I mean, WOW!

God, after playing this hack, my Rob-omb's Quest looks like a malformed piece of shit. You have successfully crushed my self confidence and put my poor hacking skills to shame!


Replace the phrase "[your] Rob-omb's Quest" with "everything except for DWTLC" and I'll agree with you.
Duuuuude. Rob-omb's quest was waaaaaaaaaaaaaay better than demo world. Demo world had crushing problems and merely average level design. Rob-omb's quest had them too, but it was also awesome and every one of the custom sprites, while occasionally poor, was very well made, with the exception of the hammer bros. replacement. Demo world had the pipes, I guess, and the entrance to boo world but other than that is actually below-average.


Wow. kratos man, you have made my day... seriously!

Anyways... to stay on topic...

There are secret exits in yellow worlds!? That's sneaky... and not..quite...right...
gotta go back and replay it now..


(edited by Videogamerpat2 on 11-07-04 07:40 PM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 11-08-04 03:17 PM Link
Yeah, I kinda...forgot about red dots. The yellow ones were just placeholders to be used until I decided which levels were to have secret exits (I usually design the map first and add the secret paths later). Yet another thing to fix for the next release.

The really secret secrets, though (like Legends)...I may just leave those yellow, and rely on other types of subtle hints (like the jumping Blob--notice he's the only one in the level).
Videogamerpat2

Red Paragoomba
Level: 14

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Since: 04-08-04

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Posted on 11-08-04 04:04 PM Link
yeah... i thought that was kinda weird...

I saw him and was like.. "Hey i remeber where that's from!" but then there was no more... i thought it alitle... odd...
Glyph Phoenix

Level: 39

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Since: 11-07-04

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Posted on 11-08-04 09:35 PM Link
Stoney was pretty cool, and it had to be one heck of a pain hacking his life meter. The whole thing was very professional, and when you release the third version I'll be sure to download it.

Pretty much everything was completely amazing. "Town" areas have always been my favorites in video games, and you pulled them off pretty well. The text bubble's a bit odd, though. But, hey, this is Mario. If you don't hit something from below you stomp on it from above.

The only bugs I found were the tops of the village houses.

I only had a few problems with this hack. The first would be the first world, which I thought didn't have a very interesting level design. The game started off with a bang; the training ground, opening scene, and the plot which was very interesting to me. From there I stopped having as much fun... the only notable parts after that were the Yoshi's cage puzzle and the Alta Plains transportation system. the It seemed to me that the fun sorta seeped out of the game from the training ground on... until it came back in the form of a big time-shifting fortress.

This is my favorite hack so far, and it's not even complete yet. I beat DW:TLC really quickly using a star exit, and since I couldn't get back to the level again anyway I don't think I'll be playing that one in a while. o_0 So this one tops my list.
DisruptiveIdiot

Paratroopa
Level: 21

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Since: 04-09-04

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Posted on 11-09-04 06:14 AM Link
I have some mixed emotions.

The good :

The hack is beyond professional, it puts Nintendo to shame! Everything looks great! The graphics are breathtaking.

The ASM hacking must've taken a lot of work, I admire things that have a lot of work put into them. This hack is so innovative you just have to change a few sprites and you can call it a different game!

The bad :

The levels are a pain, it might just be me but I loathe the levels. If the levels were as awesome as the graphics I would be smashing my head against my keyboard in bliss. I just don't like the levels, they don't feel like a Mario game for me.

Overall : It's probably just me but the level design is seriously lacking. Also I believe in one of the levels (I forgot which, it's the one where you go underground and there's brown water) has problematic water gfx. The midway point also allows you to gain an unlimited amount of 1 ups if you have the patience.

The first base level was awesome, I was expecting Darth Bowser to pop out and whack me with a lightsabre =P However there are some jumps in the level that are basically blind leaps. It's not that bad but I believe good levels shouldn't have blind jumps.

In Alto Plains 1 there is slow down during the rope ride when you get to the pirahna plants and goombas if you don't kill off some.

My favorite level was the first castle, that was awesome level design =P

The graphics are... wow. However graphics aren't anything, there is something seriously lacking in the levels that pulls the hack down.
hhallahh

Bob-Omb
Level: 38

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Since: 03-15-04
From: Portland, OR

Since last post: 73 days
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Posted on 11-09-04 09:36 AM Link
Yea, the Stony boss is a good idea, but I definately think it's rather bland at the moment. I already recommended removing some of the floor tiles, but still.. he just runs around at the bottom of the screen.. not very exciting. I'd recommend possibly turning on the ghouls that float back and forth or some layer effect. Also, whenever it becomes possible, editing his sprite seems like a must... he'd probably be better as one of those chucks that jump very high, but there's not much of a point to making him one, since he'd just revert to default chuck behavior after one hit..
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

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

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Posted on 11-09-04 09:50 AM Link
What would make that thing more interesting would be if there were many fewer platformers, forcing you to stay on the ground most of the battle.
gnkkwinrrul

Dry Bones
Level: 39

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Since: 03-15-04
From: LYKEOMGIMFROMSOMEPLACE????

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Posted on 11-09-04 09:28 PM Link
Or make stony more interesting....make him breathe fire or something.
Heian-794

Red Super Koopa
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Since: 06-01-04
From: Kyoto, Japan

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Posted on 11-10-04 03:19 PM Link
This is the best SMW hack ever... much better than the ridiculously-difficult Anikiti hacks... wow...
||bass
Programmer Admin
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Since: 03-15-04
From: Salem, Connecticut

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Posted on 11-10-04 03:46 PM Link
Originally posted by hhallahh
he'd probably be better as one of those chucks that jump very high, but there's not much of a point to making him one, since he'd just revert to default chuck behavior after one hit..
Says who? Remember that you're talking about what a NORMAL chuck would do. Normal chucks also dont have life bars and arent level bosses.
Glyph Phoenix

Level: 39

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Since: 11-07-04

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Posted on 11-10-04 06:31 PM Link
He should be able to fly.

That would be awesome. An enemy who is tough and interesting can make up for the fact that you're supposed to defeat him with simple jumps.
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 11-10-04 06:44 PM Link
He should be able to be killed by Mario. Remember that. In my opinion, Stony was hard enough. Making bosses harder by giving them the ability to breath fire or fly wouldn't make them better... :/
||bass
Programmer Admin
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Since: 03-15-04
From: Salem, Connecticut

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Posted on 11-10-04 11:22 PM Link
You know what would make it hard? Make some layer 2 object periodically push stoney upward so he can then jump at mario while mario is on the rope lines.
Glyph Phoenix

Level: 39

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Posted on 11-11-04 12:07 AM Link
I found Stoney incredibly easy. I think I got him on my first try. Even so, I'm not talking about just making him harder, different. It's kind of a boring battle with the repeated jumps and all... But I was two busy looking at the awesome ASM hacked life bar to be bored.
hhallahh

Bob-Omb
Level: 38

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Since: 03-15-04
From: Portland, OR

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Posted on 11-11-04 05:03 AM Link
Originally posted by ||bass
Originally posted by hhallahh
he'd probably be better as one of those chucks that jump very high, but there's not much of a point to making him one, since he'd just revert to default chuck behavior after one hit..
Says who? Remember that you're talking about what a NORMAL chuck would do. Normal chucks also dont have life bars and arent level bosses.


Stony uses the Chuck AI, at base. It would presumably be more difficult to modify. Maybe BMF could do it, but I wouldn't take it for a given.

Yes, Stony was incredibly easy. The moving platforms were kinda silly, since you could just kinda sit on the ground and bounce off of him every couple seconds. Hence why I'd recommend a couple things, maybe.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 11-11-04 01:49 PM Link
Okay, I've updated the Stony battle a little bit:



To eliminate the safe spots on the ground, I added another custom block under the hidden door that changes from spikes into bricks when you beat the boss. I also added spikes to the moving ropes, as you can see (though I might tweak their placement a little). Even I had difficulty beating him this time around.
Scatterheart

Panser
Level: 29

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Since: 06-06-04
From: Sydney, Australia

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Posted on 11-11-04 02:26 PM Link
*Standing Ovation*

I thought your first demo was the best hack ever, but this one exceeds that by far! The Mech-Koopas look awesome! And I was shitting myself all the way down that elevator. :p

That Stony battle looks almost too hard now. Maybe you could make another Stony battle later on in the game, and alot harder? There were just too many rope platforms was my problem.

Another thing I think you should change is the start-up story.

"One year after the events in SUPER MARIO WORLD, Mario and his friend have moved to another island, far away from Bowser and his minions.

Or so they thought..."

Kinda lame I think, you can do much better!
I like the 'Story so Far' levels... Keep you informed well

My record in the Training Room was 59:48, and I found out all the time saving tips myself. (Like purposely losing your Flower powerup to get quickly under the roof thingy, and only hitting the lowest Music Box.)

2009 is gonna be the final release!? I hope you're joking! If so, when do you think you'll be done?

Great work! This is by far the best SMW hack ever made. And I don't have 1 problem with the level layouts, there are ALOT worse! I've played maaany hacks where the same obstacle was placed 3 or 4 times in the same stage! (Not mentioning any names)
In your game, nothing was repeated.
Heian-794

Red Super Koopa
Level: 44

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Since: 06-01-04
From: Kyoto, Japan

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Posted on 11-11-04 03:08 PM Link
I thought the Stony battle was hard enough as it was, without the spike block and with the ground intact. And finding the spaces between spike balls while riding the elevator down to him was really annoyingly difficult.

But the town parts are fantastic... so many great little touches: the key with the mushroom head... mushroom streetlamps...

The Toads in the houses that you talk to need to be animated a bit... maybe they could move their mouths?
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