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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by AtmaDragonXT
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AtmaDragonXT

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Posted on 06-06-05 06:41 AM, in is this just me? Link
Originally posted by prophetz
another example - super sunny world.. now i am sure it would help if i read japanese but i just get stuck on the second world.. (2-1) on a seemingly impossible screen?


If it makes you feel any better, I'm pretty sure that screen was meant to be impossible to pass, as that release was only a demo of the first world. I could be wrong, though...


Aside from that, I agree that hacks in general are harder than the original SMW was. Part of this is because the original wasn't really that hard as a whole. Most of the time I can deal with what I try playing...only that damn Luigi's Adventure comes to mind as an abandoned playthrough...I'll still probably pick it up again eventually. I kinda like the challenge most hacks offer, as long as they're designed well enough that the challenge doesn't come from being "cheap" (do-or-die blind jumps, long areas of jumping on single blocks over pits...that kind of stuff). That said, I hope you're using a controller at least. I can't imagine going back to playing with a keyboard
AtmaDragonXT

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Posted on 06-14-05 06:31 PM, in My hack needs a good name!!! Link
Grand Theft Mushroom
AtmaDragonXT

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Posted on 06-21-05 08:59 PM, in Super Mario Era: Bowser's Revenge Overworld [ss] Link
Overall, it looks like you've managed to squeeze roughly one metric fuckton of coolness into that overworld. I like!

The only new things that kinda came to my attention:
- The tops of the skinny little blue mushrooms look kinda weird...maybe bring the front end down a little? The perspective looks a little...uh...wonky to me.
- On the big hill o'waterfalls in the top right of the main OW, I think the middle one looks kinda impossible...like the water above should be continuing to flow over the hole. Would it be possible for you to have some sort of rocky outcropping above the hole, or something?


As for adding something to the moon world...maybe little star-shaped rocks, or meteorite bits or something, dunno what you're going for in that world.
AtmaDragonXT

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Posted on 07-06-05 07:36 PM, in Just something I've been playing with (Screenshots) Link
Both the Startropics games were friggin' awesome...hopefully you'll use them well ;D
AtmaDragonXT

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Posted on 07-07-05 07:48 PM, in Dr Mario World (screenshots) Link
Some people just make less sense with each post they make

That said, I'm still going to give this a shot when you release it. Hopefully I won't regret it.
AtmaDragonXT

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Posted on 07-08-05 09:54 PM, in Dr Mario World (screenshots) Link
IIRC, it was called Ren & Stimpy Show: Veediots!


That mouth level was hell in my young gaming days :o
AtmaDragonXT

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Posted on 07-12-05 05:27 AM, in SMW: The Thousand-Year Pipe Screenies Link
Not bad, certainly looks worth a download. But take a look at that rounded rope corner in the second shot. It's not rope. I noticed the same thing in my own hack when making a rope level...I think you need to have a certain FG/BG graphics loaded (it was something like that...) to get the right rope pieces.
AtmaDragonXT

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Posted on 07-15-05 03:01 AM, in Unexpected death at level start- please help! Link
I'm going to guess that you may have made the level too long. If you make a tide level too long (I think the limit is screen 0F, it's mentioned in the message box you used to add the tide), Mario will die as soon as the level starts. I distinctly remember having that problem myself at one time...
AtmaDragonXT

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Posted on 07-20-05 07:57 PM, in Any good ideas for a level? Link
It depresses me how many of those describe "original" levels I've finished making...if only I could decide how I want to finish/organize the damn thing, I might actually release the game sometime in the next decade '
AtmaDragonXT

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Posted on 07-28-05 06:16 AM, in Drawing custom ExGFX? Link
As of recently, I'm considering taking the time to create some new graphics (floor/wall/ceiling kind of stuff, mainly) from scratch. I know how to use ExGFX, but was wondering if anyone could give me a quick rundown of how to draw some new FG graphics and stuff. I've been using yy-chr for editing so far...are there any rules with regard to how I lay out the graphics in a .bin file?

Hopefullt that was clear enough...basically I'm just looking for some tips on drawing some new FG stuff to use. Thanks in advance for any help I can get.
AtmaDragonXT

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Posted on 07-28-05 07:38 AM, in Drawing custom ExGFX? Link
Sounds reasonable...does it matter how I order the varous tiles when I make the actual file to insert?

Style? Well, I've got a few ideas in mind...but first I'll need to see what I can get to look decent ;D
AtmaDragonXT

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Posted on 08-01-05 04:12 PM, in Question about inserting ExGFX Link
All the ExGFX files I've tried inserting previously were made by others, but right now I'm trying to work with drawing new stuff myself...which has led to a new problem. The ExGFX file (which isn't even the full set of stuff - not that it's a ton or anything - I was just trying to see if I could get it loaded correctly) is too large for that 4KB limit, and I'm not quite sure what I can do to fix that. I'm hoping there's something obvious I missed...
AtmaDragonXT

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Posted on 08-02-05 12:07 AM, in Question about inserting ExGFX Link
Alright, I've managed to work around that just by changing the way I was doing things in yy-chr. Now, just the fun task of assembling the tiles in LM
AtmaDragonXT

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Posted on 08-04-05 06:23 AM, in Which block do you like better ? Link
#1 as it is now...orange on yellow is a mess, but if you changed the palette...
AtmaDragonXT

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Posted on 08-04-05 06:32 PM, in Midway point woes Link
What I tend to do (just did it yesterday, actually...) is have the intro area, then something to keep Mario from getting past its end, then have a "if you come in via midway gate" area somewhere to the right of that with a door/pipe leading back to the area with the actual gate in it.

AtmaDragonXT

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Posted on 08-18-05 06:41 PM, in What controls screen height when entering an area? Link
I'm trying to get as much done as I can with my hack before college kicks in in a few weeks, so I've lately gotten rather impatient and/or reckless with troubleshooting things like this. I've tried a few things without any luck so far...


Scenario
I have Mario in a cave level, and he reaches a dead end area. Using a blue POW, he makes a door appear, and then enters it. When he comes out the secondary entrance on the other end, Mario is already off the bottom of the screen, which scrolls down just in time for me to watch him die from this "pit." I'd rather not move Mario and the ground upward, as going through the door leads to an area identical to where he came from, but with one change that makes it passable...the less change from the original, the better.

Any help would be much appreciated.
AtmaDragonXT

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Posted on 08-18-05 06:43 PM, in some new screenies (warning: blood) Link
Pretty cool...but it looks like those poor Toads pissed off the wrong guy 0_o
AtmaDragonXT

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Posted on 08-19-05 10:53 PM, in What controls screen height when entering an area? Link
Indeed, much better. I hate trying to find the right settings in those things

Thanks.
AtmaDragonXT

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Posted on 08-20-05 06:08 AM, in Vertical scroll only wanted Link
I know I did this somewhere, but can't check on this computer...I think you can do it by making it a vertical level, having the actual level area be one screen wide (and however high you want...this is really just because you won't be able to use the rest of it) and then turn on the "No Vertical Scrolling" option in the level properties menu, which I think actually prevents horizontal scrolling in a vertical level.

Unless I'm remembering wrong
AtmaDragonXT

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Posted on 08-27-05 06:57 AM, in Level Design on paper anyone? Link
I never do full levels, but I do tend to think about level design ideas while in class sometimes (especially my anthropology class last semester...easy class once a week for two and a half hours meant my mind tended to wander during lectures ;D). In that case, I'll write down the idea of the level ("frozen autoscroll ghost house" to name an example I'd never use), or sometimes map out a puzzle-type area that Mario can't get through without a little thought.
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Acmlm's Board - I2 Archive - - Posts by AtmaDragonXT


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