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Acmlm's Board - I2 Archive - - Posts by Breakman |
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Breakman Octorok Level: 9 Posts: 1/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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*first post* K so, I'm 18, I love video games, I enjoy posting in forums (and i need a new one to hang out at), I'm a nerd, etc etc... I actually found this place about a month ago searching for SMW hack stuff...and it's shown me some beautiful hacks from that game, and I'm gonna start trying to make my own, though I feel a bit like it has to be awesome since so much has been done I still think it'd be very fun to try... And now that I look at it, this forum also has a lot of other neat stuff aside from the SMW hacking board. Looks cool...I'll try to stick around (edited by Breakman on 12-20-04 08:01 PM) |
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Breakman Octorok Level: 9 Posts: 2/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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Ahhh, thanks for the welcomes XD Yeah, I really have been looking for a fun hobby lately as I'm being homeschooled for 12th grade and will have a ton of free time between now and college, which could be as late as next January, unless I get a job (which I kinda plan on, if I can)...and something about hacking old games that I grew up on seems just awesome to me; I'm really new at it but I hope to make it one of my strong points. The Zelda: LttP hacking, Mario 3 hacking and other stuff really interests me too... Oh, yeah though. I /love/ the StarCraft scheme you've got, Slaya Tell me if I do anything else wrong in the future, and I'll listen; but in general, I definately know how to and have experience on how to behave on a public forum. (edited by Breakman on 12-20-04 08:01 PM) (edited by Breakman on 12-20-04 08:02 PM) |
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Breakman Octorok Level: 9 Posts: 3/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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Okay, well, I have only been snooping around the SMW hacking scene for a few weeks, since I started playing (and beat with *96 in about 5 hours) the original, and wondered, after having experienced NES rom hacks before, 'do SMW ones exist, I wonder?'...which led me to this board, where I have been not only downloading and enjoying hacks, but have had actually creating my own spark my interest. I have some of the essential stuff and have been reading and messing around for a month or more, and I think it's about time to start seriously working on my first Super Mario World hack. I see that there is a myriad of excellent hacks already, and this community has existed for some time; though, I still want to learn and take up this hobby, especially while I have as much free time as I do until I start college somewhere between next August and Janurary Okay, so, enough of my blabbing, onto the questions and stuff--Sorry if any of this is exceedingly over-asked or I should have posted it in an existing thread or anything like that, I've looked around and I feel like it's safe if I just go ahead and do it like this: 1. How do you edit the 'Nintendo presents' screen, for starters? It's not a big deal, but I haven't seen how to and many hacks I've played have done this. 2. How do you edit boss battles? In Lunar Magic they seem uneditable, but some hacks (well, the only one I can think of that I've played so far is Super Mario Oddyssey, but still) have done it. At least on my first hack, I don't plan on doing anything extreme like that, only, say, making the Iggy-type battles take place on a long, flat horizontal plane with ever-dropping goombas or something like that, for example. 3. Is there an easy/fast way to find or access a certain sprite or object, or is it just all manual? 4. Is there an easy way to figure out what each color represents in the pallette editor? 5. How do you cause Mario to simply 'beat a level' like in the Bonus Game? I actually changed that very level and the only way I know how to finish it is putting down a 'level-ending' ? sphere, which seems...odd 6. On that topic, how do you make the ? sphere-type level ending keep Mario standing still as the victory plays, instead of walking on as if he passed an end-of-level goal? 7. How exactly do you get keyholes to work? That's probably my newbest question which I could have figured out, but I thought I'd go ahead and ask it while I'm here.. That's all I can think of now, I'll put anything else in this thread later if need be. I've also heard that it's good to just make a 'good level' before you start your first serious hack and etc. etc.... I've only just messed around with levels so far and haven't done anything serious or really 'good' yet, but I already have the whole idea for my first hack in place and I was thinking of just going ahead and doing all the stuff like overworld/palette changes/etc before I really started working on the stages. Is that really a bad idea or should i focus on individually creating the stages and finishing the map and etc. at a slower pace before I move on with everything else? What I'm planning is a game that greatly expands on the original SMW's option to let you choose to go left or right from Yoshi's House in the beginning; in my game, instead of the left path simply being an optional route to a Swith Pallace, I'm actually splitting the first map into two separate and equal parts, complete with two castles and each leading to completely separate areas. At the very end of each area (consisting of probably 2 more entire maps) I'm putting a switch palace, the Red and Blue ones which I plan on changing to Black and White, and having Yoshi's House have a key/hole at the very top, inaccessible without having both White and Black Switch Palaces activated, which leads to the final areas. Whew, that seemed like an insane run-on sentence and was probably unnecessary, but I just felt like sharing ^^; So, answers, questions, comments? |
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Breakman Octorok Level: 9 Posts: 4/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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I've been interested in this anime greatly since I first heard about it months and months ago. And then hearing about the Square-Enix game made me even more interested. I was going to look for it, free or not, until I found out a few months beforehand that CN was getting it. As newbs like me tend to do, I decided just to wait for that, as it seems a bit more 'authentic' to watch it on TV at least moreso than downloading it for free (which, though I do with things often, it always leaves me with a very 'cheap' feeling; when I'm older, I plan to buy or at least rent all my anime that I can't watch on tv/satellite/etc.) FMA is not only one of the best Adult Swim-acquired anime I ahve ever seen (and I've seen every single one), but it's so good that I really want to see the sub someday, something that few anime interest me enough to seriously think about. And call me crazy, but something about Al's English voice, where he sounds like Tails from the English Sonic Adventure/etc., is so...fitting to me. And yes, 99% of the time I like sub voices better--and I haven't heard his subbed--but something about it just 'fits' for me oO |
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Breakman Octorok Level: 9 Posts: 5/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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Honestly, as far as I've seen, I like either kind. But, yes, subs are much better and more authentic feeling 99% of the time. I don't MIND watching dubs at all (except for some of the Fox Box etc. ones) but in general I like subs better. For instance, though, Sonic X was utterly ruined by Fox Box. I, a huge Sonic and anime-in-general fan, plan to get or at least watch the sub someday, but the dub is so thoroughly ruined, right down to all the music needlessly degraded, that I never plan to watch it again. |
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Breakman Octorok Level: 9 Posts: 6/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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Ahhhh, thanks, thanks. Fast replies and lots of help--good forum <3 Karadur--Yeah, I've already read all the newbie threads. About the keys..Actually, in the edit of Yoshi's House I did to later lead to the end of the game with a key-exit, well I went ahead and made the whole stage with red and blue ! block placeholders and put the key and keyhole where they needed to go, and then I put another key/hole at the bottom to test out the exit. Duh, obviously this messes something up, and I didn't even think to say it, I just thought I'd ask that since it didn't work and I was thinking of all the questions I could. I'm guessing it's only possible to have one working keyhole per level, or at least per screen, as now that I think of it they're probably on the same screen... Smallhacker--Yeah, question 3 wasn't really well-worded. What I'm trying to say is, is there a faster way to select stuff to put into stages, such as pipes, enemies, etc. etc. (all the objects/sprites), than just manually digging through them? I'd guess there'd be a way to input the exact code of something and go directly to it, which though it might take awhile to memorize, it'd make that process a /lot/ faster. As for question 4, does that mean those 14 are the only major things I should worry about? Or do things like bushes in grass levels, etc. not belong to either of those categories? Since I'm just starting out, I don't want to go too deep, just give some stages a more 'light' or 'dark' feel, and I'm giving my first map and its stages some grey looks. Wow, that makes it sound boring >< JJ--Exactly. Cube--...*should read manuals more often* Okay, now, I've got a couple more things I've run into that I'm gonna ask about. 8. Is it possible to save custom palettes to use in multiple levels, but have the original or another custom palette saved for the rest of the levels, or something like that? For example, if I wanted a bunch of 'light'-looking grass areas and caves, and also some 'dark'-looking ones, and still have the original palette as well. Can you save a custom palette or would I have to go into each level and manually give them the same or similar custom palette for each level I want to look like that? 9. No matter what I do, the palette changes I make in the overworld editor aren't saved in the actual game, even if I save the map onto the rom. I used one of the default palettes to make the first map grey, but when I try to change the Yoshi's Island palette to make the paths Mario walks on between levels and the grass around them a different color, though it looks perfect in the OW editor, it still looks like a cream path and green grass in the rom itself :/ Thanks for putting up with the annoyance |
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Breakman Octorok Level: 9 Posts: 7/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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Excellent, excellent. Now, one more thing.. 10. Is there a way to flip 8x8 tiles on the overworld? Like, the preset path peices to the right of the maps in the OW editor. (edited by Breakman on 12-21-04 07:56 PM) (edited by Breakman on 12-21-04 07:56 PM) |
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Breakman Octorok Level: 9 Posts: 8/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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Originally posted by CheesePie It still doesn't work, even when I start a new game in SMW... Heh, and... 11. I'm not so sure about the Event Editor. I need to use the layer 2 event editor to make my invisible stages appear, but it's weird...in the guide, it says to just go into event editor mode and create the road in order from one stage to the next, but I'd think that you'd like, somehow assign that to an event? If I give the level 'No Event' in the level settings nothing happens when I complete it, while if I give it 'Event 7' which I saw another level contain, just to test it out, the screen goes black and i can't see the road or new level, but I CAN go up to the new level. So I'm guessing your'e supposed to assign events as you create them, but how would you go about doing so? (edited by Breakman on 12-21-04 09:07 PM) |
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Breakman Octorok Level: 9 Posts: 9/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days |
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I'm always careful enough to not do that. Do it slow enough that you can feel a slight pinch before you half kill yourself XD | |||||||||||||||||||||||||||||||||||||||||||||||||||
(restricted)
Breakman |
Octorok Level: 9 Posts: 11/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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Originally posted by Karadur Yeah, but, how do I 'asssign' event #'s to the events I make? Or does it do it like 100% automatically? Glyph--Thanks; I'm really serious about this, and so far I'm having a blast, so I hope and believe that that'll be true, heh
Breakman |
Octorok Level: 9 Posts: 12/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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hahaha....I got it to work, but... XD When I complete the first level, yes it reveals the 2nd level and the path to teh 2nd level just like I wanted...but every time a section of path is revealed, the screen flashes blue and when the path is complete the entire map sans visible stages and paths is black! What the heck? |
Breakman |
Octorok Level: 9 Posts: 13/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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My favorite game for the NES is probably Mega Man 3. Could you make some of those MM1 codes for MM3, such as the rapid fire? |
And how about a couple more codes for MM3: --A code so that you always have the effects of player 2 holding B + Start or whatever, where you jump insanely high/can't die in pits --A code that gives Mega Man the effect that he is being pulled on by an airborne magnet in Magnet Man's stage, indefinately --A code that allows enemies to be damaged while they are paralyzed from Spark Shock --A code that allows bosses to be damages even while they're flashing, or a code to stop them from flashing entirely --A code to allow the Mega Buster, or all weapons, to hit any enemy or boss which it would otherwise bounce off of (for example, to hit a Met with its helmet down or kill Dr. Wily's final form with the Mega Buster) --I'm not sure if this would be possible, but if so, a code where you could play as Protoman/Breakman (I like the MM3 hack that features this, but the sprite isn't even the same one used in MM3)
Breakman |
Octorok Level: 9 Posts: 14/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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Well I'm not going to seriously review this as I'm very new myself, but I just wanna say a couple things. Pretty much everything Kyouji said was true; though he puts it kinda...mean, he's direct, and honest, which you should be glad of, as many people aren't as much. Personally, I love the fact that you're at least trying with all the custom graphics. I, though, just plan on using the original graphics with varying palettes for my first hack. Honestly, that might be the road you should take as well, until you start getting better with level design and colors and can more comfortably and skillfully create and use completely custom graphics. |
Breakman |
Octorok Level: 9 Posts: 15/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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I don't care what they call the job, I still like it |
Breakman |
Octorok Level: 9 Posts: 16/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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Originally posted by DracoonOriginally posted by Jarukoth Exactly. I really dislike when people like the 'redneck parents' in that rant do what they do. But I also really dislike when people like the ranter--and it just so happens that 99% of everyone online is very similar to that in extremely open religion bashing--do what THEY do. At least it's not as in-your-face as idiot rednecks, who God knows I have enough of here in Georgia. I try my best to accept people's opinions and never force any of my ideas on anyone else, but geez, I wish all the people who think that Christians 'are just stupid and should go away' basically, would be a little bit more respectful also. Though the general jist of what the dude's trying to say, at least at the beginning, I pretty much agree with.
Breakman |
Octorok Level: 9 Posts: 17/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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Well, a lot of people wouldn't have the same time as the server time so that way it woudln't be right. But yeah, in Homestar spirit it would have been cool if something had happened. |
Breakman |
Octorok Level: 9 Posts: 18/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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Why do you want it closed to much? Sure, it was kind of dumb that it was bumped, but it's not like it's offensive or anything. |
Breakman |
Octorok Level: 9 Posts: 19/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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How do I change sprite animations? Like, specifically, those of the flower/feather? I'm trying to make them into white and black 'orbs' of power to go along with the whole 'white = mobility and black = strength' thing I'm doing, and they look kind of silly wobbling back and forth. It'd be even better if someone know how to keep the feather from floating, and make it just stay still like a flower. |
Breakman |
Octorok Level: 9 Posts: 20/28 EXP: 2639 For next: 523 Since: 12-20-04 From: GA, USA Since last post: 99 days Last activity: 98 days
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Whoo, it works perfectly now, but geez, don't start to give up that easily...sometimes little mistakes happen, and besides, LM isn't that hard, I'm a total newb at it but the only challenging thing about it I've so far encountered is how stubborn and weird overworld Events can be. |
But about your hack: I've just played it a bit so far, but I wanna go ahead and address some things. 1: What's up with the Nintendo Presents screen? Half of it is garbled. 2: Looks like you've been having trouble with events, too. I finally figured them out, actually, but you need to make it so you have to /beat/ a level before you can access the next one, unless you did that intentionally for the demo. I can walk to any level in the first world from the start! 3. The indian Koopas look much better inside the game itself, but that feather thing is still pretty weird 4. Something's wrong with the score graphics--like, when I hit a block with a coin, the '100' is garbled. 5. Those vines really do end abruptly enough for it to look funny. And the vine part of the first stage is kind of un-fun, especially with all those bottomless pits near the end...but that's just IMO Overall though as far as I've played, it's pretty fun and it's cool to see you're actually trying with the custom graphics. I'll play more later....and don't give up, either. Sometimes you might have to start over or deal with problems, but don't give up. (edited by Breakman on 12-23-04 07:53 PM) |
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Acmlm's Board - I2 Archive - - Posts by Breakman |