Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
Acmlm's Board - I2 Archive - - Posts by Cirvante |
Pages: 1 2 3 4 |
User | Post | ||
Cirvante Shyguy Level: 14 Posts: 21/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Originally posted by cpubasic13 Yes, but to make it not cheap, put the movement blocks 10-12 tiles left and right from the pit and over the pit itself. Originally posted by cpubasic13 Earthquake block? OMG I NEED THAT!!! No, seriously. I'm going to use this idea in my hack, and I would greatly appreciate it if you sent me the block; in exchange, I will give you a spot in the credits. (edited by Juggi-Wan Kenobi on 05-04-05 04:12 PM) |
|||
Cirvante Shyguy Level: 14 Posts: 22/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
I have an idea of how to end the exploding spaceship thing. First, though; do you plan on using the same tileset (or a similar one) for the final stage? If so, near the end of the level, have Ninji jump off the spaceship and drop down through the atmosphere (with obstacles, falling debris, and enemy sprites, of course) and place goal blocks at the bottom. Put ground blocks about 10 tiles from the exit to ensure that Ninji doesn't die after it clears the stage. The idea is that he'll land on The Zookeper's escape pod, so decorate it with The Zookeeper's emblem or something. For the final stage, make a hallway with 3 doors, each one with different obstacles, similar to Bowser's Castle in the original game. Be sure to add nice backgrounds. Make the GFX similar to the X-Naut Fortress in Paper Mario 2. I'll leave the final boss's room open for your ideas. | |||
Cirvante Shyguy Level: 14 Posts: 23/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Originally posted by skateboarder11My suggestion... Just make sure it's using the castle music. |
|||
Cirvante Shyguy Level: 14 Posts: 24/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
I need to know if I can rip a tileset from, say, a GBA game to put in my hack. If I take a snapshot using VBA and use pic2snes, would the resulting file be too big to insert in LM? Also, how would I rip palettes from GBA games? (YY-CHR doesn't support .sav or .sgm states.) | |||
Cirvante Shyguy Level: 14 Posts: 25/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
...Or loading the same ExAnimation file for the levels you want to use said animations on. |
|||
Cirvante Shyguy Level: 14 Posts: 26/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
When I upload the tiles, by this method, everything is right EXCEPT for the size. How can I make the BG bigger? (BTW, I'm ripping from a GBA game, I dunno if this has anything to do with it. Also, the damn BG takes up 4 GFX files: BG1, FG3, SP1, SP2, and part of SP3.) |
|||
Cirvante Shyguy Level: 14 Posts: 27/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
I ripped it WITH your tutorial, and it didn't say anything about size. Funny thing is, in the tutorial, the assembled BG is also too small. (edited by Cirvante on 05-19-05 08:50 AM) |
|||
Cirvante Shyguy Level: 14 Posts: 28/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Come to think of it, it says in IrfanView that the pic is 240x110. No wonder it wasn't the right size! And maybe it wouldn't be so hard to rip if Fu just added GBA version compatibility. (edited by Cirvante on 05-21-05 09:49 AM) |
|||
Cirvante Shyguy Level: 14 Posts: 29/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
There is only one upgrade to LM that I _really_ want: Compatibility with the GBA version. That way, ripping from GBA games wouldn't be such a pain in the ass. |
|||
Cirvante Shyguy Level: 14 Posts: 30/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Last time I checked, GBA games use 8bpp format. And i'm pretty sure I heard something a while back about LM having at least partial GBA compatibility. (edited by Cirvante on 05-21-05 10:02 AM) |
|||
Cirvante Shyguy Level: 14 Posts: 31/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Best SMW hacker (overall): FuSoYa Best SMW hacker (Ripped GFX): KT. How he ripped Sonic Advance so perfectly I'll never know. Best SMW hacker (original GFX): BMF54123. Awesome space station tileset. Best SMW hacker (level design): Anitiki Best SMW hacker (Storyline): BMF54123 Best SMW hacker (ASM): BMF54123, god of ASM. Most inventive (12+ months here): Juggling Joker Most inventive (here for less than 6 months): n/a Most constructive: Smallhacker Least constructive: Kyouji Craw Best sage advice: Juggling Joker Biggest contribution to SMW Hacking (this year): Smallhacker and his army of DOS programs. Biggest contribution to SMW Hacking (Overall): FuSoYa. Lunar Magic. Need I say more? Biggest contribution to SMW Hacking (Programs not yet released): blackhole and SST. Best Newbie Hack: Super Mario World LA, by lags_80. Best Veteran Hack: Do I even need to say? Super Mario Odyssey, by BMF54123. Least agreeable SMW Hacker: Kyouji Craw. Seriously, get some anger management therapies, man! Worst newbie hack: Super DARRK World (all three of them.) Most anticipated hack: Super Mario Odyssey. *prays that it will be finished by end of year* Least anticipated hack: Super Mario World Star Edition. |
|||
Cirvante Shyguy Level: 14 Posts: 32/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Uh, Keikonium, you should fix all the grainy stuff. That's what causes the image to take up so much space, since less tiles are optimized in pcx2sopt. (edited by Cirvante on 05-23-05 01:12 PM) |
|||
Cirvante Shyguy Level: 14 Posts: 33/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Can't really say anything, since the same thing haoppens to me all the time. Copy/Paste are your friends. For the size problem, Ice Man told me you have to resize the image to 256x224. DON'T DO THIS IN IRFANVIEW!!! IrfanView automatically preserves aspect ratio. Resize it in PSP 3.11 and turn the 'preserve aspect ratio' option off. Hope this helps, Keikonium. |
|||
Cirvante Shyguy Level: 14 Posts: 34/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Originally posted by Luigi-San Ehhh!! Wrong!! Mario would be hurt only by the TIP of the fire wand. He could pass right through the rest, so ASM would still be needed in order for the chains to hurt Mario as well as the ball. |
|||
Cirvante Shyguy Level: 14 Posts: 35/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Maybe you should enable side exits. That's what FuSoYa did in DWTLC. (edited by Cirvante on 06-07-05 01:54 PM) |
|||
Cirvante Shyguy Level: 14 Posts: 36/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
I still vote for my exploding base idea which I posted in the original Ninji Saga thread. Perhaps you can do it now, as there's no rush. @Zerodius: Mechanical castle= Look at the clock tower in one of Anikiti's hacks. Space station= Already done by BMF. Frozen city= not bad. Blizzard Buffalo's stage from X3 should cover it. Japanese castle: I was gonna do that... Severely messed up place: No. Just... no. |
|||
Cirvante Shyguy Level: 14 Posts: 37/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Easy! Just change the SP's index in the Super GFX editor. Be sure to enter the value in hex, and that the ExGFX you put are actually sprites. Also, change your thread title. It sounds like you're insulting someone. |
|||
Cirvante Shyguy Level: 14 Posts: 38/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Originally posted by Keikonium I'm going to take a wild guess and say that it means "The Final Boss". |
|||
Cirvante Shyguy Level: 14 Posts: 39/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
HOLY FUCK. Best. Overworld. Ever. Three things, though: 1) The orange sun is too plain. Add some rays or something. 2) Two of the pipes in the main OW are fucked up. 3) Star world is too plain. |
|||
Cirvante Shyguy Level: 14 Posts: 40/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
This hack is looking awesome, Kei! You really have a way with YI graphics. The last two screenshots suspiciously seem like you stole some of BMF's graphics and tweaked them, though. Also the part about koopas in suits and cyborg goombas. Overall, very good job. I expect a demo soon. |
Pages: 1 2 3 4 |
Acmlm's Board - I2 Archive - - Posts by Cirvante |