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

Shyguy
Level: 14

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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-05-05 05:36 AM, in OK kids, time for YOU to help with The Ninji Saga! Link
Originally posted by cpubasic13
"And if you use blocktool, you can make it to where it seems like all the air is being sucked out of the ship (the moving blocks that push Ninji) to give it a more... spacey feel."


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
"custom block via Blocktool that causes an earthquake when you touch it."


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
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-06-05 12:41 AM, in OK kids, time for YOU to help with The Ninji Saga! Link
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

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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-06-05 06:15 AM, in OK kids, time for YOU to help with The Ninji Saga! Link
Originally posted by skateboarder11
My suggestion... Just make sure it's using the castle music.



Or... he could wait until SST comes out, but then again, it just means the hack will be released MUCH later.
Cirvante

Shyguy
Level: 14

Posts: 24/80
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Since: 04-07-05
From: The boulevard of broken dreams

Since last post: 8 hours
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Posted on 05-07-05 04:38 AM, in Ripping from other systems...? Link
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
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Posted on 05-15-05 04:54 AM, in Appling Extended Animations to more than 1 levels Link

...Or loading the same ExAnimation file for the levels you want to use said animations on.
Cirvante

Shyguy
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From: The boulevard of broken dreams

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Posted on 05-17-05 05:54 AM, in BIG problem with m16-7k... Link


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
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From: The boulevard of broken dreams

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Posted on 05-20-05 01:50 AM, in BIG problem with m16-7k... Link


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

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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-22-05 02:49 AM, in BIG problem with m16-7k... Link


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
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-22-05 02:55 AM, in Why hasn't anyone improved on LM? Link


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
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-22-05 03:01 AM, in BIG problem with m16-7k... Link

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
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-23-05 03:48 AM, in The first annual SMW Hacking awards Link

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

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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-24-05 06:08 AM, in The ExGFX Workshop Link

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
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-26-05 06:41 AM, in The ExGFX Workshop Link


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
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From: The boulevard of broken dreams

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Posted on 06-04-05 06:46 AM, in Super Mario Bros. 3 Screenshots Link

Originally posted by Luigi-San
Ball 'n' Chains.


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
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From: The boulevard of broken dreams

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Posted on 06-08-05 06:51 AM, in Uh...help... Link

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

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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 06-13-05 06:00 AM, in Ninji Saga 2 - Ideas thread and request Link


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
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 06-14-05 06:55 AM, in Can you read? Link


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
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 06-17-05 05:19 AM, in Super Mario Universe Link
Originally posted by Keikonium

I put the alphabet and standard keyboard symbols into Wordpad, and changed the font to "symbol". Then I looked for the letters that matched what you had wrote on picture number 4. This is what I got: m'TwFa!Bsols.


I'm going to take a wild guess and say that it means "The Final Boss".
Cirvante

Shyguy
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EXP: 10353
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 06-22-05 05:13 AM, in Super Mario Era: Bowser's Revenge Overworld [ss] Link
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
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 06-30-05 06:00 AM, in Screenshots From Super Mario Era: Bowser's Revenge [large, but linked SS] Link


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.
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