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

Fuzzy
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Since: 07-01-05
From: Canada, eh?

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Posted on 07-18-05 09:03 PM, in One more question . . Link
All right, I'll post a patch. Then maybe you guys can figure it out
SoNotNormal

Fuzzy
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Posted on 07-18-05 09:12 PM, in One more question . . Link
Did that, didn't work checked all my events over, and event 7 is supposed to trigger that path to light up but it doesn't will post an IPS so you guys can see the problem yourselves - although you're gonna have to beat about 5 levels before that to make it there

EDIT: Argh, no matter what name I choose, stupid geocities keeps on saying "Invalid filename" . . oh well, I don't know what I'm gonna do about this, nothing else I can think of

DOUBLE EDIT: Could it be something to do with my two-way exit right before? Maybe I did the events wrong - I know the secret exit is the event # + 1, and I did that right . . hmm.

TRIPLE EDIT: Ok, I found another mistake. Look at this . .










Look closely. After I beat the level before Hooktail Trail, the path NEXT to it lights up. That is, the path leading to the castle lights up, which it shouldn't do until I beat Hooktail trail. My events are in the right order though so it shouldn't. My OW in that area is really screwed up, no clue what I should do now



(edited by SoNotNormal on 07-18-05 12:50 PM)
(edited by SoNotNormal on 07-18-05 01:18 PM)
(edited by SoNotNormal on 07-18-05 01:19 PM)
SoNotNormal

Fuzzy
Level: 34

Posts: 63/793
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Since: 07-01-05
From: Canada, eh?

Since last post: 6 hours
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Posted on 07-18-05 11:53 PM, in Oh well . . Link
Looks like I'm gonna have to give up on this hacking thing. No matter what I've tried, NOTHING at all will make the stupid event work. I even changed the full overworld, but still, nothing. Does anyone know a good host i could use to distribute an IPS file so maybe someone can tell me how to fix the problem? I tried geocities, but all names are invalid, and angelfire won't let anyone download. So anyone know a host I could use and maybe I could show people what the problem is?
SoNotNormal

Fuzzy
Level: 34

Posts: 64/793
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Since: 07-01-05
From: Canada, eh?

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Posted on 07-19-05 12:23 AM, in Oh well . . Link
Alright, thanks, I'll *really* try to post the IPS in this thread soon.

EDIT: Crap, looks like I have to wait a week to upload something more than 750kb on Freewebs . will have to find another host . .


(edited by SoNotNormal on 07-18-05 03:37 PM)
SoNotNormal

Fuzzy
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Posted on 07-19-05 12:50 AM, in Message Box editing text Link
I don't think there is, but it might be possible if you have a pipe in your level leading to a different sub-level (like in Yoshi's Island 1, there is a pipe that leads to a cave - you may be able to put message boxes in there)

Might be wrong though, but you should try it
SoNotNormal

Fuzzy
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Posted on 07-19-05 01:43 AM, in Oh well . . Link
Thanks a lot I'm sure it's a small problem too, but it's a very puzzling one LOL. I made a placeholder tile there instead that doesn't use events, so I should be ok for now, but if it happens again, I'll post the IPS, and you guys can look at it
SoNotNormal

Fuzzy
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Posted on 07-19-05 02:18 AM, in SMW: The Thousand-Year Pipe IPS Link
All right, I have the IPS ready to go. If you guys want to download it, that would be great. At the same time you guys are looking at the error with the paths, you could also check for glitches in my levels (if you want) Anyway, here is the link, if anyone knows what the problem is, please let me know.




The IPS




Comments on the levels, overworld and my custom made title screen would be nice too

And if anyone says anything about screenies, there should be an OW screenie on this page, and level screenies are right in my siggy


(edited by SoNotNormal on 07-18-05 05:21 PM)
SoNotNormal

Fuzzy
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Posted on 07-19-05 03:13 AM, in SMW: The Thousand-Year Pipe IPS Link
Thanks, I'll hang around on this board for a while and hope you know the answer
SoNotNormal

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Posted on 07-19-05 03:51 AM, in SMW: The Thousand-Year Pipe IPS Link
Were you able to make it to the part I was talking about? Should happen right after you beat Petal Meadows.
SoNotNormal

Fuzzy
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Posted on 07-19-05 03:54 AM, in Another Paths problem! Link
Can you post a screenshot of what you mean? Sorry, I'm a lil slow today
SoNotNormal

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Posted on 07-19-05 03:56 AM, in Another Paths problem! Link
Which of those levels are you having trouble with? There are a few that go right

EDIT: Ignore that, I didn't read what you meant, will look at your screens and try to figure it out, one sec


(edited by SoNotNormal on 07-18-05 06:57 PM)
SoNotNormal

Fuzzy
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Posted on 07-19-05 04:00 AM, in Another Paths problem! Link
Hmm . .

A: Are you sure the event numbers on the level after and the level before match up?
B: Are you 100% positive that the level you complete is set for both exits to go right?

That's all I can really think of . . sorry if thats not enough
SoNotNormal

Fuzzy
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Posted on 07-19-05 04:07 AM, in Another Paths problem! Link
If you cCtrl+Right click on the level you're having trouble on, lets call it Level A, it should say "Event to activate when level has passed." Put that to whatever event you want passed. Now go to the level you want the path to lead to, Ctrl Right click on that, and we'll call it level B. Go to the "Reveal level tile when event is passed" area, and click the same event you had on level A. So it should look a bit like this:

Level A:

Event to activate when level has passed: 15 (number is just an example, use whatever event you want.

Level B:

Reveal level tile when event has been passed: 15 (this is also an example but it should be the same as level A)

Hope you got that
SoNotNormal

Fuzzy
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Posted on 07-19-05 04:16 AM, in Another Paths problem! Link
Ahh, I see, you have no event to activate thats probably why it's not working.

Oh, btw, I like your overworld, I was never really good at designing them in watery/cliff, thats why mine has no water/cliffs
SoNotNormal

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Posted on 07-19-05 04:31 AM, in SMW: The Thousand-Year Pipe IPS Link
Thanks Kei, would be much appreciated.

And for everyone else, go ahead and try my hack maybe YOU can find the problem *points at nothing*
SoNotNormal

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Posted on 07-19-05 10:51 PM, in Any good ideas for a level? Link
14. Line guided with different ways to hit ON/OFF (example, kicking a koopa shell, using a spring to hit it) (those are in my hack BTW)
15. Revolving boos on small ledges.
16. Layer 2 scroll, and you have to run through it before it crushes you
17. Jumping off bullet bills to climb a level + pitching chucks

Few of my ideas
SoNotNormal

Fuzzy
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Posted on 07-19-05 11:26 PM, in Any good ideas for a level? Link
Originally posted by fabio
18. Turn the chocolate fortress into a chocolate factory. My idea and I'm using it for my hack.

19. A pit of piranhas. Place invisible music blocks in the pit but leave one space empty for a safe way out plus some visible blocks to cross safely. When the fall in the pit, the have to find which one doesn't have the invisible block. Example.

http://i17.photobucket.com/albums/b68/fabio1021/SPRMARIO0001.bmp

In this picture, Mario died because he couldn't find the area without a invisble music block.

20. A stairway of bullet bill cannons that work. A harder version would be putting hammer brothers while trying to climb up. Example.

http://i17.photobucket.com/albums/b68/fabio1021/SPRMARIO0000.bmp

Note: Those cannons all work and the clapping chuck makes things more annoying. By the way, those are pictures for my upcoming hack codename Super Fabio World.


Those look like great ideas . .oh bu the way, had one more to add. .

21. Make lines and chainsaws. You have to spin jump on the chainsaws to get across areas.

Just my 2 cents.

Oh, by the way Fabio, that Fawful picture is classic
SoNotNormal

Fuzzy
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Posted on 07-20-05 01:06 AM, in Any good ideas for a level? Link
23. Don't make people INTENTIONALLY lost lives/power-ups.
24. Don't have too many sprites on one screen at once, it lags things up.

Now for some level ideas.

25. Maybe a huge block maze? Or a pipe maze? Or even a door maze?
26. Grinders, Thwomps, Thwimps, and Falling spikes, all on an autoscroll level
27. Layer 2 rise, and you have to run trhrough a bunch of obstacles before you get pancaked to the ceiling.
SoNotNormal

Fuzzy
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Posted on 07-20-05 01:34 AM, in New screenies of my hack. Link
Got World 1 finished, so I figured I'd post updated screenies. Gotta change my siggy also because these ones aren't in it. But anyway, heres my last screenies until World 2 is done.




Level 1-4: Fireball Flight.










Level 1-5: Shhwonk Fortress.













Level 1-6: Petal Meadows.










Level 1-7: Hooktail Trail













Yes I know they're big, sorry about that. Next time they will be smaller, but for now, comments or questions would be nice
SoNotNormal

Fuzzy
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Posted on 07-20-05 02:54 AM, in New screenies of my hack. Link
Yes, my hack is titled SMW: The Thousand Year Pipe fab and yeah, I noticed the green too, I will fix it. Also, if anyone wants to TEST the first world of my game, theres an IPS down the page some. It's only complete up to Hooktail Trail though. (yes there were other levels than this, I just showed them earlier)


(edited by SoNotNormal on 07-19-05 05:59 PM)
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Acmlm's Board - I2 Archive - - Posts by SoNotNormal


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