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

Pokey
Level: 41

Posts: 502/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-02-05 09:19 PM, in SMW: Bowser's Return [News + SS] Link
Wow, man, these are seriously some of the most beautiful screens of a hack I have ever seen. Your rips looks absoultely beautiful and top-notch, 100x better than peter_ac. Everything is perfect about them, from the colors to the way they are set up in the level. You know I especially love your YI rips . This will definitely be a popular hack around here when it's done, I can't wait until it's done!
Golden Yoshi

Pokey
Level: 41

Posts: 503/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-04-05 01:00 AM, in A Super Mario Story Link
Good job, Butt, I don't have any other suggestions besides the ones listed above. All I can say is that I'd like to see some more screens of other levels with different levels with other BG's and FG's, since you did a good job with the BG in these screens, with the palettes and the setup. Your new Yoshi Gone Wild sprite looks pretty cool as well. You need some work on several things but you have the potential.
Golden Yoshi

Pokey
Level: 41

Posts: 504/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-04-05 09:20 PM, in SMB and TLL Beta Testing Link
I guess I can test SMBLL. That has some new levels as well correct? I should test it because...

A. I've played SMW
B. I've played SMBLL
C. I've beta tested many hacks before
D. I'm the most constructive person here (as voted by y'all )



(edited by Golden Yoshi on 08-04-05 12:20 PM)
Golden Yoshi

Pokey
Level: 41

Posts: 505/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-05-05 09:04 PM, in SMB and TLL Beta Testing Link
Well, I just played 1-2 and there are a couple of problems...

1) The bounce gfx for the brick blocks is orange, which really looks very bad with the blue color of the blocks. Did you plan on fixing that?

2) In the warp zone exit, the lantern in the back does not fade out when the flag is touched.

EDIT: Played 3-1, big problem...

In the bonus pipe area of the level, the bullet bills are invisible and don't hurt you. I know you said there were problems with the bullet bills but that's really bad.


(edited by Golden Yoshi on 08-05-05 12:10 PM)
Golden Yoshi

Pokey
Level: 41

Posts: 506/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-06-05 12:09 AM, in SMB and TLL Beta Testing Link
Well, I'm playing levels at random but I'm finding problems with mostly every level I come across.

1. In 9-1, why is there just a stray flagpole in the middle of the level?
2. In 9-4, the fireball is messed up. It jumps from the bottom, then when it gets to the top it disappears, then floats above the water.
3. In D-4 sometimes the falling platform disappears in the fish jumping fiasco.
4. The Hammer Bros. have bad squish gfx in D-4 in the room outside.
5. The save screen letters on the world map have bad palettes.
6. In B-3, there should be a platform below the two bricks so that the player can get the fire flower in one of them.
7. Waterfalls in the BG don't fade out when the levels are defeated.
8. In C-3 there is a part when the space between one of the spring boards and a falling platform is too wide to jump, or maybe it isn't showing up due to sprite memory problems.
9. In B-2 one of the red fish disappears when the Ball n' Chain appears.

There are many problems lingering around here and there and I hope you're able to fix them because they won't go over so well when it is released, so this still needs plenty of improvements.
Golden Yoshi

Pokey
Level: 41

Posts: 507/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-06-05 01:55 AM, in SMB and TLL Beta Testing Link
Man, peter, bugs galore...

1. In 8-1, the mushroom from the long row of ? blocks vanishes when you hit the block with the shell.
2. Buzzy beetles are defeated by fire power unlike the original SMBLL.
3. In a few underwater levels the surface of the water is a bad color.
4. When coming out of the warp zone pipe in 8-1, the head on the Hammer Bros. is cut off.
4. In 8-3 the green shell from the block disappears when another shell is kicked below it.
5. In 8-4 the blocks on the Ball n' Chains in the underwater part are orange instead of gray.
6. There is just a blank message at the end of 8-4.

I know this is a beta but there are so many obvious bugs all over the place. It's a good thing you appointed so many testers because you needed them. There needs to be a lot of work done on this, because the presence of so many bugs takes away from enjoyment of the hack, so make sure you fix what's needed.
Golden Yoshi

Pokey
Level: 41

Posts: 508/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-06-05 09:16 PM, in SMB and TLL Beta Testing Link
I had a couple suggestions to make this remake match the original SMBLL a bit more.

1. Your moving platforms are too long in the later worlds. In SMBLL the platforms became smaller in the later worlds. To make them smaller in your remake, I would suggest editing the gfx of sprites 56 and 58 (flying rock platforms). They should be the right size for the smaller moving platforms.

2. In SMBLL, the green spring boards allow the player to walk across the top of the screen. However, you cannot do this in your version, so I have a small suggestion. Make a row of clouds all the way at the top of the screen where the player can't see them. Make them begin where the spring board starts and end a little while later, that way the player can walk across the top of the screen. It won't be exactly like SMBLL since the time spent on top of the screen is timed, but meh, close enough.

3. In some levels in SMBLL there are invisible ? blocks with items such as mushrooms and vine. The invisible coin and 1-up blocks are already available in SMW, but not invisible blocks with other items, so that's why you replaced them with visible blocks. I would suggest using the custom block in BLKTool, can't remember which number exactly, but it was called "Ceiling Block" I believe, and it only allows the block to appear when hit from below. Just make some custom blocks, set them to act like ? blocks with whatever items in them, and let them have invisible gfx, and voila, you got yourself some invisible item blocks.
Golden Yoshi

Pokey
Level: 41

Posts: 509/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-07-05 08:33 AM, in SMB and TLL Beta Testing Link
Originally posted by peter_ac
Wow this is great! I really appreciate all the help from everybody, glitch wise. But i reallyyant to hear some more ideas for that e-world submap, and also for the 8-4 and D-4 level endings.


Only the glitch-wise help you care about? Well I'm sorry, I was just trying to give you some suggestions to make it better to match the original SMBLL better, why do you have to just act like what I said wasn't worth anything just because I tried to give you some suggestions that weren't glitch related. I was only trying to help you make it better, so sorry.


(edited by Golden Yoshi on 08-06-05 11:36 PM)
Golden Yoshi

Pokey
Level: 41

Posts: 510/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-07-05 06:21 PM, in SMB and TLL Beta Testing Link
Well I hope you will at least think about those ideas, because I just wanted it to match SMBLL a little bit, so those are the best ideas I could think of.
Golden Yoshi

Pokey
Level: 41

Posts: 511/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-13-05 05:01 AM, in Ok, listen up... Link
Alright, you seriously should calm down. People are just filling you in that the name is overused, that way you can choose something better. Plus, this thread is not useful due to lack of screens and information, so I don't see why you have to badmouth others.
Golden Yoshi

Pokey
Level: 41

Posts: 512/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-13-05 05:42 AM, in New title screen, looking for comments Link
Looking quite good, I'd also recommend a new, bigger, more decorative font, since the top half of the screen looks a bit unexciting except for the BG. The border is looking nice too. The only thing that needs work is the top half and it will look really good.
Golden Yoshi

Pokey
Level: 41

Posts: 513/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-14-05 06:05 AM, in Rom Hacker Link
I'm 19 years old, male, middle class, white. A lot of people here are older than me, that gives me some reassurance that you're never too old to ROM-hack.


(edited by Golden Yoshi on 08-13-05 09:06 PM)
Golden Yoshi

Pokey
Level: 41

Posts: 514/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-16-05 12:52 AM, in Last screenies (for now), and some special notes. Link
Overall the screens look quite good. Here are my comments...

1. I'd recommend changing the colors on the columns in screens 4 and 5, the orange and gray clash too much.
2. In screens 6 and 8, the lava looks pretty bad, blue with an orange top is really funky. I'd recommend one continuous color with gradual nuances.
3. Cool YI stone castle rip in Screen 9 and 13.
4. The FG and BG here looks cool, but the FG palettes are really clashing: pink, gray, green and black are way too wacky.
5. In screen 11, is the ? part of the level? It looks really bad and sloppy. Also, a lot of bricks here are missing the second halves, they don't look too good without them.
5. In screen 12, you use the black pirhana plants as the edges to the lava. It's usually better to use solid, square/rectangualr tiles as lava ends, that way it doesn't look like part of the lava is hanging out.

This is looking good so far, there are just a few things that need to be worked out here and there, that can be taken care of easily. Nice job.
Golden Yoshi

Pokey
Level: 41

Posts: 515/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-16-05 07:20 AM, in Magi-Koopa World (till better name comes 'round) - Need Graphic Ideas Link
I like the idea of a MagiKoopa themed hack, so I really wouldn't change that aspect, but your gfx seriously need a lot of work. Your MagiKoopa sprite overall looks rather good, although its head looks too small compared to its body and protrudes out too much. I'd just recommend fixing those parts of MagiKoopa and it will look better. The rest of your sprites look illegible, it's hard to tell what some of the things are. Let me comment on each of the sprites...

1. Magic Ball: Adding a thin black border and some more shading to it might make it look more like a ball instead of a little circle with designs on it.
2. Potion: The bottle seems too wide. You might want the thin it down a bit, and also have half or most of the bottle filled instead of the whole thing, and leave a clear color with the remaining part of the bottle, that way it's easier to tell it's a potion.
3. Broom: Doesn't look too much like one. The bottom needs to be wider and have visible bristles. It looks like a spoon, cake icing spreader, or some other kitchen utensil right now.
4. Lightning thingy: Doesn't look good, just a bunch of dots and a line. I'd recommend making the lightning bolt thicker and with more visible jagged edges.
5. Yoshi thing: No offense, but the new creature looks absolutely horrific. When I first saw it I thought it was a glitch, because it's a whole bunch of things jumbled together. So, that needs some major retooling.

That's what I gotta say.
Golden Yoshi

Pokey
Level: 41

Posts: 516/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-16-05 08:28 PM, in General Project Screenshot Thread Link
I've decided to give an exclusive sneak peek of the final level of SMW2+ (well, last official level, since I still have to do Extra 6, but that's a bonus level) which is currently in progress. Feast your eyes...

6-8: King Bowser's Castle

Golden Yoshi

Pokey
Level: 41

Posts: 517/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-17-05 07:28 AM, in General Project Screenshot Thread Link
Originally posted by Peardian
That looks intense.


Nah, I just positioned Yoshi on the screen so that all the enemies would surround Yoshi, that way I could capture a cool action scene. Besides, it's the last level, what do you expect?
Golden Yoshi

Pokey
Level: 41

Posts: 518/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-17-05 09:56 PM, in Magi-Koopa World (till better name comes 'round) - Need Graphic Ideas Link
Alright, I thought the bottom half of the Koopa was part of the Yoshi thing. It looks alright over there in the animation. I'm still not crazy about the coins even after seeing the animation, still looks like a bunch of dots floating about. I still say go for a thicker, jagged edgier lightning bolt.
Golden Yoshi

Pokey
Level: 41

Posts: 519/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-18-05 01:29 AM, in say, dont close this topid! Link
The first thread you made for this was completely useless since there was no information on the hack whatsoever, so what makes you think that an exact duplicate of the thread won't get closed? Sorry, but it's likely that this "topid" will be closed as well, please post abundant information when promoting a hack, and don't duplicate a closed thread.
Golden Yoshi

Pokey
Level: 41

Posts: 520/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-18-05 01:54 AM, in Underwater fish problem . Link
The rip van fish do require bouyancy to swim upward and about. If it is disabled, they'll waddle about the floor.


(edited by Golden Yoshi on 08-17-05 04:55 PM)
Golden Yoshi

Pokey
Level: 41

Posts: 521/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-18-05 07:48 PM, in some new screenies (warning: blood) Link
Nice job, GY, these screens look great! Here are my individual comments...

Screen 1: Awesome everything, great font, excellent border, and superb characters.
Screen 2: Looking nice, regarding the status bar however, it seems a bit disorganized. Like a lot of the numbers are at sporadic positions, there are a different amount of spaces between each value, and some values are at the top, and some are at the bottom. I'd just recommend organizing these numbers a bit better. Plus, the "L" for Luigi looks too squished.
Screen 3: Awesome pirhana, does it actually act like the one in SMB3?
Screen 4: Nothing I've never seen before.
Screen 5: Cool rain, I like how it ends where the ceiling is.
Screen 6: Looking cool, I like the little dudes in the border.
Screen 7: Pretty good, the BG isn't the best. Those little Kirbies look pretty cool though.
Screen 8: Very good, the FG and BG look stellar.
Screen 9: Holy crap, that's the most violence I've seen in a SMW hack! Congratulations!
Screen 10: Very nice SML2 remake, it matches the original SML2 very closely, plus with color it looks fantastic. Great job!




(edited by Golden Yoshi on 08-18-05 10:50 AM)
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Acmlm's Board - I2 Archive - - Posts by Golden Yoshi


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