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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: 101/693
EXP: 445575
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Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-26-04 03:44 AM, in New SMW+6 Demo Link
I am aware of all my status bar problems now, hopefully I will be able to fix them. Sorry about the door and pipe thing, I guess it is unrealistic.
Golden Yoshi

Pokey
Level: 41

Posts: 102/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-26-04 06:17 AM, in New SMW+6 Demo Link
Also in SMW2, level 6-5 has lava and icicles.
Golden Yoshi

Pokey
Level: 41

Posts: 103/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-26-04 07:36 PM, in New SMW+6 Demo Link
Behold:



Ice and lava in the same level...
Golden Yoshi

Pokey
Level: 41

Posts: 104/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-26-04 07:45 PM, in Screenshots of SML4 Link
Those screens are all top-notch. My favorite screen is the YI castle. You've matched every graphic perfectly. Those mountain BG's also look excellent! The second screen I recognize from DWTLC. What game is that from anyway?

I am looking forward to playing this really soon!
Golden Yoshi

Pokey
Level: 41

Posts: 105/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-26-04 08:12 PM, in New SMW+6 Demo Link
http://www.angelfire.com/games4/smwplus/icelava

There.
Golden Yoshi

Pokey
Level: 41

Posts: 106/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-26-04 11:41 PM, in New SMW+6 Demo Link
Well sorry, sorry. They seemed very convincing as icicles to me. The first time they appeared was in the ice cave level in 5-1. And I remember reading in an old issue of Nintendo Power that level 6-5 was a combination of lava and ice. But if you insist, then whatever, they're not icicles...
Golden Yoshi

Pokey
Level: 41

Posts: 107/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-28-04 06:18 AM, in SMW Bermuda Triangle Edition! Link
The screens seem pretty dense to me. This goes for both the overworld and the levels. And the placement of that bush, vine, and ground in "Jungle World" isn't good. Try to show the most interesting parts in the level, ones with a variety of enemies and/or objects.
Golden Yoshi

Pokey
Level: 41

Posts: 108/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-28-04 07:07 AM, in SMW Bermuda Triangle Edition! Link
Well, I downloaded the demo and played it a bit...youch...

There is room for MUCH MUCH MUCH improvement in this hack. Where do I begin...

Level of difficulty: Okay, this seems to have been a misconception between the author of certain hacks and the players. I have seen dicussions between the authors and players where the players complain about the extreme level of difficulty, whereas the author contests this and says that the game is very easy and he/she has beaten it several times. You have to keep in mind that YOU have created this hack, so you know every little trick, every little special jump, every little secret location in order to defeat the game. Thus, it will be easier for YOU to beat the game and not the players, because they are unaware of every little trick you have created.

Now, I know you said this was a skill tester, but take for example, the Jungle World. There is a part where you are high up on the vines, and you must jump back down onto a vine. This isn't necessarily a skill, mostly a blind guess to where the vine is. If you're guess is inaccuarate, it costs the player a life. You don't want to have the player blind guess at something and lose a life, maybe try having a different type of penalty, like putting ground underneath that vine and having the player climb back up the vines and trying again.

Okay...enough with the difficulty of the hack...

Title Screen: You can edit the moves of the title screen. Take advantage of it. Having Mario jump around in a cubicle isn't entertaining. Also, the lightning bolt fire goes off the logs of the boat and float in mid-air, you want to watch out for this.

Desert World: Do not use glitched objects/sprites. That is my biggest turn-off about hacks and it makes them seem less professional. It isn't too major here, but do not use the water with the strange surface.

Jungle World: Already mentioned the bush/vine issue. Try not to use 1 block long vine tiles. They are to hard to grab onto, players will likely miss these. Also, a palette error in the BG, look at the top of those green hills, you'll see. Change the BG palette.

Ghost World: Bad blue palette on the ceiling ghosts. Go into the change palettes and use a different sprite palette. Also, try not to have the player go too close to the ceiling in the ghost ceiling levels. The player will inevitably be hit.

I hope I don't seem to be rambling or discouraging you. I'm just trying to offer as much advice as I can, so that you can make this the best hack possible. Good luck!
Golden Yoshi

Pokey
Level: 41

Posts: 109/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-28-04 07:46 AM, in SMW Bermuda Triangle Edition! Link
Try going to the ExGFX Workshop. There are plenty of free ExGFX there.

Anyway, I played you're game a little more...

I played the ghost part. I noticed at the end there is some weird glitch sprite, kinda resembles the body of a gray Big Boo. Also, yet another leap of faith, as you need to jump to find the pipe. Next room in Ghost World... Fishin' Boo + Reappearing Ghosts = Super Difficult. These are the two of the hardest enemies in the game, because they follow you all over the place.

Also, there was the one part with the water tides. Some mistakes here:
1. The tides are behind layer 1, that doesn't look good. Go into change properties in header and force layer 3 above all other objects.
2. You shouldn't have vertical scroll in a level with layer 3 tides, they rise and drop unpredictably and that's annoying.
3. That fast auto scroll is way too hard. I don't believe it should ever be used, number 1 because it is way too fast, and number two because it can prevent you from jumping if you get caught on the left side of the screen.

Don't use the slippery feature with desert or grass levels, use them in ice levels or maybe wet type levels.

There was one room with auto scroll and Dino Torches. Those diagonal ledges with the clouds underneath are ugly. Don't use ledge tiles with other objects such as clouds, ropes, logs, etc. underneath them.

I think that's all. Hope that helps further.
Golden Yoshi

Pokey
Level: 41

Posts: 110/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 07-29-04 07:41 PM, in A Trip To Kamakazi Version 0.05 Link
I just played the demo. Overall, it is pretty good, the level design is nice and the overworld looks fine so far. However, there are just a few suggestions I have...

1. There are a few misplaced tiles in the first level. For example, you used the ledge tile along with left and right edge tiles improperly. I assume that this was done by accident, since it is only done a few times. You placed the left and right edge tiles on top of the regular ledge, thus causing there to be a small clump of dirt in the corner of the edge tiles. Also, look at the top left corner of the cave part in this level, the ledge is a bit misplaced. And in the middle of the level, there is just a single stray dirt tile at the top of the screen. You probably want to delete that.

2. Some of the levels were a bit too short. Try making them a little longer. The level design was good, just add more of it to the levels.

3. Title screen is pretty weird. There are many things that interfere with the title screen music. Stepping on the P-switch turns off the music temporarily, then switches it to the main OW music. After being struck by the Pirahna, the Special World music begins. This is pretty strange, I would suggest creating a custom title screen instead.

Again, this demo was good, and I enjoyed the levels. Keep at it.
Golden Yoshi

Pokey
Level: 41

Posts: 111/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-01-04 06:51 PM, in New SMW+6 Demo Link
Originally posted by Nap
hey, I played through this great hack, but the only secret I couldnt find was in Ice World 2...where is it?


I'll PM the answer to you.
Golden Yoshi

Pokey
Level: 41

Posts: 112/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-03-04 06:15 AM, in Pitchin' Chuck Throw Rate Link
Ah, I've noticed this before. But I've always thought that the rate he throws the baseballs was chosen at random, I never took into consideration that it could depend on his X/Y position. Good job noticing this.
Golden Yoshi

Pokey
Level: 41

Posts: 113/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-04-04 01:29 AM, in Working on a YI Editor Link
Chaosflare gave his word that he would never bag the project. If he decided to go against this, it probably would be best for him to have fled to Mexico...

Anyway, I had a question for either one of these fellows. Has anyone found out how YI handles screen exits? Is it similar to SMW, with the exit determined by the screen? I remember in YI (SMA3 version), if you moved doors around on the screen, it would change the exit destination (this is seen in Secret 5).
Golden Yoshi

Pokey
Level: 41

Posts: 114/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-04-04 03:38 AM, in Unlocking a Locked SMW Hack!:) Link
I'd have to agree with BMF. Unlocking locked hacks defeats the purpose of them being locked in the first place. If the author chooses to lock a hack, that means their hack is their business and their business only, and they do not wish others to see the work that they worked hard to perfect. I sure wouldn't want someone to look at my hack after going through the trouble to lock it in the first place.
Golden Yoshi

Pokey
Level: 41

Posts: 115/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-04-04 06:47 PM, in Working on a YI Editor Link
Good going Squash Monster. I also think sprite editing should be a top priority. Also, the Create/Destroy object feature is a must. These two things are the most essential things in making a level, and allows you to mess around a lot before making a really good level. I hope to see some screenshots soon, and I can't wait for the release, but I can wait patiently if I see some progress .
Golden Yoshi

Pokey
Level: 41

Posts: 116/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-05-04 07:46 PM, in Working on a YI Editor Link
I wouldn't mind beta testing also, if that offer of yours is still good.
Golden Yoshi

Pokey
Level: 41

Posts: 117/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-06-04 04:24 AM, in Super Star Saga finally arrives! Link
I would also need to see some screens before playing. There are essential steps you need to take when releasing a demo.

1) Information about the hack: how long the demo is, what the theme is, is there a new storyline.
2) Screens are a must. We want to see this hack in action.

These factors will attract more people to your hack. Just posting that you have made a hack is not enough. Once you do these things, then I will play it.
Golden Yoshi

Pokey
Level: 41

Posts: 118/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-07-04 06:05 AM, in Two Questions Link
1. Use an ExGFX file for the level you want Shyguys to be in. You may want to extract the GFX from the ROM in separate files, and copy GFX01.bin (which contains the Goomba), and rename the copy ExGFXxx.bin (replace xx with an unused ExGFX index). Then, copy the Shyguy gfx over the Goomba in the ExGFX file, save it, insert in LM, super bypass the gfx, and there you go.

2. Level--> Enable Custom Palette. It's the first option in the level menu, can't miss it. This will allow you to use custom palettes for just that level.


(edited by Golden Yoshi on 08-06-04 09:06 PM)
Golden Yoshi

Pokey
Level: 41

Posts: 119/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-07-04 06:11 AM, in Super Star Saga finally arrives! Link
I played the hack, despite the lack of screenshots . However, this hack is pretty good. Very nice graphics, some are a little overused, but there were some less common ones in it too. Level design is pretty interesting. Some are remakes of SMAS levels, which is redundant, but they aren't exactly the same setup, and it makes them more interesting.

Two questions:
1. What's with all the weird level names in the Vanilla Dome World? Are they from another game or do they mean something?

2. I can't find the exit in the Cookie Mountain (can't remember the new name) level...can you help?
Golden Yoshi

Pokey
Level: 41

Posts: 120/693
EXP: 445575
For next: 34570

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

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-07-04 07:52 AM, in Super Star Saga finally arrives! Link
Um, could you just tell me where the exit is? I don't want to have to read an FAQ for something else to beat your hack. If not, can I at least get a hint?
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Acmlm's Board - I2 Archive - - Posts by Golden Yoshi


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