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

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Posted on 03-27-04 05:48 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
I have done a 3D forest set. I require a place to send the file.
asdf

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Posted on 03-27-04 06:24 AM, in Various bugs... Link
The (overworld) pallette editor doesn't like certain settings. Certain numbers get changed for some reason. For example, I put in R128, G100, B25 but it got changed to R128, R104, B24.

Also, If you have a lot of secondary entrances on screen at once, it's possible for them to clog and slow down animation a lot.


(edited by asdf on 03-26-04 09:24 PM)
asdf

Cukeman
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Posted on 03-29-04 05:06 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Yes, they share the same pallette.
asdf

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Posted on 03-30-04 07:22 AM, in Mario Legacy: Super Mario World. Demo 2 - 2 worlds Link
Try using a No-Yoshi Level. Oh, and you are aware that in the demo, you can get to a star road that's labeled as Mondo?
asdf

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Posted on 03-31-04 07:05 AM, in The Lunar Magic Codes Documentary Link
Pallete hack - Hitting F8 allows you toggle the pallette hack on the title screen. Normally, the background turns blue when "erase file" is selected, but LM installs a hack that bypasses this when you first save Level C7. You can use F8 to turn it off, or back on again (changes are saved after you save Level C7)
asdf

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Posted on 04-04-04 12:45 AM, in Is Lunar Magic good? Link
The only other one that can do that that I heard of is this overworld editor program, which is bad because it splits the overworld data up (Main Overworld data is loaded directly so you see them as squares) and LM can already edit it, and then some.
asdf

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Posted on 04-04-04 01:32 AM, in Alms for the NeoPhite Link
Rather what happens is I set the exit 0A Stage 105, and when I enter the pipe, it just flashes the screen and starts me at the beginning of the stage again.

You need to set the exit to another level, not 105. It's just telling you what you told it to do: Exit to level 105, which is your first level.
asdf

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Posted on 04-04-04 02:57 AM, in 3bpp to 4bpp? Link
Should do it automatically, but you should also immediatly do the same for the ExGFX. If the GFX is inserted as 4pp and the ExGFX 3pp (or vise versa), it will mess up the graphics! Remember, you want to insert the GFX, the shared graphics, not the ExGFX, the extra graphics.
asdf

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Posted on 04-04-04 03:30 AM, in 3bpp to 4bpp? Link
Hmm...seems to be their fault. I know that my 3D Forest is 4pp, so should anything else with "included" palletes. The only real thing I can think of is to load up a new ROM with 3pp graphics and load the ExGFX into that. Then, change the GFX to 4pp, and if necessary, import the levels from the old hack.
asdf

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Posted on 04-04-04 05:38 AM, in Acmlm's Board is a really 1337 board... Link
Just like this thread.
asdf

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Posted on 04-04-04 11:15 PM, in Acmlm's Board is a really 1337 board... Link
Originally posted by Acmlm
l33t user, though?

*checks the date and compares it to thread 1336's*
I bet you kept refreshing thread 1336 before it came, just to make sure no one would beat you to 1337


Exactly. At least it wasn't a total waste, that'd be like one guy saying some stuff, then everyone praising him about it, paying no attention to the point. I remember on the GameFAQs message boards, one guy got 13371337 and said it was 13371337 in that thread. It got to 513 posts.
asdf

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Posted on 04-06-04 03:23 AM, in Various tips for improving your hack. Link
Originally posted by Kyouji "Kagami" Craw
1. Fix all graphical glitches prior to release. I mean, this should be obvious, but after playing several hacks, I can say it is not. Go through and test how things look in-game, maybe the game does something with it you didn't expect. Don't be afraid to make several tests with things just barely changed, if it'll help.


True. If it's not that bad a graphical glitch that it's barely noticeable, it's fine for the demo, but get rid of it by the final.

Originally posted by Kyouji "Kagami" Craw2. Pacing. It's all about pacing. If you have hundreds of ideas, implement them several per level. If, however, your not exactly an idea fountain, you will want to keep things fresh by changing things slowly, but still at a fairly constant rate. For example, Yoshi's Island is a fun game at first, but it seems the makers placed all their ideas in right from the get-go, so by the third world new things are rarely placed in, levels are far too long and boring, and while when something new comes it's nice and fresh, new things rarely come. The boss battles saved that game, and because you bought it you wanted to squeeze every penny and go all the way through. In hacks, however, you cannot edit bosses, and you don't pay for it, so if someone doesn't like it, they'll simply stop playing.
In short: Keep things fresh by not using all your ideas at once, but rather pacing their entry at a fairly steady rate.


That is, unless you're full of ideas. It's fine to recycle themes, such as another wind ride level, for example, but not in excess, and try to keep each reused theme level different from the others. One wind ride level could be on a mountain early on in the game, and the other could be in a cloud level with access to a cape (with the floating techniques required to win) later on.

Originally posted by Kyouji "Kagami" Craw3. Make sure graphics fit together. If you're going to edit graphics, edit all the graphics in a particular tileset, or at least almost all, and keep the theme relatively the same. You don't want YI foreground with SMB3 block graphics and unedited enemy graphics. It's just ugly.


I usually don't mind unless they horribly clash.

Originally posted by Kyouji "Kagami" Craw4. Draw ideas from everywhere. Using barely edited levels that were in originally is just fine... If you're a beginner. Just the same, if you want people to like your hack, draw ideas from everywhere. Other hacks, other games, real life situations, it doesn't matter. This allows you to get good ideas even if you can't think of any on your own. When in doubt, open up a random game and look for anything that might fit in.


Yes.

Originally posted by Kyouji "Kagami" Craw 5. On the other hand... Keep things original. Despite what I told just said, don't just rip things directly. Customize it in your own unique way. If you don't, it's essentially just taking something else the player has likely already done, and this will make the player very bored indeed.


If that was true, everyone's ripped everyone else off. And it is!

Originally posted by Kyouji "Kagami" Craw6. Redo old levels. This is especially true for beginners: You will get better as you go along. That, or you'll get worse, but that rarely happens and we'll pray it doesn't. But anyway, you will get better as you go along. Because of this, you need to redo older levels to make them fresher. Your later levels will be better than your earlier levels provided you haven't run out of good ideas, simply because you got better along the way. So go back, redo old overworld levels to make them better. For beginners, the early levels may well be terrible while the later levels are fantastic, but the player will never know because they'll just see the early levels and give up... And will likely give up on your later hacks as well. That's very bad indeed.


Indeed. My first world has been touched up approxemently 187 times. Don't forget the Overworld, either. I changed my first world's submap from something extremely bland into an interesting thing, especially with the event where water comes flowing through.

Here are some of mine to add to the list. I almost can't believe that you, Mr. Critism (or so I like to call you ) forgot the following...

7. Don't use the same base of a level twice in a row. It's fine when they're split apart, but having 6 overworld desert levels that take place at sunset thrown at you in one world in a row...no. Look at the original for example. Let's use Chocolate Island as an example world.

Chocolate Island 1: Grassy level. Has rhinos.
Chocolate Ghost House: Ghost house, much different from previous ghost houses.
Chocolate Island 2: Unique rocky-palletted level with many paths.
Chocolate Island 3: Mushroom-Top level with roating platforms.
Chocolate Fortress: Brown Castle with mud.
Chocolate Island 4: Cave level with mud.
Chocolate Island 5: Another grassy level with enemies in blocks
Castle #6: Castle with crushers


As you can see, no two types of levels are repeated twice in a row. Even something like Forest of Illusion or Vanilla Dome is varied in the level themes.

8. Avoid using objects, particularly ones that can hurt you, that blend into the background too well. It's alright to have it so you can still see it without straining, catching careless players off guard, but not if it's almost literally camoflauged.
asdf

Cukeman
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Posted on 04-07-04 06:44 AM, in http://randomimage.us Link
It used to be a site filled with porn, offensive images such as Goatse and Tubgirl, and other crap. It was fun because you never knew when something disgusting was going to pop up. But now, they've gotten rid of those things, and the site is very boring now. X_X
asdf

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Posted on 04-14-04 08:14 AM, in Uhm... Overworld Event woes Link
Not as far as I know, but you can solve this by making your own. See the empty spaces near the pre-made event tiles? You can make 2x2 event tiles from any 8x8 tile there is here. To solve your problem, all you have to do is flip the premade tiles onto these.
asdf

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Posted on 04-15-04 12:59 AM, in guess what im back Link
you could not keep me out forever i promise not to be so anoying this time and i have worked on my spelling

Sure you did.
Even so, have you worked on your grammar? I think not.


(edited by asdf on 04-14-04 04:00 PM)
asdf

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Posted on 04-15-04 01:02 AM, in Exgfxworkshop Back up Page. Link
Might be useful, just in case it goes down. If that ever happens, that is.
asdf

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Posted on 04-15-04 01:05 AM, in Lunar Magic Version 1.62 Released! Link
A minor bugfix? Good nonetheless. And here's a bug for you while you're at it: If you modify the palette when on a level not using a custom pallete, then make it so it uses one, the "Save Palette Changes" and "Discard Changes" buttons will remain pressable, possibly with side-effects.
asdf

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Posted on 04-15-04 04:53 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Sounds like a plan to me. I say do it!
asdf

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Posted on 04-15-04 04:56 AM, in Cpubasic's Land Demo 2 previews [ss] Link
The backgrounds and palettes require some work. Other than that, nice!
asdf

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Posted on 04-17-04 07:49 AM, in Stupid but useful question Link
Originally posted by Kario
None of you get what he is asking. In the ORIGINAL SMW you get 96 exits. Are there more than that? It's a weird number. There is also no star like on Fu's hack. (Probably an ASM thing.


Actually, the star only appears in the American Version. Nothing changes when you get 96 goals in the Japanese version, and on the PAL version, the number turns blue.
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