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Acmlm's Board - I2 Archive - - Posts by asdf |
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asdf Cukeman Level: 28 Posts: 261/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by HyperHacker Yes, but that'd be...well...crappy level design. It'd best be used for "defeat the enemies to move on" rooms. Any other use would be stupid. You might be able to set it up so it only triggers for enemy sprites (perhaps by telling it to trigger with all sprites EXCEPT the ones you specify), but I doubt it. |
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asdf Cukeman Level: 28 Posts: 262/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Sounds sexy. Oh, and to change Mario's colors, you have to change the REGULAR palettes, not the custom palette. Go to a level without a custom palette and go wild. Be sure to save the changes afterwards. (edited by asdf on 09-17-05 03:14 AM) |
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asdf Cukeman Level: 28 Posts: 263/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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I'm a serious beta tester. Just look at what I did to SMB-DX and SMW-BR (I got them unreleased due to mass bug finding). I could help you...I specialize in graphical bugs, although I am very capable of finding all other kinds of bugs. And I have A LOT of free time on my hands, so no problem there. (here are the links to the topics if you need them to evaluate) http://board.acmlm.org/thread.php?id=18446 http://board.acmlm.org/thread.php?id=17991 (edited by asdf on 09-18-05 04:49 AM) (edited by asdf on 09-18-05 04:53 AM) (edited by asdf on 09-18-05 04:59 AM) |
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asdf Cukeman Level: 28 Posts: 264/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Yeah, I have that game. Good game, too. This looks very nice, although most people just use WORLDNAME # for their levels. Might encourage people to go the other way, though. (edited by asdf on 09-19-05 08:28 PM) |
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asdf Cukeman Level: 28 Posts: 265/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by BMF54123Originally posted by asdfWell, yeah...you'll still use the "old" name format for the overworld (ex: Green Valley 1), but this will allow you to go into detail inside the levels themselves. For example, the main level name would be KOOPA'S STARSHIP, but you could have individual area names within, like AIRLOCK #4, SERVICE CORRIDOR, and MAIN BRIDGE. Or, as I suggested before, you could use the space for hints or instructions, like FIND 5 RED COINS. Oh, but I use the "new" name format for the overworld. The problem is that most of my levels are single-area. Either that or the other areas are irrelevant. For example, the fifth level is very quirky, and has an "explanation" area at the beginning. Even the message blocks there are stuffed trying to explain things. |
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asdf Cukeman Level: 28 Posts: 266/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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BACKSTORY: In my hack, World 2 is the Crimson Forest world. Basically, it's a forest world with a red tint and fire-based enemies. One of the types of levels featured here tries to show that you are beneath the forest. But many of my levels will have twists to them. Now, 2-5 is a "beneath the forest" type world. Now, what I had planned for this level is a "turbo boost" jump level. The boost blocks from BlockTool would be used to make long jumps. There are a few problems with this, though. 1. The needs to be precisely set up to make the jump. No problem, though. 2. I'm planning to use vertical boosters exclusively in a later level. 3. Few locations for enemies that are not retarded. 4. No other good ideas. Lava is already taken by another level, and there is already another semi-generic BtF level. Any ideas on how I should do this? Or any ideas for another quirk for the level? |
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asdf Cukeman Level: 28 Posts: 267/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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-Green water only fits in nuclear stations. Poisonous swamp... 01: Wacky palette. Neat, though. 02: Alternate palettes for ripped tiles that are good = instant win 03: The rope and normal bridge are joined. 04: Nothing wrong here. 05: Nice palette, but the design could use some work. 06: Fix those completely pink hills, and mess with the color of the orange other ones. 07: That light seems out of place, but it's tolerable. 08: Great in concept, but the background grandint should go from dark blue to darker blue. The black at the top messes it up. 09: Looks more like Antarctica or something. Use a palette not unlike the one recommended for shot 08 10: Holes back be seen through the blocks and pipes. 11: The background should be A LOT darker, and fix up the foreground a little. (edited by asdf on 09-21-05 07:01 PM) |
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asdf Cukeman Level: 28 Posts: 268/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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01: I was tired (physically) when I saw this shot, and it looked cool and mechanical like. But once I shook off the tiredness, it was ugly. 02: That floating spring would be odd in the game. The pipe looks out of place as well, but no big deal. |
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asdf Cukeman Level: 28 Posts: 269/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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My (estimated) top 10 reasons of hacks being canceled...(I love semi-randomly estimating things) 10. Lack of ideas 09. The hacker's death (or at least their leaving of the internet) 08. Expecting encouragement and getting none of what they consider to be standard 07. Realizing there is a better idea (or spending too much time tweaking things) 06. Thinking it is a stupid idea 05. Lack of motivation 04. Crappy editors 03. Seeing that their hack is nothing compared to the cream of the crop, even if said crop is the original game 02. Life issues 01. Hard drive fKitten Yiffers, corruption, etc. And my comments on each one. 10. isn't that much of a problem, as most people think you can get away with just changing the levels, worlds, areas, etc. And you can, although ideas are what really brings interest. 09. is slightly contraversal, but I remember one case where it did happen. I forgot what it was, though. 08. is not all that common, but when it's there, it's a major problem. coughgoldenyoshicough 07. DahrkDaiz is a real-cyber-life example of this. 06. Very prominent in middle class hackers. The upper class has the confidence, and the lower class (n00bs) have the ignorance. 05. It's all in the mind on this one. They may just be bored. 04. Self-explanatory. Many editors are awkward to use. 03. This is what happens when the lazy people are caught in the crossfire of a rapidly evolving hacking community. Common with SMW hacks. 02. There is a near-infinite amount of possibilities with this one. 01. No fucking comment. (edited by asdf on 09-22-05 07:17 PM) |
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asdf Cukeman Level: 28 Posts: 270/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by Dark Ludwig Or, you could just change the original GFX. You can find the animations at the end of AllGFX.bin. That's best done when you're willing to sacrifice something to use something else on a regular basis, though. Unless you're like me, that's unlikely. |
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asdf Cukeman Level: 28 Posts: 271/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Very nice! Good job. By the way, you have yet to add support for the "labeling" of ExGFX files. I, along with many others, have around a hundred ExGFX files, and it's hard to keep track of what is in which file. And it can be a royal pain in the ass to find a particular ExGFX. Another thing I'd like to see is the tile you are hovering over being highlighted in the 16x16 map tile editor. It can be annoying to tell where you're pasting things at times. |
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asdf Cukeman Level: 28 Posts: 272/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by Juggling Joker The problem is that that method is cumbersome and isn't exactly convinent. Why don't we get rid of the music, block and sprite data files while we're at it, because you can just use a textfile with them as well? |
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asdf Cukeman Level: 28 Posts: 273/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Hm? My Earthworm Jim ROM works perfectly. Are you sure you didn't mean Earthworm Jim 2? That ROM seems to be buggy in both ZSNES and SNES9X | |||
asdf Cukeman Level: 28 Posts: 274/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Huh? I don't recall that being there, but there seems to be an even bigger problem. A section of the brambles on the top has been cut off. It's definetly the ROM. The only other possibility is ZSNES (or is it SNES9X you've got there?), but I doubt it. | |||
asdf Cukeman Level: 28 Posts: 275/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by Zachio I will post screens of the hack soon. And there's always the case of a mere "hi dis is teh hak im gon make (edited by asdf on 09-29-05 07:13 PM) |
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asdf Cukeman Level: 28 Posts: 276/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Sounds good to me. I planned to have something similar, although it would've been much more complicated than just the switches.Originally posted by Dcahrakos He may be asking for input first. Because if he were to go through with it first then have everyone dislike the idea, his spirit could be crushed. Or something. |
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asdf Cukeman Level: 28 Posts: 277/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by Bio Not custom blocks, though. Especially if you lost the .msc file, lost the BlockTool block file and/or don't know what goes where. Plus, it's the included HDMA looks horrible unless used in the perfect situation and it'll put too much strain on the little guy. |
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asdf Cukeman Level: 28 Posts: 278/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Eh?I was thinking more along the lines of them starting out normal and when the switch is pressed, they get destroyed. Thus you can have a "must have hit all switches to advance" level where you can't pull any crap with the cape. I remember there was a way to do this, but I forgot what byte you had to change. | |||
asdf Cukeman Level: 28 Posts: 279/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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01: Average. 02: Wow. I was thinking of doing something like this, but never got around to it/didn't find a place to put it in. 03: Great background. 04: The bottom of the water is kind of empty, and the background clashes slightly, although it looks great. 05: Pipe levels like that one...I've always wanted to see one done, but aside from DW:TLC, I have not seen one that I have liked. Still, it's a good shot. 06: Nice GFX edits, although the Lakitu is off screen. 07: Not bad. 08: DW:TLC started this "Crystal Cave" level madness. Best "inspiration" yet. 09: The ground tiles...for some reason, they look wrong when used with snow. Might just be me, though. 10: Great. |
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asdf Cukeman Level: 28 Posts: 280/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by Glyph Phoenix It's a glitch world, not a glitch hack. And I only remember one glitch hack, SMW -. Everything else died out after they started. Also, this isn't as bad as one might think. Besides glitchy sprites, all the glitches could be uniform and specific to their own level. For example, one could have a screwed up palette, another could have a mess of haphazardly place tiles which are still passable, and another could have slowdown. Of course, ASM could be used to simulate glitches, as long as the ASM itself isn't glitchy. But I think that's a little out of his league. Oh yeah, use any of these for World 8. City Bloody/Undead World (sort of like that one hack with blood, only it domates the entire world) For Special 5, use poison. Don't rehash the Machine world. Special 6 should be electric, especially if world 7 ends up being a ghost world. Throw a plant world in there if possible. Not some lame grass level, though. I'm talking overgrowth. Brambles, vines, mutant plants, etc. (edited by asdf on 10-07-05 01:32 AM) |
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Acmlm's Board - I2 Archive - - Posts by asdf |