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

Shyguy
Level: 17

Posts: 1/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 03-25-04 04:53 PM, in Back [update] Link
Good to see things running again... I'm back after a computer crash... Still have my hack in one bit, but the custom block slowdown problem remains. If nobody can help me get it sorted it's basically curtains on my hack, either that or I'll have to redesign a lot of the levels

Did I miss any interesting developments? It looks asif I did not, from scrolling down...

Well, nice to be back
Sendy

Shyguy
Level: 17

Posts: 2/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 03-25-04 05:26 PM, in Back [update] Link






Wow! The Lunar Hack Level Editor! Woot! Hehehe. Totally deserved if you ask me, and I wouldn't be suprised if it gets into more mainstream publications. Actually I'm pretty sure it will turn into a cult thing in a few years, lol.
Sendy

Shyguy
Level: 17

Posts: 3/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 03-25-04 06:36 PM, in Back [update] Link
DON'T SEND HACK! HELICOPTER COME FOR YOU!!!

IT IS TRICK FROM POLICE!!!!!
Sendy

Shyguy
Level: 17

Posts: 4/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 03-25-04 06:44 PM, in What's the coolest letter? Link
Well 'X' used to be my favourite letter when I was little, before that briefly it was 'F' (don't ask me why!). I liked X so much I would often say it randomly to teachers at school, one of them developed a complex about it... He would say "DON'T SAY X!!!!" so in the end we'd leave note paper on his desk with an X on it.. Hehehe..

Also I did a comic on my Amiga called planet X, which was about a planet shaped like an X in cross-section.

So I'm going to choose W.



I mean X
Sendy

Shyguy
Level: 17

Posts: 5/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 03-26-04 12:10 AM, in Back [update] Link
Ok, I made an inane joke, if you don't get it, or don't think it's funny, fine.

Jeez... Anyway it's great to be back *looks up*
Sendy

Shyguy
Level: 17

Posts: 6/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 03-27-04 02:11 PM, in The "Big Top" [Screenshots] Link
Use paler or darker colours for the background. I'd choose more complimentary colours for the background design work, or maybe even shades of the same colour. It's a really original background, but why are so many of the audience frowning when they are at the circus?
Sendy

Shyguy
Level: 17

Posts: 7/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 03-27-04 02:57 PM, in Mario: Land of Relaxation preview [2 Screenshots] Link
The water kinda looks like it's elevated from the ground. Which looks really weird. Also, in the level design, those note blocks look like they would be a little unfair, if you were jumping out of the way of the red Koopa, you would hit the block and then die if you were small Mario.

As a rule I try and keep invisible hit-from-below blocks away from bad guys and holes, if at all possible.

Not trying to discourage you, just giving you some ideas for improvement.
Sendy

Shyguy
Level: 17

Posts: 8/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 03-27-04 03:04 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link
When I asked Fu about those complicated backgrounds in DWTLC, he said 'no comment'.

*insert obvious assumption here*
Sendy

Shyguy
Level: 17

Posts: 9/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 04-01-04 06:58 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
Phear the wibbly backgrounds

I'd use it if I knew any ASM... Is there any chance that it could be made into a utility like BlockTool for setting it up?
Sendy

Shyguy
Level: 17

Posts: 10/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 04-02-04 12:09 AM, in New release of jSmwDev Link
I didn't buy it, but it did make me smile.

And what's more, BMF and JESPAR ARE BAND!!!11

GOOD RIDDANCE TO THOSE SPAMMARS!!!!!
Sendy

Shyguy
Level: 17

Posts: 11/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 04-04-04 12:51 AM, in Is Lunar Magic good? Link
"Is Lunar Magic good?"

Does the alphabet contain letters?
Sendy

Shyguy
Level: 17

Posts: 12/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 04-11-04 10:50 PM, in World of mystery update. [screenshots] Link
Really nice visuals, love the colours... Level design looks at least competent, if not excellent. I'm a little concerned about the one where you can go into the walkthru dirt and touch the insides of the standard 'wall' tiles... That never looks right IMO, though I may have misinterpreted the image.

Anyway... Good work
Sendy

Shyguy
Level: 17

Posts: 13/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 04-17-04 06:27 PM, in JAMH: Chugging right along [Screenshots] Link
Suggestion: More contrast between the FG and BG

Question: What is the red in the BG?

Opinion: It looks really nice so far. Hopefully the oil will be made of animated blocks
Sendy

Shyguy
Level: 17

Posts: 14/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 04-18-04 04:29 PM, in Layer 2 smash & V. Scroll Link
In a word, no.





(layer 2 doesn't respond to vertical scroll and therefore appears to float about and stuff)
Sendy

Shyguy
Level: 17

Posts: 15/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 04-20-04 08:56 PM, in New Screenshots of SMQ Link
Looks really good, especially the top screenshot.

The last screen, though, looks identical to a rip I did, down to the palettes and everything . Prolly coincidence though, bound to happen with people ripping from other games.
Sendy

Shyguy
Level: 17

Posts: 16/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 04-21-04 12:02 AM, in No. of total screens keeps reducing to 1 Link
PWNED
Sendy

Shyguy
Level: 17

Posts: 17/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 05-03-04 08:15 PM, in A reminder to those with 'supar l33t h4x0rz' Link
99% of everything is crap, SMW hacks certainly don't escape from that.
Sendy

Shyguy
Level: 17

Posts: 18/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 05-04-04 07:21 PM, in A reminder to those with 'supar l33t h4x0rz' Link
I can't believe how unimaginative some people seem! You have to know super 1337 ASM to make a hack stand out or produce something worthwhile? Level design possiblities are almost exhausted? Are you mad?! No offence to anyone who said that, not trying to be a poser or anything... But the level design possible with LM+SMW is practically limitless, and has hardly been touched!. It's more of a platform game construction kit than a SMW editor. Change the gravity and all the graphics and bam! it's a different game!

You should see what some people do to 8 bit games like Jet Set Willy, as far as platform games go, JSW is a stamp and SMW is a football field, yet people are still doing innovative things with JSW, with or without hacking knowledge (a flair for design and some learned tech skills are all you need).
Sendy

Shyguy
Level: 17

Posts: 19/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 05-04-04 10:27 PM, in Disillusioned [About SW] Link
Yeah, I haven't touched my hack in yonks. I have some levels I'm dying to show you guys, but the whole slowdown thing is meh.

Incidentally, I mentioned the slowdown blocks problem several months before, and everyone ignored me. It was only when someone with hacking savvy noticed it, that the issue was adressed. Meh

As it stands the slowdown is terrible, though it's still playable I guess (just a bit awkward here and there). If I am to continue (which I would like to, because of the sheer amount of time I have invested in it), I have to transfer all my custom blocks to the last Map16 page (a mammoth task) and send it to BMF to see if he can fix it.

Hopefully the offer from BMF is still open otherwise I'm truly buggered!

Anyway I just thought I'd mention it. I should start transferring the blocks soon. If BMF's attempts fail I guess I may start a new hack, though that would kinda be a shame.

EDIT: BMF not FPI... hehehe...


(edited by Sendy on 05-04-04 01:30 PM)
Sendy

Shyguy
Level: 17

Posts: 20/93
EXP: 21726
For next: 3017

Since: 03-25-04
From: South of UK

Since last post: 55 days
Last activity: 53 days
Posted on 05-04-04 10:39 PM, in Level design tips Link
Yes themes is good. Give levels a 'device' on which they play, such as a maze, puzzles, a certain type of custom block used in a series of intriguing ways, a long action level, whatever.

Have a bit of symmetry to your level, like a song, an ABA structure is good, like A could be outdoors and fairly easy, and B could be a tricky cave with a time-sensetive puzzle or something. Don't be afraid of copying parts of the level and changing them significantly. Having a repeating structure is another way to give your level consistancy.

Oh listen to me. I am clearly having withdrawal from SMW designing!!
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