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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: 21/93
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 11:35 PM, in Level design tips Link
Yeah, what Smallhacker said is pretty essential, otherwise 70% of people who can't do that level are basically fucked and will stop playing your hack.

It's not about challenging the player, it's about offering a challenge to them, without forcing it upon them. Expanding on the idea, if you have a tricky jump or something in a level. DON'T PUT A HOLE OR DEATH UNDER IT! Make it so you either land on pirhana plants, or get set back a little way or inconvenienced in some other way. It's more fun to almost die than it is to die. Also, give enough time on your levels for this kind of mistake to be made.
Sendy

Shyguy
Level: 17

Posts: 22/93
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 11:40 PM, in Disillusioned [About SW] Link
Thanks for the encouragement. Yes my hack is long overdue, it should almost be finished now (I want to start something fresh and non-marioish), but it isn't. Still once it gets back on track it has well over half of the levels and graphics and most of the OV done
Sendy

Shyguy
Level: 17

Posts: 23/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-05-04 05:11 PM, in Level design tips Link
Scrolling mazes that squash you because you 'were stupid and went the wrong way' are highly annoying. Same thing with platform roads which dump you if you don't hit the right swtiches. If I wanted a memory test, I'd play that game with the objects on the table when someone takes one away and you have to guess what it is
Sendy

Shyguy
Level: 17

Posts: 24/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-05-04 05:24 PM, in Sonic or Mario Link
Well there are those booster blocks which make you run full speed left and right, personally I don't think the sloped floors will be compatible in SMW. SMW's slopes are angular, wheras in sonic they are very curvy. It's probably possible to match them up more or less but I'd say it's damn tough. Also I noticed in FPI's excellent Sonic level, the graphics look like they shrunk in the wash. Weird that

But yeah, good luck with the Sonic tiles. I have tried to rip a set of BG tiles for a cave BG with waterfalls, and it looked quite simple but was friggin' impossible and I more or less fluffed it . Crazy tiling...
Sendy

Shyguy
Level: 17

Posts: 25/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-05-04 09:36 PM, in Level design tips Link
True about the 'cheese' levels being fun, which leads to my next tip: USE LAYER 2 MORE! It is cool. There are sprites to make layer 2 sink, rise up and wobble up and down. Lots of uses for these things...
Sendy

Shyguy
Level: 17

Posts: 26/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-06-04 12:24 AM, in How do you edit Mario's graphics (if that is posible)? Link
Yeah and good luck with that. It's damn tough.
Sendy

Shyguy
Level: 17

Posts: 27/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-07-04 09:54 PM, in Complete your damn hacks Link
Atma, I think the problem with your hack is you used too many tiles per tileset.

I mean if I'm feeling like splashing out I'll have 20-30 unique blocks for making the scenery for a particular tileset, but you have like 100 or so per tileset. It looks beautiful but I think it's too extravagent and too difficult to manage within the context of SMW, which wasn't meant to handle that amount of tiles. I mean I think detail is important (if not essential), but... well... how you took the time to set up all those blocks amazes me!

How is your hack going?
Sendy

Shyguy
Level: 17

Posts: 28/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-09-04 02:24 AM, in How Do You Edit Map16? Link
It comes free with Lunar Magic. Almost too convenient to be true, isn't it
Sendy

Shyguy
Level: 17

Posts: 29/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-09-04 02:31 AM, in Is this a nice idea? Link
Well I for one like level only hacks, but only if the author is paricularly good with level design and takes care over the levels a lot.
Sendy

Shyguy
Level: 17

Posts: 30/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-09-04 03:11 AM, in Useful resources for SMW hackers Link
That SMW Font is going to come in handy if I ever finish my hack
Sendy

Shyguy
Level: 17

Posts: 31/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-15-04 04:18 PM, in Making Mario Disappear Link
Put him in a compartment above the screen.
Sendy

Shyguy
Level: 17

Posts: 32/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-16-04 11:29 PM, in What is the purpose of hacking nowadays? Link
For me the purpose of hacking is to get level ideas out of my head and into the real world. And the biggest buzz of all, apart from seeing your idea realized, is knowing it may give other people fun too.

I see ASM hacking as a means to expand the level design (and occasioanlly aesthetic) potential available to me (and other designers), rather than a means to an end (i.e. this hack has new unseen ASM, therefore it is good).

So for me, level design as a new and evolving art form is really the be-all-and-end-all of it.
Sendy

Shyguy
Level: 17

Posts: 33/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 05-25-04 12:16 AM, in Should FuSoYa port Lunar Magic to other OSes? Link
I think Knuckles T15X should make me a cup of tea. But he probably won't because he isn't my servant. However, it would be helpful
Sendy

Shyguy
Level: 17

Posts: 34/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 06-02-04 11:01 PM, in Should FuSoYa port Lunar Magic to other OSes? Link
THAT looks like something that may or may not have been used to make some of the amazingly accurate backdrops in DW: TLC
Sendy

Shyguy
Level: 17

Posts: 35/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 06-13-04 10:42 PM, in Screenies of SMW Extreme! Link
Originally posted by Xkeeper
Originally posted by Kyouji "Kagami" Craw


What the hell is around the message box?


Beige.
Sendy

Shyguy
Level: 17

Posts: 36/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 06-13-04 10:50 PM, in Screenies of SMW Extreme! Link
Yeah, it pretty much looks like a glitch

Maybe in a darker colour it would be OK.
Sendy

Shyguy
Level: 17

Posts: 37/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 06-18-04 11:13 PM, in Is the creation of Lunar Magic a good thing? Link
How can a level editor be too easy to use?

Easier to use editor = more advanced and creative levels. Do you think DaVinci would have done a better job of his painting if his paintbrush was uncomfortable and routinely delivered him electric shocks?

It also of course = more shit hacks by people who's heart isn't in it, but usually the lack of screenshots tells you a hack isn't worth bothering with (or bad screenshots!)
Sendy

Shyguy
Level: 17

Posts: 38/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 06-19-04 04:14 PM, in . Hacks: How Difficult? Link
I'd say about 2ce as hard as the original, maybe 3 times.

The original SMW was a walkover and very,very easy for any platformgame expert. I recon it was designed to be beaten by just about anyone and everyone.
Sendy

Shyguy
Level: 17

Posts: 39/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 06-21-04 12:04 AM, in Is the creation of Lunar Magic a good thing? Link
So who are the 3 melons that voted LM as a Bad Thing?
Sendy

Shyguy
Level: 17

Posts: 40/93
EXP: 21726
For next: 3017

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

Since last post: 55 days
Last activity: 53 days
Posted on 06-23-04 01:50 AM, in peach's castle demo Link
"Bush is messed up..."

Yeap, he sure is

This hack looks like you have some hacking potential, however I'd say this was a first attempt and is probably too far 'out there' to be salvagable... I mean it has a lot of work coming if it is to look right (many of the tilings are unattractive), but on the other hand, I think you have potental as a hack designer. Maybe you should go back to basics because perhaps you are running before you can walk. Don't take that hard, It's just some advice from a more experienced 'hack designer'

I would definately say keep at it !
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