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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Frank15
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Frank15

Red Koopa
Level: 19

Posts: 41/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-14-04 08:47 AM, in DVDs will be obsolete in 10 years Link
Before DVDs become obsolete, don't VCTs need to become obsolete first? And while they're headed down that path, certainly, they are hardly obsolete yet.
Frank15

Red Koopa
Level: 19

Posts: 42/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-14-04 09:09 AM, in Super FuSoYa World! (Screens) Link
Is there a reason the thing's named Super FuSoYa World, anyway? Is FuSoYa going to be in the game, somewhere?

The "FuSoYa" on the title screen looks pretty bad, not matching the words "Super" and "World" at all. Either "FuSoYa" should be changed to match the original font, or if that's not possible, "Super" and "World" should be changed to match the "ordinary" font. And it looks like there's a black thingy on to the left of the W in "World."

Aside from the "weirdness" on the map, it just looks bland. Throw a few trees in, a little water, some rocks, something !
Frank15

Red Koopa
Level: 19

Posts: 43/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-14-04 10:52 AM, in Super FuSoYa World! (Screens) Link
Yes, I did look at the second screenshot. Don't see how that addressed my question, though.

And who said anything about the world map being bland-looking? I see half a dozen people who mentioned the bizarreness of the clouds, ship, and Special World symbol, but no one who mentioned that the map, itself, is just not that interesting.
Frank15

Red Koopa
Level: 19

Posts: 44/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-15-04 09:40 AM, in Worst game ever... hack that... Link
Originally posted by Parasyte
Dr. Mario is a good game. If you want a bad game to hack, try MC Kids
Since when is MC Kids a bad game? I'm not sure whether or not you have actually played the game, or if you just assume it's bad because it's a McDonald's advertisement, but I assure you, it is a great game. And most people who have played the game enjoy it... you make the game sound universally hated, or something.
Frank15

Red Koopa
Level: 19

Posts: 45/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-15-04 06:09 PM, in Odd Mario Bros. 3 Link
Is it possible to get past 1-6 if you start the level small? The jump near the end of the level, with all the random coins, seems impossible if you're without raccoon power, and it's impossible to get raccoon power if you start the level as small Mario. Unless there's a P-switch that doesn't seem to exist....

Getting that far, I can see what Xkeeper's talking about, with the levels seeming somewhat similar to their original incarnations, particularly 1-5 and 1-2. Understandable, since I'll admit that the "hilly" levels may be the toughest to learn to edit well. Practice, though, and those can possibly be the most fun to create .

In the fortress, it's odd how the background just "ends," like when you go into the boss room. Personally, I'd get rid of it all together, but if you like it, you probably should have the area "connecting" to the boss room plain black as well.

On the plus side, though, you done pretty well with the graphics: the ? blocks look nice, in particular. The "trees with eyes" in the black zone creep me out a bit, though .
Frank15

Red Koopa
Level: 19

Posts: 46/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-16-04 03:20 AM, in Odd Mario Bros. 3 Link
Such ominous, NES-like hints
Frank15

Red Koopa
Level: 19

Posts: 47/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-16-04 04:54 PM, in Odd Mario Bros. 3 Link
Well, I've bravely gone on to explore further into this hack. And I've learned that I probably shouldn't have....

To put it short: you probably should've only released a 1 world demo, because doing World 2, it feels very incomplete. I mean, World 1 is certainly not perfect, but it feels like you really did work on it. World 2 feels much more like a rush job.

The single, solitary difference I could find in the World 2 fortress was that instead of fighting Boom Boom, there was a goal card in his place. World 2-5, as far as I could tell, was completely identical to the original World 2-5. Most of the other levels in World 2 seem minimally changed, as well. On a more positive note, though, the Quicksand level was a nice level challenge-wise, at least.

It's obvious that, at the end of the Pyramid level, you are intended to fight the Boom Booms. However, it is still possible to fly up to the exit pipe, and go into it. Doing so, however, leads to the "instant death" pipe room, a definite no-no. You may want to just get rid of that pipe.

The Giant Land enemies are really more of a novelty enemy group than an enemy group that should be the basis of non-Giant Land levels.

I still don't see how it is possible to beat 1-6 starting the level small....

Anyway, I'd recommend working on World 1 a bit more, try to perfect it a bit more, change a bit more in a few places, and move some platforms or put a P-switch in 1-6. I'd also recommend giving World 2 a complete revamp; your World 1 is a lot better than your World 2 .
Frank15

Red Koopa
Level: 19

Posts: 48/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-17-04 06:18 PM, in 1st Hack - S.M.B.R.O.S.L.T. - (Screenies!) Link


Always cool to see someone's design similar to one I'm working on .

Anyway, the screens look nice. And despite what some other people have said, the mushrooms look good, color contrast and all .

The mushroom-filled level looks particularly nice .

I think the dark caves look nice, dark and all, though I can see how some people may think it's too dark.
Frank15

Red Koopa
Level: 19

Posts: 49/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-19-04 06:22 PM, in New SMB3 editor, maybe Link
I use both the current editors interchangeably. Both have their advantages and disadvantages, and pretty much working with both is a must.

The Discombobulator advantages:
+Shows pallettes in levels
+Allows pallette editing
+Easier map screen editing
+Shows object order, an absolute must at times

Mario Improvement advantages:
+Allows editing of airships and cloudy levels
+Easier pointer editing

One common problem with both:
-The bridge object, in both editors, appears higher than it should.

Anyway... basically yeah, a better editor would be loved by some of us !
Frank15

Red Koopa
Level: 19

Posts: 50/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-20-04 12:39 PM, in LOok At This (SMAS SMB3 Hack)... Link
Personally, I prefer the NES version of the game. Always have, always will. And since the version I prefer is the easier-to-hack version, I don't intend to attempt to hack the All-Stars version anytime soon.

Still, this was nice for a change of pace. A lot of levels are very similar to their original counterpart (like 2-1), and a few levels (and most of the bonus areas) haven't been changed whatsoever (like 1-5), but for what is edited, it's clean, and difficult in spots, and as far as I know, it's a complete hack, though I've only done the first 3 worlds so far.

Still, not bad. Not the third-greatest Super Mario Bros. 3 hack ever, mind you, but not bad.


(edited by Frank15 on 07-20-04 06:45 AM)
Frank15

Red Koopa
Level: 19

Posts: 51/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-20-04 08:03 PM, in 1st Hack - S.M.B.R.O.S.L.T. - (Screenies!) Link
Originally posted by BlackDays
-Grassy Caverns-

Secret might be to hard to guess. I might want to make the secret level a little more fun...
I'd have never guessed on my own that there was a secret exit had you not mentioned it here. It's not nice making yellow levels with multiple exits .

The only reason I actually found it was because I pulled the exact same trick in my infamous hack, only I did it on a much smaller scale. And I gave a little hint about what was going on (namely, the P-Switch only sometimes appearing in the level).

One of the castle levels has a required blind leap onto a block over lava. Not fun.

I don't see what's so wrong with Mushroom Heights. It's easy, but it's not a bad level. The hilly music might be more appropriate for the level, though.

The water level is fun. The end of the fortess is cool, too. I like the first level, too.
Frank15

Red Koopa
Level: 19

Posts: 52/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-20-04 11:21 PM, in My SMW hack "SML + 1" Classic Land Shots Link
Originally posted by Kyouji Craw
I don't care what anyone says, I have no intention of playing a hack where there are no places where the status bar isn't messed up.
Didn't realize it was the end of the world. I mean, it is bad in that last screenshot, but....

Anyway, you must kill that background in the classic 1-4/6-4 level. Very hard on the eyes.

I've noticed that for most of the levels, you have an obscene amount of time to complete the level. Any particular reason for it ?
Frank15

Red Koopa
Level: 19

Posts: 53/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-21-04 12:08 PM, in My SMW hack "SML + 1" Classic Land Shots Link
I think maybe we could find a happy medium about the "status bar" thing. It's not the end of the world, like some people think, but it is still a deal, unlike some others think. If the palette doesn't look random, such status bar changes could be just fine... a certain airship level of another recent hack comes to mind.

Trouble is, here, that the palettes for the status bar look very random. And even worse, the palette for the cave level is difficult to see.

The hack may still be worth playing. I don't know: I wouldn't rule it out. Just basically, I don't think he should be condemned for status bar problems alone, but I don't think he should be celebrated for it either .

Hmm... I just noticed that in the fortress snapshot, there seems to be a problem between the second and third rows of bricks... not sure what's going on there ....


(edited by Frank15 on 07-21-04 09:42 AM)
Frank15

Red Koopa
Level: 19

Posts: 54/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-21-04 05:57 PM, in SMB3 FAQ/Running Q&A Topic Link
Can you change the spots the airships run off to when they fly to another location on the map?

Hmm... not a question, but an observation. It seems, for White Mushroom House purposes, the counter does not count above 126. Putting it at 128 or higher acts as if the coin requirements were 128 lower than they should be. I noticed in trying to put a 138 coin requirement in a level, and only 10 coins were needed to make the White House appear.

Either way, the level now has only 127 possible coins, 126 required, so it's all right, as far as my level's concerned. Just thought this should be noted.

A lot of people have probably noticed it by now, but just in case, since it wasn't already mentioned, the requirement needs to be an even number of coins. Odd-numbered requirements cause a White Ship glitch-up.

I'd figured it out on the old board, but since there's no mention here, it's also worth noting: Chain Chomp does not work properly unless its X position is from x4-xC. x3 or xD horizontal positions semi-work, but the Chain Chomp has a tendency to find itself a "new" spot to latch itself to. xE-x2 horizontal positions produce a completely non-working Chain Chomp.


(edited by Frank15 on 07-22-04 06:46 AM)
(edited by Frank15 on 07-24-04 09:17 AM)
Frank15

Red Koopa
Level: 19

Posts: 55/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-22-04 04:36 PM, in My SMW hack "SML + 1" Classic Land Shots Link
But depending how those colors are used, couldn't someone change the status bar palette to fit the "mood" of a level? It's kinda' like that all-white 1-up mushroom in 6-3 in Super Mario Bros. 3: sure it was the wrong color, but it just plain looked good, and appropriate for that level.

Though having just said that, none of it applies to any of these screenshots, where at best, the colors look completely random.
Frank15

Red Koopa
Level: 19

Posts: 56/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-24-04 04:46 PM, in My most recent work ^__^ [Screenshot] Link
I'm wagering the Beezos are ex-Super Koopas...

I've seen Piranha Plants used before as to where only their head sticks out, and not the vine. I think it's tacky, but at least you wouldn't be alone in doing so.

A mushroom coming out of a wooden block? How exactly does that work....

Near the end of the level, there's a part where some of the ground is overlapping other parts of the ground. Doesn't look too good, especially since the ground it's overlapping isn't level. You should put a definitive end to each part where the next begins.

I don't really see the gate/vine part of the level breaking the overall theme of the level. Considering most of the level seems to be "tricky jumping up in the sky," with occasional "regular SMB3-style plains" thrown in for good measure, the gate/vine section seems to fit in fine.

At the beginning of the gate section, there's a small area you could get trapped if you're Small Mario, forced to wait until time runs out to die. You should never leave a situation that forces you to wait for time to run out. At the very least, you should put a Muncher in there to allow you to commit suicide, should you become trapped. Or better yet, replace the turn blocks with bricks.

What is that weird-looking thing at the end of the level? Aside from weird-looking? I hope that looks better in the game....


(edited by Frank15 on 07-24-04 07:48 AM)
(edited by Frank15 on 07-24-04 07:48 AM)
(edited by Frank15 on 07-24-04 08:35 PM)
Frank15

Red Koopa
Level: 19

Posts: 57/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-25-04 07:15 PM, in SMB3 FAQ/Running Q&A Topic Link
OK, this is a pretty severe problem....

It's a severe hilly level problem. For some reason, after a few seemingly minor changes to a few hilly levels to make them look a little nicer, going to play the game, I go straight through the ground for hilly levels, unable to stand on any solid object. For every hilly/underground level.

Didn't seem like too big a problem, having a very recent backup of the hack. Tested it, the hilly levels worked fine. Went to make completely different changes, unrelated to the changes I'd made previously, unrelated to hilly levels, period, and what should happen but to have the hilly levels **** up again, in the exact same manner. Urgh!

So what is the problem, exactly? Aside from this being very not good, what's causing this to happen, and how can I prevent this from happening again?

EDIT

OK, after experimenting a bit, trying a gazillion different possibilities to find exactly what caused this glitch, I seem to have figured it out: editing the second hidden cloudy level using the Discombobulator, for whatever reason, seems to trigger the reaction. I'm guessing it's a small, but disasterous bug with the Discombobulator, since Mario Improvement has no problem with the particular level. Really nasty bug, in any event.

There are possibly other events that may trigger the bug as well, but that seemed to be the one that did me in.


(edited by Frank15 on 07-25-04 02:11 PM)
(edited by Frank15 on 07-25-04 02:11 PM)
Frank15

Red Koopa
Level: 19

Posts: 58/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-26-04 02:10 AM, in The unlimited lives trick Link
Originally posted by Gb boy
I say world 4 because paratroopas on stairs are common in that world, but obviously, you can do it in any world.
Um... no... In none of the levels in World 4 is there a Koopa Paratroopa that jumps down the stairs. There is in 6-2 and 8-2.

Actually, for that matter, there are two spots in 8-2 where you can use a Koopa Paratroopa jumping down stairs to get the infinite lives, but the first one has that dang Lakitu that won't like you doing it .
Frank15

Red Koopa
Level: 19

Posts: 59/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-26-04 03:40 AM, in Mario's change of clothes Link
Mario was the only object in Super Mario Bros. that used the "Mario palette," so changing those colors would've affected nothing else besides Mario. So the "colors used for other things" excuse doesn't cut it.

They could have easily used blue instead of brown. Why'd they use brown instead of blue? I have no friggin' clue.
Frank15

Red Koopa
Level: 19

Posts: 60/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-26-04 02:14 PM, in New SMW+6 Demo Link
Originally posted by Golden Yoshi
Also in SMW2, level 6-5 has lava and icicles.
Um... ice? I see no ice in that level....
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