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Acmlm's Board - I2 Archive - - Posts by AtmaDragonXT |
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AtmaDragonXT Rat Level: 16 Posts: 21/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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I already have some shots from the in-demo stages ready, I'm planning on including them in the topic with the demo itself. Your suggestion looks good other than the fact that the site appears to be too busy to let me register right now :/...as soon as I can get the file uploaded I'll be ready. My geo****ties account wouldn't let me upload an IPS file, which is why I asked. |
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AtmaDragonXT Rat Level: 16 Posts: 22/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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The file itself is in ZIP format, but that's only because I couldn't upload an IPS. All the ZIP contains is the patch: http://www.geocities.com/blackthorne2050/smwDX-demo.zip This is a level hack only. The overworld is essentially the same, as I focused on level design (rather than flashy customization) for my first attempt. Playable levels include all of Yoshi's Island and Donut Plains, with the exception of the pipe leading to the Valley of Bowser from the Donut Secret House. Please give it a try and tell me what you think! Compliments, suggestions, and constructive criticism are greatly appreciated. |
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AtmaDragonXT Rat Level: 16 Posts: 23/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Thanks for the offer, but I was able to get it uploaded on Geocities by zipping it. Topic: http://board.acmlm.org/thread.php?id=6080 |
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AtmaDragonXT Rat Level: 16 Posts: 24/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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If you run it in ZSNES, hit F1 instead. Pick the first option and you'll save a shot to a folder by the emulator. That way you don't need to paste it into Paint and save it or anything. | |||
AtmaDragonXT Rat Level: 16 Posts: 25/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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The plants are no problem to me, but is the "floating" ball-and-chain/platform really that bad? There are points in the game (dunno if they're in the demo, that's very little of what I actually have done) where I don't want Mario to be able to stand on the center support block. Apart from killing layer 2 for the sake of "false" supports you can see but can't touch (which I think would be a bad idea anyway), I don't know how else I'd do this. Thanks for your response...I was getting worried that nobody had bothered to try it |
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AtmaDragonXT Rat Level: 16 Posts: 26/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Yeah, of the many things I went back and changed I neglected said floating plants. Originally I had made the entire Vanilla Dome into a glitchy world, and therefore wasn't so worried about realism. Coming here, I realized I didn't like the idea that much after all...it was kinda just laziness ;D | |||
AtmaDragonXT Rat Level: 16 Posts: 27/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Well, I only bother to ask because I'm pretty sure I remember someone actually getting one this way...someone (Keikonium?) had an OW all mapped out, but never implemented it in a hack. The reason I'm asking isn't so much a lack of creativity and whatnot - I could certainly draw up an OW to reproduce in the game - but more a matter of lacking the time and ability. I can fiddle around with the OW editor in LM and kinda get a map built (really slowly, of course), but I don't really understand events and all that right now. I have nothing against trying to learn, mind you...in fact, I plan on learning all about OW editing a few months from now. But right now, I'm too busy with my first semester of college. Nobody gets to decide their own schedule the first time, and I ended up in the honors cluster program...which is basically three honors classes that meet three times a week, plus a three-hour lab for anatomy. And unless I have no choice, I'd rather not have to either release an unedited-OW hack or put the whole thing off for months. If anyone could help me out (credited, of course), that'd be amazing. If not...well, it was worth a shot. If nothing else, is there a really good tutorial on OW editing to check out? Thanks in advance for anything I can get :/ |
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AtmaDragonXT Rat Level: 16 Posts: 28/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Well, it's still more than I expected, so I'm grateful either way. I should be able to get to it by this time tomorrow if you're ready. | |||
AtmaDragonXT Rat Level: 16 Posts: 29/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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I'm trying to figure out if there's an easy way of doing this... I have two separate ROMS. One has some ExGFX in it along with a remodeled overworld. The other has the overworld and graphics of the original game, but with all new levels. Is there any simple way (or any way, period) I can "combine" the two so I have the new OW and the new levels in the same ROM? If possible, I'd like to have it without the ExGFX from the copy with the new OW. |
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AtmaDragonXT Rat Level: 16 Posts: 30/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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It appears to have done the trick. Thanks! | |||
AtmaDragonXT Rat Level: 16 Posts: 31/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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I'm finishing up the design of my overworld, and am up to the point where I'm trying to get the pipes and stars leading where I want them. I've done about half of them, but I suddenly started having problems. I edit the exit settings of a pipe and hit OK, but when I check it again, no changes were made. Repeat ad nauseum. Are there any restrictions on how I need to do this? (Order, perhaps?) It's annoying as hell, because the others are set up correctly, but the last six or so pipes just won't cooperate. Are there any rules about pipes and their destinations I may have overlooked? |
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AtmaDragonXT Rat Level: 16 Posts: 32/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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I'm thinking it might be what you said about overlapping destinations, Keikonium. It's not the total number, as I've already cut down on the number of pipes I;m using for that reason. I probably should've looked at the exit settings to find a limit before setting the whole thing up ;D It's still based on what I got from you (though I made a number of changes and all new submaps, you'll still recognize it as it is now). I did a lot of moving things around, and I think that might be the source of the pipe problem. I think I'm just going to reset all their exit settings and start over in a less random fashion...there's probably another exit 6 somewhere screwing things up. Then the real work begins...whee! |
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AtmaDragonXT Rat Level: 16 Posts: 33/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Wouldn't ignoring the button press also interfere with trying to float with the Cape while on Yoshi? If you're not using feathers, that's nothing, but otherwise... | |||
AtmaDragonXT Rat Level: 16 Posts: 34/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Ya, I've got an overworld (though not finalized, I need to tweak a few things), and I've got the non-visible paths to walk on in place (and working as far as I've tested). My problem is in trying to fix the events that will make the visible walking path appear after finishing a level. Instead of a path, I get garbled crap...and I have a feeling Mario doesn't appreciate walking on garbled crap. I've looked at overworld event tutorials, but there's still something I can't get right in putting the path pieces where they need to be. Could someone give me a specific rundown on what I'm doing wrong as opposed to what I should be doing? |
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AtmaDragonXT Rat Level: 16 Posts: 35/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Ya, it can't be fast-forwarding, since I don't use it.Originally posted by Lordlazer Pretty much. Thing is, when I bring up the tile editor to try and make a path, the highlighted selections are in that same state. I click and it illuminates the right half of one path and the left half of the one next to it. Which sucks. |
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AtmaDragonXT Rat Level: 16 Posts: 36/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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This is what I was talking about: Dunno how it happened, but I compared it to my unedited ROM and I can see the difference. Fixable (and if so, how)? Thanks for the help... |
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AtmaDragonXT Rat Level: 16 Posts: 37/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Yeah, moving the pieces manually like that helped. Thanks! Now, to get the hang of working with events... | |||
AtmaDragonXT Rat Level: 16 Posts: 38/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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Ah, but I already have...which is why I recognized you. It's saved to the same folder as my hack, which is on a different computer than this one. But if I start to flip out over anything, I'll be sure to ask, thanks for the offer. | |||
AtmaDragonXT Rat Level: 16 Posts: 39/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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With the right colors I think it'd have potential, but right now... *shudders* | |||
AtmaDragonXT Rat Level: 16 Posts: 40/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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I've got a vertical level where Mario starts on screen 01 and eventually reaches an exit pipe on screen 00. I've set the pipe exit to level 12, and LM displays the exit location as 12, but when I test the level, the pipe brings me to level 0. Is there some rule to vertical levels and entrances/exits I've overlooked? |
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Acmlm's Board - I2 Archive - - Posts by AtmaDragonXT |