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05-23-24 06:40 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Here's a challenge.
  
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ghettoyouth
Posts: 330/332
Originally posted by Pac
Originally posted by ghettoyouth
you can! *cough* custom block *cough*
Yes, a fast movement block that will force Mario horizontally away from the slope, but it doesn't work very well at all. With certain jumps, Mario can fall in and slide back out; it's just too messy.

Unless that wasn't what you had in mind...?


I meant something totally different

A block that acts like those blocks you put under a slope if Mario is on top of it. All other sides should act like block 130.
Pac
Posts: 677/804
Originally posted by ghettoyouth
you can! *cough* custom block *cough*
Yes, a fast movement block that will force Mario horizontally away from the slope, but it doesn't work very well at all. With certain jumps, Mario can fall in and slide back out; it's just too messy.

Unless that wasn't what you had in mind...?
ghettoyouth
Posts: 329/332
Originally posted by Pac
Not if you put blocks 1E2 or 1E4 under the sloped tiles. However, you can't have a vertical wall running into a slope.


you can! *cough* custom block *cough*
Pac
Posts: 676/804
Not if you put blocks 1E2 or 1E4 under the sloped tiles. However, you can't have a vertical wall running into a slope.
Smallhacker
Posts: 743/832
Don't bump (post in) old threads unless you've got something very important to add.
Schnauzer
Posts: 13/21
I don't undertand what's the topic about (challenge) but I thing that prototype could fail here:



Maybe there the game can glitch: the character could cross through the ground.
Shadic
Posts: 401/528
This would be why when I design levels, I do it with monochromatic black and white levels, then put all the fancy stuff ontop of it.
C:/xkas bio.asm
Posts: 1160/1209
well... I prefer to do the ASM part first, since my level design tend to greatly depend on those, like this level wich use the moon gravity code
wtfweb
Posts: 87/124
i know how you feel. i have one world of my hack finished, but i still need to do 2 more levels before it's in releasable form, and instead of working on them i spend all my time adding new backgrounds and sprite tool sprites. (although i suppose one could argue that sprites have something to do with level design.)

i think it's hard to stay motivated when you're trying to make quality levels because it is pretty tough. using the original game as a template for what makes a level fun seems to help my ideas come along though.
BMF54123
Posts: 662/876
This whole idea stemmed from the fact that I've spent waaaaaaaay too much time tweaking the existing "eye candy" aspects of my hack (graphics, ASM, HDMA), and very little time actually designing new levels, which has caused my hack (and in turn, my hacking skills) to stagnate and progress very little beyond the last demo release.

I designed this tileset to be as plain and generic as possible, in hopes that it would force me to focus on the level design first, and then add the graphics and other visual effects later. I have yet to see if that holds true...
rubixcuber
Posts: 46/356
Hmm, I think I see where you're going with this. Is the ground slippery in that level? And the walls being transparent threw me off at first. For a minute I thought the blocks, ladder and pipes were all that was there.
Stifu
Posts: 488/647
Originally posted by Xkeeper
You seem to be placing an awful lot of emphasis on the graphics, which for the Nth time are neither final nor are they actually meant to look good.

Then you misunderstood me. I even stated I knew you weren't showing off your graphics here.
Xkeeper
Posts: 3802/5653
This is really just the intro to a longer level (which I'm not showing for hopefully obvious reasons, mostly because it'd spoil it).

You seem to be placing an awful lot of emphasis on the graphics, which for the Nth time are neither final nor are they actually meant to look good.

They're that way so I can build levels like this without having to worry about aligning graphics and crap and can work on how I want the levels to play.

(I should also mention that the level this leads into is a rather unique concept, at least from what I've seen here.)
Stifu
Posts: 486/647
Really nothing special, in my opinion... Looks like something I could have done when I was 6 years old. I yet have to be impressed by something Xkeeper made, in all honesty...
I know you're not trying to impress people with your graphics or anything, but even the level design is nothing to brag about... It's just simple, and that's it. Doesn't scream "genius" or anything.

To try and take away from the negativity people may see in this message (although I'm simply voicing my opinion), good luck with your stuff and I hope you end up with something good... I know just one level part isn't much at all, and you can't judge how a full hack could be like just from so little (which is also unfinished), but that's not what I was trying to do either.
Xkeeper
Posts: 3801/5653
BMF made them, so yes
Raccoon Sam
Posts: 778/1040
Ah, I see I see.

Are those graphics custom?
Xkeeper
Posts: 3800/5653
Originally posted by Raccoon Sam
It's all cool but there's some mistakes in the tiles.
You know, two pixels next to eachother.
Otherwise excellent.

One, I never said it had to be the final design. =P

Two, that's due to tile flipping and can't be repaired, not to mention it's such a minor detail and the graphics are only temporary..
Raccoon Sam
Posts: 777/1040
It's all cool but there's some mistakes in the tiles.
Pixels between tiles are supposed to be ":·:·:·:·:·:". Some of yours are ":·:·:·:: "
You know, two pixels next to eachother.
Otherwise excellent.
Xkeeper
Posts: 3799/5653
Take the most generic, plain level graphics you can. Then make a good level structure out of them.

For example:
Acmlm's Board - I3 Archive - SMW Hacking - Here's a challenge.


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