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05-23-24 05:36 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Bonus! SMW Deja Vu Demo 3.
  
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FirePhoenix0
Posts: 60/102
Yeah when I designed the level I wasn't intending that I confuse people with the Message block behind the goal post. That was just a coincidence. What I've said before is that I made it so the beginnings and ends of levels look alike. That was all.
BooUrns
Posts: 101/450
Ah, now I understand the mysterious message block... pretty tricky, having to go to Yoshi's cave to find out what Message Block #2 says. Good job on your puzzles!
Joshua368
Posts: 11/89
Seriously, what is with that message in Level #2? Is it a mistake on your part? It talks about Vanilla Spelunking, and that you don't need the blue switch the find the secret exit. And then it points to help block #1 which doesn't exist.

And then by using OMGSPOILERZ I checked out message block #1. It told me of a hard glitch to exploit.

Horray for finding things I'm probably not supposed to find!

And then I saw water drainage, credit givage, and dragon coin wonderage.
FirePhoenix0
Posts: 58/102
There's nothing with the message block at the end of the Yoshi Forest. If you look carefully at the end of the level and the start of the next level you'll see that they are the same, down to the message block as well.

@Joshua368: Carefully read the hint. Eating the berries has nothing to do with it.

Also, this is not a sequel of any sorts. The other two demos were just earlier versions of Deja Vu. Demo 2 had all of Demo 1 in it so if you want to download it, just find it on this board or SMWCentral (it's called Super Mario World Deja Vu on there. There's a demo 3 version there also but you already have that from here.)
BooUrns
Posts: 99/450
Awesome hack so far! It's funny how you started out a while ago with the deja vu theme, only changing a few things per lever, and now nearly everything is different except the overworld! I'm looking forward to the release of this hack.

Spoiler:
What's with the hidden message box at the end of Yoshi Forest? It tells you to see message 2, but I can't find any message 2 (unless I'm missing something ).
EDIT: Never mind, I discovered the answer to the mystery after finishing the demo and finding the Cape.


EDIT: I'm officially failing, according to my level... I should either post more to get to level 10, or they should remove the hex.
Joshua368
Posts: 10/89
I did have Yoshi eat all the fruits in response to that measage... I didn't get anything. I'm obviously not looking hard enough. >.>

Wait, this is the third of three? Are the other two full versions with this being a sequel, or are you completely redoing your past work?

Edit: Hooray, I'm a... Micro-Goomba.
FirePhoenix0
Posts: 57/102
Responses in bold.
Originally posted by Joshua368
Okay, so I'm playing this thing. And I'll post whatever I feel about each level.

Opening: The opening being playing is cool idea, but a bit awkward. Expecially when I had to wait for the no-longer-playing music at the end. It was awkward. I've changed it now but the music is still a problem. It's hardcoded into the game from what I've seen because I couldn't change it.

Rex: Having the background feature pieces of the floor wasn't a very good idea. With no way to tell them apart, they're a bit confusing. The house was very cool though... was any of that custom graphics? (got all five dragon coins) I recently tried to make the background area lighter but because I used foreground tiles in the background, they change only if I change the foreground, which wouldn't help at all...

Mt: Average level, I suppose. Upon entering the palace, I accidentally hit the Koopa with the Goomba and I was stuck until my time ran out. Not fun. There should be a way to die...Um, did you try jump around near where the Koopa is? There's an invisible note block near the wall that allows you to continue.

Yoshi: Seemed a little easy, short and normal compared to the Rex level, but nothing really bad about it either. The secret room was nicely hidden. (got all five dragon coins)flatland is it? It's now taking the place of Dount Plains 4.

Plateau: It had a mound with one side solid and another side passable. That's awkward. The bouncing Koopa Shell thing was cool.I'm not too worried about the mound like that. It doesn't really affect the gameplay. If it bothers a lot of people I'll change it.

River: The idea is nice, but the underground doesn't really look like water. I'm not sure how you could fix it without some serious coding skills, though. On a side note, I was able to cheat by swimming underneath the pipes. While not a big deal in this instance, you might want to look out for that in the future. (got moon and all five dragon coins)

Castle: The courtyard was fun and exciting, with all the rushing and stuff. I almost missed the secret door. But then I was disappointed that that was all there was. It was short, and castles are supposed to be... a bit longer, you know? (Was the "Iggy Loopa" spelling intentional?)I realized that the castle was kinda short, especially compared with Lemmy Koopa's Castle (see demo 2 for that one). I've changed it now, but I did leave the secret door. It's not in the open anymore though... Oh, and Iggy Loopa? Sheesh, I didn't catch that at all.X_X

All in all, a very fun game. It shows that it's level design and creativity that matters, and you can make really cool things without adding in custom graphics and foes. Maybe I'm just being partial because it reminds me a lot of the hack I'm making, but I'll definitely be sticking around for more updates.

(I was able to beat the demo without using save states, even though it meant doing a level over when I lost on that evil Plateau.) I hope you didn't need savestates. It's not that tough. I very rarely use them when I'm testing. I will use the rewind key sometimes though but that's it.

Thanks for your comments. Here's a hint of something I hid in the game: The message in Yoshi's Home is a subtle hint.
Joshua368
Posts: 9/89
Okay, so I'm playing this thing. And I'll post whatever I feel about each level.

Opening: The opening being playing is cool idea, but a bit awkward. Expecially when I had to wait for the no-longer-playing music at the end.

Rex: Having the background feature pieces of the floor wasn't a very good idea. With no way to tell them apart, they're a bit confusing. The house was very cool though... was any of that custom graphics? (got all five dragon coins)

Mt: Average level, I suppose. Upon entering the palace, I accidentally hit the Koopa with the Goomba and I was stuck until my time ran out. Not fun. There should be a way to die...

Yoshi: Seemed a little easy, short and normal compared to the Rex level, but nothing really bad about it either. The secret room was nicely hidden. (got all five dragon coins)

Plateau: It had a mound with one side solid and another side passable. That's awkward. The bouncing Koopa Shell thing was cool

River: The idea is nice, but the underground doesn't really look like water. I'm not sure how you could fix it without some serious coding skills, though. On a side note, I was able to cheat by swimming underneath the pipes. While not a big deal in this instance, you might want to look out for that in the future. (got moon and all five dragon coins)

Castle: The courtyard was fun and exciting, with all the rushing and stuff. I almost missed the secret door. But then I was disappointed that that was all there was. It was short, and castles are supposed to be... a bit longer, you know? (Was the "Iggy Loopa" spelling intentional?)

All in all, a very fun game. It shows that it's level design and creativity that matters, and you can make really cool things without adding in custom graphics and foes. Maybe I'm just being partial because it reminds me a lot of the hack I'm making, but I'll definitely be sticking around for more updates.

(I was able to beat the demo without using save states, even though it meant doing a level over when I lost on that evil Plateau.)
Kapow
Posts: 15/17
Don't know how else to explain it...the pipe has two ends, but one doesn't lead to the other. I get that it's a smaller version of the main area, but it still seems kind of awkward to switch as you go through. With the top pipe, you don't go through, you enter and exit from underneath.
FirePhoenix0
Posts: 52/102
Originally posted by Kapow
Pretty good level design. The background in Rex Flatlands blends in with the actual platforms - maybe use a lighter background palette?


The exit pipe to this room is kind of strange, it almost seems like it would lead up to the dragon coin.


Yeah I'll probably do something about the Rex Flatlands BG pallette.

I'm not quite sure what you mean by the exit pipe is strange. Could you explain a little more?
Kapow
Posts: 14/17
Pretty good level design. The background in Rex Flatlands blends in with the actual platforms - maybe use a lighter background palette?


The exit pipe to this room is kind of strange, it almost seems like it would lead up to the dragon coin.

Originally posted by KPhoenix
The main problem with all hacks that have no ExGFX is that it gives the players the feel of playing just a Super Mario World hack.

I've never played a Super Mario World hack that didn't feel like a Super Mario World hack.
FirePhoenix0
Posts: 48/102
Originally posted by srothroc
I watched Bullet Bill Frenzy this morning and definitely thought there were way too many mushrooms -- and I don't think it's that you need them, but rather that the player just ran through the level and hit crap instead of stopping at key points.
Yeah, i ran through the level kinda quickly. Though, you have to be careful when and where you stop because Bullet Bills will still be coming and if you aren't careful they'll pin you somewhere.

I did end up taking more hits than I intended to. Right before I recorded the movie, I ran the level and ended up with Cape Mario and a Fire Flower in the item box. *shrugs*
srothroc
Posts: 39/56
I watched Bullet Bill Frenzy this morning and definitely thought there were way too many mushrooms -- and I don't think it's that you need them, but rather that the player just ran through the level and hit crap instead of stopping at key points.
ibz10g
Posts: 394/588
Bullet Bill Frenzy: I was going to say that maybe there were to many super mushrooms, but it looks like you definately need them.

Flight Training: Pretty cool.
FirePhoenix0
Posts: 47/102
Well, I went ahead and created two movies on Youtube showcasing two levels from Deja Vu. For some reason though, I can't access them normally by putting in search tags...

Either way here are the links to the levels.

Bullet Bill Frenzy!
Flight Training.


I'm happy now. I have a newer version of ZSNES now because 1.36 didn't having movie dump options. Now I have 1.42 and the 10/12/06 WIP build.
x1372
Posts: 16/25
I'm not one to talk much about "needing" exgfx, but I'd argue that some basic things need to be touched up from what I've played so far. As noted by others, the vines that end with nothing just look wrong, they need a basic endpiece of some sort. Similarly, some GFX changes to make corners squarer when water is used with the "steps" (yellow switch area). Also, corner tiles for the switch palace are clearly strange, as is putting those changing item blocks as pipe corners. Additionally the "smb1 style" hidden area has the pipes look wrong since they come to an unconnected corner. basic changes like that would be a good place to start.

Also, iggy's castle... You need some way to prevent yoshi from being in that courtyard, because it really messes up his tongue.

One other thing - while the "exit of this level, beginning of next" thing is a nice touch, doing it with so drastic a palette change as in the first to second level doesn't look right at all.

Very nice intro hack though, a lot better than several of my first levels were.
FirePhoenix0
Posts: 42/102
Originally posted by pikaguy900
Look, if you're not going to use ExGFX to put vines in the background (what you'd do is take a tile of the BG and overlap a vine tile ontop of it in a tile editor, then take away some of that vine and round out the ends), then don't use them at all. Seriously, it doesn't look right with them just hanging like that. Or, do something else: Change what the vines look like. Make them thinner, and make them all hang from the ceiling, so it looks like vines are coming out of the floor/ceiling. Though, you'd have to find a way to make those vines appear on the floors, walls, and ceilings, so it's really a plant-infested house.
Maybe you're right. I'll probably not be any good at creating ExGFX for this house and to go through all of that for just this little bit, I dunno. I might just take out the infested idea and just leave it as a vacant house.
pikaguy900
Posts: 390/748
Look, if you're not going to use ExGFX to put vines in the background (what you'd do is take a tile of the BG and overlap a vine tile ontop of it in a tile editor, then take away some of that vine and round out the ends), then don't use them at all. Seriously, it doesn't look right with them just hanging like that. Or, do something else: Change what the vines look like. Make them thinner, and make them all hang from the ceiling, so it looks like vines are coming out of the floor/ceiling. Though, you'd have to find a way to make those vines appear on the floors, walls, and ceilings, so it's really a plant-infested house.
FirePhoenix0
Posts: 41/102
Wow, thanks for the generous comments.

I agree that too many ExGFX and stuff can make a game convoluted and if you aren't very good at putting them in decently, it can make the game much worse. Plus, sometimes too many of those things can take away the feeling that you are playing a SMW game.

That was the beautiful thing about Super Mario Odyssey. There were plenty of ExGFX but they were placed in such a way that the game is amazing to play.
Raccoon Sam
Posts: 813/1040
To be honest, this must be the best hack I have ever played.
Its level design remains fabulous, and has excellent use of gfx.
After all those fancy ExGfx and ASM hacks, this really makes you think. Is it really worth it?
Because it isn't. Simplicity is, and in your case, remains the best way of hacking.

Keep it simple. I loved this.
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Acmlm's Board - I3 Archive - SMW Hacking - Bonus! SMW Deja Vu Demo 3.


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