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04-17-24 01:21 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS
  
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theclaw
Posts: 80/97
Did anyone else notice that timed lifts, like those in the first picture, will float on lava? I haven't tried it with water or sloped lava.

Looks as if the author of this hack enjoys spikes. I've been too busy working on my own hack to start downloading and playing more of them though.

Who says hacks need to be locked? I didn't do so.
Knight of Time
Posts: 64/69
Okay, sorry about the double post, but I have made several changes to my hack, so you guys can download it again if you want.

Hopefully now it will be the "right" time to start my fourth world, this one's going to be full of new stuff.
Knight of Time
Posts: 61/69
Hi, sorry I took so long to reply guys.

The holidays kept me fairly busy, and on top of that, college resumed, so I haven't really been able to do much work in revising parts of my hack.

But, some parts have been changed, I couldn't really think of removing the bonus rooms or making them harder to reach in my first world, so I decided to put in fewer coins. It's just that, I can get ideas easily for levels from previous games/other hacks, even if some aren't as good as others.

I will release my YI ExGFX (it's mainly the bricks from my second and third castle, and the YI style spikes) sooner or later when I have the time (I was just about to give you guys the revised demo, but I don't have time to do that tonight, sorry. You guys will have to wait until tomorrow, if I have time then).
Joshua368
Posts: 76/89
Originally posted by pikaguy900
Autoscroll is good to increase the difficulty, but I've found that the highest speed is too fast. So fast, in fact, that it eventually overtakes you and you can't get ahead of it! O_o Still, add in a continuous Bullet Bill generator with the Medium speed, and you've got a good area. Just... Slow speed is good for those mazes, but... Make one mistake, and POOF! Minus one life for you.

In short, autoscrolls make hacks better if you use them the right way. Maybe that's why you hate them. Or maybe it's because of the thing that's taking the minds of all children in this world: THE NEED FOR SPEED. (No pun intended.) Seriously, people these days want to go faster, faster, faster, faster, FASTER! It drives me crazy! I like fast things, too, and I hate things too slow, but I only hate the autoscroll when it's on the highest speed.


Well, yeah, the highest speed is too fast to do anything complicated with it, but that's what keeps in on your toes. Not recommended for common use, but in a few key areas it can make things go nuts.

And the autoscroll + bullet bill generator combo has been used so often in hacks that it's a design cliche and literally makes me go "ugh" every time I see it now. I've just run into it too many times. As far as I can tell, it's the lazy way out to making an auto scroller busy.

And the getting squished behind the scenary part of autoscrolling is fine... the problem is when your in a clear-like place and you can't go ahead, and have to wait it out. I like to go through the levels at my own pace... with some hacks, I'd probably quit if I didn't have the fast forward key.
pikaguy900
Posts: 673/748
Originally posted by Joshua368

What's so great about autoscroll?

To me, it just tends to make levels less fun. I guess it's just me, but those levels are almost always my least favorite, even on the official games. Unless they move real fast.

Autoscroll is good to increase the difficulty, but I've found that the highest speed is too fast. So fast, in fact, that it eventually overtakes you and you can't get ahead of it! O_o Still, add in a continuous Bullet Bill generator with the Medium speed, and you've got a good area. Just... Slow speed is good for those mazes, but... Make one mistake, and POOF! Minus one life for you.

In short, autoscrolls make hacks better if you use them the right way. Maybe that's why you hate them. Or maybe it's because of the thing that's taking the minds of all children in this world: THE NEED FOR SPEED. (No pun intended.) Seriously, people these days want to go faster, faster, faster, faster, FASTER! It drives me crazy! I like fast things, too, and I hate things too slow, but I only hate the autoscroll when it's on the highest speed.

So, again I ask you, KoT (Easier to type than Knight of Time, huh?), any chances of you releasing your YI ExGFX yet?
Joshua368
Posts: 75/89
Originally posted by Knight of Time
As for the full version, guys, don't expect this anytime soon, I still have a fair bit of work to do, I may decide to revamp the second area of my first castle and make it be an auto-scroll, 100% underwater part (after all, neither of my other two castles have auto-scroll, and this one needs it). I also plan to have less coins in each of my first few bonus areas, just so getting a 1-up each time won't happen this time around, if that doesn't bother anyone here. Custom sprites may also appear in the first world, if I feel inclined to add some.


What's so great about autoscroll?

To me, it just tends to make levels less fun. I guess it's just me, but those levels are almost always my least favorite, even on the official games. Unless they move real fast.
Knight of Time
Posts: 60/69
Originally posted by LuigiFan767
This hack demo was real good.Also,how did you get the blueish tint on screenies 4 & 5?Also I wish you would make the full version soon.


The "bluish tint" I have in my fourth and fifth SS aren't really tints, they're simply usage of the water on a translucent Layer 2. FYI guys, when I made my third castle, I wanted to have the first area be about raising and lowering the water to get past certain obstacles, and that's why the water is translucent. It had to be.

As for the full version, guys, don't expect this anytime soon, I still have a fair bit of work to do, I may decide to revamp the second area of my first castle and make it be an auto-scroll, 100% underwater part (after all, neither of my other two castles have auto-scroll, and this one needs it). I also plan to have less coins in each of my first few bonus areas, just so getting a 1-up each time won't happen this time around, if that doesn't bother anyone here. Custom sprites may also appear in the first world, if I feel inclined to add some.
LuigiFan767
Posts: 11/13
This hack demo was real good.Also,how did you get the blueish tint on screenies 4 & 5?Also I wish you would make the full version soon.
pikaguy900
Posts: 608/748
He's got a lot of cool ExGFX in his hack. Why WOULDN'T he lock his hack? Though, when you consider RLM, it makes it pointless. There are many people who'll abuse that program just to open a hack so they can get any GFX and ExGFX they want so they don't have to do it the old-fashioned way (which is the right way). If you ask me, that program should be taken off of SMWCentral, or at least put on a different link that's hidden or something (or maybe not even placed at all) so people can't use it for their own selfish desires to get some little pieces of data (That's all GFX and ExGFX are- Pieces of data.). Maybe I'll go mention that at SMWCentral...
Joshua368
Posts: 69/89
He shouldn't take out the bonus levels, just make them harder to get to. You know, hence the "bonus".


And I knew he didn't make that No Mario block. I saw it in demo world. But it was a hideous excuse for a block then, and it's still one now. (I read your readme...) Enemies do not belong as blocks, but I guess since you didn't make it I won't bother you about it anymore.

Since it looks like you aren't giving us a fixed version anytime soon, I'll just edit away that pipe on LM and continue onward.

Also, when using those Yoshi Island bricks for castles, I suggest adding shading or whatever for the edges, so it doesn't feel so cookie-cutter and... newbish? Is that the word I'm looking for?

Edit So you locked it, huh? Great. Now it's your civic duty to release a fixed version. It wouldn't be too hard.
pikaguy900
Posts: 606/748
Originally posted by Knight of Time

The Luigi-only pipe is basically a normal pipe.


Cool. Why not copy Luigi's face onto a pipe to signify that it's a Luigi-only pipe? It could be Green, while a Mario-Only pipe could be Red with Mario's face on it!

Originally posted by Knight of Time

As for releasing YI ExGFX, well, I guess I could, but at this rate, my hack may not be an early Christmas present anymore, as it needs more work (and some suggestions for my first world, to improve it, would be nice. Would ropes work (the platforms, not the rope mechanisms)?)


*wants YI ExGFX SO bad* I guess the ropes would work, but... That'd get boring. Oh yeah, and take out all those bonus areas. I think about 2 would be fine for that world.

Originally posted by Knight of Time

The FG stuff is basically the spikes and cement bricks, the BG from Koopwood Forest 3 was made by Keikonium, but I had to move it to a different palette # because I don't like having the Mario/Luigi at the top left of the screen in any colours other than the regular red/green respectively. Ironically, that seems to happen each time I download a new ExGFX BG, because they always seem to use the first palette.

That's because people don't listen when they're told not to overwrite the background colors. It makes it harder and harder to get everything looking right. It's mainly the spikes and bricks I'd want out of the YI ExGFX. Then there's the case of.... THE CASTLES.
Knight of Time
Posts: 59/69
Originally posted by pikaguy900
You mean it said "Bad Checksum" in ZSNES? If that's the case, just simply saving a level in LM will fix that. Hurray for that cool feature.

*turns into Santa Claus and touches nose* There, now that 72 hours have passed, your demo must be ready. DEMO PLEASE! Just kidding. I didn't have any complaints with the No Mario Blocks- I read your first post AND the readme, UNLIKE SOME PEOPLE. Oh, by the way, care to give us a tiny pic of what a "Luigi-Only Pipe" would look like? Are you going to release your YI ExGFX? I've been wanting to use YI stuff for a while.


The Luigi-only pipe is basically a normal pipe.

As for releasing YI ExGFX, well, I guess I could, but at this rate, my hack may not be an early Christmas present anymore, as it needs more work (and some suggestions for my first world, to improve it, would be nice. Would ropes work (the platforms, not the rope mechanisms)?)

The FG stuff is basically the spikes and cement bricks, the BG from Koopwood Forest 3 was made by Keikonium, but I had to move it to a different palette # because I don't like having the Mario/Luigi at the top left of the screen in any colours other than the regular red/green respectively. Ironically, that seems to happen each time I download a new ExGFX BG, because they always seem to use the first palette.
pikaguy900
Posts: 603/748
You mean it said "Bad Checksum" in ZSNES? If that's the case, just simply saving a level in LM will fix that. Hurray for that cool feature.

*turns into Santa Claus and touches nose* There, now that 72 hours have passed, your demo must be ready. DEMO PLEASE! Just kidding. I didn't have any complaints with the No Mario Blocks- I read your first post AND the readme, UNLIKE SOME PEOPLE. Oh, by the way, care to give us a tiny pic of what a "Luigi-Only Pipe" would look like? Are you going to release your YI ExGFX? I've been wanting to use YI stuff for a while.
Knight of Time
Posts: 58/69
Gah, I KNEW that there probably would be a few mistakes after I re-inserted all the custom blocks, thanks to that computer crash that forced me to figure out which block was which. I fixed the fortress problem (it's not a Luigi-only block, it was meant to be the enterable top of a vertical pipe, but somehow, it became the un-enterable top by accident), it will be done for you guys soon. That crash was no fun. 'growls in frustration it could have ruined my hack if not for Smallhacker's help'

As for the "ugly" blocks, don't you guys even remember the No Mario blocks FuSoYa made for DW: TLC? He gave me permission to use their GFX, and honestly, I can't think of what would look better for them, other than an idea for my fourth world where they will have different GFX.

I'm working on a hint file for the harder exits, if you guys really need it.

'wishes he could make the first world look better by using ropes and log platforms, or something, as a start'

Edit: As for the Item Box GFX patch, I used it at one point, but because my hack is 4 MB, it made it have a failed checksum despite working right.
pikaguy900
Posts: 601/748
That's just my guess.

More tips:

-Use the Item Box Fix patch. Your Item Box GFX gets garbled up when you hit the dark block in Boo's first Haunt.
-Uhm... Why in the world did you have to use a seperate level number for after you find the Dark Question Block? You could've easily turned the
Spoiler (Item you get at end of Boo's First Haunt):P-Switch
into a
Spoiler (What I think the item should've been):Silver P-Switch
, and made the
Spoiler (What that item is for):Door that appears
be instead
Spoiler (What I think it should be):a block that turns into the next Map16 when a Silver P-Switch is hit, thus making it a Door, which would make it NOT be revealed by the first Blue P-Switch you find!
. I used spoilers so not to spoil the level for anyone else.
Joshua368
Posts: 68/89
Somehow I don't think that was the case... he'd have put a help block if anything.

But yeah, I couldn't go through that pipe or the secret pipe probably leading to the key in the forest cave, so yeah, game over.

World 2 was definitely better than the first. The ghost house was fun, although those enemy-only blocks have to the ugliest things I've ever seen.

But Forest 2... oh, God. If you must have a level that moves as slow as molasses, at least don't put something at the end that makes you have to go through it twice to win 100%.
icegoom
Posts: 173/190
So I can only pass that fortress if I'm doing a two-player game? Meh, that's kind of bad design.
pikaguy900
Posts: 600/748
Originally posted by icegoom
As others have said, the first world is repetitive, easy, and extremely laggy.

The second world gets slightly better. Some of your puzzles are fairly clever. It seems like you've forgotten to enable some exits or something, though. In the underground level Koopwood Forest 3, there's a puzzle involving Goomba blocks, a P-Switch, and a blue shell. I fly Yoshi to the horizontal pipe with the question block bridge, and it won't let me enter. No matter, the normal exit takes me to the Fortress, where I run into this:



I'm not allowed to enter this SMB3 pipe, and it would appear to be the only way to go on. Demo over, I guess.

The readme mentions Luigi-Only blocks being placed where the SMB3 pipes are. I'm guessing that combo made a Luigi-Only SMB3 Pipe, which is obviously what you found. Now I want to quit what I'm doing and play this some more.
icegoom
Posts: 171/190
As others have said, the first world is repetitive, easy, and extremely laggy.

The second world gets slightly better. Some of your puzzles are fairly clever. It seems like you've forgotten to enable some exits or something, though. In the underground level Koopwood Forest 3, there's a puzzle involving Goomba blocks, a P-Switch, and a blue shell. I fly Yoshi to the horizontal pipe with the question block bridge, and it won't let me enter. No matter, the normal exit takes me to the Fortress, where I run into this:



I'm not allowed to enter this SMB3 pipe, and it would appear to be the only way to go on. Demo over, I guess.
BooUrns
Posts: 184/450
Get out the bug repellant! I found a bug.

Koopa Lake 3: Near the beginning of the level, you can swim into the ceiling, like this:

A few seconds later, Mario vanishes from the screen and you lose a life.

Other than that... I pretty much agree with what's been said already. Especially the part about it being too easy. (Which is odd, because most demos I've played have been too hard.)
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Acmlm's Board - I3 Archive - SMW Hacking - Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS


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