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05-17-24 10:57 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Second Reality Project II Status (+new Trailer)
  
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SecretGlitch
Posts: 51/57
FPI, have you ever thought abou Mario's feelings when making this hack? I'm sure he doesn't like dying a billion times.

I'm surprised that you barely changed the GFX on the overworld. (at least you didn't on what I've seen so far) The in-game GFX are quite varied, however, so the overworld doesn't really matter that much.
BooUrns
Posts: 202/450
Well, that was ironic.

I got Yoshi for the first time and he said his line about "showing Zycloboo what we are made of." Half a second later, I fell in a hole and died.
Riku
Posts: 1755/1823
jagsjdgasd

Didn't see that. Forgive my ignorance.

I'm still used to everything being in one forum. I suppose I'll be used to it now.
fabio
Posts: 2316/2415
Originally posted by Riku
I like this hack. Hope it gets done very soon.


It's done already.
Riku
Posts: 1752/1823
That trailer made me want an unlockable ending, just to see what happens.

Rather interesting level design, the sprites and objects were placed on the screen enough to make them not bland, nor were there too many objects or sprites in one area.

I like this hack. Hope it gets done very soon.
FPI
Posts: 165/197
Originally posted by FirePhoenix0
There seems to be a problem with the end of Midnight Canyon. There's no Goal Tape to break, the BG looks glitchy and the Palette doesn't look anything like the rest of the level. If I remember from a demo a long time ago, there should also be some Koopas and a Yellow Switch here. What's up with this?


I just made a few experiments on my own and the funny thing is, this happened during the hack-lock-process. I have actually two finished versions, both are totally identical, with the only difference that one of them is locked and one isn't. With the locked one I get the glitch you describe, the unlocked version works fine.


I unlocked the locked patch to see how it looks in LM and it was screwed up, too. So I think during the Lock-process something went wrong (or maybe during the ips-patch creating). The good thing about that is: It's "easy" to fix.
I just have to lock my unlocked hack again, make a copy from the locked hack, ips it, patch it, unlock it and open it in LM to see is everything is still allright... and I hope it is.

edit: That just doesn't work. I noticed after the unlocking that most of the levels are screwed up in LM, so that doesn't work. So, locking make problems, unlocking as well. At the moment it seems to me that providing the original unlocked version, which was never locked before, is the only way to make sure that everything is allright.
pikaguy900
Posts: 686/748
Wait, WHAT? You can make Mario move along the ceiling? How? Or is it just an effect of flipping the entire level upside-down when you enter a pipe (Meaning, you enter the pipe, and instead of spitting you out of the top and putting you upside-down, it's a normal pipe that sends you to another level, which is identical, except everything is flipped upside-down)?
FirePhoenix0
Posts: 97/102
There seems to be a problem with the end of Midnight Canyon. There's no Goal Tape to break, the BG looks glitchy and the Palette doesn't look anything like the rest of the level. If I remember from a demo a long time ago, there should also be some Koopas and a Yellow Switch here. What's up with this?
FPI
Posts: 164/197
Originally posted by Alice

Are those Panzers alive though? Their colour makes them look like gold statues.


No, they are just GFX-replacements for the munchers.

Originally posted by Alice
This looks OK, but I can't tell just what it's supposed to be. It looks like a cross between a cave and a space station.


That would be a fitting description, yes.


I assume the lighter red platforms, like the one directly above the Yoshi Dragon Coin, are a moving layer 2?


No, the difference between the colors only means that the darker ones are totally solid and the lighter ones aren't, you can go through them, but standing on them as well of course.



The orange blocks again have edge problems making them look like they're behind the BG, but otherwise they're quite nice. The BG is very plain, but I guess it does the job. The green junk doesn't really fit next to the orange blocks. Bonus points for using a Yin-Yang, but shouldn't one side be white?


The whole set is actually ripped from "Donald Duck in Maui Mallard", the Yin-Yang was this way. I don't know why they did it that way, but the fact that both sides are black is very fitting to the level, actually.



Does the coaster really move?


Yep.

Originally posted by SecretGlitch
The koopa is up-side-down, too. Are all the enemies up-side-down in that level?


No, you have to switch between ground and ceiling all the time.
SecretGlitch
Posts: 48/57
The koopa is up-side-down, too. Are all the enemies up-side-down in that level?
HyperHacker
Posts: 4564/5072
I don't remember being able to kill Boos though, unless he has a star and just happens to be normal-coloured in this frame.
Joshua368
Posts: 84/89
My only complaint with the graphics so far is the finishing flag... it looks pretty ugly and thin. I'd suggest making it look a bit more solid, and thick.
Luigi-San
Posts: 1575/1713
Originally posted by Alice

  • OK, but the background is ugly. Why is Boo upside-down? It'd be pretty amusing if he actually flew like that.


  • I think Mario just killed him

    Looks awesome, FPI, will download NOW!
    HyperHacker
    Posts: 4553/5072
    As usual, left-right, top-bottom:
    1. The castle kinda looks squished (like it's been scaled down), otherwise it's very nice.
    2. Sweet.
    3. Original SMW GFX? Is that allowed? Looks good anyway.
    4. Background is way too bright here; at first glance it looks like it should be the foreground.
    5. Neat. Must be pretty hard though. The graphics look a bit distorted below the bridge.
    6. Sonic graphics are cool, but the Mario sprites clash with them so badly...
    7. Pretty cool design, though it might make more sense if the metal stuff was wood. The BG is a bit plain, lacking any leaves and very sparse.
    8. Oooooh. Looks nice, though the edges of the blocks just seem to cut off suddenly, again giving the impression (though less so) that the FG is actually the BG.
    9. Nice. Why, though, are pipes serving as rooves with junk on top of them?
    10. The background is INCREDIBLE. The FG looks good, but such plain graphics don't go well with such a detailed background, and would be more suited to a bright and colourful level like in the next shot. Detailed graphics that look like seaweed or something would do well here.
    11. AAAAAGH BRIGHT
    12. Very well done. Are those Panzers alive though? Their colour makes them look like gold statues.
    13. Good use of the classic graphics.
    14. This is decent. I like the barrels.
    15. The red light looks great here, and goes well with the plain solid blocks Mario is standing on.
    16. Looks like it should be underwater, but is still pretty nice.
    17. This looks OK, but I can't tell just what it's supposed to be. It looks like a cross between a cave and a space station.
    18. Neat, though the skeletons lining the floor are rather repetitive.
    19. KIRBY!
    20. Very nice, love how you've used those star blocks.
    21. Another great background, and this time the foreground matches it well. Looking at it is giving me a chill.
    22. Hehe, neat! Wires running every which way, and a happy little snail.
    23. Ooooh. The dark gradient hides the lines to some extent, which must make things a bit more difficult.
    24. Looks very difficult, but the boxes are a bit bright.
    25. Not bad, not bad at all. Still could use some more contrast between FG and BG.
    26. The gold blocks and yellow pipes go well together, and the light brown background helps too. Gives the impression this place is full of gold and other riches.
    27. You're mean. I can see myself using a number of save states here. The graphics look very good, with perfect FG/BG contrast.
    28. Good for colourized Super Mario Land 2 graphics, but pretty ugly for SNES graphics. :-/ You've got more colours, use them! And consider the idea of having a piranha plant come out of one of the statues' mouths.
    29. Lookin' good. The status bar needs some palette tweaking though.
    30. Lookin' good here too, though still with some status bar problems (red item box). I'd probably never notice if not for the surrounding images, but someone will moan.
    31. Very nice; I like the bomb.
    32. Neat!
    33. OK, but the background is ugly. Why is Boo upside-down? It'd be pretty amusing if he actually flew like that.
    34. Pretty good. I assume the lighter red platforms, like the one directly above the Yoshi Dragon Coin, are a moving layer 2?
    35. Awesome.
    36. Weird, but cool.
    37. The orange blocks again have edge problems making them look like they're behind the BG, but otherwise they're quite nice. The BG is very plain, but I guess it does the job. The green junk doesn't really fit next to the orange blocks. Bonus points for using a Yin-Yang, but shouldn't one side be white?
    38. Very nice. The partial wall in the background portrays the image of a broken down old house quite well.
    39. Ooooh, purdy... WTF are those sprites though?
    40. Awesome. Does the coaster really move?
    41. More awesome. I love how those rods came out.
    42. Still awesome. Great palette work, and nice use of those stars from Super Mario RPG(?). If you have enough graphic space left, consider Culex's background instead, but if not, this one will do.
    43. Pure concentrated . The one problem I see is the pipes - the waterfalls are slightly wider than they should be for a pipe that size, making them appear to come out from behind the pipe, and the pool at the bottom just kinda sits on some pipes which looks a bit funny.
    44. Nice, but the red in the background is much too bright.

    Damn that's a lot of shots.
    FPI
    Posts: 159/197
    You're right about the blue box, it's the ON /OFF-switch. If I remeber correctly, I ripped it from one of the later Wario Land-games, maybe the third.

    About the spirals: Nothing special with that, just part from the GFX.

    Btw, I released the hack now. I've made a new thread in the release-forum, because I guess that would be the right place for it.
    Madman200
    Posts: 293/388
    Originally posted by Midna


    Actually, nothing wrong with this one, but I had two questions. Is the blue block a message box, and what is that long spiral blue thing?

    The blue block is actually a ON / OFF switch (learned it from the demo), but I don't know about the spirals...they seem to be all hooked to that central box. Why, I don't know.
    S.N.N.
    Posts: 1955/2028
    Ready soon? Tomorrow? Wow .. definitely more soon then I thought

    Oh, as for the screenies, I love them. I do see a couple things that irk me a little though.



    The BG of this picture blends too much with the climbing net in my opinion. I think this may be because the BG is kinda bright. If you could darken it just a tad, it would probably look better.



    Actually, nothing wrong with this one, but I had two questions. Is the blue block a message box, and what is that long spiral blue thing?

    The rest of the screens look stellar. I especially like the carnival-looking levels near the bottom of your page. Good work.
    FPI
    Posts: 157/197
    As promised, I've updated the screenshots finally. And... there are many of them now.
    Take a look here.

    Btw, the hack will be ready very soon, probably tomorrow.
    srothroc
    Posts: 41/56
    This looks absolutely fantastic... I'm really looking forward to a demo or preview release! Keep up the good work.

    I have to say, though, I'm glad you're leaning towards difficulty here; it's nice to see some creative challenges in new hacks.
    Sukasa
    Posts: 1961/2068
    Nice. I'm gonna try the Techno eJay 4 demo. See how that one works. BTW, if you need help with ASM code, I can help you.
    This is a long thread. Click here to view it.
    Acmlm's Board - I3 Archive - SMW Hacking - Second Reality Project II Status (+new Trailer)


    ABII

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