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04-27-24 07:33 PM
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread New poll | |
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Dr. Mario

Leever








Since: 11-17-05
From: Pittsburgh, PA

Last post: 6279 days
Last view: 6278 days
Posted on 05-01-06 08:46 PM Link | Quote
I'm still working on the waves in the ground tiles to look seemless, but here's some in-game shots of some of the new GFX:



S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6283 days
Last view: 6277 days
Posted on 05-01-06 08:48 PM Link | Quote
GFX look nice I especially like the ? blocks, and the mushroom looks super spiffy!

Here are 3 new, and final screenies of YI: Kamek's Revenge before the next demo release within the next 2 weeks. I hope you are all looking forward to it (if I do decide to release it) As for now, here is 3-8: Rocky Castle of Chance...







Comments anyone?


(edited by SoNotNormal on 05-01-06 07:49 PM)
Dr. Mario

Leever








Since: 11-17-05
From: Pittsburgh, PA

Last post: 6279 days
Last view: 6278 days
Posted on 05-01-06 09:01 PM Link | Quote
I think the ground is just about fixed now, and I put in an updated version of the SMB3 wooden blocks:

Elbobelo

UFO








Since: 12-06-05
From: Maryland

Last post: 6325 days
Last view: 6314 days
Posted on 05-01-06 09:04 PM Link | Quote
Originally posted by Stifu
Kid Kool... I just played the game, and frankly, it sucks. Unless you can fix the frustratingly low speed you start walking at, I won't even touch your hack with a stick.



Yes I can agree with that, Kid Kool is one of the most frustrating and stupid games I ever played. The way you can't accellerate, the way those stupid hidden items bounce you back to the ground during important jumps, it's awful.

But it does have some interesting qualities that I'll focus on more (ex. skipping on water, hidden items, those vaulting blocks). I figure if I am able to edit the levels, this game could be very fun, and fast, in a Sonic the Hedgehog kind of way.


But who knows if this will be realized. I am still currently working on Donkey Kong 2. I have about 12 levels programmed, and I am working on changing the music too.... plus some other surprises.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6279 days
Last view: 6277 days
Posted on 05-01-06 09:21 PM Link | Quote
Looks nice, Doc. I especially like the way the sky color fits with the ground. SoNotNormal, I'm looking forward to your next demo.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6282 days
Last view: 6278 days
Posted on 05-01-06 09:53 PM Link | Quote

Save for being slow and the the animator patched the ROM wrong, a completly revamped battle scene.
Dr. Mario

Leever








Since: 11-17-05
From: Pittsburgh, PA

Last post: 6279 days
Last view: 6278 days
Posted on 05-01-06 11:09 PM Link | Quote
Here's a replacement for Bowser that I cooked up, I call it the Wand Brother:
Hawksun

Red Koopa








Since: 04-06-06
From: Canada

Last post: 6498 days
Last view: 6498 days
Posted on 05-01-06 11:24 PM Link | Quote
@Doc: The ground tiles seem a bit hard on my eyes, maybe because they tend to blend with the wooden blocks. Still a great job though!

@SNN: Keep up your nice job, these screenies are looking great!
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6279 days
Last view: 6277 days
Posted on 05-02-06 03:28 AM Link | Quote
ImInvisible: There's also the musics that restart all over when you pause the game... If you're invicible, pause the game, then restart, the normal music plays again...
Also, boss battles really suck.
Scatterheart

Paratroopa


 





Since: 11-18-05
From: Sydney, Australia

Last post: 6301 days
Last view: 6278 days
Posted on 05-02-06 12:48 PM Link | Quote
@Doc:
Those graphics look pretty scmick! Are you considering implimenting a kick-ass custom level design? Sure, I don't speak for everyone here, but most people want something completely new besides just kick-ass graphics. Plz-o-plz say you're making new levels!
Dr. Mario

Leever








Since: 11-17-05
From: Pittsburgh, PA

Last post: 6279 days
Last view: 6278 days
Posted on 05-02-06 03:06 PM Link | Quote
Well the plan is for this to be used by other rom hackers for the gfx in thier hacks, so people won't just keep using stuff like SMB3 graphics, but I might release like a one world demo with new levels, just to show off how the stuff looks in game.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6279 days
Last view: 6278 days
Posted on 05-02-06 03:32 PM Link | Quote
By the way, what happened to your military-themed SMB hack ? It was looking as decent as this one, moreover it was a very original concept.
Dr. Mario

Leever








Since: 11-17-05
From: Pittsburgh, PA

Last post: 6279 days
Last view: 6278 days
Posted on 05-02-06 04:34 PM Link | Quote
I still got that on the back burner. I plan on finishing it eventually. It's just a ton of work, so it probably won't come out for a while.
Rockman

Shyguy


 





Since: 03-10-06

Last post: 6354 days
Last view: 6288 days
Posted on 05-03-06 08:39 AM Link | Quote
You know how in The Legend of Zelda, when you finally get the Bow and Arrow and use it, you find out that each time you use it, it takes away 1 Ruppee?

Well......

Mario grabs the fire flower.

He is now Fire Mario.

Each time he shoots a fireball, he loses 1 coin.

Now what happens when you run of of coins?

You lose the powerup!

Just one of those unique SMB3 ideas I came up with a long time ago.


(edited by Rockman on 05-11-06 05:45 PM)
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6379 days
Last view: 6278 days
Posted on 05-03-06 10:12 AM Link | Quote
I like that; it's pretty cool. Are you planning on doing something like this with all the powerups?

One question, though. What happens if you get a Fire Flower with 0 coins?
Rockman

Shyguy


 





Since: 03-10-06

Last post: 6354 days
Last view: 6288 days
Posted on 05-03-06 10:35 AM Link | Quote
No, this just applies to Fire Mario. If you have 0 coins and you get the fire flower, you will still get the powerup, but you will only be able to shoot once, and then you will lose the powerup again, unless of course you gather some coins.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6278 days
Last view: 6277 days
Posted on 05-03-06 07:33 PM Link | Quote
I think you should consider what would happen if Fire Mario has 99 coins, and gets another. It's impressive though, nonetheless.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6281 days
Last view: 6280 days
Posted on 05-03-06 08:54 PM Link | Quote
So like how did you make mario's power up disappear after zero coins?

Did you put something in the rom that was like:

IF mario coins = 0, THEN fireflower = false

ELSE fireflower = true
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6279 days
Last view: 6277 days
Posted on 05-04-06 12:53 AM Link | Quote
Good work Rockman, although to be honest, I hated that part of The Legend of Zelda. It just seemed unusual to use up coins when firing arrows. It'd be even stranger for coins to be used up when using fireballs.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6282 days
Last view: 6278 days
Posted on 05-04-06 02:27 AM Link | Quote
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread |


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