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05-15-24 02:00 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Mario's Return demo 1 New poll | | Thread closed
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Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6295 days
Last view: 6295 days
Posted on 02-07-06 07:21 PM Link
How the hell do you figure that's realistic?
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 02-07-06 07:31 PM Link
Originally posted by +
How the hell do you figure that's realistic?


Where the hell did I say it is? By that, I meant that Juggling Joker was suggesting to you to create a realistic version of his cliffs. That is, using the dark, normal, light pattern. See how all the \ corners are dark, the / corners are light, and the straight on ones are in the middle? I thought he was implying you make a variation of that with realistic tiles.
ZTaimat

260








Since: 11-19-05

Last post: 6362 days
Last view: 6296 days
Posted on 02-07-06 09:49 PM Link
OFFTOPIC:

Originally posted by Juggling Joker
You could always attempt a cliff side style similar to what I did in JAMH.




Where do you download this candy hack? I'm hungry.

ONTOPIC:

*looks at squiggly lines*

I said the original OW wasn't a PERFECT example in that way. The straight lines up and down give the side of the land some depth. The squiggly way is just messy.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 02-07-06 10:15 PM Link
If I may, I'll post a picture of my overworld. Note that it's unfinished, as there are some path glitches the need ironing and some graphics that I need to change, but what I mostly want to point out are the cliffs.



They're straight lines, which give them extremely defined rock faces. Some of them have too many, so it's not really the best example. Basically, you want the vertical lines on the definitive curves, but not every single one like on mine.

And yes, this was also a shameless plug.

EDIT: Oh, I forgot to mention, before you call me a hypocrite for having split world paths, I should mention that my overworld is set up very differently from the standard-type. I have the reversed switch palace blocks, so once you clear the yellow switch, the second path on all of the worlds open up, so you get to play through the worlds twice in different levels.


(edited by RPG Eater + on 02-07-06 09:18 PM)
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6295 days
Last view: 6295 days
Posted on 02-07-06 10:19 PM Link
... But messy is still preferable to the ridiculous choppy look you get when everything's straight.

Observe.



My solution would be to not have so many lines, since that avoids the entire problem.
Lord SkyLart

Cukeman








Since: 11-18-05

Last post: 6344 days
Last view: 6344 days
Posted on 02-07-06 10:57 PM Link
Your overworld looks great! I hope you complete this, but one question. How did you get the overworld to look dark like that? Mine is usuallly bright.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 02-07-06 11:02 PM Link
just change the pallete to a darker one
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 02-07-06 11:02 PM Link
Originally posted by Ansem
Your overworld looks great! I hope you complete this, but one question. How did you get the overworld to look dark like that? Mine is usuallly bright.


Palette editing, of course. Open up the overworld editor, and under the overworld menu, select "Edit Colors and Palettes...". Then you can edit the overworld palettes to look however you wish. In his case, Alastor simply darkened the colors systematically.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6295 days
Last view: 6295 days
Posted on 02-07-06 11:21 PM Link
Seriously, guys, which do you think is the one that looks the best?

Also, . Overworld lava animation tiles.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 02-07-06 11:28 PM Link


In my opinion, you should get rid of the lines I highlighted in red. But use your own judgement, obviously.

And that lava tile will look NICE. Good job on that one.
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6328 days
Last view: 6320 days
Posted on 02-07-06 11:47 PM Link
Ditto. And I think there needs to be a ladder going from Harmony Island 1 to Harmony Island 2. And I hope that waterfall is supposed to go behind that ledge, because it really wouldn’t look right if it just terminated there.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6295 days
Last view: 6295 days
Posted on 02-08-06 12:02 AM Link
Have you even played the demo, 182etc.? I suspect that you have not if you did not realize that a ladder appears upon completion of harmony island 2.

Yes the waterfall goes behind the ledge. That should be... Really obvious.

Taking out some of those lines made it look even worse. This should be an effective compromise.



Also, you made me draw new overworld tiles. That's not cool.
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6328 days
Last view: 6320 days
Posted on 02-08-06 12:23 AM Link
Oh… I didn’t notice because after every level I beat it left a bunch of glitch tiles. I didn’t mention them because I assumed it was something with my ROM and not your hack. And that waterfall really doesn’t look like it’s going behind the ledge for me. But then maybe that’s just me.

Here’s a screenshot. It’d stay that way until I got a game over or reset.

Attachments

asdf

Link's Awakening
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Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 02-08-06 12:29 AM Link
182077607309.34, I believe that is a bug with the emulator you are using and/or its savestates. The glitchiness has nothing to do with the the hack itself.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6295 days
Last view: 6295 days
Posted on 02-08-06 12:29 AM Link
Yeah... I believe that that phenomena is tied to the use of savestates, as I've observed it when running through as fast as possible using savestates to get to specific points faster, but not when playing normally.

Edit: damn you asdf


(edited by + on 02-07-06 11:31 PM)
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6328 days
Last view: 6320 days
Posted on 02-08-06 12:40 AM Link
But that was happening before I used any savestates (in fact, I only used one, because it was getting late and I wanted to finish the next day).
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 02-08-06 12:43 AM Link
That being the case, it's obviously related to ZSNES instead of being a true problem with the hack. I noticed ZSNES's compatibility all around is going down as it becomes a "better" emulator. Sure, more things seem to work on it, but more things become broken as well. This probably wouldn't happen on SNES9x. But it's a silly thing to worry about, no big deal. There is a slim possibility that it is related to one of Lunar Magic's ASM hacks (or something else), but I doubt it.
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6324 days
Last view: 6295 days
Posted on 02-08-06 01:01 AM Link
Are you, by chance, using the speed up key? I've noticed similar bugs in the past when using it to speed up overworld events.
Glyphodon



 





Since: 11-18-05

Last post: 6336 days
Last view: 6317 days
Posted on 02-08-06 03:58 AM Link
Exact same thing happened to me. And yeah, it only happened when I fast forwarded with ZSNES.

...but what am I supposed to do? Wait for the stupid animation to complete? Not bloody likely. I have seen the face of the turbo button, and there is no looking back.

And I'm pretty sure it *does* have something to do with certain hacks. Regular Super Mario World doesn't have the overworld glitch problem. Many SMW hacks don't have the overworld glitch problem. But some do, and Kyouji's does.

Oh, and Kyouji was right the first time: The squiggly lined shot was the only one besides the original that wasn't considerably worse. This goes for you, too, RPG Eater: Extra lines = bad. Fix it, please.


(edited by Glyph Phoenix on 02-08-06 03:03 AM)
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 02-08-06 07:48 AM Link
I got rid of several unneccessary lines in my OW right after I made the post where I posted mine. It definatly looks considerably better now.

Maybe once I make some actual levels instead of Overworld design, I'll make a thread. But I'm just getting off-topic now

The event issue happens in Rob Omb's Quest too, and I haven't yet set up events very far in my hack, but I assume they might glitch too... It must have something to do with the ASM hack that makes changing the events possible, but the turbo key and especially the rewind key have been known to cause games to do strange things
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Acmlm's Board - I3 Archive - The Pit of Despair - Mario's Return demo 1 | Thread closed


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