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05-16-24 07:53 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Super Mario Bros: The Castle New poll | | Thread closed
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Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6329 days
Last view: 6328 days
Posted on 02-23-06 12:14 PM Link
Originally posted by andres
Originally posted by Sparx
I don't really like the idea of only one straightforward level.Besides, sometimes I save state in the middle of death.

There is another option. Zsnes has a key for "rewind in the past". Open Zsnes, choose the menu "Misc", and now, the option "Game Keys". In the list of "Misc toggles", says "Rewind key", click on the box and choose the key for the rewind. Now, reset Zsnes. If you are playing a game/hack and you die, press that key, itīs magical !.

That's exactly what synthrax said, except in fewer words.

About the screen, the grass blends with the background too much.
eternaldragonx

Goomba
gtfo


 





Since: 02-18-06

Last post: 6343 days
Last view: 6305 days
Posted on 02-23-06 05:26 PM Link
plz just promise us one thing , if you decide to ice this project plz just relaes a character hack for mario he looks so cool
Koneko

Plasma Whisp








Since: 11-17-05
From: Tartarus. We get faster internet than you.

Last post: 6297 days
Last view: 6296 days
Skype
Posted on 02-23-06 07:45 PM Link
This is really, really cool.

You may just have restored a bit of my faith in humanity.

Though, the grass is a little overused. It shouldn't cover every single tile of ground, that gets boring.

oh em gee. I think I'm eagerly anticipating a SMW hack for the first time since SMO.

*applause*
Blue Warrior

Mole








Since: 11-18-05
From: California
Activity: 60%

Last post: 6298 days
Last view: 6297 days
Posted on 02-23-06 11:18 PM Link
Originally posted by Synthrax +
Got an updated pic. I fixed the grass and ground as well as made a new bg.

Comments?

That looks nice! I can see the setting in this. However, I have a few suggestions on your graphics...

1. The background grass blends in with the foreground too much. In order to distinguish it with the foreground grass, you should make it so it blends with the sky color. For example: the current sky color is black, thus you would make the bg grass darker than the fg grass.

2. Your blocks seem a bit... plain. For the prize block, outlining for solids is usually a dark color, like dark green, dark purple, dark orange, etc. I'm unsure whether it will make a difference or not, but you might want to make the outlining a dark color.
In general, though, your blocks should at least a bit of shading or slightly bold outlining like the default graphics, if possible.

Otherwise, everything else is well done. Keep up the good work, and, despite my eagerness to play this, take your time.
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6301 days
Last view: 6297 days
Posted on 02-23-06 11:34 PM Link
Zachio: It really doesn't blend to much it-game, but I am working on the background a bit.
eternaldragonx: Thank you. Though I may have to change the sprite due to a few walking issues...it just doesn't look right
Koneko: I'm flattered
Blue Warrior: Actaully, thats what I was just working on I'm seeing what I can do now
and the blocks are actually animated with the glowing yellow color and it actually looks pretty good in-game. Maybe I could round the edges a bit and see what it looks like, but otherwise I'll probably keep it this way...
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6308 days
Last view: 6307 days
Posted on 02-23-06 11:39 PM Link
All these issues are hard to comment on at the moment, simply because of the lack of a playable demo. Things usually always seem different in game, than they do in screenshots. So keep it up Synthrax, and hopefully we'll have a demo soon.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6298 days
Last view: 6296 days
Posted on 02-23-06 11:41 PM Link
Originally posted by Clockwork JB
All these issues are hard to comment on at the moment, simply because of the lack of a playable demo.


It's kind of hard to make a demo of a hack that has only one level. Sure, you could only include sections of the level, but it'd be quite awkward. Besides, it'd be more fun to go through the entire thing in one big shebang.
Clockwork JB

Flurry








Since: 02-12-06
From: Melbourne, Australia

Last post: 6308 days
Last view: 6307 days
Posted on 02-23-06 11:44 PM Link
Originally posted by asdf
Originally posted by Clockwork JB
All these issues are hard to comment on at the moment, simply because of the lack of a playable demo.


It's kind of hard to make a demo of a hack that has only one level. Sure, you could only include sections of the level, but it'd be quite awkward. Besides, it'd be more fun to go through the entire thing in one big shebang.


Fair point, but still, it would be fun to just try the first section of the game, if only just to get a feel for the GFX and the gameplay.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6298 days
Last view: 6296 days
Posted on 02-23-06 11:51 PM Link
Meh, I suppose just including the first section would be all right. The main problem I have with demos is that when the full hack is released, replaying the old levels (or in this case, the sections of the level) becomes more of a chore. Unless of course, the hack itself is a very fun, non-repetitive one. The decision is entirely up to Synthrax, though.
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6301 days
Last view: 6297 days
Posted on 02-23-06 11:57 PM Link


A bit of a darker bg. Better or change it back?

Also, I'll see what I can do about releasing a demo of like the first 2 sections.
Luigi-San

Ptooie
ZOMG Wii is teh pwn


 





Since: 11-18-05
From: The Mushroom Kingdom a.k.a Buffalo, NY
Wii: Yes

Last post: 6298 days
Last view: 6298 days
Skype
Posted on 02-24-06 12:12 AM Link
Better as it won't blend in with the FG as much.
Blue Warrior

Mole








Since: 11-18-05
From: California
Activity: 60%

Last post: 6298 days
Last view: 6297 days
Posted on 02-25-06 02:58 AM Link
Originally posted by Synthrax +


A bit of a darker bg. Better or change it back?

Also, I'll see what I can do about releasing a demo of like the first 2 sections.

The bg looks great. It helps distinguish the fg from the bg, so keeping it like that would be a good idea. Since it's darker, it also kind of helps give it an "eerie" feeling, in a way.

Also, for the prize block, like I said, I was rather unsure on that, so you can keep it how it is, if you want.

Keep it up. I'll await the arrival of your demo.
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6301 days
Last view: 6297 days
Posted on 02-25-06 01:31 PM Link
Well I got the demo ready. There are still a few gltiches, but nothing major:
1. Mario's Big and small walking animations are still a bit....weird. They will be fixed.
2. Hatless Mario's clipping field still acts like he's small. Still need to find that data...

Anyways, the demo is only playable up to the end of the first room in the castle.
So play it, and like it.

EDIT: Ok what the hell is the point of having the attachment set to 125kb? I can't even upload a simple ips patch *sigh*....well here is a link to it on my site

http://tekhacks.net/staff/chaos/SMWC/SMWTCdemo.ips


(edited by Synthrax + on 02-25-06 12:33 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6299 days
Last view: 6311 days
Posted on 02-25-06 02:15 PM Link
Just played the demo, it's a bit short but great so far. I have no problems with the question blocks, I like them, and yeah, you're right, Mario's movements are really a bit strange

I really like what you did with the ghosts, great idea!

I just want to say a few things. I'm sure you know about the noteblock-graphic-glitch, but there are a few others. In the very beginning, if you go to the left to the room with the message and go directly to the right again, the message will appear in the "Main room" and the mist disappear.

I'm not sure about the boost block passage at the near end of the demo... these boost blocks are always a bit buggy, and it's sometimes a bit hard to end not up in a wall.


(edited by FPI on 02-25-06 01:16 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6297 days
Posted on 02-25-06 02:45 PM Link
!
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6301 days
Last view: 6297 days
Posted on 02-25-06 05:33 PM Link
Originally posted by FPI
I'm sure you know about the noteblock-graphic-glitch,
Yeah, I know...:/
Originally posted by FPI
In the very beginning, if you go to the left to the room with the message and go directly to the right again, the message will appear in the "Main room" and the mist disappear.
Didn't know that...Its been fixed.

I'm not sure about the boost block passage at the near end of the demo... these boost blocks are always a bit buggy, and it's sometimes a bit hard to end not up in a wall.
I believe I worked out the kinks out of it so you don't die. I've placed stop blocks at the top and bottom of the blocks so Mario can't get threw them. While testing it, I have only have 1 instance in a different level of it not working right out of about 50 trys all doing different things. But haven't had it since then. I think thats fairly successful, and I may even beable to improve on it more.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6298 days
Last view: 6296 days
Posted on 02-25-06 05:47 PM Link
If you aren't aware, THE CASTLE on the game demo isn't layer prioritized, and when Mario hits the blue POW, the music disappears and trying to log into a file will cause the game to black out.
Chaos Force
Just drifting by...


 





Since: 11-17-05

Last post: 6301 days
Last view: 6297 days
Posted on 02-25-06 05:53 PM Link
Yeah, that I knew also but forgot to mention. The Blue Pow thing will be changed in the final version, I've just been to lazy to do so THE CASTLE text however have been giving me problems. It has been prioritized, but it still does this for some reason. :/

EDIT: nm..apparently it wasn't. Its been fixed.


(edited by Synthrax + on 02-25-06 04:59 PM)
Sickness

Red Goomba


 





Since: 01-25-06
From: NL

Last post: 6630 days
Last view: 6630 days
Posted on 02-26-06 11:23 AM Link
i'm just flabbergasted at how good it is already,
just wondering the part after the wall jumps and the 3 minitwomphs is the end of the demo right?
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6329 days
Last view: 6328 days
Posted on 02-26-06 11:59 AM Link
Originally posted by Sickness
i'm just flabbergasted at how good it is already,
just wondering the part after the wall jumps and the 3 minitwomphs is the end of the demo right?

Originally posted by Synthrax +
Anyways, the demo is only playable up to the end of the first room in the castle.
So play it, and like it.


Originally posted by Synthrax +
EDIT: Ok what the hell is the point of having the attachment set to 125kb? I can't even upload a simple ips patch *sigh*....well here is a link to it on my site

You COULD ZIP/RAR it, Maybe?
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Acmlm's Board - I3 Archive - The Pit of Despair - Super Mario Bros: The Castle | Thread closed


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