(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-09-24 12:41 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - "Mario's Return" progress thread - NEW 5 World Demo New poll | | Thread closed
Pages: 1 2 3 4 5 6Add to favorites | Next newer thread | Next older thread
User Post
Alastor
Fearless Moderator Hero








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

Last post: 6289 days
Last view: 6289 days
Posted on 03-09-06 01:51 AM Link
No screenshots of what's already done. Check here if you want that stuff. This is the stuff I've worked on over the last few weeks.

Basically... The levels are done through... The not redded out stuff here.



Once this world is complete, I'll release demo 1, and after that I'll release demo 1 after completing world 7. I won't release demo 1, however, until after the entire game has been completed... And, once I get any bugfinds back and release them, the final version will be released.

Outside of new levels, however... I've pretty much gotten rid of every bug people told me about, and I've spruced up a few of the older levels, in particular making the first level much, much easier. There's an actual difficulty curve now, albeit a rudimentary one. In particular, I'm concerned about the current world - it is not easy to make ghost levels, er, easy. They're just a difficult set of enemies in general... But I trust when I do release a formal demo, you people will tell me. Wait, wasn't I supposed to talk about stuff that wasn't levels? Right. Sukasa said he'd redo the title screen, but he has yet to talk to me about that, so I don't know what to do. Outside of that, there's really only one new thing to post...



Blaze Caverns.

EDIT FOR SOME REASON:

Hello 5 world demo

Screenshots are... In the linked thread, and further into this thread.


(edited by Alastor the Stylish on 03-26-06 10:30 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6289 days
Last view: 6289 days
Posted on 03-09-06 02:15 AM Link
Nice one
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6290 days
Last view: 6289 days
Posted on 03-09-06 04:52 AM Link
Originally posted by Raccoon Sam
Nice one

Wow, you must have spent ages constructing that reply. I bet Alastor feels a whole lot better now. By the way, change your post header, it makes absolutely no sense, and there's nothing separating it from the rest of your post. Just get rid of it.

Anyway, back on topic. I like the graveyard map, really spooky feel to it, and very nice use of the forest trees. The new tombstones look cool too. But what are the small 8x8 grey tiles? Stones? I assume that the 5 sign isn't supposed to be there. If it is, it looks out-of-place on top of the tombstone. Also, it looks like the paths to the left of the castle just won't feel right. Maybe space the left path out slightly.

Now, about Blaze Caverns, absolutely awesome! You've done so much with so little. Is the yellow lava tile animated? Just two things wrong I noticed, and they're pretty much the same thing: If you place a level tile less than 2 tiles from the vertical edge, it's... unclear to the player whether (s)he can go left/right. Just move the two tiles in the dark grey area (the yellow level tile and the ghost house) towards the center by one tile. But then again, it may look too... perpendicular if the yellow level tile is right above the pipe. I'm sure you'll figure something out. Oh, and just one more thing: the white rock in the lava looks sort of strange, not its position, just the way it looks. Perhaps it would look better if it were brown or something.

I love your creativity, it makes this game feel so fresh and original. But I don't think I'll play the next demo as this seems quite mature already. I think I'll just wait for the finished product which hopefully will be soon. Keep it up.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6290 days
Last view: 6289 days
Posted on 03-09-06 05:59 AM Link
Originally posted by Raccoon Sam
Nice one
This is EXACTLY the kind of stuff we're going to be cracking down on from now on. Either put some more effort into your replies, or don't even bother hitting that "New Reply" button.

Anyway...something about that first screenshot that doesn't sit well with me. It seems a little too...boring? Random? Personally, I prefer overworlds with a little more structure to them, with clear indicators of where you'll be going next, or where you could go. Unless you're going for a Forest of Illusion-ish effect there, and you're supposed to feel lost...
Alastor
Fearless Moderator Hero








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

Last post: 6289 days
Last view: 6289 days
Posted on 03-09-06 05:59 AM Link
Originally posted by peter_ac
Anyway, back on topic. I like the graveyard map, really spooky feel to it, and very nice use of the forest trees. The new tombstones look cool too. But what are the small 8x8 grey tiles? Stones? I assume that the 5 sign isn't supposed to be there. If it is, it looks out-of-place on top of the tombstone. Also, it looks like the paths to the left of the castle just won't feel right. Maybe space the left path out slightly.

Now, about Blaze Caverns, absolutely awesome! You've done so much with so little. Is the yellow lava tile animated? Just two things wrong I noticed, and they're pretty much the same thing: If you place a level tile less than 2 tiles from the vertical edge, it's... unclear to the player whether (s)he can go left/right. Just move the two tiles in the dark grey area (the yellow level tile and the ghost house) towards the center by one tile. But then again, it may look too... perpendicular if the yellow level tile is right above the pipe. I'm sure you'll figure something out. Oh, and just one more thing: the white rock in the lava looks sort of strange, not its position, just the way it looks. Perhaps it would look better if it were brown or something.

I love your creativity, it makes this game feel so fresh and original. But I don't think I'll play the next demo as this seems quite mature already. I think I'll just wait for the finished product which hopefully will be soon. Keep it up.
Thank you.

I would rather like to space out the left paths, and indeed they were considerably more spaced-out originally, but I kinda can't because of a ridiculous glitch I keep encountering so I will. And yeah, the yellow-looking tile is a small bubbling animation I drew. And I don't see much use in moving the ghost house left, as it's just for decoration.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6290 days
Last view: 6289 days
Posted on 03-09-06 08:26 AM Link
I always liked your hack Kyouji, because you have such excellent overworlds. The OW is my favorite part of a hack, really, besides obvious things like level design. The, uh, only suggestion I have is to tweak the palette of Blaze caverns so it looks more... firey. Like, browns and dark reds instead of light blue and dark purple. Unless it would screw up the palette of your VOB/VD submap.

Show us some screenshots of Aquaria and the Graveyard (does it have a name?). I'm fond of ghost levels
Alastor
Fearless Moderator Hero








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

Last post: 6289 days
Last view: 6289 days
Posted on 03-09-06 09:52 AM Link
Originally posted by BMF54123
Anyway...something about that first screenshot that doesn't sit well with me. It seems a little too...boring? Random? Personally, I prefer overworlds with a little more structure to them, with clear indicators of where you'll be going next, or where you could go. Unless you're going for a Forest of Illusion-ish effect there, and you're supposed to feel lost...
I missed this post before

You can't tell, but the paths are defined... The movement paths I have showing on in that screenshot mask them, though.
Originally posted by Tatrion
I always liked your hack Kyouji, because you have such excellent overworlds. The OW is my favorite part of a hack, really, besides obvious things like level design. The, uh, only suggestion I have is to tweak the palette of Blaze caverns so it looks more... firey. Like, browns and dark reds instead of light blue and dark purple. Unless it would screw up the palette of your VOB/VD submap.

Show us some screenshots of Aquaria and the Graveyard (does it have a name?). I'm fond of ghost levels
Blaze Caverns isn't really done... That's just the preliminary design. It will be spruced up a bit over time, and yes, one of the things I need to improve is the palette.

If you want Aquaria/Dark Cemetery screenshots, though. I can provide those.





(edited by Alastor the Stylish on 03-09-06 08:53 AM)
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6322 days
Last view: 6321 days
Posted on 03-09-06 10:03 AM Link

Awesome BG and nice boos. I don't know if I saw the boos in the last demo or not.

Where is mario?

No comment

Where's the bottom of the jumping pirahna plant?

ZOMG I know how to get through that! *Not saying*

No comment

Hm... I have to think of a way that you can get there... that's a toughie...

Nice FG, once again.

^^ same as previous

It just looks a little... wierd havig mario stand on land and you barely being able to see the land.

How did you get boos and dolphins to be in the same level? wait... maybe it's a teleport block there?


(edited by Zachio on 03-09-06 09:03 AM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6290 days
Posted on 03-09-06 10:44 AM Link
Your Overworld it´s fantastic !. I suck at that . Really, you´re great .
Originally posted by Alastor the Stylish


Ehh...and Mario ? Maybe he´s beyond that gravestone .
Alastor
Fearless Moderator Hero








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

Last post: 6289 days
Last view: 6289 days
Posted on 03-09-06 11:25 AM Link
"Where is mario?"

Mario was hit, and when hit he blinks during invincibility. I took the screenshot when he wasn't shown, and didn't care to take a new one.

"Where's the bottom of the jumping pirahna plant?"

That's a regular piranha plant, it just has a black stem.

"ZOMG I know how to get through that! *Not saying*"

Yeah, it's not hard to figure out to just jump on the edges of the gravestones.

"It just looks a little... wierd havig mario stand on land and you barely being able to see the land."

Eh.

"How did you get boos and dolphins to be in the same level? wait... maybe it's a teleport block there?"

Yeah, the teleport block there leads to the entrance to the ghost ship... Which, amazingly, I forgot to post.

Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6322 days
Last view: 6321 days
Posted on 03-09-06 11:32 AM Link
Originally posted by Alastor the Stylish

"ZOMG I know how to get through that! *Not saying*"

Yeah, it's not hard to figure out to just jump on the edges of the gravestones.



Oh, I thought those were in the BG and I had to spin jump on the boos.
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6532 days
Last view: 6327 days
Posted on 03-09-06 02:59 PM Link
I would like to see some fantastic hack.


(edited by Kirbynite on 03-09-06 02:32 PM)
Zachio

Knuckle Joe








Since: 11-19-05
From: Q forever

Last post: 6322 days
Last view: 6321 days
Posted on 03-09-06 03:23 PM Link
Originally posted by insectduel
I would like to see some fantastic hack.

Is that english? and your posts keep breaking the tables.
Cruel Justice
I have better things to do.


 





Since: 11-18-05
From: At my house!

Last post: 6290 days
Last view: 6289 days
Posted on 03-09-06 04:16 PM Link
Excellent overworld design! The lava in the cavern kicks ass.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6290 days
Last view: 6289 days
Posted on 03-09-06 05:49 PM Link
Sorry if my previous reply sounded rushed, I took too long to type it and almost missed having enough time to eat breakfast

Anyway, in this pic-



Yeah, you can just step on the stone, but if you're going for difficulty, which you may or may not be since it's the 5th world, you should explain the koopa shell jump and do that to get up there, or simply spin jump on the boos.



Uf, fishbone's palette is messed up. He doesn't look good all white. Otherwise, no glaring problems. Layer 2 going up and down levels are awesome. At least, it looks like a layer 2 level.



Heh, the small details with the fence are nice. I like the various enemies. Does Magikoopa actually appear in the graveyard at all then?

---

I didn't find anything else to critizice or praise, because they're all pretty good. Except...



What's the exact sprite number of that platform? If I recall correctly, all you need to do to get that to sink is stand on it, but I'm thinking of sprite 5E, and it might not behave the same in water.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6291 days
Last view: 6289 days
Posted on 03-09-06 07:45 PM Link
Actually, you have to do something completely different than what you might be thinking to get to that keyhole. The Ghost Ship level and the Dark Cemetery levels all look nice. Keep this up.


(edited by asdf on 03-09-06 07:16 PM)
Alastor
Fearless Moderator Hero








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

Last post: 6289 days
Last view: 6289 days
Posted on 03-09-06 08:07 PM Link
Cemetery doesn't have an A in it.

(Absurdly common mistake.)


(edited by Alastor the Stylish on 03-09-06 07:07 PM)
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6302 days
Last view: 6289 days
Skype
Posted on 03-09-06 08:53 PM Link
I see you've added more enemies to the fence. Or at least I think so... Well anyways, the screens look good. The cemetery looks improved too! (GFX)
cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6291 days
Last view: 6289 days
Skype
Posted on 03-09-06 09:59 PM Link
I laugh at this.

Not because it sucks ('cause it doesn't). It is funny because you are going to be the first to release about 5 or more Demo 1 versions of a hack.
I lost count...

Overworld is neat. Levels are nice.

The Ghost Ship could have used some other graphics, but I am not pushing you to do so.

Can't wait to play Demo 1...
Kyouji Craw
Evil incarnate in to a Normal User


 





Since: 11-17-05

Last post: 6321 days
Last view: 6321 days
Posted on 03-10-06 09:30 PM Link
It's 7 by my count. I know he's released four so far...
Pages: 1 2 3 4 5 6Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - "Mario's Return" progress thread - NEW 5 World Demo | Thread closed


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.043 seconds; used 456.60 kB (max 591.45 kB)