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05-27-24 09:40 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Super Mario's Island Hopping Adventure [SS] [Demo] New poll | | Thread closed
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Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6323 days
Last view: 6308 days
Posted on 03-13-06 06:18 PM Link
CLICKY

And because you kids ALWAYS WANT SCREENSHOTS, go here for some new ones.
Why a simple FTP directory? Because FTP > Photobucket


Trasher: probably the most fun i've had playing smw in a while



(edited by Techokami on 03-14-06 01:32 PM)
S.N.N.
wtf


 





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

Last post: 6313 days
Last view: 6308 days
Posted on 03-13-06 06:21 PM Link
Wow.

Those screenshots look fantastic. I love the OW. I haven't played the demo yet, but I'm strongly considering it.

5*
eternaldragonx

Goomba
gtfo


 





Since: 02-18-06

Last post: 6354 days
Last view: 6316 days
Posted on 03-13-06 06:22 PM Link
hope thyis isnt the end of the road this hack is real nice i'd like to see u finish it, how far along are you?
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6323 days
Last view: 6308 days
Posted on 03-13-06 06:37 PM Link
Originally posted by eternaldragonx
hope thyis isnt the end of the road this hack is real nice i'd like to see u finish it, how far along are you?

SPEAK. ENGLISH. PLEASE.

The demo is all the progress so far. Yes I am going to continue it (if you read the readme).

@SoNotNormal: So why are you holding off? Not on your usual PC or something?
Chris

Spiny


 





Since: 11-17-05

Last post: 6417 days
Last view: 6417 days
Posted on 03-13-06 06:39 PM Link
The hack looks pretty neat. I think you've done a good job with it. I also like how many of the graphics were modified.
S.N.N.
wtf


 





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

Last post: 6313 days
Last view: 6308 days
Posted on 03-13-06 06:47 PM Link
Originally posted by Techokami

@SoNotNormal: So why are you holding off? Not on your usual PC or something?


I was at my friends....just arrived home for dinner. Ill play it after I'm done, and let you know what I think


(edited by SoNotNormal on 03-13-06 05:47 PM)
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6323 days
Last view: 6308 days
Posted on 03-13-06 06:51 PM Link
Originally posted by SoNotNormal
Originally posted by Techokami

@SoNotNormal: So why are you holding off? Not on your usual PC or something?


I was at my friends....just arrived home for dinner. Ill play it after I'm done, and let you know what I think

OHHH, okay.

@Chris: Thank you!
Cruel Justice
I have better things to do.


 





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

Last post: 6308 days
Last view: 6308 days
Posted on 03-13-06 06:52 PM Link
I wouldn't say that I "strongly" consider to play the hack more less wish to glance at these so-called "screenshots". Your page is REALLY unorganised for one and what I've seen so far isn't worth the wait or trouble of browsing through. I'm sorry.

Your hack needs:

-Less linear levels
-Better palettes besides the default or what you've downloaded. Get creative!!!
-An improved/unique title screen. It's lacking too much to be considered average or above.

The only thing remotly "creative" about your hack is the title and the turning koopas. 98% or more of the hack is the same prefabricated coprophrogation I've seen in the old forum (RIP).

To post the screens:
-REGISTER ON PHOTOBUCKET.COM!!!

You don't have to go through a legoman syndrome posting every hack you make. I'd lay this hack and thread to rest. Keep it as a tester and improve upon it.

I know it's easy to fall in love with your level designs but you have to step back and look at the really good hacks for ideas of where you need to catch up on. Pay attention to the fine details such as themes, organisation, coding and especially originality. Come up with something FAR out of the ordinary and I'll cease to frown upon you.


(edited by [GGS] Cruel Justice on 03-13-06 06:06 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6308 days
Posted on 03-13-06 06:54 PM Link
I was waiting for this a long time ago, yipeee !
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6323 days
Last view: 6308 days
Posted on 03-13-06 06:55 PM Link
OKAY FINE I'll make new screens later.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6308 days
Posted on 03-13-06 07:23 PM Link
WOW,WOW,WOW...
Techokami this is an AMAZING hack
1. the sprites were very entertaining, and very original
2. the Luigi idea is awesome, the way he jumps high, and runs very clumsily. (based on SMB2)
3. the palettes are very very good.

Critisisms
1. get rid of mario definently stick, i did not have half as much fun playing with mario, there is not one thing new about him, and i just dont really think it would be as fun. make it a luigi game and have the levels fitted for him to complete like, higher ledges, stuff like that.
2. the sprite GFX are good but the level gfx, eh, they need some work, maybe to make them stand out a bit more, compared to the sprites.

all in all I love it
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6308 days
Posted on 03-13-06 07:29 PM Link
After you beat Iggy with Luigi, the hack crashes .
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6323 days
Last view: 6308 days
Posted on 03-13-06 07:44 PM Link
...OOOHKAAY :O

Anyways, for GGS:

The fully laid-out map.


Start of level 1-1.


Retro-styled Goombas, and it's not another SMB3 rip.


Level 1-2. The second half is more interesting.


The second half. Slow autoscroll with a Lakitu.


Part of 1-3, showing off the new Yoshi GFX.


A watery cave with switch blocks.


The crossroads in 1-4. Try to tell me how this isn't linear without lying or being a plain ass.


Water area under the bridge in one path of 1-4. Uses an unused level mode.


The castle of Iggy. Also uses the level mode for lava effects.

@THE ONE: I can't understand what you're saying in the first critisism, and the level GFX will be better in later levels.
@Andres: I had this through a beta test. Why was this missed?! =O
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: 6309 days
Last view: 6309 days
Skype
Posted on 03-19-06 05:52 PM Link
Wow! *downloads* I'm loving the GFX!
fabio

Ameboid








Since: 11-17-05
From: Texas

Last post: 6307 days
Last view: 6307 days
Posted on 03-19-06 06:48 PM Link
By looking at the screenshots, I say that you did a very good job on the piranha plant and the goomba. Those 2 are my favorite GFX.

I shall play the demo after supper.

EDIT: Finished the demo. For a second there, I thought the Red Switch Palace was the exact same as the original until I moved a little bit farther. In the forest level, those piranha plants caught me by surprise when they popped up out of the ground.

I don't see much wrong with this hack except for the abudant of power-ups that JJ mentioned. I too did not need all the extra leafs during the demo other than using them to get 1000 points.


(edited by MSD Fabio on 03-19-06 08:38 PM)
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6336 days
Last view: 6308 days
Posted on 03-19-06 07:21 PM Link
A bug I noticed (this may be emulator specific, I only tested it in ZSNES): If you bring Yoshi into the auto scrolling portion of that one level (you know what I'm talking about), the sprites tend to sorta disappear. Noteably: Yoshi! My Yoshi took off after I got hit by a spiney, and for the life of me I could not figure out where the hell he ran off.

My only real criticism that hasn't been addressed already: I think you were a little too generous with powerups. The player doesn't need a new leaf every other screen after all. Now maybe I'm just that good (which is possible), but the only time I even died at all this hack is when I timed a jump wrong and fell into a pit. I realize this is the first world and all, but challenge me, please!
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6323 days
Last view: 6308 days
Posted on 03-19-06 10:43 PM Link
Okay JJ.

1-1: Only one powerup, plus a midway point. There is also a Yoshi, however there are not enough berries to make a powerup or coin game cloud.

1-2: First part, two powerups and a midway point. I think I'll take one out and move things a little here.
Second part, I have addressed the vanishing Yoshi glitch (Layer 3 tides forces on the first type of sprite buoyancy)
And there are a bunch of powerups in that level because you're being bombarded with spinies and there's no where to run. Better give the player a friggin chance you know ;D

1-3: Three powerups plus a midway point. Removed one. Happy?

1-4: Let me just quote someone from the M:FM boards about this one.
Originally posted by Kain (on M:FM), Mar 16 2006, 02:23 PM
Your inovative generosity:


Is matched only by your inovative cruelty:


Anyways, one powerup in the underground segment, two (normally) possible powerups and a midway point in the west path, two powerups in the east path. In total, 3 powerups in the entire level as you can't go back, per se.

1-S: One above ground, one below ground. Two powerups total.

1-B: One powerup and a midway point in the first room, one powerup in the second room.

Now how is this "overly abundant"? Have you all forgotten the more generous ORIGINAL levels that Nintendo made? Example: 1-3 after passing the Yellow Switch Palace. 2-1 after passing the Green Switch Palace (get a cape and take Yoshi with you to the end. A wall of green blocks... feather factory anyone?)
Glyphodon



 





Since: 11-18-05

Last post: 6349 days
Last view: 6329 days
Posted on 03-19-06 11:30 PM Link
Originally posted by Techokami

The crossroads in 1-4. Try to tell me how this isn't linear without lying or being a plain ass.


It's linear because, well, it would seem to be straight. Like a line. That's linear by definition.Starting from one end or the other, there is only one way to go. You just start in the middle of the line.

I could download and/or talk about the actual game, but I'm too busy being a plain ass.

Oh, and SMW was in need of difficulty. Via hacking we can change that, don't muck it up with excessive 'ups. I could have saved this until I actually played the hack, but, well. Plain ass.
Alastor
Fearless Moderator Hero








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

Last post: 6307 days
Last view: 6307 days
Posted on 03-19-06 11:46 PM Link
He said how it isn't. Not how it is.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6318 days
Last view: 6309 days
Posted on 03-20-06 12:11 AM Link
this hack looks great

the slightly modified sprites and bright palettes look really good and actually add something to the game rather than completely change it
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Acmlm's Board - I3 Archive - SMW Hacking - Super Mario's Island Hopping Adventure [SS] [Demo] | Thread closed


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