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Acmlm's Board - I3 Archive - SMW Hacking - SMW: Return to Yoshi's Island -- Bugfix Version | New poll | | |
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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: 6433 days Last view: 6433 days |
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Basically, this patch just fixes all the bugs from the previous version. Comments are welcome |
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Riku Sledge Brother Unpredictable. Watch your backs. Or not. Whichever. I want Metal Gear Solid 4 so badly. Since: 11-17-05 From: Tompkinsville Last post: 6432 days Last view: 6432 days |
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You were being so vague that I had trouble understanding what you meant. If your hack is not the "AWESOME" hack, then link it. | |||
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: 6433 days Last view: 6433 days |
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Originally posted by Riku It's my SMW hack, released to fix some bugs. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Well, it looks like you've fixed some of your mistakes, but there are still bugs.
Sunshine Isle 1: Looks like you got rid of beginning part with the Torpedo Teds, which is a plus. The layer three water is weird with free vertical scrolling. The tide moves up and down in perfect sync with Mario's movements and it just looks odd. If you want a safety net for if players fall off the line-guided lifts, standard water would be the better option. Also, the cement blocks' palettes are messed up. Swith Palace: The switch turns into two Yoshi eggs when you land on it instead of a flattened switch. Sunshine Isle 2: The ground palettes are ugly here. The bar on the midway point should be moved down a space. Sunshine Isle 3: When you run up the wall at the beginning with the pink triangle ramp, you run right over some blank space. I guess there are used blocks there, since you can go through once you hit a switch, but it's weird that they're invisible. At the beginning of the second part with the lava river, you're out of range of the screen when you're boarding the floating skulls. Retro Star: You can't move up and are forced to warp back. Sunshine Isle 4: The palettes on the Bullet Cannons and Bricks are screwy. There's a Yoshi Coin that's located on a subscreen boundary in the underground part. Iggy's Castle: You need to set the proper sprite memory setting to keep parts of sprites from disappearing. The part with the autoscroll and the Smashers is too much like the original game. You just added in a bunch more enemies to up the difficulty. After you beat Iggy, you're taken offscreen to a level labeled "Front Door" that's just an endless bonus game. |
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FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6432 days Last view: 6432 days |
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Trashed the previous thread, updating the thread title. ~_~ | |||
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: 6433 days Last view: 6433 days |
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Originally posted by icegoom The cement block pallette is messed up because of the background. Originally posted by icegoom I've seen this in other hacks, don't know what causes it. Originally posted by icegoom There's something I forgot about Originally posted by icegoom 1. It's to make the secret exit less obvious. 2. I know. I can't get the screen to scroll up, even with vertical scroll on. Originally posted by icegoom That's intentional, because that map will be used for a later world. Originally posted by icegoom Blame the background pallette again Originally posted by icegoom Well, it is the last level in the demo, so it doesn't really matter for now. And I'll probably take out the smashers. FreeDOS: Thankies (edited by Earth Luigi-San on 08-18-06 01:27 AM) |
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Sparx Waddle Doo Since: 11-18-05 From: San Diego Last post: 6444 days Last view: 6432 days |
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Background Palettes: You should tweak them so that they don't mess up those palettes.
Switch: Set the sprite setting to Switch Palace. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Originally posted by Earth Luigi-San 1. The weirdly solid hole there seems more conspicuous to me than a couple of used blocks. 2. Why not just move the top of the pipe, the ledge, the skulls, and the lava down a few spaces so that they show up on screen? |
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Surlent Koopa Back to the roots Since: 11-18-05 From: Berlin, Germany Last post: 6444 days Last view: 6444 days |
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In the level with layer 3 water, if you fall down in the first part (well, you shouldn't, but people are curious, eh), you can even swim under those white pillars and jump below those rope tiles to go up, but there is one or too situations you get trapped because the water is low. There is no room for taking a run-up, you have to wait for the timer to expire (I don't mean the spot with the 1-up, since there is a invisible conin block to get out there).
Also in one last regular level, just before the castle, you put in two p-switch passages. The first makes sense, but the second one is pointless when the muncher pit is that short. With a big jump and timing you easily overjump the pit - even if not, simply step on hit, after getting hurt grab the power-up and proceed to the goal point. When I came with a Yoshi, carrying a blue shell in his mouth, to the second switch (which is a one-block narrow, I died after I stepped on it. It doesn't make you die if you sit on Yoshi without a (blue) shell in his mouth; maybe this is due to the vertical "recoil" which Yoshi's wings do. Some areas also seem a little short, so sometimes there is no need for midway points. The graphics look nice in the most levels. There are the already mentioned palette/background problems and that hole where you run up vertically really looks suspicious. Other than that, you could hide the entrance by giving certain used blocks some ledge tile graphics. If you step on the switch, they suddenly turn into coins. |
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