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03-29-24 03:12 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS New poll | |
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Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6256 days
Last view: 6249 days
Posted on 12-18-06 06:39 PM Link | Quote
Hi.

Well, it's been a while, but I've finally got the second demo of my hack, Super Mario World: Mario and Luigi's Double Trouble! up. Hopefully this will fare better than my first demo of this hack. Here's some screenshots (two of them may be familiar to you guys, the others are new).























You guys can download demo #2 here, just be sure to read the included text file.

Hope you guys like the new stuff inside.

Edit: If any of you downloaded this demo already, please re-download it, I forgot to fix a couple of minor details in a level, it's fixed now.


(edited by Knight of Time on 12-18-06 06:07 PM)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6261 days
Last view: 6248 days
Posted on 12-18-06 07:22 PM Link | Quote
Ugh.... Your levels are a bit bland. Every single level in your first world has Water. Most levels are basically a run through a level with a low tide. Not fun at all. Mix it up a bit. Plus, there's a bonus area in almost every level, and going into them allows you to gain way too many lives, because they're packed with coins! There must be about 100 of them in the one in the first level! Each of your levels in World 1 ends the EXACT SAME WAY- With a level that has a little "pool" of water and a goal post. I never reuse goals. Why do you reuse goals like that for every single level in World 1? You also need to make things a little bit harder- Normally, I can't get through a world without losing at least one life, but here, I DIDN'T LOSE A SINGLE LIFE. Call me a good player, but that's not why I was able to clear World 1 so easily and so quickly- It's because you make enemies extremely easy to avoid. Throw in some cool stuff here and there, like some generators where you least expect them, or something! Castle 1 was very short. I think you could've made that level a bit longer and harder, especially at the end. There was only like 2 rooms in the whole castle you could get to without a Cape, and the last room has nothing but Dry Bones. Everyone knows how to avoid them. Some Thwomps would be nice. All in all, World 1 was nice, but I fear World 2. Oh well. Nice hack. By the way, where did you get that Yoshi's Island ExGFX?
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6256 days
Last view: 6249 days
Posted on 12-18-06 07:30 PM Link | Quote
Originally posted by pikaguy900
Ugh.... Your levels are a bit bland. Every single level in your first world has Water. Most levels are basically a run through a level with a low tide. Not fun at all. Mix it up a bit. Plus, there's a bonus area in almost every level, and going into them allows you to gain way too many lives, because they're packed with coins! There must be about 100 of them in the one in the first level! Each of your levels in World 1 ends the EXACT SAME WAY- With a level that has a little "pool" of water and a goal post. I never reuse goals. Why do you reuse goals like that for every single level in World 1? You also need to make things a little bit harder- Normally, I can't get through a world without losing at least one life, but here, I DIDN'T LOSE A SINGLE LIFE. Call me a good player, but that's not why I was able to clear World 1 so easily and so quickly- It's because you make enemies extremely easy to avoid. Throw in some cool stuff here and there, like some generators where you least expect them, or something! Castle 1 was very short. I think you could've made that level a bit longer and harder, especially at the end. There was only like 2 rooms in the whole castle you could get to without a Cape, and the last room has nothing but Dry Bones. Everyone knows how to avoid them. Some Thwomps would be nice. All in all, World 1 was nice, but I fear World 2. Oh well. Nice hack. By the way, where did you get that Yoshi's Island ExGFX?


Meh, yeah, my first world is too easy unfortunately.

The end part of my first world's levels have water because if I used a goal post in an area with a tide, the tide would vanish (the clearing of the level is on Layer 3 I think). I never would want that, so I put pools of water to symbolize the first world's theme.

If you're wondering where I got all the YI ExGFX, I simply ripped them from the game.


(edited by Knight of Time on 12-18-06 06:32 PM)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6261 days
Last view: 6248 days
Posted on 12-18-06 08:02 PM Link | Quote
Originally posted by Knight of Time

Meh, yeah, my first world is too easy unfortunately.

The end part of my first world's levels have water because if I used a goal post in an area with a tide, the tide would vanish (the clearing of the level is on Layer 3 I think). I never would want that, so I put pools of water to symbolize the first world's theme.

I don't think that justifies NOT using a seperate end section for each level. I can understand not wanting to use Goals on level numbers using tides, but not even THAT justifies using the exact same level for the goal for each level in World 1. The least you could do is make each end area different. It doesn't matter if it fits the world's theme or not. That doesn't matter at the end of a World. What DOES matter is if it's consistent with the level. You wouldn't exactly put the goal in a cavern if your level is sky-themed. That's just not right. Water would be okay, as long as it still looks like the sky. My point is, don't just throw things in just to make one tiny part of a level be consistant with the world itself. You made the end of every level extremely boring that way. Plus, since I knew what was coming at the end of each level, I was bored with ALL the levels. You don't exactly want the player to know what to expect at the end of a level until they play through that level, not a previous level. That just makes it boring and monotonous. And trust me, NO ONE likes monotonous. O_o
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6270 days
Last view: 6248 days
Posted on 12-18-06 08:48 PM Link | Quote
Horray, a new hack! I haven't gotten to play one in a while...

Unfortunately, as pikaguy said, what I've seen so far of the first world is simply too easy. While it's not a good idea to go crazy and make something super save-stating hard, you need to challenge us somewhat. Jumping through small waves of easily avoidable enemies, almost non-existant puzzles, and water to catch us if we happen to fall off a cliff isn't exactly fun. You need to test either our reflexes or puzzle solving skills, even in the first world.

Too easy is just boring, you know?

Plus I got hit by slowdown a lot, even when there weren't many sprites onscreen. Must be some patches you downloaded or something. (I personally dislike the brick blocks, but I guess that's me.)

And yes, using the same ending for each level was downright lazy. I understand that you don't want to put the goal with Layer 3 water, but you could have at least mixed up the endings a bit so it wasn't so... annoying?

Also, when you choose a theme for a world, you should try building the levels around the theme rather than building the level and then just throwing in a theme thing in just because. It really looked like most of your levels were first designed dry and then just had water thrown in there as an afterthought. They didn't benefit from the water, and some were actually hurt by it. The first half of Level 4 suffered the most from this... what's the point of having jumping challenges if you're going to get saved by water if you slip?

The overworld is... okay, but you could have put more variety in it. Also, you shouldn't put those white dot trails in wave-filled water.

Well, that's the first level. I'm sorry that I don't have anything positive to say about it, but here's hoping that world 2 will be better.
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6250 days
Last view: 6250 days
Posted on 12-18-06 09:09 PM Link | Quote
Get out the bug repellant! I found a bug.

Koopa Lake 3: Near the beginning of the level, you can swim into the ceiling, like this:

A few seconds later, Mario vanishes from the screen and you lose a life.

Other than that... I pretty much agree with what's been said already. Especially the part about it being too easy. (Which is odd, because most demos I've played have been too hard.)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6255 days
Last view: 6255 days
Posted on 12-18-06 09:22 PM Link | Quote
As others have said, the first world is repetitive, easy, and extremely laggy.

The second world gets slightly better. Some of your puzzles are fairly clever. It seems like you've forgotten to enable some exits or something, though. In the underground level Koopwood Forest 3, there's a puzzle involving Goomba blocks, a P-Switch, and a blue shell. I fly Yoshi to the horizontal pipe with the question block bridge, and it won't let me enter. No matter, the normal exit takes me to the Fortress, where I run into this:



I'm not allowed to enter this SMB3 pipe, and it would appear to be the only way to go on. Demo over, I guess.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6261 days
Last view: 6248 days
Posted on 12-18-06 09:24 PM Link | Quote
Originally posted by icegoom
As others have said, the first world is repetitive, easy, and extremely laggy.

The second world gets slightly better. Some of your puzzles are fairly clever. It seems like you've forgotten to enable some exits or something, though. In the underground level Koopwood Forest 3, there's a puzzle involving Goomba blocks, a P-Switch, and a blue shell. I fly Yoshi to the horizontal pipe with the question block bridge, and it won't let me enter. No matter, the normal exit takes me to the Fortress, where I run into this:



I'm not allowed to enter this SMB3 pipe, and it would appear to be the only way to go on. Demo over, I guess.

The readme mentions Luigi-Only blocks being placed where the SMB3 pipes are. I'm guessing that combo made a Luigi-Only SMB3 Pipe, which is obviously what you found. Now I want to quit what I'm doing and play this some more.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6255 days
Last view: 6255 days
Posted on 12-18-06 09:29 PM Link | Quote
So I can only pass that fortress if I'm doing a two-player game? Meh, that's kind of bad design.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6270 days
Last view: 6248 days
Posted on 12-18-06 09:44 PM Link | Quote
Somehow I don't think that was the case... he'd have put a help block if anything.

But yeah, I couldn't go through that pipe or the secret pipe probably leading to the key in the forest cave, so yeah, game over.

World 2 was definitely better than the first. The ghost house was fun, although those enemy-only blocks have to the ugliest things I've ever seen.

But Forest 2... oh, God. If you must have a level that moves as slow as molasses, at least don't put something at the end that makes you have to go through it twice to win 100%.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6261 days
Last view: 6248 days
Posted on 12-18-06 09:46 PM Link | Quote
That's just my guess.

More tips:

-Use the Item Box Fix patch. Your Item Box GFX gets garbled up when you hit the dark block in Boo's first Haunt.
-Uhm... Why in the world did you have to use a seperate level number for after you find the Dark Question Block? You could've easily turned the
Spoiler (Item you get at end of Boo's First Haunt):P-Switch
into a
Spoiler (What I think the item should've been):Silver P-Switch
, and made the
Spoiler (What that item is for):Door that appears
be instead
Spoiler (What I think it should be):a block that turns into the next Map16 when a Silver P-Switch is hit, thus making it a Door, which would make it NOT be revealed by the first Blue P-Switch you find!
. I used spoilers so not to spoil the level for anyone else.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6256 days
Last view: 6249 days
Posted on 12-19-06 10:26 AM Link | Quote
Gah, I KNEW that there probably would be a few mistakes after I re-inserted all the custom blocks, thanks to that computer crash that forced me to figure out which block was which. I fixed the fortress problem (it's not a Luigi-only block, it was meant to be the enterable top of a vertical pipe, but somehow, it became the un-enterable top by accident), it will be done for you guys soon. That crash was no fun. 'growls in frustration it could have ruined my hack if not for Smallhacker's help'

As for the "ugly" blocks, don't you guys even remember the No Mario blocks FuSoYa made for DW: TLC? He gave me permission to use their GFX, and honestly, I can't think of what would look better for them, other than an idea for my fourth world where they will have different GFX.

I'm working on a hint file for the harder exits, if you guys really need it.

'wishes he could make the first world look better by using ropes and log platforms, or something, as a start'

Edit: As for the Item Box GFX patch, I used it at one point, but because my hack is 4 MB, it made it have a failed checksum despite working right.


(edited by Knight of Time on 12-19-06 09:28 AM)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6261 days
Last view: 6248 days
Posted on 12-19-06 10:54 AM Link | Quote
You mean it said "Bad Checksum" in ZSNES? If that's the case, just simply saving a level in LM will fix that. Hurray for that cool feature.

*turns into Santa Claus and touches nose* There, now that 72 hours have passed, your demo must be ready. DEMO PLEASE! Just kidding. I didn't have any complaints with the No Mario Blocks- I read your first post AND the readme, UNLIKE SOME PEOPLE. Oh, by the way, care to give us a tiny pic of what a "Luigi-Only Pipe" would look like? Are you going to release your YI ExGFX? I've been wanting to use YI stuff for a while.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6256 days
Last view: 6249 days
Posted on 12-19-06 11:33 AM Link | Quote
Originally posted by pikaguy900
You mean it said "Bad Checksum" in ZSNES? If that's the case, just simply saving a level in LM will fix that. Hurray for that cool feature.

*turns into Santa Claus and touches nose* There, now that 72 hours have passed, your demo must be ready. DEMO PLEASE! Just kidding. I didn't have any complaints with the No Mario Blocks- I read your first post AND the readme, UNLIKE SOME PEOPLE. Oh, by the way, care to give us a tiny pic of what a "Luigi-Only Pipe" would look like? Are you going to release your YI ExGFX? I've been wanting to use YI stuff for a while.


The Luigi-only pipe is basically a normal pipe.

As for releasing YI ExGFX, well, I guess I could, but at this rate, my hack may not be an early Christmas present anymore, as it needs more work (and some suggestions for my first world, to improve it, would be nice. Would ropes work (the platforms, not the rope mechanisms)?)

The FG stuff is basically the spikes and cement bricks, the BG from Koopwood Forest 3 was made by retard, but I had to move it to a different palette # because I don't like having the Mario/Luigi at the top left of the screen in any colours other than the regular red/green respectively. Ironically, that seems to happen each time I download a new ExGFX BG, because they always seem to use the first palette.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6261 days
Last view: 6248 days
Posted on 12-19-06 11:46 AM Link | Quote
Originally posted by Knight of Time

The Luigi-only pipe is basically a normal pipe.


Cool. Why not copy Luigi's face onto a pipe to signify that it's a Luigi-only pipe? It could be Green, while a Mario-Only pipe could be Red with Mario's face on it!

Originally posted by Knight of Time

As for releasing YI ExGFX, well, I guess I could, but at this rate, my hack may not be an early Christmas present anymore, as it needs more work (and some suggestions for my first world, to improve it, would be nice. Would ropes work (the platforms, not the rope mechanisms)?)


*wants YI ExGFX SO bad* I guess the ropes would work, but... That'd get boring. Oh yeah, and take out all those bonus areas. I think about 2 would be fine for that world.

Originally posted by Knight of Time

The FG stuff is basically the spikes and cement bricks, the BG from Koopwood Forest 3 was made by retard, but I had to move it to a different palette # because I don't like having the Mario/Luigi at the top left of the screen in any colours other than the regular red/green respectively. Ironically, that seems to happen each time I download a new ExGFX BG, because they always seem to use the first palette.

That's because people don't listen when they're told not to overwrite the background colors. It makes it harder and harder to get everything looking right. It's mainly the spikes and bricks I'd want out of the YI ExGFX. Then there's the case of.... THE CASTLES.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6270 days
Last view: 6248 days
Posted on 12-19-06 11:57 AM Link | Quote
He shouldn't take out the bonus levels, just make them harder to get to. You know, hence the "bonus".


And I knew he didn't make that No Mario block. I saw it in demo world. But it was a hideous excuse for a block then, and it's still one now. (I read your readme...) Enemies do not belong as blocks, but I guess since you didn't make it I won't bother you about it anymore.

Since it looks like you aren't giving us a fixed version anytime soon, I'll just edit away that pipe on LM and continue onward.

Also, when using those Yoshi Island bricks for castles, I suggest adding shading or whatever for the edges, so it doesn't feel so cookie-cutter and... newbish? Is that the word I'm looking for?

Edit So you locked it, huh? Great. Now it's your civic duty to release a fixed version. It wouldn't be too hard.


(edited by Joshua368 on 12-19-06 10:58 AM)
(edited by Joshua368 on 12-19-06 11:07 AM)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6261 days
Last view: 6248 days
Posted on 12-19-06 12:26 PM Link | Quote
He's got a lot of cool ExGFX in his hack. Why WOULDN'T he lock his hack? Though, when you consider RLM, it makes it pointless. There are many people who'll abuse that program just to open a hack so they can get any GFX and ExGFX they want so they don't have to do it the old-fashioned way (which is the right way). If you ask me, that program should be taken off of SMWCentral, or at least put on a different link that's hidden or something (or maybe not even placed at all) so people can't use it for their own selfish desires to get some little pieces of data (That's all GFX and ExGFX are- Pieces of data.). Maybe I'll go mention that at SMWCentral...
LuigiFan767

Micro-Goomba








Since: 12-09-06

Last post: 6306 days
Last view: 6271 days
Posted on 12-22-06 05:52 PM Link | Quote
This hack demo was real good.Also,how did you get the blueish tint on screenies 4 & 5?Also I wish you would make the full version soon.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6256 days
Last view: 6249 days
Posted on 12-22-06 08:06 PM Link | Quote
Originally posted by LuigiFan767
This hack demo was real good.Also,how did you get the blueish tint on screenies 4 & 5?Also I wish you would make the full version soon.


The "bluish tint" I have in my fourth and fifth SS aren't really tints, they're simply usage of the water on a translucent Layer 2. FYI guys, when I made my third castle, I wanted to have the first area be about raising and lowering the water to get past certain obstacles, and that's why the water is translucent. It had to be.

As for the full version, guys, don't expect this anytime soon, I still have a fair bit of work to do, I may decide to revamp the second area of my first castle and make it be an auto-scroll, 100% underwater part (after all, neither of my other two castles have auto-scroll, and this one needs it). I also plan to have less coins in each of my first few bonus areas, just so getting a 1-up each time won't happen this time around, if that doesn't bother anyone here. Custom sprites may also appear in the first world, if I feel inclined to add some.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6270 days
Last view: 6248 days
Posted on 12-22-06 08:29 PM Link | Quote
Originally posted by Knight of Time
As for the full version, guys, don't expect this anytime soon, I still have a fair bit of work to do, I may decide to revamp the second area of my first castle and make it be an auto-scroll, 100% underwater part (after all, neither of my other two castles have auto-scroll, and this one needs it). I also plan to have less coins in each of my first few bonus areas, just so getting a 1-up each time won't happen this time around, if that doesn't bother anyone here. Custom sprites may also appear in the first world, if I feel inclined to add some.


What's so great about autoscroll?

To me, it just tends to make levels less fun. I guess it's just me, but those levels are almost always my least favorite, even on the official games. Unless they move real fast.
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