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05-07-24 02:59 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Second Reality Project II Status (+new Trailer) New poll | |
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pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6300 days
Last view: 6287 days
Posted on 12-21-06 06:26 PM Link | Quote
Is this going to be the final chapter in your "series"? If not, how many more do you have planned? Or do you not know?

Do you have a planned release date (Like, WITHIN 4 DAYS?! ) for this hack? I'm getting VERY impatient now...

I say, FORGET BTO. One of my hacks uses a LOT of Custom Blocks, but I have yet to experience ANY slowdown because of them (the worst I get is a flashing black line at the top of the screen, for some odd reason). Maybe your computer is just weird?
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6288 days
Last view: 6287 days
Posted on 12-22-06 11:36 PM Link | Quote
Whoa, I finally got a chance to view the trailers (stupid netsentron).

All I can say is Holy Shit. Those were really good trailers, I'm inspired to make my own for COTMK 1 now.

BTW, did you make that music yourself?
Joshua368

Shyguy








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

Last post: 6309 days
Last view: 6287 days
Posted on 12-25-06 06:16 AM Link | Quote
Well, I finally somehow beat your first game, and I have to say is...

Please, please, oh God, please tell me this game isn't going to be anywhere near as hard as that one! The whole last world... expecially that last level... I think my brain melted into a liquid state and then evaperated. If I see one more of those jumping from spiked ball to spiked ball challenges... or one of those koopa jumping challenges... or another eight hundred second-long level... *shakes fist menacingly*

Anyway, uh, yeah. Besides that... can we have an overworld screenshot? It better be more edited than you first game's.


(edited by Joshua368 on 12-25-06 12:18 AM)
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6315 days
Last view: 6287 days
Posted on 12-25-06 06:36 AM Link | Quote
Originally posted by Joshua368
Well, I finally somehow beat your first game, and I have to say is...

Please, please, oh God, please tell me this game isn't going to be anywhere near as hard as that one! The whole last world... expecially that last level... I think my brain melted into a liquid state and then evaperated. If I see one more of those jumping from spiked ball to spiked ball challenges... or one of those koopa jumping challenges... or another eight hundred second-long level... *shakes fist menacingly*

Anyway, uh, yeah. Besides that... can we have an overworld screenshot? It better be more edited than you first game's.
See, personally, I've yet to play any hack that was impossible to beat... without savestates, I mean. I'm the kind of person that's willing to spend a bunch of lives and actually have a game over or two trying to beat a level. Just be a bit more careful with your moves and don't play the levels blindly (a common failing with the typical savestate user; if you don't lose anything from your mistakes, you won't stop making them), you'd do just fine. Maybe try disabling the savestate button in your emulator, and see what happens.
Joshua368

Shyguy








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

Last post: 6309 days
Last view: 6287 days
Posted on 12-25-06 04:05 PM Link | Quote
Um... some levels would be impossible to beat without save states. It's simply the way it is.

I always try to beat hacks without save states, but sometimes they pass a boundary of difficulty where I have to. I don't like it when this happens, but it does.
Kailieann



 





Since: 11-18-05

Last post: 6287 days
Last view: 6287 days
Posted on 12-25-06 04:07 PM Link | Quote
I'm quite sure the people who design the hacks test all their levels without savestates. If you can't do it yourself, then it just means you're not as skilled a player as they are.

Not that there's anything wrong with that. Lord knows I resorted to gameshark at least once in the original Second Reality.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6289 days
Last view: 6301 days
Posted on 12-25-06 09:38 PM Link | Quote
Oh, if Joshua368 played the "original" version of my first hack, he's probably right about the save state-thing, the last level is really really long and hard, and the Torpedo-Ted-Ride in "Orbital Station" is very hard as well. If I would try to play it without save states, I would have problems as well.

But I think the second part will be easier, for example if you look at the last level on my first hack, there will be nothing like that in the second one. The only thing I can say for sure, is, that there will be quite a few levels in the hack with 800+ time limit. But... you have to see, there are some puzzle levels, and in that I give more time limit, but there are also some very long levels, as I said in some earlier posts.

But I also said before, that the hardest levels are secret, and unlike my first hack, it's not neccessary to find them if you want to beat the game.
And, in addition, Juggling Joker is very right: If you're trying to run through the levels and get to the next one as fast as possible or whatever, you will have some problems. You can take time for the levels, because I think this hack will be very generous about the time limits. I don't have any mean traps or something like that in the hack, this hack is supposed to be beatable without save states.

Originally posted by Joshua369
If I see one more of those jumping from spiked ball to spiked ball challenges... or one of those koopa jumping challenges..,


Hehe, I want to add something here. You see, I already did something like that in my first hack. Why should I do it again? XD When I started hacking SRPII I wanted to make something new, not just rehashing all my "old" ideas from my first hack, just with added custom GFX this time.

Yeah, and the overworld is of course editet. And for the ones who already played the old demo, I can say forget the overworld there, with the exception from the World 1 Overworld Map, I deleted everything else and started from scratch, so you will have an almost complete new one in the final version.
(But I have to admit, I don't think the Overworld will be anything outstanding. It's mostly the typical SMW-Overworld-GFX, and I have seen much better Overworlds in other hacks, but I'm satisfied with it nevertheless, I don't think there will be anything totally wrong with it)

Originally posted by pikaguy900
Is this going to be the final chapter in your "series"? If not, how many more do you have planned? Or do you not know?


Um, I don't plan things like that. First, I will finish this. After this, I will decide what I will do next.

Originally posted by Sukasa
BTW, did you make that music yourself?

Yeah, but that wasn't really something special, with the exception of all the melodic parts (which I composed by myself) I used some samples from different sources and put them together. Mostly for the drums, because I really suck at creating some drumloops which I actually like.

Ah, and I almost forgot...
merry christmas to everyone!


(edited by FPI on 12-25-06 03:39 PM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6288 days
Last view: 6287 days
Posted on 12-26-06 09:05 AM Link | Quote
Nice. What program did you use to make that music? It was really good BTW.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6289 days
Last view: 6301 days
Posted on 12-27-06 12:33 AM Link | Quote
I did it with Techno eJay 2, which is slightly outdated I just noticed by looking at this site: http://www.ejay.com/

It seems to me that they improved in the last few years, the new sets are looking much more professional than the one I have. (Techno eJay 2 is from 1999, I think)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6288 days
Last view: 6287 days
Posted on 12-27-06 04:58 AM Link | Quote
Nice. I'm gonna try the Techno eJay 4 demo. See how that one works. BTW, if you need help with ASM code, I can help you.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6305 days
Last view: 6292 days
Posted on 12-29-06 01:04 AM Link | Quote
This looks absolutely fantastic... I'm really looking forward to a demo or preview release! Keep up the good work.

I have to say, though, I'm glad you're leaning towards difficulty here; it's nice to see some creative challenges in new hacks.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6289 days
Last view: 6301 days
Posted on 12-29-06 03:55 PM Link | Quote
As promised, I've updated the screenshots finally. And... there are many of them now.
Take a look here.

Btw, the hack will be ready very soon, probably tomorrow.
S.N.N.
wtf


 





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

Last post: 6292 days
Last view: 6287 days
Posted on 12-29-06 04:16 PM Link | Quote
Ready soon? Tomorrow? Wow .. definitely more soon then I thought

Oh, as for the screenies, I love them. I do see a couple things that irk me a little though.



The BG of this picture blends too much with the climbing net in my opinion. I think this may be because the BG is kinda bright. If you could darken it just a tad, it would probably look better.



Actually, nothing wrong with this one, but I had two questions. Is the blue block a message box, and what is that long spiral blue thing?

The rest of the screens look stellar. I especially like the carnival-looking levels near the bottom of your page. Good work.
Madman200

Scarfy


 





Since: 07-21-06
From: Swifton

Last post: 6287 days
Last view: 6287 days
Posted on 12-29-06 06:04 PM Link | Quote
Originally posted by Midna


Actually, nothing wrong with this one, but I had two questions. Is the blue block a message box, and what is that long spiral blue thing?

The blue block is actually a ON / OFF switch (learned it from the demo), but I don't know about the spirals...they seem to be all hooked to that central box. Why, I don't know.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6289 days
Last view: 6301 days
Posted on 12-30-06 12:48 AM Link | Quote
You're right about the blue box, it's the ON /OFF-switch. If I remeber correctly, I ripped it from one of the later Wario Land-games, maybe the third.

About the spirals: Nothing special with that, just part from the GFX.

Btw, I released the hack now. I've made a new thread in the release-forum, because I guess that would be the right place for it.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6287 days
Last view: 6287 days
Posted on 12-30-06 02:27 AM Link | Quote
As usual, left-right, top-bottom:
  1. The castle kinda looks squished (like it's been scaled down), otherwise it's very nice.
  2. Sweet.
  3. Original SMW GFX? Is that allowed? Looks good anyway.
  4. Background is way too bright here; at first glance it looks like it should be the foreground.
  5. Neat. Must be pretty hard though. The graphics look a bit distorted below the bridge.
  6. Sonic graphics are cool, but the Mario sprites clash with them so badly...
  7. Pretty cool design, though it might make more sense if the metal stuff was wood. The BG is a bit plain, lacking any leaves and very sparse.
  8. Oooooh. Looks nice, though the edges of the blocks just seem to cut off suddenly, again giving the impression (though less so) that the FG is actually the BG.
  9. Nice. Why, though, are pipes serving as rooves with junk on top of them?
  10. The background is INCREDIBLE. The FG looks good, but such plain graphics don't go well with such a detailed background, and would be more suited to a bright and colourful level like in the next shot. Detailed graphics that look like seaweed or something would do well here.
  11. AAAAAGH BRIGHT
  12. Very well done. Are those Panzers alive though? Their colour makes them look like gold statues.
  13. Good use of the classic graphics.
  14. This is decent. I like the barrels.
  15. The red light looks great here, and goes well with the plain solid blocks Mario is standing on.
  16. Looks like it should be underwater, but is still pretty nice.
  17. This looks OK, but I can't tell just what it's supposed to be. It looks like a cross between a cave and a space station.
  18. Neat, though the skeletons lining the floor are rather repetitive.
  19. KIRBY!
  20. Very nice, love how you've used those star blocks.
  21. Another great background, and this time the foreground matches it well. Looking at it is giving me a chill.
  22. Hehe, neat! Wires running every which way, and a happy little snail.
  23. Ooooh. The dark gradient hides the lines to some extent, which must make things a bit more difficult.
  24. Looks very difficult, but the boxes are a bit bright.
  25. Not bad, not bad at all. Still could use some more contrast between FG and BG.
  26. The gold blocks and yellow pipes go well together, and the light brown background helps too. Gives the impression this place is full of gold and other riches.
  27. You're mean. I can see myself using a number of save states here. The graphics look very good, with perfect FG/BG contrast.
  28. Good for colourized Super Mario Land 2 graphics, but pretty ugly for SNES graphics. :-/ You've got more colours, use them! And consider the idea of having a piranha plant come out of one of the statues' mouths.
  29. Lookin' good. The status bar needs some palette tweaking though.
  30. Lookin' good here too, though still with some status bar problems (red item box). I'd probably never notice if not for the surrounding images, but someone will moan.
  31. Very nice; I like the bomb.
  32. Neat!
  33. OK, but the background is ugly. Why is Boo upside-down? It'd be pretty amusing if he actually flew like that.
  34. Pretty good. I assume the lighter red platforms, like the one directly above the Yoshi Dragon Coin, are a moving layer 2?
  35. Awesome.
  36. Weird, but cool.
  37. The orange blocks again have edge problems making them look like they're behind the BG, but otherwise they're quite nice. The BG is very plain, but I guess it does the job. The green junk doesn't really fit next to the orange blocks. Bonus points for using a Yin-Yang, but shouldn't one side be white?
  38. Very nice. The partial wall in the background portrays the image of a broken down old house quite well.
  39. Ooooh, purdy... WTF are those sprites though?
  40. Awesome. Does the coaster really move?
  41. More awesome. I love how those rods came out.
  42. Still awesome. Great palette work, and nice use of those stars from Super Mario RPG(?). If you have enough graphic space left, consider Culex's background instead, but if not, this one will do.
  43. Pure concentrated . The one problem I see is the pipes - the waterfalls are slightly wider than they should be for a pipe that size, making them appear to come out from behind the pipe, and the pool at the bottom just kinda sits on some pipes which looks a bit funny.
  44. Nice, but the red in the background is much too bright.

Damn that's a lot of shots.
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: 6288 days
Last view: 6288 days
Skype
Posted on 12-30-06 03:16 AM Link | Quote
Originally posted by Alice

  • OK, but the background is ugly. Why is Boo upside-down? It'd be pretty amusing if he actually flew like that.


  • I think Mario just killed him

    Looks awesome, FPI, will download NOW!
    Joshua368

    Shyguy








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

    Last post: 6309 days
    Last view: 6287 days
    Posted on 12-30-06 03:40 AM Link | Quote
    My only complaint with the graphics so far is the finishing flag... it looks pretty ugly and thin. I'd suggest making it look a bit more solid, and thick.
    HyperHacker

    Star Mario
    Finally being paid to code in VB! If only I still enjoyed that. <_<
    Wii #7182 6487 4198 1828


     





    Since: 11-18-05
    From: Canada, w00t!
    My computer's specs, if anyone gives a damn.
    STOP TRUNCATING THIS >8^(

    Last post: 6287 days
    Last view: 6287 days
    Posted on 12-30-06 05:30 AM Link | Quote
    I don't remember being able to kill Boos though, unless he has a star and just happens to be normal-coloured in this frame.
    SecretGlitch

    Red Paragoomba








    Since: 01-14-06
    From: Nowhere Land

    Last post: 6335 days
    Last view: 6322 days
    Posted on 12-30-06 06:26 AM Link | Quote
    The koopa is up-side-down, too. Are all the enemies up-side-down in that level?
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