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05-29-24 09:05 AM
Acmlm's Board - I3 Archive - - Posts by Goldensunboy
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Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-01-06 08:11 PM, in Sprite Tool, public test release Link
Lishy, I see your dilemma. No other sprite editor has ever been made. (hence, the extreme hype about Sprite Tool)

I am not one to steal other people's levels or graphics or whatnot, so I would be happy to insert the sprites for you if you send me an IPS of your rom and your sprites.txt file for Sprite Tool. Put it in a ZIP file and upload it somewhere, then PM me the link. I'll put in the sprites and send it back to you via PM.

Please note that I may do this a few times for you, of course not like every minute when you want a new sprite, so think of alot of sprites that you'll want and stick them in sprites.txt.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-01-06 08:18 PM, in Disabling Mario as the 1st player........ Link
Their palettes are hardcoded, however if you use SNES Palette Editor, you can search for the colors of Mario's palette (the colors to look for are the SNES RGB values you see when you hover the mouse over one of Mario's palette colors). Eventually, you'll find two strings of colors that are equal to Mario's palette, just change them both. I did once, and it worked.

I don't know where to download SNESPal for sure, but it's probably on Zophar's. It's home webpage as seen in the actual program comes up with a 404, so I don't know where to get it from where it originated.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-01-06 09:51 PM, in Sprite Tool, public test release Link
That looks like just a palette change from a normal squishable goomba, if you ask me. If you want a different palette, change it in the .cfg editor.

Or is there some special characteristic involving physics or killing mario involved? Since that hack came out before Sprite Tool, then it would most likely just be a different enemy, like a spiny, with goomba graphics.


(edited by Goldensunboy on 08-01-06 08:52 PM)
(edited by Goldensunboy on 08-01-06 08:52 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-02-06 01:43 AM, in Banvil, Banhammer or grey spraypaint Link
BanHammer, FTW! <--- clicky
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-02-06 02:25 AM, in Super Mario World: Return to Yoshi's Island (SS/Demo) Link
It was bad, until I got to the castle. Then it was horrible. I stopped playing it, and I'll wait till you release a more bug-free game to play again.

You have a few problems here.
1. The map16 tiles for lava corners are messed up.
2. Your Yoshi's Island backgroud is not animated, and the water doesn't look frozen, so it's just plain wierd. Also, you used a pink background color. What the heck's up with that?
3. Two levels (A sub-level in level 3, and the castle) had no vertical scrolling enabled. It is very hard to see what you're doing above the screen.
4. Level 1 had too many gadfahgsdgshdg fish and I couldn't for the life of me find the exit.
5. I found the secret exit in level 3 (which, BTW, was astonishingly easy to find), and when I went on the Star Road, it led to Star world, and I couldn't move from the Star Road to the level.
6. The palette of the SMB1 brick block sprite is messed up on levels that use it, looks like some kind of funky obsidean...
Spoiler:
...with a hint of LegoMan
7. The levels are bland and boring.
8. The overworld has nice graphics, but that doesn't account for the lack of variety. (I haven't even seen the main overworld yet... *shiver*)
9. Did you even test your levels yet? If not, do so, or get a handful of beta testers.


(edited by Goldensunboy on 08-02-06 01:26 AM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-02-06 02:46 AM, in Mario's Return - Final Release Version Link
I entirely enjoyed the game to its fullest extent, a diamond in the rough, great job Alastor. We need more hacks as good as this one and SMO to make SMW hacking look better as a whole.

Anyway, I enjoyed the graphics. I like your method of taking a recognizable style of drawing from one game, like Yoshi's Island, then redrawing the old graphics or original graphics in that style, to give it a feel like that game's graphic style, but still with a touch of originality (again, something I would like to see more of in this community). The levels themselves were challenging, and tricky, but I managed to solve the puzzles after a bit of thinking at parts. The settings of the levels were mostly having to do with ghosts and stuff like that, which I don't particularly enjoy, especially when you have a fishin' boo, which is a straight up NO when it comes to them. However, I loved your unique approaches to bosses, especially the final boss, which was a very great challenge. The conclusion was no big deal or anything, though, but I never wait through the conclusion anyway on normal hacks. (I did on this one, though, because it was a good hack, but nothing really happened)

The only downsides were the parts were you had an item and you had to kick it at a horizontal pipe then land on it as a platform to go through the pipe. That is a very tough trick to pull off. Also, I tried for an hour (which was way, WAY too long IMO to spend on a single level) trying to find the normal exit in Ectopolis Cemetery, the only misspelled level in the game. I got fep up with it and used RLM, and I still couldn't find it, so I placed an exit near the start of the level so I could finally beat it and see the levels past it. Finding the secret exit on that level, however, was a cakewalk. Also, there was an extreme overusage of blue shell-less koopas that kicked shells over pink triangle things. Also there was that wierd overworld glitching for paths, I just beat a level that saved then reset the game for those problems, though.

Overall, this hack is very good. I would love to see another hack staged by you, because it will probably be just as good as, if not better, than this one. Just tone down the level of difficulty a little in finding secret exits, though.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-02-06 03:12 AM, in Legend of Zelda: The Gate to the Heaveans (zelda3 hack) Link
I like the plot, it soulds like the kind that keeps you wanting to progress through the game. Only one screenshot? I think some people here are a little spoiled and might be ticked that they didn't get more than one.

So long as you don't get hacker's block and put it on ice, it may come out good. Of course, you just started, so it's just speculation.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-02-06 04:33 AM, in Mario's Return - Final Release Version Link
Originally posted by Alastor the Stylish
Originally posted by Goldensunboy
The only downsides were the parts were you had an item and you had to kick it at a horizontal pipe then land on it as a platform to go through the pipe. That is a very tough trick to pull off.
I'm pretty sure you never have to do that, seeing as I've played every level at least ten times and have never done that.
Well, the only part I can remember right off the bat where I couldn't find a way to get in the pipe other than doing that was
Spoiler:
going through the lower of the two right-facing horizontal pipes in the first secret-like area of Space Paradise 5.
I kicked the spring at the pipe, and landed on it as a platform to enter it, as I saw no other way of getting in there.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-02-06 04:47 AM, in Have you ever noticed how funny sprite comics turn out? Link
I don't find them amusing now, but I did when I was much younger. In fact, my highlight of the week used to be whatever new sprite comics were hosted at Lemmy's Land.

However, I don't enjoy the text-based comics, because the chartactors look dumb as plain text, as opposed to an image of a frightened face or some other emotion. And when the whole thing is text based like this, I would have even found it dumb back then when I enjoyed sprite comics.

But that's just me. Maybe you can make a comic out of this ?_?


(edited by Goldensunboy on 08-02-06 03:47 AM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-02-06 09:04 PM, in Luigi's Trilogy[SS] Link
Originally posted by Omega

Great job on the overworld here, I can see the main theme of the overworld is grasslands, trees, and lakes, with a nice variety of decor to boot. I also see that you left other themes (like desert, cave, etc.) to the submaps. It isn't actually a good or bad thing, really.

There is only one graphical glitch in this picture, and you have two problems with cliff proportions.
1: The cliff height above the ocean near the top of the screen is the same height as the cliff part above land, so the main landmass in the middle must be at the same height as the ocean, right? Well, the ocean is then lower than the land in the bottom-left corner of the map, and the ocean can't be at different heights in different places (unless the moon is really close, causing some extremely high tide )
2: On the middle landmass, the height above the ocean is lower than the height above the lower landmass. If anything, it should at least be the other way around, and not by alot if that's the case.
3: As for the one graphical mishap, there is one water tile barely to the southeast of the sunken ship that should be different. It's one of those animated water tiles that you see in the ocean, but it's supposed to be one of those calmer water tiles found next to cliffs and land.
Originally posted by Omega

Are those little cracked stones with yellow in them gold veins? If so, you get the honor of being the first person (AFAIK) to do that. I like it.

I'm just not sure about the little 16x16 hills with eyes, I just think they don't belong well havign the same color as the ground. May I suggest darkening him just a tad? Of course, darken the one on the lower ledge, too, because it's in a shadow (or shade?).
Originally posted by Omega

Green snow? Yuck. If it was white with a hint of blue, It would look nice, but white with a hint of green? No thanks. I do, however, see those rocks again with the yellow, it reminds me of Alaska, because htey once had a gold rush.

Also, since the ground is technically frozen over and there is little moisture in the air, the pathway should be a little darker, leaning towards brownish.
Originally posted by Omega

No comment.
Originally posted by Omega

The tree's leaves look very strange. It's not like sand can stick to trees. Just color the leaves green.
Originally posted by Omega

Bowser's place looks nice. The skulls could use a tad more detail though. And why aren't you using Bowser's main entrance to the castle? Is it because Mario is being Mr. Shneaky Shneaky and coming through the back door? That's what I'm guessing.
Originally posted by Omega

I don't like the palette here. I can't think of any way to greatly improve it, so I'll just leave it at that.
Originally posted by Omega

Nice Idea with the fist, but what does it do to mario? Does he go inside it? How about making a hole or something in the hand for Mario to crawl through?





I think your overworld looks very nice. What I gave you were a few tips on how you could improve it and wat you can improve, and what I thought. This overworld is so good already, that you may not need to make many of these changes, except for the palette in Boo Cavern. Great job, Omega.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-03-06 02:20 PM, in Sprite Tool, public test release Link
Originally posted by XM
to goldensun boy.

the frost goomba.....
That sounds really awesome. I'll probably search for this hack, now, because I wanna play it.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-03-06 03:53 PM, in Annoying Bug [throw-block related] Link
Sprites and Map16 use different graphic files. The graphics for the grab-block and graphics for the grab-block Mario holds are the same, but in separate files. You'll need to change the graphics of the "vine thing" in GFX01.bin, the 16x16 tile starting at tile 0x240 in Lunar Magic. (see the third page of the 8x8 tile editor)

Edit: You can't throw it? Then, if the graphics at the place I specified are correct, it's probably something else. But just check the graphics at 0x240 in Lunar Magic first.


(edited by Goldensunboy on 08-03-06 02:55 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-03-06 10:52 PM, in my progress so far in my game Link
Something you might want to get into the habit of doing is unzipping files. A "ZIP folder", as you call it, isn't a folder at all. It's a file that has other files in it, with all their data jumbled around to make it smaller. ZIP files weren't made to save harddrive space, they were made to make files smaller for bandwith purposes online, and for downloading/uploading times to decrease. 99% of the time, a program will not recognize that there's something in a ZIP file, because the program interprets it AS-IS and cannot decompress the zipped file, or in Lunar Magic's case, can't specify a direct filepath to the help file (if it's even in the ZIP file), because a ZIP file is not a folder. Sure you can put a folder in one, and sure it may look like there's directories and everything in there, but it is a file, and Lunar Magic can't find a file in a file (don't ANYONE say anything about SMW levels being in the rom it opens, I'm not that dumb).

So no, you can't open a zipped SMW rom. No, you can't edit zipped graphics. No, you can't open a program inderectly from another if it's zipped. No, you can't even run Lunar Magic, or an emulator from a zipped file*. Wanna make your computer crash? Zip up about half the files in the folder C:/WINDOWS/System32. Why can you run some zipped roms from some emulators? Because it's part of the 1% of files that can actually do something while zipped, and the creators of those emulators added it in so people can download roms and play them fresh off the internet.

Anyway, the point I'm trying to make is: Unzip everything and delete the zip file you had after taking it all out to avoid accidentally getting confused. After I downloaded Lunar Magic, I extracted it, and deleted the ZIP file. After I downloaded SMW, I extracted it and deleted the ZIP file. After I downloaded about 30 other roms, 20 IPS's, 7 emulators, and craploads of programs, I deleted the original ZIP file for each and every one. I've hence never had any problems with this sort of stuff.

*I'm pretty sure about this, someone correct me if I'm wrong. I know it won't work with some other compression formats.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-04-06 04:22 PM, in New Overworld Link
The pipes would look nicer if they were a little darker and a little more rugged or worn. Smae goes for the mushroom house and icebergs. As for the cloud sprite, it looks a little too SMWish. As I look into the sky right now, it seems as if the clouds are puffy around the middle and top, and whispy around the edges. With ground looking that realistic, the sky probably should too. We sure are picky, huh?

Also, in the last picture, is Mario swimming? O_o

Besides those things, I think this hack's overworld looks beautiful. Of course, you're gonna need to make levels that look beautiful, too.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-05-06 03:54 AM, in OMG Objection!!!! Link



(edited by Goldensunboy on 08-05-06 08:40 PM)
(edited by Lazy on 08-18-06 12:57 PM)
(edited by Goldensunboy on 08-19-06 01:31 AM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-05-06 04:07 AM, in SMW gfx [people forgot level design and FUN] Link
I don't classify different attributes of a hack as giving different levels of fun, rather the different attributes blending together to give the game a level of fun.

1: First off, good graphics (and appropriate palettes) attract gamers.
2: ASM hacks give the "oohs" and "ahhs" that make people want to keep playing.
3: Good level design is basically levels that pertain to that landscape region in the overworld, you don't have a mountain in the middle of a plain (unless there's one on the overworld), and bland levels repel people.

I (and many others, so it seems) personally favor good level design over the other attributes, however hacks with ASM enhancements really tend stand out (hence, SMO).

Plenty of good hacks have nice graphics, so I haven't formulated an opinion on that topic yet. However, I don't care for bloody or gorey graphics like Ghettoyouth's hack, I prefer more landscape-like things. (I'll stop right here since I'm going off-subject)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-05-06 04:18 AM, in Official Tournament Poll Link
Bomberman is more fun in a random kind of way. Blowing people up, and stuff like that is just fun, in a comical sense. BTW, couldn't resist bringing Bomberman and TA to a tie
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-05-06 03:50 PM, in 8x8 tile editing... Link
Go into Lunar Magic's 16x16 tile editor, and hold CTRL + SHIFT and press PAGE DOWN. This will unlock viewing iof the sprite map16. Use the up and down arrows to scroll through pages, and on page 20, you can find the yoshis. Left click on the green one, then click "edit 16x16 attributes". On the palette number it uses, just change that. Since sprites use the second half of the palettes, add 8 to whatever it says there.

By default it will say 5, so [5 + 8 = 13], and 13 = D in hex. Green yoshi uses palette D. You could do that, but that's if you want to change Yoshi's palette, like you asked. Your problem here is that none of these sprite colors are particularly orange, so
you'll have to change Yoshi's graphics in a tile editor by making it so he uses the last half of the colors in his palette, and then change those in the shared palette section of the palette editor.

Don't ask questions on what I just said, just do it, and read the helpfile when you come to something you don't know how to do, like maybe changing shared palettes, and other documentations on how to use a tile editor.


(edited by Goldensunboy on 08-05-06 03:06 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-05-06 03:55 PM, in 8x8 tile editing... Link
Edit: I stand corrected, sorry Alastor


(edited by Goldensunboy on 08-05-06 02:58 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6314 days
Last view: 6314 days
Posted on 08-05-06 04:02 PM, in Request Custom Sprites here Link
Woah now, sprite tool has JUST been released a few weeks ago, Mikeyk is probably working on updating it and he still has a life outside the world of computers, too.

Plus, there's a good chance this will be closed since his thread is where people request sprites.

In the slightest case it isn't closed, I would request a mushroom block like the one in SMB2.


(edited by Goldensunboy on 08-05-06 03:02 PM)
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Acmlm's Board - I3 Archive - - Posts by Goldensunboy


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