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06-05-24 01:00 AM
Acmlm's Board - I3 Archive - - Posts by Glyphodon
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Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 06-29-06 09:19 PM, in Pipe maze..... Link
Originally posted by Serpent
You think that the smb3 mazes are the same as the ones in smw:tlc?


Well, I do. All variations of the pipe maze just totally suck. It's a lot of running around going through nearly identical exits doing none of the good things Mario games are known for such as raining down firey death on your weakling Goomba inferiors or making jumps over cleverly placed lava pits.

Hey, that's right. Mario is fun. I.... forgot. In the midst of crap hacks and SMW's poorly designed powerup system and enemies, I couldn't remember that classic SMB-style Mario levels are fun. Shame on me. I should make some old-style level hack. I can't very well leave SMW hacking without making at least one good hack, can I? It'd be a cheat.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-13-06 11:44 PM, in Opinions needed for graphics Link
Should you really be able to see straight through the big locomotive wheels to the background? It looks kinda dumb to me. The flipping screw tiles of the T32 train car look weird too. Otherwise, you've got an interesting style. I'd probably like the look of a whole game of dithered gradients and somber tones.

Don't ever put original SMW graphics next to your graphics, though. The result, as seen above with the SMW ground, is quite horrific.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-18-06 02:01 AM, in Looking for other good villians Link
Originally posted by Celice
He wasn't really a villian, but he played out to be a great hero-gone-wrong, especially what led up to it.


Just because he killed everybody and turned into a giant face of plants doesn't mean he's a villian, huh?

I would have liked to see some spoiler tags on that because that chapter ruled and it just wouldn't be the same if you knew what was going to happen beforehand.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-19-06 10:47 PM, in "Mario's Return" progress thread - NEW 5 World Demo Link
Originally posted by HyperMackerel
I can't imagine myself opening a hack, looking at the title screen, and thinking "hm, this border lacks a little... I'm not playing this".


Still, first impressions. Nobody wants to start up a game to see curtains that look like THAT. They look like something an 8 year old would come up with after playing around in MS Paint a bit.

Shame on you, Kyouji. Nobody likes a lazy title screen artist.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-19-06 10:53 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by S.N.N.
I don't know if this has been asked already, but I'm looking for an ASM hack where you can only go down a pipe if you have all 5 Dragon Coins in the level. Hell, it might be really easy and I'm just missing something, but meh...


One might code a custom pipe block that sets its "acts like" setting to 130 when Mario touches it without 5 dragon coins or simply put the "Block Mario off unles he has 5 dragon coins" block on top of a pipe.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-22-06 01:57 AM, in How can I balance SMW's gameplay? Link
1ups are pointless. You can go back and grab a few from an easy level whenever you need to and it's set to 5 every time you reset anyway.

Powerups are messed up as well. In the days of the SMB, the point of powering up was giving you an extra hit, and the fire ability was just a special bonus. Now with reselectable stages, abundance, and scrolling both ways, powerups kind of suck.

The cape alone is a mess in and of itself: flight over levels is a terrible ability. Yoshi allows you to get hit an infinite amount of times if you're fast enough, spiked and firey enemies are completely avoidable with the Spin Jump, coins just lead to the ever-useless 1up... continue ad nauseam.

Why am I complaining about this yet again? With Sprite Tool it's more possible than ever to rewrite these things I dislike. I want to make SMW right... I have the skills and the tools but not the plan.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-22-06 02:28 AM, in How can I balance SMW's gameplay? Link
This isn't about preventing cheating, it's about fixing the game so it's a more fun, balanced experience. Preventing cheating is a battle nobody can really win, anyway... The emulator that runs the game decides what goes, and any attempts to subvert it will likely end in a glitchy game incompatible with many emus.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-22-06 02:56 PM, in Sprite Tool, public test release Link
On my first try I made a sprite that toggled the ON/OFF setting when Mario touched it and pressed up and it worked. This tool is nothing short of amazing, etc and so forth.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-23-06 11:41 PM, in What causes the overworld path glitching? Link
What the hell are 6 x 6 and 2 x 2 tiles?

Originally posted by Sukasa +
I thought that onyl the layer one data was stored to SRAM


Layer data can't possibly be stored to SRAM because the SMW .srm file is so small. An entire layer, or even part of a layer would take much more space than SMW uses for saving, especially when you consider that it has to save 3 separate files to that space.

Originally posted by Smallhacker
I belive that the main question is:
"Why does it correct itself when reset?"


Why wouldn't it? The game doesn't save the tiles to SRAM, just which events have passed. The glitch apparently only happens when an event is completed, not when an 'event completed' flag is loaded from SRAM.

Finally, Alastor's understandably pissed at everybody for not paying attention. Heck, I'm not even paying attention at what I'm typing right now. I'll post this anyway, though. Why? Because I can.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-25-06 04:36 AM, in SMW Hacker User Bar... (yes it belongs here) Link
Originally posted by Alastor the Stylish
conduct yourselves in a more civil manner. You're just bickering. It's childish.


Why is our community so messed up that Alastor is the voice of reason? He's an idiot. That shouldn't happen, ever.

Sukasa, please die. You spelled DahrkDaiz's name wrong even though you put a complaint about people spelling your name in your custom title and you pointed out that DahrkDaiz is a full mod even though it's damned obvious and it has nothing to do with anything anyone was talking about.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-26-06 12:31 PM, in SMW Hacker User Bar... (yes it belongs here) Link
Originally posted by Radiation
the psychiatrist would actually be Glyph Phoenix and he'd trick you into killing yourself)


Intriguing. I'll have to remember that one.

Originally posted by Doritokiller
Kyouji the Alastorish


Stylish Kyouji, actually, or so the AIM name would lead me to believe.

Originally posted by Bio
2. someone care to explain me why every thread that only a single thing to do with SMAS rip become a flame war


Because some people can't handle the truth. The truth is the fact that SMAS rips suck, and peter_ac is some people.

Also, I totally disagree with everyone saying this thread sucks. It's awesome: it's got catgirls, deathfights, and Alastor's animated corpse. Fun, fun, fun.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-26-06 01:21 PM, in Mario's Lost World, first screens Link
I still don't like the transition from white to orange on the Koopa's skin, and the bright blue bg on the jungle-type level is pretty bad. The bullet bill's eye looks really weird... I suggest using more pupil.

Now, onto the everything else.

Extraordinary looking dithered blocks? Yes. Fantastic looking dinosaur fossil tileset? Very yes. Great caves? Absolutely. Good work.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-26-06 01:26 PM, in SMW ROM addresses Link
Sounds awesome. If you put F0 at x21336 Mario warps to Star World when he presses select at Yoshi's house. I already mentioned that, but now that L, R, and select are manipulatable, there's got to be some dandiness there.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-27-06 05:41 PM, in Mario's Return - Final Release Version Link
I've got an error to mention. Blaze Caverns and Chocodes are disappointing + boring. That means they're disapporing. Fix them.

Seriously, though, that retarded wall of Bullet Bills never should have made it into the final version, the spikes in Mysterious Castle 3 get caught in the floor, Mario can be found popping out from behind gravestones and water because you put the pipe too close to them, the still floating magics look awful, the blue shells in Aquaria go nicely with the Yoshi you can get over and over again in Harmony 1, and "undivided" is an awful, awful word to put in a poem.

I'm sure your hack has lots of nice features, though. I just haven't found any yet. I'll play it again right after I attend an important meeding.

But first, let's have a toast
To Kyouji Craw, our host
He's by far our favorite
Stupid lazy hypocrite

He let all these glitches slide
I thought we hated rips from YI
Nobody criticizes this troll
Who believes in drastic my soul
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-27-06 06:10 PM, in Mario's Return - Final Release Version Link
If you're not here to see drivel, then why are you here?
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-27-06 06:21 PM, in Bowser Entrance Suggestions Link
It can with HDMA.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-27-06 06:43 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
I think it would be really very awesome if you didn't have to hold 'B' to run. I don't know about you guys, but I pretty much just hold B all the time. It's inconvinient, and I don't like tossing fireballs when I just want to run.

I looked and looked around x588B, and I still couldn't find how to do it.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-28-06 10:09 PM, in Bowser Entrance Suggestions Link
Originally posted by Smallhacker
Originally posted by Glyph Phoenix
It can with HDMA.

Dude. We're talking about making a 4D object, project it into 3D space, making it look like crap, then project the crappy 3D projection down to a 2D plane, making it crappy^2... I really doubt that HDMA can help us here, unless you recently found an undocumented 4D simulation feature (creating a 4D hologram in front of the computer screen) hidden in the emulator's HDMA code.


No no no, this is all a misunderstand.

I mean you need mode 7 for that.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-28-06 10:56 PM, in Mario's Return - Final Release Version Link
He's talking about how to 'fix' the overworld glitch. Yes, it will go away when you reset and reload from a save file.
Glyphodon



 





Since: 11-18-05

Last post: 6357 days
Last view: 6337 days
Posted on 07-28-06 11:35 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
I can never remember which buttons are which on an SNES emulator. I slipped up and wrote "B" because that's what it was back on the NES Mario games.

As for the tight spaces thing, I don't even let go of the button then. Even if that is important to you, surely you can agree that there are a lot more jumps when one would prefer the extra height and length of the running jump than the precision of the walking jump.


(edited by Glyph Phoenix on 07-28-06 10:36 PM)
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Acmlm's Board - I3 Archive - - Posts by Glyphodon


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