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06-29-24 02:51 PM
Acmlm's Board - I3 Archive - - Posts by pikaguy900
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pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-28-06 08:59 PM, in Throw something at the next poster! Link
That's a boss from Shadow the Hedgehog, isn't it? I haven't even passed the first level yet! XD
*avoids the thing*
Well, I have no choice...
*throws Amy*
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-29-06 12:08 PM, in A demo of my new hack Link
Originally posted by srothroc
You say not to criticize it, but you posted a demo. Are you just not interested in feedback at all? Or do you mean that you don't want mean/pointless criticism?

I don't want pointless criticism, like "OMG! This hack is only 1 World long! It's the worst hack ever!". I'd like criticism that tells me what I should change.

Originally posted by icegoom
Yeah, I'm not really liking walking in the nothingness like that with no visible ground or ledges. What you could maybe do is make it so that the entrance to the hidden area looks like a normal wall with layer priority set, but after you walked through about ten blocks worth, it opened up into a tunnel so you could see where you were doing. You could make a darker background for the tunnel like so:

I like that idea! Thanks! I shall do that ASAP! Though I'll have to change a few palettes around... but no biggie! That's why there's Custom Palettes, right?

Originally posted by Neo
Uhm, i could go everywhere. I skiped till the Castle
You should fix it.

Oops. I forgot to do that before I uploaded it. I'll upload a new version soon. In the meantime, take advantage of that if you get stuck on any one level. If you don't like it, just ignore it! It's not like those exits are incredibly hard to find or get to.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-29-06 12:12 PM, in Mario's Lost World, first screens Link
Those sprites look fine, but they'd look better if Mario's shirt used different colors. In SMS, Mario's special "Shine Shirt" was blue-green. Perhaps you can use a different color?
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-29-06 01:06 PM, in October 2006 ACS Rankings Link
When does this month's ACS end? Does it end next week, or has it already ended? I ask this because this Wednesday is Nov. 1, so... Shouldn't it be over already?
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-29-06 02:38 PM, in A demo of my new hack Link
Originally posted by srothroc
Okay, I was a little confused about what you were looking for if you didn't want any criticism at all.

I found your level design a little confusing at times; there would be blocks or coins that seemed to be placed randomly, or for no apparent reason -- they were just there. This was especially apparent in the first level. I don't mind the 'walking through wall' thing that other people complain about, especially since, standing at the question mark, you can easily see the flying goomba; after killing that, you can easily see that there's another goomba coming down stairs. Not hard at all.

Personally, I'd line the far side of that level with blocks so that the key doesn't go flying off the screen if you misthrow as you climb the net, but that might just be me, having done it twice.

My other major problem is the net level; it's pretty repetitive and linear and seems designed such that the only purpose is to annoy and frustrate the player. Players should be challenged, yes, but not frustrated. The nets are the same shapes and sizes, with the only variation being the placement of nets or koopas, for quite some time -- it's monotonous, and frankly, boring. To put up with all of that only to reach a message box that says that you went the wrong way is a little bit of an insult. :-/

Additionally, I accrued no less than 40 lives on the nets. It's easily possible to do more. Having done that, getting two 3-up moons at the end as my only 'award' for getting through the level (incorrectly) is a swift kick in the pants. At the least, a midway point or a pipe to a proper midway point would be nice, rather than forcing the player to go back over the nets (without koopas, having killed them) in vain, searching for an exit in the time left.

So, in short, it seems like it has promise, but still needs a little refinement and extra thought in level design. Keep on working at it, and good luck!

Okay. I tried to make Jungle of Mesh 2 a little difficult, because every level MUST have enemies, but nets make it too easy to gain lives. On the other side, taking them out destroys the name of the area. It's Jungle of MESH. There needs to be nets in most of the levels (something I didn't do, though). Though Maybe I could throw in some cloud platforms here and there so you can't jump from one platform to another. And by the way, there IS a midway point- Find the pipe near the odd collection of nets that go up then down (the location of the pipe is actually obvious), and nearby is a P Switch. Grab it if you want, and go down the pipe. There's your midway point. Go through the water, avoid/defeat the enemies, and on dry land is your "missing" midway point. If you die after getting it, you restart... AT THE PIPE.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-29-06 03:13 PM, in A demo of my new hack Link
Originally posted by srothroc
It's not difficult -- it's monotonous and mind-numbingly easy. I'm not saying that nets are bad, or enemies are bad, but that the level layout is rather bland. Try different sizes of nets set up at different heights, longer/shorter jumps, perhaps sectional jumps where there are falling platforms between nets (landing on a platform will cut the 1-up chain, preventing farming to some extent). Try some different enemies, too -- maybe net koopas.

And it's not about having a midway point, period, but having some way to console the player after reaching that box. Lives aren't hard to come by; it's the time they spent jumping from net to net (which, as I've said, is monotonous), only to find that they've gotten nowhere and are going to have to start from the beginning. It might be a good idea to give them a pipe to the beginning of the level, or even put a Yoshi with some time berries there, or something. Punishing a player for exploring isn't very... I don't know, sporting.

Edit: By the way, I wouldn't spoil your own hack so readily... part of the fun of testing demos is finding paths and secrets for yourself; if the creator just spills the beans at the drop of a hat, it kind of ruins it. Not only that, but it makes it harder for people to judge how difficult something really is if they already know how to do it, so you're sort of ruining your beta test crowd.

Okay, sorry. About your new suggestions...

Net Koopas? I was originally going to use those, but I saw no point in using them with all the Parakoopas I had.
Nope, no pipe leading back in the level. I was going to do that as I started redoing Level 2 (where Jungle of Mesh 2 starts), and it leads to a point very near the place you need to find to continue to the Goal, but I changed that. Instead, there's clouds, and very few Nets! Yay! It may get monotonous, but I can't help it- What am I supposed to do to keep the difficulty at a reasonable level? If it's too hard for you, I'm sorry, but I like things hard. The harder, the better- That's the way it is for me. I'm just tired of buying a new game I've been looking forward to and beating it within 3 days or sometimes even 24 hours. I want to make something that'll take you a LONG while to beat. Anyways, is there an option in LM to make a screenshot of the current level you're viewing? Also, on a side note, along with clouds, I've added more enemies! You'll find Bomb-ombs, Para-Bombs, Para-Goombas, Spinies, and some Pipe-Dwelling Lakitus. I made the level smaller, and it's now obvious where you need to go. Want growing/shrinking pipes? I'll add them in if you want. Whatever you want to see in the level, I'll add it in, as long as I can use it in the "Forest" Sprite GFX set, or GFX files 13 and 2.

Edit: I also added a few AFHBs (Amazing Flyin' Hammer Brothers) in the level, but only at the nets, so I can make players choose between a lower path with many enemies, or an upper path with few enemies, but the annoying Flyin' Hammer Bros. throwing hammers at you a lot. To make it better, I'll try to find a way to make them INVINCIBLE, so no matter what you do, you can't get rid of them. A great plan for nets, but it means I'll have to use them very little in a level, so as to not make a level too hard for people. What do you think? By the way, what offset controls the AFHBs, and is it possible to make them immune to Fireballs, Jumping, and the "hit-the-block-from-below" method?


(edited by pikaguy900 on 10-29-06 02:19 PM)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-29-06 03:40 PM, in A demo of my new hack Link
Okay, thanks for that. I made the picture, so I'm ready to show it here, BUT ONLY IF YOU GUYS WANT IT. It may reveal too much, but then again, it's now a pretty straight-forward level, with a few "traps" here and there. Now if only I could bring myself to try ASM... then I'd use it to make traps hidden in the floor that activate when you approach.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-29-06 04:37 PM, in Sprite Tool, public test release Link
Originally posted by Davros
Originally posted by icegoom
Hmm... How'd you change which object Birdo fires?


If you check the hammer routine from the other custom sprites and change the value in bold:

LDA #$xx
STA $170B,y

Where xx is value shown here:

Type of extended sprite (0-12): 01 - Puff of smoke with various objects, 02 - reznor fireball, 03 - flame left by hopping flame, 04 - hammer, 05 - mario fireball, 06 - bone, 07 - Lava Splash (doesn't hurt, parabolic down), 08 - Torpedo Ted shooter's arm, 09 - Red thing that flickers from 16x16 to 8x8, 0A - coin from cloud game, 0B - piranha fireball, 0C - lava lotus fire, 0D - baseball, 0E - Flower of Wiggler, 0F - Trail of smoke, 10 - Spin Jump star, 11 - yoshi fireballs, 12 - Water bubble

You can make the custom sprite shoot any type of extended sprite.

According to that, changing the Fire Brother's Hammer data from throwing Extended Sprite 4 to Extended Sprite 5 will allow it to throw Mario's Fireball. It's a good workaround until you could find a way to get one that does the exact same, but HURTS MARIO. Anyways, what sprites have you been able to generate with the Torpedo Launcher?
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-29-06 04:53 PM, in A demo of my new hack Link
Originally posted by Xeruss
Originally posted by pikaguy900

I don't want pointless criticism, like "OMG! This hack is only 1 World long! It's the worst hack ever!".

Ever heard of "Wario World Subcon"? You are vvvvveeeerrrryyyy far from the worst hack ever.

Originally posted by pikaguy900
Okay, thanks for that. I made the picture, so I'm ready to show it here, BUT ONLY IF YOU GUYS WANT IT.


Sure, I'd be interested, just be sure to convert the format to a PNG first.


Regarding level design, there isn't much that hasn't already been said... But I find I must agree with changing "Jungle Mesh 2", jumping from net to net is rather repetitive and annoying . There are a few other various flaws with level design, but they aren't so glaringly obvious that they matter much. Otherwise, your hack seems fine and I await the second demo.

Yes, I've heard of Wario World Subcon. I have it on my computer right now. I like all those bugs, but only because they make me laugh. Hey, everyone needs some good laughs every now and then, or they might start being rude all the time...
Also, no PNG. People from another website said that GIF is better than PNG, so... I'm using that. Though it pixelates the picture... Anyways, I don't think Paint can convert a picture to PNG... I've never tried, though, as I usually use JPG, GIF, and BMP. Go figure. Here it is:

http://img163.imageshack.us/img163/4584/level002so1.gif
Please note that you can't reach the right side of the level anoymore. I may leave it in as an extra place to go through to get to a secret exit, or I may take it all out. I'm not entirely sure. Also, this is a large image, so I posted a link to it instead. Hey, why risk stretching the page when I can link to it? Enjoy.

Also, as to the second demo, it'll end much later, maybe after World 3. World 2 is up next, though, and it's the Lime Caverns. I'm sure you know what to expect. Or do you? Expect the unexpected.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-29-06 05:15 PM, in A demo of my new hack Link
Originally posted by wtfweb
Originally posted by icegoom
Fine, so long as you don't make whole mazes where you can't tell where you're walking. I was playing a hack a while back that was a maze made of all the same ice blocks, foreground and background where you just pushed and jumped against blocks at random to make your way through the maze. Extremely frustrating.


i think that was my hack. i wish you would have posted this in my thread so i knew it was too frusterating (lucky i saw this.) i'll be changing it for the next release, if i get unlazy and there actually is one


anyway i should probably stay on topic. pikaguy, from what i played this hack is boring. there's very little variety (like that once level with like 5000 climbing nets in a row.) seems like you didn't take much time in designing that level.

...Maybe I work fast? Actually, it usually doesn't take me long to finish one level number (I'd say level, but around here, that's obviously one full level, from start to Goal). But I try and do my best on each level. And by the way, that doesn't sound like constructive criticism to me. I said specifically that I only want constructive criticism. I didn't want things like that. That's one of the many things that get me mad- When people don't read my posts. They only read the topic, look at screenshots, and immediately make their opinion.

Back on-topic, I'm probably going to work on these "problem levels" some more. Also, on a side note, does anyone here have any good tiles I could use for a tower on a castle's roof? Each of the castles in my hack end the same way- You exit onto the roof of the castle, with you standing in front of one tower, and on the other side of the roof is another castle, with a Boss Door on it. Obviously, it leads to the boss. So, care to help me out? Please?
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-29-06 05:43 PM, in A demo of my new hack Link
Originally posted by srothroc
Well, he is kind of right... your levels are more or less linear jumping challenges with a couple of enemies thrown in, no real obstacles.

A couple bugs that I forgot to mention; your ghost house; when exiting it, if you run away and dodge bullets, the door and exit of the ghost house flicker on the left side of the screen, for some reason. Additionally, in the castle, sometimes the moving stone platforms don't show up properly; I'm not sure if it's a sprite thing or not.

I'm not good at puzzles. Seriously, I'm terrible at them. The only thing I can do to add difficulty is throw in tons of enemies that are hard to avoid/defeat. Besides, that's just World 1. I'll try to add more obstacles in the next World. And yes, I know those bugs. I don't know what's causing the Ghost House bug, but I think it's the fact that I have a few screens before the Goal Point. I think the Goal Point turns that sprite off when going into another screen. Ah well. The castle one, I can't fix. By the way, I found a new bug in the hack. It's in Jungle of Mesh 4. At the end, I placed only Upside-Down Piranha Plants to try to stop you. Because of the location of one of them, a certain sprite vanishes. But I'm not fixing it, because it's not harming anything. Reach the point by taking the upper path in Jungle of Mesh 4. You'll see what I mean.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-29-06 05:52 PM, in An interesting bug I found Link
Yes, it's so interesting, it requires a new topic! Just kidding. But it is interesting. The bug is that certain sprites will overwrite others just by you placing them at the same location! I found that an Upside-Down Piranha Plant can cause certain sprites, like, say, a Keyhole, to mysteriously vanish. Yes, vanish! But not just graphically, oh no. It TAKES IT OUT. Yes, so not only would you not be able to see the keyhole, you wouldn't even be able to use it! However, what if you defeated the Piranha Plant? Leave the screen and come back, and the Keyhole is back! It'd be great for hiding things, and better yet, it could make new puzzles, since you'd have to defeat the sprite that's at the same location as the sprite you're trying to hide to be able to interact with the second sprite! Since it only works with sprites, I know you can't hide something like a door. But think of the possibilities you could make just by exploiting this one bug! I know people here don't like to exploit bugs, but isn't a bug technically an unwanted feature in a game? Yes! Just imagine it was a feature! Exploit it! Uh... Okay. What ideas do you guys have on exploiting this bug, if any?
pikaguy900

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Since: 08-10-06

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Posted on 10-29-06 05:54 PM, in A demo of my new hack Link
Originally posted by wtfweb
umm.. i guess i can add to my original post that it seems as though you should spend a lot more time making and testing your levels before releasing them...

that's as constructive as i can get without having to play through your hack again, which i'd rather not do right now

but i should add there are some creative aspects to your hack, like those hidden passages. you just need to spend more time making your levels fun throughout (with less repetition specifically) to make your hack enjoyable.

...Okay. There's just one problem: I tend to stop getting good ideas after a little while. It's why you see repetitive things. Sometimes, I don't do that, but it's about as good as I can get. Sorry.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-29-06 06:36 PM, in A demo of my new hack Link
Originally posted by wtfweb
no, you can definitely do better

i went back and played more and some of your levels dont suffer from the repetion problem (as badly)

if you catch yourself repeating something, stop and change it

Well, if I repeat something, that means I like using it. Besides, how is using the same thing about twice per level bad? Is having too many different puzzles really better than using 2-4 different puzzles a lot in a level?
pikaguy900

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Since: 08-10-06

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Posted on 10-30-06 05:40 PM, in Sonic The Hedgehog Extended Edition (Demo) Link
Upon reading the threads at the place the "advertising screen" advertises, I believe I now know what those "dark" Chaos Emeralds are. But even if I'm right, I won't say what I think they are here, as I may end up ruining your hack a little. Oh yes, I'm just now getting around to playing the hack. I expect great things from it.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6353 days
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Posted on 10-30-06 05:46 PM, in Throw something at the next poster! Link
*plays Command Melody* Muahahaha! I control you all! (I wish...)
Onoes! Amy's going to be a sacrifice!
*throws a at Black Doom*
I win.
Let's see... *reaches into Sonic toy chest* Ooh!
*throws a Special Ring*
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-30-06 05:46 PM, in Throw something at the next poster! Link
*plays Command Melody* Muahahaha! I control you all! (I wish...)
Onoes! Amy's going to be a sacrifice!
*throws a at Black Doom*
I win.
Let's see... *reaches into Sonic toy chest* Ooh!
*throws a Special Ring*
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-30-06 06:12 PM, in A demo of my new hack Link
Originally posted by ibz10g
You do realize it is possible to get as many lives as you want in the second level, right?

Yes, and hopefully, that won't happen again.

Originally posted by wtfweb
by your repetition problem i mean using 5000000 climbing nets in a row that look identical to each other. or, more literally in your cave level, like 8 identical pipes in a row with an upside down pirhana plant in each of them along a flat surface.

i'm not referring to using similiar puzzles more than once.

Uh... I can't take out the pipes. I'll change that. But why? The original SMW did that same thing with the pipes! Though, they did it with less pipes... Go figure.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-30-06 06:23 PM, in How did you get SMB3 Graphics into a SMW hack? Link
This is so I know what methods I can take to getting graphics from SMAS-SMB3 into a SMW hack. If you've made a hack with these graphics in it, how did you get them in? Did you draw them by hand, or did you use a program to take little graphics sheets and put them into a .bin file you could replace with the SMW .bin GFX files?

(Yes, I'm desperate to be able to use these graphics, but not desperate enough to beg for them. If I have to go through a lot of work just to get the graphics into SMW, then I'll do it. I don't really care how hard it is, as I know it's worth it in the end.)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-30-06 06:32 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by KPhoenix
Request: A Super Mario Bros 3 Breakable Brick that turns into a non-moving coin when a Blue POW is hit.

I'm not sure if there is already one out. If so, please give me a link to where I can get it.

You can get them in the Super Demo World hack (Not SDW:TLC). Find it, and you've got your Blocks.
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Acmlm's Board - I3 Archive - - Posts by pikaguy900


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