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Acmlm's Board - I3 Archive - - Posts by FPI |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Hhllrssstttxaaeioy Yeah, that would work but only with the "normal" Dry Bones. You couldn't use the one which is throwing bones, because the throwing bones are using the same place in the GFX-file as the Banzai Bill. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I think Cape-Fire-Mario is a cool idea, but it would be even better, if Mario could get this with an "additional" (new) power-up item, not just by getting a cape and a fire flower in game. | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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As cory21391 already said, the easiest way would be to use 8x8 tiles for the pyramid with an invisible level dot in it. If you don't reveal it, it will stay invisible all the time and it looks like the pyramid is the level and not a yellow dot. | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I agree with RT-55J about the Title screen. What will happen, if you press Start? The File Select comes up in the same place at the Title and that's not very good.
I also don't like the idea with the low time limit, I think a level should be to beat without getting the timer below 100. (You could change that in some of the later levels of course, but right from the beginning I just don't like that) So, for the screenshots itself: From what I can judge just from the screens, the level design looks really good and interesting, very good work about that! I'm sure I will check this out, when it comes out. ![]() (...but I still hope, you decide to give a higher time limit in the game...) ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by asdfOriginally posted by Alastor the Stylish Oh no! Something's wrong with me! XD |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Remoga Sanctum No, they are working in vertical level's as well but I wouldn't suggest using the goal tapes in a vertical level, because's Mario's momevent's freeze's up after touching the goal and that looks weird. That only makes sense in addition with the goal point sphere. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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For the first question: No.
For the second question: Why not using pipes/doors which can lead you to another part from the actual level? ... so you could make level longer. edit: Zachio was faster... ![]() (edited by FPI on 05-23-06 10:50 AM) |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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No, I think he should really transfer everything to a clean Rom, like Peter_ac said, because if you have an 8MB-Rom, you can't play it in ZSNES. In addition, Block Tool and other tools and stuff aren't working with the Rom anymore. | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I must say that I'm using most of the time Tanooki Hero's method as well, because it's probably very easy to find the GFX from Allstars in TLP/YY-Chr, but if you want GFX from more less known games, the chances are good that they are compressed. I tried the method with the savestate some time as well, but I never could find the BG-GFX in a savefile, so I just ended up ripping screenshots. ![]() For some GFX i used m16-k7 as well, but from my (and other people's) experience with that feature I really suggest to not use it (if you want to play the hack on ZSNES). Some people are saying, that you can fix the problem with saving the "corrupted" level one time more, but that's just the beginning. (In a case, that's right, but I would suggest to fix m16-k7-glitches at the very last thing to do in a hack. If you changing something in the hack after fixing all the glitches, you will end up with glitches again, and this time you can't get them out so easily.) ![]() So, ... Don't use it. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Go to "Properties in header" ---> and set Layer 1 Vertical Scroll: "Vertical Scroll at will" | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Xeruss That's not true, it actually says "Techokami presents" right at the beginning. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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So... you guy's are saying the board sucks because of people like Magic Vampire Joe making a thread like this? And what's will all the replies from the people here who all think they are sooo much smarter than Magic Vampire Joe and the thing that they can do at best is flaming each other about everything, because they all think they are the best and everything done by something else sucks?
Really, sometimes I begin to think, which one is smarter: The newcomer, who knows nothing yet about SMW-hacking because he just started and just wanted to ask for help or the experienced hacker who can nothing better than flaming. Come on, what's with the community? Is here a community? I can't see one, and that wasn't the case a few years ago, so I wonder what the hell went wrong in the last few years. Some of you are asking why so many productive people left the board? Oh I know the answer, and I don't think it's the newbies fault. So, in that case, live the fun flaming experience... or maybe something better, but that's up to you... |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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edit: Ok, problem solved, post useless. ![]() (edited by FPI on 05-26-06 02:01 PM) |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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About "Dragon's Treasure": As you have probably found out, both the key and the keyhole are at the very beginning from the level, but you need to go the way through the level to come up to the key. If you have the key go to the left and fall down, and you are at the level's starting point again. From now on, you need the cape to just fly up to the hole.
About "Nightmare Island": Make sure you have Yoshi, you can get him in "Dragon's Treasure". Shortly before the level's end a blue koopa appears. Eat it and fly under the goal to the right and there is the secret exit. (edited by FPI on 05-26-06 02:08 PM) |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Btw, is this only limited to SMW-hacks? ![]() So far, I don't have any "never happened SMW"-hacks. But if it comes to hacks in general, I have a never finished SMB3-hack. It was the first hack I started, shortly before I found Lunar Magic on zophar's and I decided to cancel the SMB3-hack and started with SMW. Here are a few crappy screens: ![]() ![]() The main reason because I cancelled that hack, was because with the editor it wasn't possible to change the sprite's location or even the sprite at all, so I was very limited with what I could do at this time. ![]() Besides that, I created two levels for an SMB1-group-hack. But yeah, you probably already know it by now, group hacks get never finished, so no release at all. ![]() ![]() So, that's for the hacks. A long time before I started with hacking I tried out a spanish (?) game maker and created a few levels with that as well. But everytime I wanted to add a third level after the second one, the second level ended up with the death animation (you don't losed a live, but it still looked wrong). Compared to hacking it was also a long progress, I had much free time at this point but I still needed a full week to finish a (short) level, and besides that the game runs much too fast on newer computers, which sucks. Here are some crappy screens, custom GFX was done by MS-Paint-power, haha. ![]() ![]() And of course I have over 100's of levels just.... on paper. That was the start of everything for over ten years, but most of the levels I did on paper will be probably never playable because they are just too big. At least I managed to get three of these "old classics" of mine in my actual hack. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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The slowdown appears by inserting many custom blocks and is especially noticable in Levels with layer 2 and/or sprite buoyancy enabled. There is actually nothing you can do to fix that. (...but a new BlockTool version is in the works, which will fix that problem.) | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I could be wrong but I think you can kill the thwimps only if they are coming down, shortly before they are touching the ground, so you have to go a step back with your shell and touch the thwimp with the shell, when it's coming down near you.
Something similar counts for the thwomps as well. Most of the time a shell can't affect them, but sometimes (I think when he's falling down and you are touching him with a shell in your hands) it works. I think these two guys are just a little bit poorly coded by Nintendo, I think they wanted them unkillable in general. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Hoodlum Uhm... what? I really don't know what you are talking about, so could you say with which level you have actually a problem? Have you pushed the Blue Switch yet? |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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There is no need to get to the door in the middle, because there is no level. You have to push the blue switch and that's it... if you want to find Bowser, you should find some secret exits to get to the Star Road/Special World. It's also helpful to get the yellow, green and red switches first, too. | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Um, you have only find a exit which leads to the Star Road. Since the Overworld is mostly identical to the original SMW, it shouldn't be so hard to figure out which levels it could be. And as you know, every level with a red dot have two exits. ![]() |
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Acmlm's Board - I3 Archive - - Posts by FPI |