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Acmlm's Board - I3 Archive - - Posts by FPI |
Pages: 1 2 3 4 5 6 7 8 9 10 |
User | Post | ||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Originally posted by Glyph Phoenix Hm, I was wondering, would it be possible to make Mario warp after hitting the Big Boo Boss three times? Great work, btw. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Really? That's weird. I tested it and Mario warps actually directly after the first hit. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Try entering the submap with a pipe or star-connection, not with these red path-tiles. Like said in the Help-file, the GFX for the OW only refreshs by using Star/Pipe-tiles. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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That looks damn great. Not only the graphics are great, the level design looks really fun, too. I'm sure I will check this one, when it comes out! | |||
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 Prince Kassad I think, you mean Sukasa's Block Tool Omega? Afaik, it's still in the works, but it will probably need some time before it's come out. I'm waiting for that tool, too, because it's the only thing left I need to complete my hack, which is actually finished, but with all the slowdown in it, it's just meh... ![]() About the new screenshots: Looks all good, but I think, I like your previous font better. This new one isn't that easy to read, either. (I think I will prefer the original SMW-message box font forever) ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Since no one mentioned it yet, you should also keep in mind, that the m16-7k-code has it flaws, too - at least if you want to play the game later on ZSNES. It happens that you end up in white/black/glitched rooms with mostly nothing in it and you will lose a life (and can't complete the level that way). | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I would like to request a sprite that acts exactly like a Mega Mole, but it's friendly so he can't hurt you. (I know that something like that is probably possible with MWR, but I don't want to replace the Mega Mole behaviour, I would like to have both versions, a normal one and a friendly one. That would be cool. ![]() Another few ideas: -A bomb-omb which is a little bit more dangerous after exploding. It could shoot something like the volcano lotus' fire in four directions, maybe diagonal as well, or maybe they act like missiles, so they follow mario for a few seconds and then they are gone. ![]() -Some simple, running or walking enemies which can also jump (not like the koopa with wings, which are always jumping) and some sort of enemies which can jump for-, and backwards. I think you don't need only some ultra-cool special enemies, some really simple ones would be cool as well. And during SMW-hacking I really missed enemies like that. Of course it would be cool to have a good range of variation for the jumping lenght (left-right), high, speed etc (Or maybe things like that could be configured by the user himself with Sprite Tool) - A bullet bill generator (or something like that) which stays always on the same position on the screen, even if Mario is moving through the level - so that the generator is following you everywhere. I made something like that already with layer 2 and animated hurt blocks, but you would have more possibilities with sprites/generators. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Yeah, thanks to the Board crash my previosly posted Approval request gets deleted, so I try this a second time. ![]() Hm, yeah, about me... nothing much to tell, I'm hacking SMW since 2002 and I'm also a user on this board since then. Released two completed hacks so far, third one is on the way, a lot of additional infos can be found here. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Thank you! | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Mostly everything has been already said, but I would like to say that the second screen from above is also my favourite and I also like the ground tiles for the first level a lot. Looks unique, which isn't a bad thing. I'm not so sure about the trees, they doesn't seem to fit graphic-wise to a Mario-game.
But, 10 jumps to beat a Chuck? Isn't that a bit too much, I think three times is really enough. If you have to hit him more, you will have to spend a lot of time defeating this particular enemy and that may be fun one time, but if you put several Chucks in your hack with that attributes, it will get annoying very fast (or every one will just ignore this guy and jump over him without defeating him). Besides that, good work - and I hope you have a chance to get the glitches fixed. ![]() |
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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 Knight of Time I agree to that. It would be annoying if he should "normal" Bomb-ombs or even worse, "normal" enemies, because the canon is shooting again and again and soon enough you have to much sprites on the screen, so I think it should really explode soon. ![]() Originally posted by mikeyk Awesome, thanks a lot for that! That's very useful for me! ^^ |
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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 just came up with a new sprite idea. Anyone remember the factory-level in Donkey Kong Country 3 with that "target-thing" following you?
It would be a sprite which is simply following you all the time (could be go away with the typical generator) and when he reaches Mario, he doesn't hurt him directly, but tries to lock on and shoot. Of course I don't expect some kind of 3D-ish fireballs like in DKC3, I think some kind of explosion (maybe the bob-omb one) in that place would be great. I always loved the level in DKC3 just because of that. ^^ Would be awesome if something like that would be possible in SMW, hehe. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Looks great so far, very awesome! About suggestions, I definetely agree with Smallhacker's first suggestion (seeing the offsets at once). Besides that it looks really fine to me. | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I would like to ask a question about getting the poisoned mushroom in a hack. Ok, you insert it and replace sprite 85 and after that, what? If I try to insert the sprite in LM, it just fells through the ground, and besides that, it's supposed to come out of a question block, right?
If I remember correctly, someone stated a while ago, that the "sprite" get directly inserted in one of LM's question blocks (so you have to use an object instead of a sprite) , but which one? So far, I tried it with putting all the possible question blocks in a level, but no poisoned mushroom. I'm probably missing something, but I don't know what. ![]() I tried to insert some other sprites (at the moment just for testing purposes) and so far, everything worked but the poisoned mushroom. So if someone could tell me what I have to do, that would be great. ![]() |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Ah, that helps a lot, thanks!
I will probably not replace the green shell, because I have some levels in which I need the shells in the question blocks, but since I haven't any directional coins in the hack, it should be working with replacing them instead. I will try this asap. |
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FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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Try Sprite Header 0E. It's the best for mostly everything from what I've seen. | |||
FPI![]() Coney ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-18-05 From: Germany Last post: 6331 days Last view: 6342 days |
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I had another idea for a custom sprite. It's not really a request (because I don't need it), but it could be helpful nevertheless. What's with a custom sprite that acts exactly like a vertical Fireball (Sprite 33), but it is compatible with Yoshi? I would like to see that. ![]() |
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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 x1372 I doubt that. ![]() If you ask me, 0E is by far the best sprite setting for mostly everything. (edited by FPI on 12-04-06 11:03 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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Originally posted by icegoom Not really. I'm using the SMB3-music patch for some time now, and the star-music is definetely the one from Yoshi's Island. I'm not sure about the Star music in the SMB1-patch. (Never tried it.) (edited by FPI on 12-08-06 02:40 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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I had the same problems several times, and I never figured out, what's exactly wrong. I suppose, you set up your exit index right. Make sure to check both of them after setting them up, like Link2006 suggested, because very often LM seems to "forget" your settings for whatever reason.
So, what I did to fix the problem was deleting both Star Tiles on the OW and started again with setting them up from scratch. And with some luck, it could work on a second try. ![]() (edited by FPI on 12-10-06 05:00 AM) |
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Acmlm's Board - I3 Archive - - Posts by FPI |