(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
06-17-24 05:27 PM
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
Posted on 06-09-06 11:23 AM, in "Mario's Return" progress thread - NEW 5 World Demo Link
Originally posted by Glyph Phoenix
Except you can't. Observe!

My patch + Side exit sprite + Big Boo Boss + Screen exit = Big Boo Boss who warps you when you hit him!


Hm, I was wondering, would it be possible to make Mario warp after hitting the Big Boo Boss three times? Great work, btw.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 06-09-06 07:22 PM, in "Mario's Return" progress thread - NEW 5 World Demo Link
Really? That's weird. I tested it and Mario warps actually directly after the first hit.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 06-13-06 04:21 PM, in new OW GFX problems..... Link
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.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 07-06-06 11:21 AM, in Mario's Lost World, first screens Link
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
Posted on 07-15-06 08:30 AM, in Mario's Lost World, first screens Link
Originally posted by asdf
Originally posted by Prince Kassad
That happens if you insert many custom blocks. Except using 'fast ROM' patches, nothing can be done about it.


Actually, I heard someone was working on a program that would eliminate that slowdown by changing the format of the blocks and how they are inserted. Something like that. However, it, like all other projects, probably got abandoned or put on permanent hiatus for one reason or another. And the Fast ROM patch is not without its flaws either.


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)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 07-15-06 08:34 AM, in m16-7k code doesn't work Link
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
Posted on 08-04-06 08:56 AM, in Sprite Tool, public test release Link
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. Would also work with underwater enemies (as someone said something like that already before)

-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.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 08-28-06 10:47 AM, in Requesting Brain cells, uhm, Approval ^^ (v2) Link
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.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 08-29-06 10:52 AM, in Requesting Brain cells, uhm, Approval ^^ (v2) Link
Thank you!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 08-29-06 10:59 AM, in Mario Chronicles 2 Link
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.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 08-29-06 11:05 AM, in Sprite Tool, public test release Link
Originally posted by Knight of Time

Okay, with suggestions for what the Kaboomba (that's the name of the enemy in the second SS you posted here, mikeyk) should shoot out, I'd recommend an unstompable (be it one that hurts when spin jumped on, or not) Bob-Omb that quickly explodes when shot out


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

+ Friendly Mega Mole - A Mega Mole that cannot hurt Mario, requested by FPI



Awesome, thanks a lot for that! That's very useful for me! ^^
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 09-02-06 06:52 AM, in Sprite Tool, public test release Link
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.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 09-03-06 06:45 AM, in BlockTool Omega UI overview + demo Link
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
Posted on 10-20-06 11:41 AM, in Sprite Tool, public test release Link
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.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 10-23-06 03:51 PM, in Sprite Tool, public test release Link
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.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 10-28-06 08:26 AM, in A few Sprite problems Link
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
Posted on 12-03-06 02:33 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
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.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-04-06 12:02 PM, in "Disappearing" Mario and sprite problem Link
Originally posted by x1372
In general, setting 00 is best )


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)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-08-06 03:40 PM, in Where are the offsets for these SFX/Music things? Link
Originally posted by icegoom
Um, the SMB3 music patch already uses SMB3 star music...


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)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-10-06 05:59 AM, in Annoying Star Tile Problem (#2) in my OV- please help! Link
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)
Pages: 1 2 3 4 5 6 7 8 9 10
Acmlm's Board - I3 Archive - - Posts by FPI


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.069 seconds; used 439.78 kB (max 567.19 kB)