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05-29-24 07:05 AM
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Acmlm's Board - I3 Archive - SMW Hacking - "Mario's Return" progress thread - NEW 5 World Demo New poll | | Thread closed
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Glyphodon



 





Since: 11-18-05

Last post: 6350 days
Last view: 6331 days
Posted on 04-20-06 06:05 AM Link
Boo. I do not approve of these cape capers. Power based shortcut, indeed-- I seriously doubt you have levels where the fireballs are so much more useful than the cape. The cape is the cruel tyrannical god of Super Mario World powerups.

You have convinced me; I must find some way to delete the cape and replace it with a decent powerup. No, not the racoon tail. A decent, new powerup. I suggest you start suggesting, Kyouji. You're good at coming up with ideas that aren't terribly bad, right?

As for the hack download itself, I can only assume it'll be sweet. I mean, it's Kyouji's hack. I can't see it being otherwise. More useful feedback after I play it.

Edit: Okay, done.

I gotta say, after playing this, I lote you a little.

The spikes in Dark Mausoleum are extremely nasty. It's one thing to have extreme difficulty like that part did, but it's quite another when you make an instant jump from fairily easy to rather hard and then jump right back again for the second half of the level and all following levels. That's the second half of the lote.

On the other hand, I strongly believe seeing the ingenuity and design of the Aquaria Boo battle would have made me cry were I not a heartless monster. I would never have thought that up.


(edited by Glyph Phoenix on 04-21-06 06:02 AM)
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6309 days
Last view: 6309 days
Posted on 05-02-06 12:15 AM Link
... As a random example, the koopalings are all easier with the fireballs. It's only relevant against the one in castle 5, but still.

By the by, world 6 is done, almost not on time. I'm releasing a limited demo among a select few for bugfixing. I'm fairly certain I can do five levels (six if you count the switch palace, which you SHOULDN'T) in one month minus one day, so yeah, I just might make the final demo by the end of the month... And then at the end of July all the levels should be done, and the bugfixes for what comes up there will likely be solved in very early August. Which means the full hack will likely be out in august.

Edit at a really ungodly hour: Because you probably want screenshots, here.


Chocodes overworld area.


Chocodes Road 1.


Chocodes Road 2.


Chocodes 3.


Secret 6.


More of Secret 6.


(edited by Alastor the Stylish on 05-02-06 02:47 AM)
Glyphodon



 





Since: 11-18-05

Last post: 6350 days
Last view: 6331 days
Posted on 05-02-06 06:24 AM Link
Chocodes 1 and 2 have sucky palettes. Sickly green was fine at first, but now it's just ridiculous. USE NEW PALETTES. I don't care whether you use custom palettes, use another regular palette slot, or what, but that's too much puke green, dammit!
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6309 days
Last view: 6309 days
Posted on 05-02-06 01:28 PM Link
If it's any consolation, after CR1 and CR2, it never crops up again.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6309 days
Last view: 6309 days
Posted on 06-01-06 10:01 PM Link
'hoy! I bet this is one thread you didn't think you'd see again. World 7 is done, mostly. I still haven't gotten around to fixing Secret 6, and I haven't... Made Secret 7. I'm pushing back the schedule to give me time to fix/make. No new demo, but yes new content. Sorta.



Chocodes road now has its own palette.


This is an overworld submap.


This is a level that isn't really worth mentioning at all.


This is also an overworld submap, but this one isn't quite done and still needs some tweaking. I figure stuff on the left and right couldn't hurt. Mostly the left.


(edited by Alastor the Stylish on 06-01-06 09:03 PM)
(edited by Alastor the Stylish on 06-01-06 09:04 PM)
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6315 days
Last view: 6309 days
Posted on 06-01-06 10:25 PM Link



Nice tileset The second screenshot seems a little bland though, but thats just me.


Ooooh, pretty. The new Ghost House tile is sweet . I don't like the way you make the paths go to the pipes though....it just seems....cut off, in away. Again, my opinion, most people may think otherwise.


Nice...the cave tileset looks bumpy now


Wow....this OW is awesome. The name is kickass too....Ectopolis. I hope you add a few more levels to it though, but I think you will since you said the left and right need to be tweaked.

So you're almost done this hack by the looks of it...great job, and great screenies. I look forward to it
Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6311 days
Last view: 6310 days
Posted on 06-01-06 10:47 PM Link


This is actually quite nice.



This background. I do not like. Pity, since the cave FG pwns.



That overworld is win. And the name kicks total ass.

"Ectopolis, the City of Ghosts."

Awesome. This is proof that you can make a good hack while still preserving most of the original graphics and backdrops.
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6316 days
Last view: 6309 days
Posted on 06-02-06 12:01 AM Link
Originally posted by Alastor the Stylish

This is an overworld submap.

The grey doesn't work too well with the doorway above the castle, at least in my eyes. It seems a bit too bright.

The cave background seems a bit too bright, also. That one's more passable, though; the color choice just seems a bit odd.

Otherwise, the screenshots look nice, as usual. What the others said about Ectopolis is true, too. Awesome name.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6309 days
Last view: 6309 days
Posted on 06-02-06 12:03 AM Link
I have to use the same palette for Ectopolis and Blaze Caverns, though. I'd rather have it look differently myself
cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6310 days
Last view: 6309 days
Skype
Posted on 06-02-06 12:24 AM Link
PROGRESS!

I don't see anything that is worth bringing up from those screens. The overworlds are neat (could be improved a bit) and the little palette change in the Blaze Caverns level is a nice touch.

Can't wait for the whole thing now. It has been showing some good progress.
Kingpin



 





Since: 11-21-05
From: Amarillo, TX

Last post: 6315 days
Last view: 6309 days
Posted on 06-02-06 01:51 AM Link
Well, even though you cant have seperate palettes, you could darken the door in Blaze Caverns. One other thing I didnt notice in all the screenshots until now for some reaosn. The new font is great, but the color for "MARIO" seems a bit too dark. It clashes with some backgrounds. I would suggest making it a bit brighter.
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6316 days
Last view: 6309 days
Posted on 06-02-06 02:00 AM Link
My apologies for the imprecision of my language. The background that I was complaining about was actually the one in this screenshot:


Also, the only problem I have with the submap itself is the doorway above the castle, which seems to need a black outline. It looks weird just a flat shade of grey. (Also, every other graphic besides Mario has a black outline. It doesn't fit in.)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6309 days
Last view: 6309 days
Posted on 06-02-06 07:28 AM Link
Teehee, erectopolis

Looking awesome. I love that Cavern background.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6310 days
Posted on 06-02-06 08:05 AM Link
I would too like to see some fantastic hack. You're well on your way, Alastor! I simply can't wait until it's finished!
Bloodstar

660
blue boar boobies
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42


 





Since: 11-17-05

Last post: 6309 days
Last view: 6309 days
Skype
Posted on 06-02-06 11:59 AM Link
I played this last night. I seriously thought I was playing NSMB for a minute there.

The level design is some of the best I've seen, and the new boss battles are especially welcome.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6309 days
Last view: 6309 days
Posted on 06-02-06 01:33 PM Link
Just wait until you see King Boo at the end.

I will spoil nothing
Glyphodon



 





Since: 11-18-05

Last post: 6350 days
Last view: 6331 days
Posted on 06-02-06 05:46 PM Link
Oh, you mean that thing I helped you with and thus know all about? No, I'd never want to spoil that....

Mwa ha.

Mwa ha ha.

Mwa ha ha ha ha hah!
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6309 days
Last view: 6309 days
Posted on 06-02-06 06:07 PM Link
Thanks. I'm glad I can count on you.
craig3410

Koopa


 





Since: 12-20-05

Last post: 6401 days
Last view: 6401 days
Posted on 06-03-06 04:10 AM Link
I think I patched something wrong; this has happened before to me, but the OW path mario walks is screwy, like this:



What'd I do wrong?
Glyphodon



 





Since: 11-18-05

Last post: 6350 days
Last view: 6331 days
Posted on 06-03-06 04:33 AM Link
Originally posted by Alastor the Stylish
Thanks. I'm glad I can count on you.


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!

Attachments

bigboospecial.ips (65b) - views: 52



(edited by Glyph Phoenix on 06-03-06 03:36 AM)
(edited by Glyph Phoenix on 06-03-06 03:37 AM)
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Acmlm's Board - I3 Archive - SMW Hacking - "Mario's Return" progress thread - NEW 5 World Demo | Thread closed


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