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05-10-24 08:20 PM
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Acmlm's Board - I3 Archive - SMW Hacking - So... exactly what's the problem here? New poll | |
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Takfloyd
Newcomer


 





Since: 06-19-06
From: Bergen

Last post: 6533 days
Last view: 6533 days
Posted on 06-19-06 06:37 AM Link | Quote
http://img238.imageshack.us/img238/2695/level1065cl.jpg
Okay, look at this. It's a part of a level in my hack, but something is really weird...
You se, in the area with the construction of cement blocks, sprites start messing up for no apparent reason. The sprite count there never exceeds 5-6, as the right brown swing is on the next screen. But what bothers me is that... you see that platforming area at the start of the picture? There are lots and lots of sprites there, and even a box with Yoshi! But not a single sprite is screwed there...
So... any suggestions for which sprite memory setting to use?
Cruel Justice
I have better things to do.


 





Since: 11-18-05
From: At my house!

Last post: 6291 days
Last view: 6291 days
Posted on 06-19-06 07:42 AM Link | Quote
You have to change the sprite header to the correct number for those moving chain blocks on level settings. Otherwise it'll glitch up as you have mentioned. Tip: Open up a pre-made level with the same set of sprites and copy the sprite header.


(edited by [GGS] Cruel Justice on 06-19-06 06:43 AM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 06-19-06 07:06 PM Link | Quote
offtopic, i know, but that level looks really fun!
Takfloyd
Newcomer


 





Since: 06-19-06
From: Bergen

Last post: 6533 days
Last view: 6533 days
Posted on 06-20-06 05:16 PM Link | Quote
Thanks, it's really sophisticated, with keys being carried through secondary exits and stuff... the focus of my hack is level design that rivals Nintendo's own. But... now I have a new problem: I'm making a foresty water world, and I'm using the forest/cloud tileset. The problem is, when I place those tree trunks that are supposed to be in the foreground, I simply fall through where they cross the ledges! So... do I have to make them layer 3 or something? I didn't see an option to go with that tileset...
Glyphodon



 





Since: 11-18-05

Last post: 6332 days
Last view: 6312 days
Posted on 06-20-06 06:11 PM Link | Quote
Originally posted by Takfloyd
the focus of my hack is level design that rivals Nintendo's own.

Don't do that. Nintendo's level design for Super Mario World really sucks. Do better than Nintendo. Come up with new and interesting level designs and don't do crap like the uninteresting forest of illusion or use layer 2 for invisible walls or levels filled with turn blocks where you can get stuck in the walls if you have the cape. If Nintendo's level design is your grand goal, you're not shooting high enough.

Speaking of crap level design, it's probably about time I stopped hacking SMW. I don't like the engine, enemies, existing levels, etc... It's only because I learned how to do it fairily well that I still hack the game. Apologies for the off-topicry.
Takfloyd
Newcomer


 





Since: 06-19-06
From: Bergen

Last post: 6533 days
Last view: 6533 days
Posted on 06-20-06 06:29 PM Link | Quote
Well, I must say that I assume that since SMW is recognized as one of the best, if not THE best platformer ever, and it has mediocre graphics, music and plot, there has to be SOMETHING about the level design that is SLIGHTLY incredible. You won't find ONE proper review not giving it a 9/10 or higher, and if the game was bad, we wouldn't still be hacking it a doxen years after its release. I'm not saying Nintendo's perfect, but their levels have a charm and feel that is hard to overcome simply by making hard and elaborate platforming sections or difficult puzzles. And I like the Forest of Illusion. Not gonna make a forest world anyway, but... y'know, if you hate the game, don't bash it in its own board.

Now... is anyone up for the challenge that is answering my question? Please?
As for my hack, I'm gonna release a version 0,000000000001 beta soon, I guess. I'm not far from complete with the first world.
R0xm2n

Goomba


 





Since: 06-04-06
From: Begind you

Last post: 6307 days
Last view: 6297 days
Posted on 06-20-06 11:39 PM Link | Quote
The level design in SMW seems a little rushed imho. SMB3 had way better level design.

For cool levels, I recommend playing hacks like SDW:TLC, Return to Dinosaur Land and Ghettoyouth's PItMK2 demo.
Alastor
Fearless Moderator Hero








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

Last post: 6290 days
Last view: 6290 days
Posted on 06-20-06 11:53 PM Link | Quote
Originally posted by R0xm2n
Return to Dinosaur Land
Shit. Who made that? I need to stab them for stealing my name.
Takfloyd
Newcomer


 





Since: 06-19-06
From: Bergen

Last post: 6533 days
Last view: 6533 days
Posted on 06-21-06 04:57 AM Link | Quote
Great. Now...doesn't ANYONE know how to do the tree thing I was asking about?
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6323 days
Last view: 6315 days
Posted on 06-21-06 01:59 PM Link | Quote
I had that some problem, too. You see, certain tiles of certain objects in SMW will change into certain other tiles depending on whether certain other objects’ tiles are placed underneath. When the forest ledges are placed underneath the tree trunk then the tiles where the ledge is are supposed to turn into other tiles that you can walk on. However, only every other row of the foreground tree trunks’ tiles do this, so, in other words, just move the tree trunks/ledges up/down one tile.


(edited by 182077607309.34 + on 06-21-06 01:01 PM)
Takfloyd
Newcomer


 





Since: 06-19-06
From: Bergen

Last post: 6533 days
Last view: 6533 days
Posted on 06-21-06 02:11 PM Link | Quote
Thanks! What a studid way do do it... and no explanation in LM either!
Still, the list of problems grows ever longer. I'm making this long vertical level, aaaand...
No, it's not the tile garbage problem, it's a sprite thing. You see, those gray rotating triple platforms... they simply won't show up! And I don't mean they are messed up or anything, they aren't there AT ALL, even when there are no other sprites in the area! Can't they be used for vertical levels or something?
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6323 days
Last view: 6315 days
Posted on 06-21-06 03:51 PM Link | Quote
Well, I was experimenting with it just now, and I discovered three things:
1. In vertical levels the x- and y-axis is reversed (so if you placed it at 0,5 then it would show up at 5,0).
2. You have go to the area you placed the sprite to make it show up (go to 0,5 to make it appear at 5,0).
3. Sometimes it just doesn’t show up at all, I don’t know why.
Takfloyd
Newcomer


 





Since: 06-19-06
From: Bergen

Last post: 6533 days
Last view: 6533 days
Posted on 06-21-06 04:05 PM Link | Quote
If it was really that simple...
You see, I didn't verticalize a horizontal level, I made it from scratch. And the platform thingy shows up in the editor. It's in-game it fails. Now orry though, I got around that by using a different platform.
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6323 days
Last view: 6315 days
Posted on 06-21-06 10:47 PM Link | Quote
I think you misunderstood me, what I meant was, if you place this particular sprite in a vertical level in Lunar Magic, then it will actually show up in the game somewhere else. It’s just something else that doesn’t work right in vertical levels, I guess.
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