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05-18-24 07:24 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Stranded demo release New poll | |
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ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6412 days
Last view: 6412 days
Posted on 09-27-06 05:28 AM Link | Quote
Story:

Mario is stranded on an island which is inhabited by
Catgirls (yes really ). Bowser kidnapped the Cargirl
princess...you know the rest.

This hack features:
-new ASM hacks
-Custom blocks/graphics/sprites
-a new power-up

download

















(edited by ghettoyouth on 09-27-06 04:28 AM)
(edited by ghettoyouth on 09-27-06 04:29 AM)
INSERT COIN

Double metal axe








Since: 11-18-05
From: wtf am i bored

Last post: 6301 days
Last view: 6301 days
Posted on 09-27-06 06:51 AM Link | Quote
.... You always suprise me. YOU WIN

The graphichs win instantly. This is really awesome looking.
I will test the gameplay later.

You receive a loot [ Working IWIN Button ] .


(edited by INSERT COIN on 09-27-06 05:52 AM)
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6300 days
Last view: 6298 days
Posted on 09-27-06 07:02 AM Link | Quote
Looks good... But I don't like that big Mario sprite. Besides, the view angle is different whether Mario is little or big, which isn't good to me.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 09-27-06 09:03 AM Link | Quote
looks good, but is that dino rhino shooting hammers from it's mouth?
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6306 days
Last view: 6306 days
Posted on 09-27-06 10:27 AM Link | Quote
I've been looking forward to this. I downloaded it and played the whole thing in one sitting.

I absolutely love the style! It's sort of reminiscent of Yoshi's Island, but it has its own unique charm. You're a very talented pixel artist and the sheer magnitude of graphical changes you've made is extremely impressive. I'm probably most impressed with all the backgrounds, but the Kirby-esque enemies were a lot of fun, too.

Sprite Tool was very well utilized. Those Hammer-spitting Dino Rhinos are tough to stomp once they get going! The new Koopaling fights were nice, if a tad easy. Were those giant flame enemies based on Giant Spinies? I liked those guys.

The levels were very fun. You've made good use of SMB3 pipes and all the switch puzzles were fun to solve. All the custom blocks made for plenty of variety, and it was overall just a great gaming experience. I'll be looking forward to more.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6300 days
Last view: 6298 days
Posted on 09-27-06 10:52 AM Link | Quote
Started playing the game a little, just beat the 1st level... Seems a bit hard so far (although I managed to make it without losing a life)...
And at the beginning of the 2nd level, a text block says "Take this power-up", but I was surprised nothing seemed to show up... but it's actually referring to the cape that's a little farther.

Edit: nice you could make SMB3 fire spitting plants... By the way, in the 3rd stage (not counting the secret one), there's a place where a text box tells you you can stomp on goombas to get accross the spikes... Well, they aren't really goombas, are they ? I just assumed you made that text box before changing the goomba sprites, but you may just want them to be goombas actually... (Edit: looking at the giant version of them, they look more like goombas indeed...)

Edit 2: not a big fan of getting a "Hurry up" in every level, time counters are too low to me... but that's up to you.
In the 3rd level of world 2 and in the ghost mansion and castle, it felt like the mist should have been semi transparent rather than opaque, wasn't it possible ?... It's only semi transparent right before you enter the mansion...
By the way, there's an item color palette problem when you enter the castle (of world 2)... My flower in the item box was all black. I noticed other color palette problems, like the Koopa and Kirby-like enemies having wings with changing colors... (I don't like the wing sprites, by the way)
I'm not sure whether the color change when a Koopa gets kicked out of his shell is done on purpose or not, but I assume it is...


(edited by Stifu on 09-27-06 09:53 AM)
(edited by Stifu on 09-27-06 10:09 AM)
(edited by Stifu on 09-27-06 10:37 AM)
(edited by Stifu on 09-27-06 10:50 AM)
(edited by Stifu on 09-27-06 10:55 AM)
Surlent

Koopa
Back to the roots








Since: 11-18-05
From: Berlin, Germany

Last post: 6310 days
Last view: 6310 days
Posted on 09-27-06 06:39 PM Link | Quote
The demo has some neat elements in it. The difficulty level for was fair enough; I didn't need to savestate (and I'm no expert in playing SMW hacks) and you could beat each level with caution. There were enough power-ups, getting lives were not that hard.
There is a small bug in the bonus game: The horizontal scroll is enabled. If you go right, the 1-UPs won fall down in the right wall area and move on the floor "in" it. If you go left again, they appear on the regular floor - after collecting them you can end the game normally.
This could be deadly trap if something happened. If you disabled horizontal scroll or at least added a small pit in here, it could be a life saver from the bonus game of death; if the last save was longer ago. As said, nothing happened (every time I got the bonus game, it worked normally), but this should be fixed, as the only one major bug and maybe a possible (?) killer.

As Stifu stated, the time limit should be higher, mostly by 50 or more time units per level. I never got into the goal with a value like 60 or lower, but I always feel the pressure - if you want to explore a level, it is sad.
As for ROM additions, it works pretty well; although the vertical SMB3 pipes seem to have slightly less room for entrance. When running and jumping, I often miss the exact center and have to very accurate below those pipes in order to enter them. The screen also seems to follow slightly too slow. If there are jumping koopas placed right at the upper exit, an unavoidable hit can occur easily.

The graphics are very good; I liked the firebars and up/-downmoving line-guided lifts, which gave me a reminiscence about the first Super Mario Bros.
The little power up icon in the status bar is neat; but if it doesn't serve more of a purpose than just eye-candy, it is pretty useless (since you always know which state Mario is in by simply seeing him).
The hammer-throwing frequency was very low - so I even had good chances to stomp them; unlike in most Mario games with them I get hit at least once when I try to hit them from above.

In general, it is a fun demo - the style is unique, I'm looking forward for the next release.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6300 days
Last view: 6298 days
Posted on 09-27-06 06:53 PM Link | Quote
Yeah, difficulty wasn't so bad, it just seemed a bit high at first, considering it was only the beginning of the game... I never use save states (except sometimes on the map), so hacks that expect you use them are out of question for me...

I also forgot to mention some pipes are a bit buggy, as Surlent hinted at... Some seem like they can only be entered from one side, not from the center, and it's also possible to trigger bugs like making the pipe sound play while not entering the pipe, by walking toward the pipe but walking back at the last moment... That kind of stuff.
Also, in one level of world 2 (I think, or 3), keeping a turtle shell with you as you take a pipe will change the shell sprite into some kind of weird buggy blue ball...

And yeah, I wanted to state the power-up icon is useless, although nice... Especially since there are only 3 different power-ups (unless...?)...

By the way, the 2 fire spitting bosses were original, but I take it you couldn't make it so they needed 3 hits... On a side note, the first one of them really has an awful sprite.


(edited by Stifu on 09-27-06 05:54 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6299 days
Last view: 6299 days
Posted on 09-27-06 07:00 PM Link | Quote
When designing a hack you have to keep in mind that you know exactly what to do when playing. Generally I suggest once you find a time limit that lets you finish the level at a good pace without going under 100, add 100 to it.

Anyway, screenshot commentary:
  1. Title is kinda ugly, but the level and rope border look good.
  2. Good overworld, painful blue-on-purple text.
  3. Line guides look a bit odd.
  4. Nice. Is that Kirby to the right?
  5. Nothing wrong here. Ground looks especially nice.
  6. Is that wavy gibberish supposed to be text? I like the look of this level but the font is absolutely dreadful.
  7. Not too bad. Methinks I detect status bar palette problems though (that green splotch below the coin counter).
  8. Pretty good.
  9. Those trees and red things are kinda ugly.
  10. Not bad. The saw looks more like a CD though.
  11. Neat, but again almost completely unreadable.
  12. A bit plain, could use some clouds. That cat person is difficult to make out though.
  13. Nice graphics, and hammer-spitting Dino Rhinos are cool.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6300 days
Last view: 6298 days
Posted on 09-27-06 07:08 PM Link | Quote
The catgirl is a sprite edit of that Seiken Densetsu 3 heroine, unless I'm mistaken... Her inlines aren't clear, indeed.


(edited by Stifu on 09-27-06 06:08 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6309 days
Last view: 6299 days
Posted on 09-27-06 07:19 PM Link | Quote
this hack is beautiful

but i only played to level 2 because your new message box text font is hard to read and i ignored the part about having to collect all the coins before being able to pass. then the next time, being confused i carefully read the message box, but when i got past the gate i pressed Y to do that spin float thing and it instantly killed mario for some reason and i got a game over.

i probably shouldn't be complaining since i only played 2 levels... but level 1 was fun!
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6299 days
Last view: 6298 days
Posted on 09-28-06 01:37 AM Link | Quote
Did you fix the elevator?
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6412 days
Last view: 6412 days
Posted on 09-28-06 04:53 AM Link | Quote
Thanks for all your replies!

Originally posted by Icegoom
Were those giant flame enemies based on Giant Spinies?


Yes. I drew some giant spinies but they looked horrible in the end. I got inspired when I saw this flame enemies of Kirbys Dreamland 3.

Originally posted by Stifu
Well, they aren't really goombas, are they ?


They are goombas, just more cuter than nintendo's ones

Originally posted by Stifu

In the 3rd level of world 2 and in the ghost mansion and castle, it felt like the mist should have been semi transparent rather than opaque, wasn't it possible ?... It's only semi transparent right before you enter the mansion...



It's because the mist at the exit is behind all other layers. I'll change it

Originally posted by Stifu

By the way, there's an item color palette problem when you enter the castle (of world 2)... My flower in the item box was all black.


I looked at the level palettes and it seemed to be ok, does anyone noticed the same problem?

Originally posted by Surlent
There is a small bug in the bonus game


oops, I thought it was fixed

Originally posted by Surlent
although the vertical SMB3 pipes seem to have slightly less room for entrance. When running and jumping, I often miss the exact center and have to very accurate below those pipes in order to enter them. The screen also seems to follow slightly too slow.


I know they're not perfect, but at least they're selfmade

Originally posted by Stifu
but I take it you couldn't make it so they needed 3 hits...


I'm not really good at sprite hacking, that'd be a job for mikeyk *cough*

Originally posted by Stifu
The catgirl is a sprite edit of that Seiken Densetsu 3 heroine, unless I'm mistaken...


Yes, it's Angela from SD3 with some edits

Originally posted by wtfweb
i pressed Y to do that spin float thing and it instantly killed mario for some reason and i got a game over.


I never had this problem O_o

Originally posted by Raccon Sam
Did you fix the elevator?


No it still don't stops at the end =/

The time problems and the font will be fixed in the next release.


(edited by ghettoyouth on 09-28-06 03:53 AM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6299 days
Last view: 6298 days
Posted on 09-28-06 02:41 PM Link | Quote
Elevator? If you're using the one from SMW Central, let me know... I coded that, and the version I have is fine, if you're usin gmine then perhaps theirs is outdated.
S.N.N.
wtf


 





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

Last post: 6304 days
Last view: 6298 days
Posted on 09-28-06 06:25 PM Link | Quote
You've created a very nice looking hack GY, very nice indeed. One rant I have though - kill the font in text boxes - kill it with fire. It's way too hard to read in my opinion, and needs tweaking.

Your graphics style however, wins. They seem to flow very nicely together in a very nice atmosphere. My favorite background by far is probably the mushrooms, as they look very kickass. All pluses here

Your level design looks pretty good too, a lot of enemies and neat little twists. Nothing boring either by the looks of it, so consider that a plus.

All in all, this is a mighty fine piece of work, just fix the font and you win.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6300 days
Last view: 6298 days
Posted on 09-28-06 06:33 PM Link | Quote
Originally posted by S.N.N.
My favorite background by far is probably the mushrooms, as they look very kickass.

I liked the brown cave background...
And yeah, the game isn't boring... However, the use of the cape, although quite original, is also very restrictive... You can't add extra power-ups, can you ? At least I've never seen anyone do that in their hack, yet it sounds like something everything would want to do...
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6300 days
Last view: 6298 days
Posted on 09-28-06 08:17 PM Link | Quote
Originally posted by Stifu
And yeah, the game isn't boring... However, the use of the cape, although quite original, is also very restrictive... You can't add extra power-ups, can you ? At least I've never seen anyone do that in their hack, yet it sounds like something everything would want to do...


You can, but the problem is, there has yet to be a way worked out for the game to handle more than 4 states (small, large, fire and cape normally). Using a Pro Action Replay or something to change your state into one above that results in a glitched state. Although you can edit powerups, whether it's something as simple as making the fireball go straight or something as complex as the "tornado copter" seen here.

One thing in particular I found wrong (at least, in my eyes )...


Just where are those stairs, anyhow? I wanted to take those stairs, but said stairs don't exist. Lazy freak daughters of wh...but seriously, though, add a stair section in as an alternate route. It would make the level more interesting.

Oh, and if you have the tornado copter and a fire flower in reserve, if you switch to the flower while still holding the spin button down, you'll continue to spin when Fire Mario.

Also, the tornado copter being found only in certain areas is kind of boring for how cool it is. I understand the flying over everything issue, but some things have to come before that. Maybe towards the end of the game...
Glyphodon



 





Since: 11-18-05

Last post: 6339 days
Last view: 6320 days
Posted on 09-28-06 08:40 PM Link | Quote
Originally posted by Stifu
You can't add extra power-ups, can you ? At least I've never seen anyone do that in their hack, yet it sounds like something everything would want to do...


Hey. I hack powerups. It's not hard. Nobody has any decent new powerup ideas... that's the problem.


(edited by Glyph Phoenix on 09-28-06 07:42 PM)
Sypher (anime_player)

Blue Octorok








Since: 09-21-06

Last post: 6432 days
Last view: 6432 days
Posted on 09-28-06 08:43 PM Link | Quote
DANG..The graphics look great. So do the levels. What did you use to edit all the graphics?
rubixcuber

Mole








Since: 09-08-06
From: St. Louis, MO

Last post: 6408 days
Last view: 6408 days
Posted on 09-28-06 09:51 PM Link | Quote
Very nice looking. I think a lot of the sprites could use a bit more contrast though. They lack a little definition sometimes. As for the font, I think mostly just the S, F and O need to be changed. And maybe the L. Other than that it's not bad. And it is possible to do more than 3 powerups. The hack I'm working on supports it. I'll probably post a thread about how to do it at some point.
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