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04-25-24 12:43 PM
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Acmlm's Board - I3 Archive - SMW Hacking - A demo of my new hack New poll | |
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pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6288 days
Last view: 6275 days
Posted on 10-27-06 09:09 PM Link | Quote
Please don't comment on the fact that I didn't state the name of the hack in the title- I have no name for it yet. I haven't even fully developed the story yet! When it comes to names for hacks, I rarely come up with a good one. Anyways, the Demo is only 1 world long, and it has only 6 levels completed. Two of the six levels have 2 exits, one of which leads to a level called "Jungle Ruins". Because it is supposed to be a shortcut to World 2's castle, and since I haven't even begun on World 2 yet, all you'll find inside is 2 Message Boxes. By the way, World 2 has two parts... Okay, here's the Worlds I have planned so far:

World 1: Jungle of Mesh- The name can be misleading. Only Jungle of Mesh 2 has any Mesh in it, but I was planning on every level after that (except Jungle of Mesh 3, as it's underwater) having Mesh in it... It has the following levels:
-Jungle of Mesh 1
-Jungle of Mesh 2
-Jungle of Mesh 3
-Jungle Ghost Hut
-Jungle of Mesh 4
-Jungle Castle
-Jungle Ruins

The boss of Jungle Castle may surprise you. To help you, here are some hints for some levels:

Jungle of Mesh 2: There's a large Time Limit here because you may miss the entrance to the next area in the first section. Also, if you see a Blue P/POW Switch, take it with you- You could open a path to 1-Ups!
Jungle of Mesh 3: First of all, I'd like to say that all underwater levels will have their respective Message Boxes be in a different level, because of Layer 3. Second, I made a pipe maze here! However, the pipes seem to be bugged- When you go in a pipe, you may get forced through it and get "stuck" between the sections of pipes. If you didn't die because of this, you're in luck- You can try and force yourself back through the pipe. If you keep pushing against the pipes, one may eventually pull you through the rest of the way. And if you go down a pipe, appear in the cap, and start to get pushed out of it, don't fight it- Let it push you. It's better than risking losing a life because you struggled to get out.
Jungle Ghost Hut: Reach the secret door down below, and you get prizes! Yay!
Jungle of Mesh 4: Take the high path when it branches- You'll be rewarded.
Jungle Castle: In the second section, grab 2 Fire Flowers out of the boxes- You'll be glad you did. On the way up the tower, you'll have to contend with a Sumo Brother, an endless supply of Super Koopas, Bullet Bills near the top, and a few Pitchin' Chucks. Careful not to fall!

Okay, have fun. And if you see any bugs, let me know right away. Here's some I know of:
-SMB3 pipes are glitched. Have no idea how to fix.
-Sprites in Jungle Castle tend to disappear (some 8x8 tiles on certain sprites tend to vanish all of a sudden for no reason). Can't fix without risking lowering the difficulty too much.

Uh... Don't critisize my hack. Please. I'm trying my best to make something that people will like. ...I never please anyone, anyways...

Edit: Oops, I forgot to mention: I have no screenshots right now. I'll make some later, but not now. I have little time to do that at this moment, so... I'm sorry!

Attachments

Demo1.zip (204905b) - views: 136



(edited by pikaguy900 on 10-27-06 08:10 PM)
3.14159265358979323846

Red Paragoomba








Since: 05-30-06
From: China

Last post: 6285 days
Last view: 6286 days
Posted on 10-27-06 11:35 PM Link | Quote
Dude, please post SSs. Only a link to an IPS file won't attract people, you know.
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6304 days
Last view: 6275 days
Posted on 10-27-06 11:45 PM Link | Quote
I'm sorry to say, but he's right. Even if you're already posted screenshots somewhere else, please link to the thread. Don't expect us lazy bums to go out of our way to find information on your hack.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6288 days
Last view: 6275 days
Posted on 10-27-06 11:57 PM Link | Quote
Originally posted by Juggling Joker
I'm sorry to say, but he's right. Even if you're already posted screenshots somewhere else, please link to the thread. Don't expect us lazy bums to go out of our way to find information on your hack.

Okay. I can't make any tonight (I must get off now), but I promise, I WILL have some tomorrow. And if you don't like them, I'll try and make some you will like. I will try my hardest to please (almost) everyone. And I understand that I need screenshots. Most of the time, I rush myself, and sometimes, when I don't, I either forget to make them, or I'm too lazy to make them. I hope I never get too lazy to make them again... But trust me, when I promise screenshots, I come through with screenshots. Please trust me. Okay, enough of that. See you tomorrow (with screenshots).
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6277 days
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Posted on 10-28-06 12:59 AM Link | Quote
Laziness or not, putting off posting screenshots in a thread detailing the release of a hack is just wrong. Especially jn this case, considering the wall of text in the first post and the fact that it'd only take a few minutes to take screenshots, upload them to Imageshack, and type a little more. Seriously, don't be so hasty about posting a post. Take some time in instances such as this.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6288 days
Last view: 6275 days
Posted on 10-28-06 05:18 PM Link | Quote
Noted. I'm tired of being lazy in things like this. Anyways, as I promised, here's some screenshots, and I promise, more will come soon. I just have to make my way to the Castle. Anyways, here they are:


What you see in Jungle of Mesh 1 if you fall off the high platforms. Swim to the left to get to a Pipe that goes back up to the top.

Another Jungle of Mesh 1 screenshot. Note that I'm in the wall. No, you don't fall into a bottomless pit if you get here.

Now how did I get here?

Have fun watching Buzzy Beetles fall to their deaths in the lava in Jungle of Mesh 4.

Have fun. More to come.
spel werdz rite









Since: 11-19-05

Last post: 6276 days
Last view: 6275 days
Posted on 10-28-06 07:01 PM Link | Quote
Screen 2:I don't get it, but it doesn't look to good.
The others look alright.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6288 days
Last view: 6275 days
Posted on 10-28-06 07:11 PM Link | Quote
Originally posted by spel werdz rite
Screen 2:I don't get it, but it doesn't look to good.
The others look alright.

Okay. I shouldn't have put that shot there, though. That's supposed to be a hidden path, and I tried to make it not-so-obvious. Anyways, I will (hopefully) have better screenshots in my next batch. Please, feel free to try the demo and say anything you want about it. It's not like it hurts my feelings or anything. Besides, I hear constructive criticism is good for hackers.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6276 days
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Posted on 10-28-06 07:41 PM Link | Quote
Originally posted by pikaguy900
Originally posted by spel werdz rite
Screen 2:I don't get it, but it doesn't look to good.
The others look alright.

Okay. I shouldn't have put that shot there, though. That's supposed to be a hidden path, and I tried to make it not-so-obvious. Anyways, I will (hopefully) have better screenshots in my next batch. Please, feel free to try the demo and say anything you want about it. It's not like it hurts my feelings or anything. Besides, I hear constructive criticism is good for hackers.

while I disagree with the idea of walkthrought wall (even tought many ofhicial game use it), wouldn't that look way better if those block would've layer priority turned on?
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6288 days
Last view: 6275 days
Posted on 10-28-06 07:52 PM Link | Quote
No, because there's enemies there. You can't see it, but there's 2 Winged Goombas there. I defeated one when I made that screenshot, and the other one is to the right some more. After that is a normal Goomba. Would you really go through a wall where you can't see ANYTHING, even enemies? You'd be defeated quickly! That, and you'd have no idea where you're going, somewhat. It's staying as it is. But if those factors didn't exist, then yes, I'd turn on Layer Priority for them. Plus, I got the idea from Wario Land II, where you could go through some walls after smashing them, and you'd never know what's solid and what's not until you walk on/through it. Oh, and I'm planning on adding more of those walk-through walls. The reason is simple: It adds to the complexity. Think about it: You search for an exit to a maze that loops around to the start, but in one of the dead-ends is a walk-through wall that takes you to the exit. Yay.
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6276 days
Last view: 6276 days
Posted on 10-28-06 09:02 PM Link | Quote
Originally posted by pikaguy900
No, because there's enemies there. You can't see it, but there's 2 Winged Goombas there.

actually... You can see the first paragoomba in the wall. You may want to change that.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6282 days
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Posted on 10-29-06 08:00 AM Link | Quote
Originally posted by pikaguy900
Would you really go through a wall where you can't see ANYTHING, even enemies? You'd be defeated quickly! That, and you'd have no idea where you're going, somewhat. It's staying as it is. But if those factors didn't exist, then yes, I'd turn on Layer Priority for them.


Yeah, I'm not really liking walking in the nothingness like that with no visible ground or ledges. What you could maybe do is make it so that the entrance to the hidden area looks like a normal wall with layer priority set, but after you walked through about ten blocks worth, it opened up into a tunnel so you could see where you were doing. You could make a darker background for the tunnel like so:




Oh, and I'm planning on adding more of those walk-through walls. The reason is simple: It adds to the complexity. Think about it: You search for an exit to a maze that loops around to the start, but in one of the dead-ends is a walk-through wall that takes you to the exit. Yay.


Fine, so long as you don't make whole mazes where you can't tell where you're walking. I was playing a hack a while back that was a maze made of all the same ice blocks, foreground and background where you just pushed and jumped against blocks at random to make your way through the maze. Extremely frustrating.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6294 days
Last view: 6280 days
Posted on 10-29-06 09:53 AM Link | Quote
You say not to criticize it, but you posted a demo. Are you just not interested in feedback at all? Or do you mean that you don't want mean/pointless criticism?
Neo

Cheep-cheep








Since: 11-19-05

Last post: 6275 days
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Posted on 10-29-06 11:47 AM Link | Quote
Uhm, i could go everywhere. I skiped till the Castle
You should fix it.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6288 days
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Posted on 10-29-06 12:08 PM Link | Quote
Originally posted by srothroc
You say not to criticize it, but you posted a demo. Are you just not interested in feedback at all? Or do you mean that you don't want mean/pointless criticism?

I don't want pointless criticism, like "OMG! This hack is only 1 World long! It's the worst hack ever!". I'd like criticism that tells me what I should change.

Originally posted by icegoom
Yeah, I'm not really liking walking in the nothingness like that with no visible ground or ledges. What you could maybe do is make it so that the entrance to the hidden area looks like a normal wall with layer priority set, but after you walked through about ten blocks worth, it opened up into a tunnel so you could see where you were doing. You could make a darker background for the tunnel like so:

I like that idea! Thanks! I shall do that ASAP! Though I'll have to change a few palettes around... but no biggie! That's why there's Custom Palettes, right?

Originally posted by Neo
Uhm, i could go everywhere. I skiped till the Castle
You should fix it.

Oops. I forgot to do that before I uploaded it. I'll upload a new version soon. In the meantime, take advantage of that if you get stuck on any one level. If you don't like it, just ignore it! It's not like those exits are incredibly hard to find or get to.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6294 days
Last view: 6280 days
Posted on 10-29-06 02:18 PM Link | Quote
Okay, I was a little confused about what you were looking for if you didn't want any criticism at all.

I found your level design a little confusing at times; there would be blocks or coins that seemed to be placed randomly, or for no apparent reason -- they were just there. This was especially apparent in the first level. I don't mind the 'walking through wall' thing that other people complain about, especially since, standing at the question mark, you can easily see the flying goomba; after killing that, you can easily see that there's another goomba coming down stairs. Not hard at all.

Personally, I'd line the far side of that level with blocks so that the key doesn't go flying off the screen if you misthrow as you climb the net, but that might just be me, having done it twice.

My other major problem is the net level; it's pretty repetitive and linear and seems designed such that the only purpose is to annoy and frustrate the player. Players should be challenged, yes, but not frustrated. The nets are the same shapes and sizes, with the only variation being the placement of nets or koopas, for quite some time -- it's monotonous, and frankly, boring. To put up with all of that only to reach a message box that says that you went the wrong way is a little bit of an insult. :-/

Additionally, I accrued no less than 40 lives on the nets. It's easily possible to do more. Having done that, getting two 3-up moons at the end as my only 'award' for getting through the level (incorrectly) is a swift kick in the pants. At the least, a midway point or a pipe to a proper midway point would be nice, rather than forcing the player to go back over the nets (without koopas, having killed them) in vain, searching for an exit in the time left.

So, in short, it seems like it has promise, but still needs a little refinement and extra thought in level design. Keep on working at it, and good luck!
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6288 days
Last view: 6275 days
Posted on 10-29-06 02:38 PM Link | Quote
Originally posted by srothroc
Okay, I was a little confused about what you were looking for if you didn't want any criticism at all.

I found your level design a little confusing at times; there would be blocks or coins that seemed to be placed randomly, or for no apparent reason -- they were just there. This was especially apparent in the first level. I don't mind the 'walking through wall' thing that other people complain about, especially since, standing at the question mark, you can easily see the flying goomba; after killing that, you can easily see that there's another goomba coming down stairs. Not hard at all.

Personally, I'd line the far side of that level with blocks so that the key doesn't go flying off the screen if you misthrow as you climb the net, but that might just be me, having done it twice.

My other major problem is the net level; it's pretty repetitive and linear and seems designed such that the only purpose is to annoy and frustrate the player. Players should be challenged, yes, but not frustrated. The nets are the same shapes and sizes, with the only variation being the placement of nets or koopas, for quite some time -- it's monotonous, and frankly, boring. To put up with all of that only to reach a message box that says that you went the wrong way is a little bit of an insult. :-/

Additionally, I accrued no less than 40 lives on the nets. It's easily possible to do more. Having done that, getting two 3-up moons at the end as my only 'award' for getting through the level (incorrectly) is a swift kick in the pants. At the least, a midway point or a pipe to a proper midway point would be nice, rather than forcing the player to go back over the nets (without koopas, having killed them) in vain, searching for an exit in the time left.

So, in short, it seems like it has promise, but still needs a little refinement and extra thought in level design. Keep on working at it, and good luck!

Okay. I tried to make Jungle of Mesh 2 a little difficult, because every level MUST have enemies, but nets make it too easy to gain lives. On the other side, taking them out destroys the name of the area. It's Jungle of MESH. There needs to be nets in most of the levels (something I didn't do, though). Though Maybe I could throw in some cloud platforms here and there so you can't jump from one platform to another. And by the way, there IS a midway point- Find the pipe near the odd collection of nets that go up then down (the location of the pipe is actually obvious), and nearby is a P Switch. Grab it if you want, and go down the pipe. There's your midway point. Go through the water, avoid/defeat the enemies, and on dry land is your "missing" midway point. If you die after getting it, you restart... AT THE PIPE.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6294 days
Last view: 6280 days
Posted on 10-29-06 02:58 PM Link | Quote
It's not difficult -- it's monotonous and mind-numbingly easy. I'm not saying that nets are bad, or enemies are bad, but that the level layout is rather bland. Try different sizes of nets set up at different heights, longer/shorter jumps, perhaps sectional jumps where there are falling platforms between nets (landing on a platform will cut the 1-up chain, preventing farming to some extent). Try some different enemies, too -- maybe net koopas.

And it's not about having a midway point, period, but having some way to console the player after reaching that box. Lives aren't hard to come by; it's the time they spent jumping from net to net (which, as I've said, is monotonous), only to find that they've gotten nowhere and are going to have to start from the beginning. It might be a good idea to give them a pipe to the beginning of the level, or even put a Yoshi with some time berries there, or something. Punishing a player for exploring isn't very... I don't know, sporting.

Edit: By the way, I wouldn't spoil your own hack so readily... part of the fun of testing demos is finding paths and secrets for yourself; if the creator just spills the beans at the drop of a hat, it kind of ruins it. Not only that, but it makes it harder for people to judge how difficult something really is if they already know how to do it, so you're sort of ruining your beta test crowd.


(edited by srothroc on 10-29-06 02:00 PM)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6288 days
Last view: 6275 days
Posted on 10-29-06 03:13 PM Link | Quote
Originally posted by srothroc
It's not difficult -- it's monotonous and mind-numbingly easy. I'm not saying that nets are bad, or enemies are bad, but that the level layout is rather bland. Try different sizes of nets set up at different heights, longer/shorter jumps, perhaps sectional jumps where there are falling platforms between nets (landing on a platform will cut the 1-up chain, preventing farming to some extent). Try some different enemies, too -- maybe net koopas.

And it's not about having a midway point, period, but having some way to console the player after reaching that box. Lives aren't hard to come by; it's the time they spent jumping from net to net (which, as I've said, is monotonous), only to find that they've gotten nowhere and are going to have to start from the beginning. It might be a good idea to give them a pipe to the beginning of the level, or even put a Yoshi with some time berries there, or something. Punishing a player for exploring isn't very... I don't know, sporting.

Edit: By the way, I wouldn't spoil your own hack so readily... part of the fun of testing demos is finding paths and secrets for yourself; if the creator just spills the beans at the drop of a hat, it kind of ruins it. Not only that, but it makes it harder for people to judge how difficult something really is if they already know how to do it, so you're sort of ruining your beta test crowd.

Okay, sorry. About your new suggestions...

Net Koopas? I was originally going to use those, but I saw no point in using them with all the Parakoopas I had.
Nope, no pipe leading back in the level. I was going to do that as I started redoing Level 2 (where Jungle of Mesh 2 starts), and it leads to a point very near the place you need to find to continue to the Goal, but I changed that. Instead, there's clouds, and very few Nets! Yay! It may get monotonous, but I can't help it- What am I supposed to do to keep the difficulty at a reasonable level? If it's too hard for you, I'm sorry, but I like things hard. The harder, the better- That's the way it is for me. I'm just tired of buying a new game I've been looking forward to and beating it within 3 days or sometimes even 24 hours. I want to make something that'll take you a LONG while to beat. Anyways, is there an option in LM to make a screenshot of the current level you're viewing? Also, on a side note, along with clouds, I've added more enemies! You'll find Bomb-ombs, Para-Bombs, Para-Goombas, Spinies, and some Pipe-Dwelling Lakitus. I made the level smaller, and it's now obvious where you need to go. Want growing/shrinking pipes? I'll add them in if you want. Whatever you want to see in the level, I'll add it in, as long as I can use it in the "Forest" Sprite GFX set, or GFX files 13 and 2.

Edit: I also added a few AFHBs (Amazing Flyin' Hammer Brothers) in the level, but only at the nets, so I can make players choose between a lower path with many enemies, or an upper path with few enemies, but the annoying Flyin' Hammer Bros. throwing hammers at you a lot. To make it better, I'll try to find a way to make them INVINCIBLE, so no matter what you do, you can't get rid of them. A great plan for nets, but it means I'll have to use them very little in a level, so as to not make a level too hard for people. What do you think? By the way, what offset controls the AFHBs, and is it possible to make them immune to Fireballs, Jumping, and the "hit-the-block-from-below" method?


(edited by pikaguy900 on 10-29-06 02:19 PM)
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6278 days
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Posted on 10-29-06 03:25 PM Link | Quote
Originally posted by pikaguy900
Anyways, is there an option in LM to make a screenshot of the current level you're viewing?


Not exactly, but you can export the level as a bitmap, which basically leads to the same thing. Just go to File - Levels - Export Level to Bitmap File.
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