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05-17-24 03:34 PM
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Acmlm's Board - I3 Archive - SMW Hacking - SMW Secret of the Switch Palaces--first screens and info! New poll | |
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Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6297 days
Posted on 11-24-06 08:59 PM Link | Quote
WIth the pipe level background, I'd say take out the coins and then darken it further. And does it animate? The water would probably look weird frozen in motion.
The 13th Prodigy

Red Koopa
Your Local Li'l Demon








Since: 02-11-06
From: uh...outer space?

Last post: 6299 days
Last view: 6298 days
Posted on 11-25-06 08:40 AM Link | Quote
Wow, that's actually pretty cool. I truly admire your level design - puzzling and never-boring, which is all I aim for. I'm looking forward to playing this one, the number of good SMW hacks these days are...scarce, to say the least.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6300 days
Last view: 6297 days
Posted on 11-25-06 09:34 AM Link | Quote
Originally posted by Joshua368
WIth the pipe level background, I'd say take out the coins and then darken it further. And does it animate? The water would probably look weird frozen in motion.
The water does animate in the background. I don't think I can really it darker though, it only changes if I make the foreground change. I can try some stuff though and see how it all comes out.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6297 days
Posted on 11-25-06 10:01 AM Link | Quote
Well, upping the foreground to normal brightness would fix your problems too.

Oh wait, you just said that. Bye, then.


(edited by Joshua368 on 11-25-06 05:02 PM)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6300 days
Last view: 6297 days
Posted on 11-26-06 11:11 PM Link | Quote
I got an update for you right here!

I've done a lot of minor fixes to the game over the past two days such as less 1-ups, less slowdown in places (end of Dirt Chuck Hills), a few palette changes and such.

I took a few new pics to show you all. Enjoy.



How to get there?



Toned down the colors here, now it's less bright.



I really want to thank being able to have two layers of editing available in Lunar Magic.



You'll need the Green Switch Before you can do anything here...



Nothing here but palette change from a blue back color to an orange one.



I finally got around to changing the Rex Hillocks (previously Rex Flatlands) house area, though only now as I type this, after I created the patch, I just realized I didn't change the message... So it still says the house is infested but it's really only vacant.



Another section of Morton's Tower: lava pipes, ceilings, climbing, it's got it all. Oh there are enemies too.



Ok, here's what you've been waiting for: I've got a demo for you all.

Just look below for it. It goes through all of worlds 1 and 2. Enjoy!

Also, there's a bug that I know about where the Nighttime Plateaus level tile disappears after it's releaved and you leave the Yoshi's Island sub-map. You can still access the level but as a strange side affect the game reveals a level on the main map that I'd rather not have had revealed. I can't figure it out but I think it has something to do with tile revealing. I left the game unlocked somaybe someone can figure something out.

Any other glitches or bugs found, just let me know here.

EDIT: I totally forgot that I left you all with an incomplete Bonus Game! I'm working on a "Race to the Finish" style Bonus Game but forgot about completing it before releasing the demo. Luckily I added the Goal Point Spheres as I went, otherwise you would've been screwed...

EDIT 2: I've updated the problems with the patch. E-mail me for the new one, seeing as I can't edit the attachments and I just posted something here. I'll also include if you want a patch of the old Deja Vu Demo that covers about the same ground as the new demo does, just so you can see how far this game has come.

E-Mail: ctrlalxdel@aol.com You can now just look a few more posts down to find these demos attached to a new post.

Attachments

SMW SotSP Demo.ips (374320b) - views: 43



(edited by FirePhoenix0 on 11-28-06 01:14 AM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6297 days
Posted on 11-27-06 12:23 AM Link | Quote
Sweet. I'll download and play it now.

It's late, so review/feedback will probably have to wait until tomorrow.
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6299 days
Last view: 6299 days
Posted on 11-27-06 01:59 AM Link | Quote
Rarely do I find a hack that I like this much. I like the level design, it is not too difficult, and it's not repetitive. Great work so far!

But, there's something wrong with the Local Ghost House. When you enter the door like this. (a few pixels to the left of the door's center):

You come out here:


But when you enter the door like this, (a few pixels to the right):

You come out here:


Also, is entering this door supposed to kill you?

You come out here:


I did this level before pressing the Yellow Switch, if that makes any difference. Or maybe it's just my emulator or a corrupted IPS patch. But other than that, amazing work. Yellow P-switch in the Yellow Palace? Awesome. Custom ice blocks? Great. The moving background on Under the River? Subtle, yet enjoyable. It's small things like that that you don't see in most hacks. I hope all the other worlds will be as good as the first two.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6299 days
Last view: 6297 days
Skype
Posted on 11-27-06 02:23 AM Link | Quote
Problem 1: The door is next to the edge of a screen. Move it away from the edge.
Problem 2: Try messing around with the Layer 1 Initial Position until it works.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6300 days
Last view: 6297 days
Posted on 11-27-06 07:46 AM Link | Quote
I never ran into any of those problems before in the Ghost House. The thing with the door that can go to two places, yeah it's on an edge. I'll fix that. As for the other thing, I'll check the entrance points and such but I don't know why you're getting garbage in the back. I was pretty sure it was at the appropriate BG level for the entrance.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6297 days
Posted on 11-27-06 11:50 AM Link | Quote
Okay, so as people (and me) have said, the level design is top notch. The levels are fun, unique, challenging and non-repetitive. This alone propells the hack into a high quality adventure.

The unique twist of having to find the switch pallaces is cool. Starting out at Bowser's castle was interesting.

However!! (you knew something like this was coming) The overworld could use some work. Having to explore the familiar Super Mario World from a different angle with changes in level order could be interesting, but having SMW be mutated rather ruins this potentionally interesting effect. Meanwhile, the layout is much too similar to feel unique.

I'd suggest going one way or the other there - Use the old SMW and make the most out of the angle you chose, or simply redesign it entirely and give us a whole new world to explore. Of course, the latter would be the most fun. Designing new islands and continents isn't too hard to do.

Also, the old movie over the new title screen seems odd. I suggest creating your own movie.

Edit: Also, the pipe place needs some work. I suggest making the foreground have normal brightness. As it is, it's much too easy to get the foreground and background mixed up, and it creates some inconvenience (at least for me).


(edited by Joshua368 on 11-27-06 06:51 PM)
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6310 days
Last view: 6297 days
Posted on 11-27-06 03:53 PM Link | Quote
To fix the BG thing, make sure the FG and BG Initial Positions are THE EXACT SAME HEX NUMBER. It works for me that way. And now, I'll try your demo now.(Stupid download link took me to a blank page when I clicked it...)

Edit: It won't let me download it. It thinks it's a text file, and when I click on it, it brings me to a blank page. Refreshing gets me these weird characters. Going back a page gets me the same characters at the top of the thread page. O_o If I right-click and Save As, it tries to save it as a .txt file with the extension .ips, so LIPS doesn't recognize it as an IPS file. Help, please!


(edited by pikaguy900 on 11-27-06 10:58 PM)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6300 days
Last view: 6297 days
Posted on 11-27-06 04:38 PM Link | Quote
@ Pikaguy: I have no clue why the thing is doing that to you. PM me your e-mail and I'll send the IPS that way.


Ok I made a quick fix of the problems listed before. E-mail me for the patch until someone else posts and I can get past the no double posting rule.

E-Mail: ctrlalxdel at aol dot com

There's a couple things different from the demo from yesterday. I've been experimenting with YY-CHR and minorly changed the look of the score numbers from getting stuff, 1/2/3-up lettering, mushroom, turn block (partially) and fireflower.
Also, I darkened even more the pipe area. If you have trouble seeing the foreground vs. the background, I can't help you anymore. Any darker and it will be a solid black background.

For the heck of it, I'll send, if you want, an old Deja Vu IPS that covers about the same ground as the new SotSP IPS does. Just so you all can see how far this game has come.


(edited by FirePhoenix0 on 11-27-06 11:46 PM)
(edited by FirePhoenix0 on 02-07-07 08:16 PM)
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6299 days
Last view: 6299 days
Posted on 11-27-06 05:43 PM Link | Quote
I found another bug (although it is probably because it is a demo and not finished). When you take the star road to here:

you are trapped. When you try to take the star road back to where you came from, you end up in a room with a blue switch and then you are trapped.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6300 days
Last view: 6297 days
Posted on 11-27-06 06:07 PM Link | Quote
Originally posted by BooUrns
I found another bug (although it is probably because it is a demo and not finished). When you take the star road to here:

you are trapped. When you try to take the star road back to where you came from, you end up in a room with a blue switch and then you are trapped.



How did you get there? You shouldn't be able to without getting the Green Switch and I made it so the thing is inaccessible in this demo... Crap. I just saw it is possible to get the key in the Ghost House without the Green Switch...

Yeah, the area with the blue switch was remnants from a long time ago when I was making Deja Vu. I just used the same Rom from Deja Vu when I made this so it stayed there. There's not supposed to be anything there other than a Star Road warp, nor will there ever be a level there.



Ok, now I can include the two patches in the attachments here.

Attachments

SMW SotSP Demo Fixed.ips (374342b) - views: 31
SMW Déjà Vu Demo 2.ips (312790b) - views: 17
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6297 days
Posted on 11-28-06 10:47 AM Link | Quote
Oh... we weren't supposed to get that key? :-P

Well, I'm happy I did it anyway. Otherwise I would've missed out on all those cool Star World levels.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6300 days
Last view: 6297 days
Posted on 11-28-06 05:52 PM Link | Quote
Originally posted by Joshua368
Oh... we weren't supposed to get that key? :-P

Well, I'm happy I did it anyway. Otherwise I would've missed out on all those cool Star World levels.
Yeah some of the Star World levels are pretty cool. Though I really need to change some stuff around in the pipe level. I just haven't come up with a good way of restricting the player from having fireflower when they come down the drop other than adding the unavoidable black pirhana but even then there's the problem of the item in the box falling down. It keeps falling all the way to the bottom of the stage and if you have fireflower, you can still grab it and skip half the level...
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6310 days
Last view: 6297 days
Posted on 11-28-06 05:59 PM Link | Quote
Then use the Mushroom Block. It turns Mario into Super Mario when hit. Or the Anti-Powerup Block. It takes away his powerup when he goes by it. O_o
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6300 days
Last view: 6297 days
Posted on 11-28-06 06:07 PM Link | Quote
Originally posted by pikaguy900
Then use the Mushroom Block. It turns Mario into Super Mario when hit. Or the Anti-Powerup Block. It takes away his powerup when he goes by it. O_o
Hmm, you're right that'll work fine. I didn't think to check Blocktool for a block that would do that. Yeah something like that will definitely work better than "place two feathers under a pipe you have to slide under to get by." That was the first thing I tried, even before the first Deja Vu demo was released.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6300 days
Last view: 6297 days
Posted on 11-29-06 11:15 PM Link | Quote
Well, I inserted the "change into Super Mario" block and it works fine. Thank you Blocktool.

I've been working with YY-CHR the past couple days, editing some graphics such as the turn, cement, and "used" blocks and their animations/sprites, the Mushroom/Fire Flower/Star and the 1/2/3-up text. I've also edited all the text for the message blocks in the game, as well as the timer and score numbers. I've got a few pictures of the new graphical changes as well.



First, here's a sample message block with the text changes in it. You can also see the timer/score number changes as well.



Here's a sample of the turn and used blocks. You can also see the edited Fire Flower in the Item Box. Yes I realize the 4's in the score have too many black spaces on the bottom left. I'll fix that.



Now the cement blocks look like square blocks. Their old "almost square" graphics always bugged me. There's the new 1-up text in here too.

No picture with the Mushroom in the box but basically the eyes on it have been shifted slightly to one side to make it look like it can see where it is sliding off to when it moves. Same for the 1-up.

Other than graphics, I have a new level to show two pictures of, and I ave two shots of the new Bonus Game I created.



This is the Cave of Foliage. I just about have the palettes right except for one gray spot in the rock background. You can see it in the second shot. I can't find which swatch it is! I'll find it eventually.


For the Bonus Game, I created a Super Smash Bros Melee-like "race to the finish" course. You have 45 second to get to the end of the course. If you run low on time, seeing as you can only leave by side exit and there's only one open side, grab a Goal Point Sphere to restart the game.



There's more than Bullet Bills. There are Koopas, Goombas and a few others too.


I still need to finish up the rest of the status bar text and titile screen text, as can be seen here:



See? Only thing different is the numbers in the dates. I hope to finish up the graphics soon and move onto working on the third world some more.
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Acmlm's Board - I3 Archive - SMW Hacking - SMW Secret of the Switch Palaces--first screens and info! |


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