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Acmlm's Board - I3 Archive - The Pit of Despair - Useful Hints | New poll | | Thread closed |
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Luigi-San Ptooie ZOMG Wii is teh pwn Since: 11-18-05 From: The Mushroom Kingdom a.k.a Buffalo, NY Wii: Yes Last post: 6432 days Last view: 6432 days |
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Originally posted by Darkmatt at the old board |
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Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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So...
Numero UNO: Make cement blocks square. Yoda says you must. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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2. Fix the Mario Start Palette.
3. Make a good overworld. 4. Make Custom Palettes your bitch. 5. Use Blocktool. |
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ZTaimat 260 Since: 11-19-05 Last post: 6498 days Last view: 6432 days |
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I think he ment continue from his 10 as well... oh well.
s.w.r.'s tips are kind of hasty and his 'tips' are just a bunch of catagorys ...oh well... 6) When 1st making your Over-world (OW), start off using only the water and the grass. after you make your basic map like so, try to get the edges of the grass you made into the 'cliff edge' ones. at the bottem of the grass, make a ledge (beigy-brown) go down 2 or 3 tiles. Then set up your base paths using the darker green 'half and half' tiles. 7) Set up your level tiles nd paths on the OW BEFORE editing the levels themselves. Doing so will alow you to look up the level on the OW and then editing it in that way. 8) Try to keep your 'basic' grass a plain green color. It will look kind of crappy... After it is all set to the green, place randome things here and there out of the way of paths. (random stuff: 1x1 hills, the little darg green / shapes, small rock chunks, 2x2 hills, trees, ect.) 9) Never give up on your hack. If a few levels get screwy, dont delete them, just edit them until they work. If part of your OW gets to crammed, place a pipe in it and set up the rest of the levels elsewhere. 10) Before making your OW, get out a sheet of graph paper. measure out 21x21 squares and border it. That will serve as your basic OW map. each 1 square is a grass/water tile, every 2x2 tiles are levels and paths. 11) For your first few, if not ALL your hacks, do NOT try to do what the original SMW does with it's star world. Make sure ALL your paths line up proporly. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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What's wrong with the Star World?
12. Get some beta testers. Make sure there are no bugs and check to see if the levels aren't too hard. You make think the levels are easy, but you know where all the secrets are. 13. Demo releases are a hot button. First, DO NOT make one for every level or so. Every second or third world is good. Demos allow people to see the quality of your hack. But leaving people at a cliffhanger is the biggest piss-off in the world. |
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Tatrion <_<; Since: 11-17-05 Last post: 6432 days Last view: 6431 days |
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Open it up in Lunar Magic and look at it. None of the paths are totally connected to the levle tiles. It's no problem in the original SMW, but if you try it in your hack, it has a high likelyhood of screwing up. | |||
S.N.N. wtf Since: 11-17-05 From: Ontario, Canada Last post: 6436 days Last view: 6431 days |
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Sticky on this wouldn't be a bad idea
14. Don't use too many events in one world. I did this in Boggly Woods (20 events) and it came back and bit me in the ass. 15. Don't use too many levels in one world. Once again, I used 14 levels in Boggly Woods. Now I scarcely have enough left for later worlds, so I'm cutting corners. 16. Use the special sprites to your advantage, like layer 2 scrolling, layer 2 falls, layer 3 smash, etc. These can make your hack pretty sweet and have cool effects. 17. USE CUSTOM PALETTES!!! Especially on the OW. If it's a burning forest, for example, don't leave it green. If it's an icy area, make it white, not blue. This is especially necessary if you plan to leave out ExGFX 18. Make your OW and levels at the same pace. Don't try to rush one, then end up falling behind on the other. |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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Originally posted by SoNotNormal Plan first, then hack. (edited by Kailieann on 11-20-05 01:44 PM) |
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S.N.N. wtf Since: 11-17-05 From: Ontario, Canada Last post: 6436 days Last view: 6431 days |
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Originally posted by KailieannOriginally posted by SoNotNormal Yeah. But it looked much nicer with more hints |
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ZTaimat 260 Since: 11-19-05 Last post: 6498 days Last view: 6432 days |
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18 counters my 7 >.< !! do the ow FIRST if anything
19) Use custom block for the 1st 'blank' gfx page you find (all little squares). Use the next page for block tool stuff aswell. the page after and on you might want to have non-blktool custom blocks. (Old smw effects from different shapes) (edited by ZTaimat on 11-19-05 07:42 PM) |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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Use multiple roms for editing, and don't be afraid to start over every now and then.
Once you're done you should get a clean rom anyways and copy everything over to clean up any excess code that you didn't end up using. First off, have a clean SMW rom squirreled away somewhere in case you screw something up and need to start fresh. Have a test rom for new ASM hacks/custom blocks. Keep a record of everything you change in it, and just keep adding and testing new stuff until you break something, then replace it with a copy of the clean rom. Have another rom for level design. Insert blocks and graphics as needed (you may want to hold off on the graphics. Make sure the levels are playable before you worry about making them look good). It helps if you don't do an overworld on the design rom -- just make Yoshi's House point to whichever level you're working on for testing purposes (but, as I already said, plan first. Make sure you know what you want to do with the overworld, and how many levels you want to have before you start making them). Once you've got all your hacks, blocks, and levels working the way you want, get a clean rom again. Apply the ASM hacks first, then insert the custom blocks. Copy over the levels, and put in the required graphics. Then, put together your overworld, opening, and credits for the win. (edited by Kailieann on 11-20-05 01:44 PM) |
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INSERT COIN Double metal axe Since: 11-18-05 From: wtf am i bored Last post: 6433 days Last view: 6433 days |
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DO NOT STEAL OTHERS LEVELS OR OVERWORLDS!
Its just plain suck. Beware the overused ExGFX. A good hack doesnt need to have ExGFX or even GFX. Good ideas and puzzles help a lot. Stay on the story. Do not make it dizzy. Do not jump to the spaceship and back to the volcano, after that to forest and the bottom of the lake... |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6750 days Last view: 6750 days |
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Originally posted by INSERT COIN Really, a hack doesn't need to have GFX? Then what will you see, just a blank screen? Sounds awesome . |
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ZTaimat 260 Since: 11-19-05 Last post: 6498 days Last view: 6432 days |
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Yes, it will be a hell of a puzzle if you cant see mario, the enemies or the platfoms
Also, KEEP THEM NUMBERED (edited by ZTaimat on 11-22-05 03:20 PM) |
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S.N.N. wtf Since: 11-17-05 From: Ontario, Canada Last post: 6436 days Last view: 6431 days |
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Originally posted by INSERT COIN But what if Bowser's Galactica Spaceship crashes in the volcano, and you escape through a door that leads to Mushroom Forest, and then you have to swim across a lake to get the other side. Seems logical to me _¬ |
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Koneko Plasma Whisp Since: 11-17-05 From: Tartarus. We get faster internet than you. Last post: 6431 days Last view: 6431 days |
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25: Practice making palettes for a long time before you make the actual palettes you plan on using. The gradient feature is quite possibly your best friend, so learn how to use it.
26: A good level is one that is challenging, but doesn't spend a lot of time staying in one place or moving back and forth. For example, players will be bored if they have to run all the way to the right, pick up a P-Switch, run all the way back to the left, then start the level part of the level. Basically, you should be able to keep up a good speed throughout, while still having to avoid obstacles and make tricky jumps. Tempo! 27: Avoid killing players unfairly. Tell them beforehand if a custom block will autokill them, don't make blocks that will hurt Mario while riding Yoshi, don't place pits that look exactly like the surrounding ground... etcetera. |
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Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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Originally posted by Koneko Unless they lead you somewhere else. Also, what gradient feature? As far as I know SNES only supports HDMA gradients, which belongs in (and already is in) advanced hacking. |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6431 days Last view: 6431 days |
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Originally posted by Kailieann He's talking about the feature in the palette editor that blends between two colors. |
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spel werdz rite Since: 11-19-05 Last post: 6432 days Last view: 6431 days |
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I would say, like ZTaimat, start with the overworld, this way you can get a feedback on what the events and secret exits will do. But if I may expand on that, add all the little hacks next (like LevelASM and the 1 Player Only Patch). Insert ExGFX before you start the level, this way, you don't have to cahnge the tilesets afterward. Delete all the levels with Ctrl+Del. Next, as you're building the levels, add custom blocks when you need them, don't just add every block in BlockTool to you're game right away. When you finish the level, fix the backgrond and finally, make the custom palettes. | |||
Kailieann Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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Originally posted by BMF54123Originally posted by Kailieann LM really needs buttons or something for this kind of crap. You shouldn't have to read the whole damn helpfile to find out something like 'press F9 to save Map16 page'. I mean, half the n00b 'how do I do this?' threads only exist because people expect features to actually be visible or something, and when they can't see what they're looking for, they skip the readme and assume it doesn't exist. I know you're listening, Fu. Would it kill you to put a save button on the Map16 editor? |
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