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05-10-24 06:32 AM
Acmlm's Board - I3 Archive - - Posts by srothroc
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srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 05-26-06 04:05 PM, in Tim and Bob's Adventure. Link
Originally posted by Cirvante
You should remove at least one row of blocks off the top. I don't think Mario can jump that high.


Wrong, actually. With a running space of at least five blocks (possibly less), Mario can jump five blocks pretty easily. Additionally, with a running space of at least five blocks, if you're really good (or have practiced way too much), you can jump such that the absolute peak of your jump is timed right with the top block and you'll be able to top six blocks. It's not easy, though.
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 06-09-06 02:12 PM, in SMW: Return to the Mushroom Kingdom Screenshots Link
Originally posted by Skreename
That's DEFINITELY just a generic quote from... somewhere. I'm not sure where it's from, but I do know that one of the English teachers at my high school had it above her door. To me, this would suggest it's from literature.

EDIT: It was posted on SMW Hacking Crap (when the old SMW Hacking forum was trashed), but when that one vanished entirely, it was passed on to the Pit of Despair.


It's not generic... it's from a very distinguished piece of literature -- "The Divine Comedy" by Dante Alighieri.
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-18-06 06:00 PM, in MegaFLE X version 0.4 release! Link
This is pretty neat...

I'm toying around with it, and I've been wondering if anyone has any tips, since there isn't any thorough documentation. In particular, I'm wondering about the screen editor. I found that if you right-click a block on the screen, it becomes the selected block, insertable by left-clicking. The problem with this is that it limits you to the blocks used on-screen -- is there any way to look at the blocks used throughout the level and select them for insertion, or is this a limitation of the game/editor?

I'm also wondering how you can choose enemies to insert...

Great editor, wonderful job! I'm really enjoying looking around so far!
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-18-06 10:32 PM, in Oh, how I love revisions. Link
It looks completely fantastic! I'm flabbergasted, honestly... playing it through now.

I'm not sure if this is how it's supposed to sound, but using Nestopia, the victory music sounds like a stuttering...
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-19-06 01:54 PM, in MegaFLE X version 0.4 release! Link
Personally, I think regular, incremental updates are preferred to long waits with monster updates, though that may be just me...

Something weird I found while I was searching; in the screen editor, if I change the Scroll GFX Load value, even if I go back to the old value, the screen is still messed up. Am I doing something wrong?
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-19-06 07:02 PM, in Oh, how I love revisions. Link
I'm in Pergador, level 9, Alloy Armor and Helm, as well as the Lamina... and I'm completely getting my butt kicked. Not only that, but it seems like there isn't much money to be had in this area. I mean, the next weapon upgrade is 3000 arca, but I'm not getting very much from fights; especially when you factor in the cost of an inn every three fights or so.

If you toss in the fact that the PSI upgrades are there to be had as well, that's quite a bit of money... am I doing something wrong, are these balance issues, or is there a lot of grinding built into the game?
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-19-06 10:21 PM, in Oh, how I love revisions. Link
I'm level 11. I killed the Varion by using bolt and generot, then attacking it endlessly while I took Pills. It took me about 25-30 Pills and a lot of patience, if that's any idication of how hard it was....


I've been using PSI a lot; it's just that I'll go out, bolt two Blasts, chug pills, Bolt whatever else, generot, be out of PSI, and have to go back to the clinic after having gained... 200-300 arca. It's a little disappointing that the arca didn't keep up with the experience. I've got the flak gun now, and I'm level 11.

I killed Sia a lot more easily than I killed the Varion. Took out his minions in one fell swoop, went back to heal and get Pills, then returned to assault Sia with Bolt and Generot. It took me about 10 Pills to kill him, though I got lucky and did a crit.
The first two times I tried him, though, he crushed me... the first one because my Bolts all sucked, the second because he did something like 140 damage in one hit.

Did you mean for the order of the minions to be Hexa (6), Deca (10), and Octa (8) (6-10-8) for any particular reason? They seemed like pretty random numbers, and weren't in ascending order... the best I could think of was a YY-MM-DD format for October 8, 2006.

Edit for addition: Sia was a lot easier than the Varion, I think, because he spent a lot more time sitting around casting spells than he did actually attacking. Though the Varion did Venom a lot, which was kind of useless, it seemed to attack more often... or perhaps it was just me fighting perpetually poisoned that made the damage add up.

The flak gun doesn't seem to be that great compared to the shot gun, for all that it's over three times more expensive. I'm only averaging 2-4 points of damage more, I think.

Also, I've not had any chance to upgrade my PSI since I'm blowing all my money on Pills. It's actually more profitable to sit around in the Varion's hideout and fight for money than it is to go anywhere else, considering you only get 10 arca less on average, if that, and you do far more damage and take far less damage.

I've got Aura, Bolt, Stare, and Generot, at this point. Only 1700 arca, after defeating Sia and fighting my way back to Pergador.

What's up with the graveyard in Endengard with a person in it? There's a path, and a door covering the path, but the door doesn't give a 'locked' message like the other two I've found.

I only really have one suggestion... it'd be nice to have a NPC in Pergador mention the swampy area around the Marsh Temple, since I'd completely dismissed it a long time ago since it was so far away. By the time I got the bike, I didn't even remember ever seeing a swamp before.

Anyway, to sum up... the majority of my money is going into Pills, so I can forego Aura and survive the longer treks from town to town. That's really what's holding me back from being able to buy the higher-priced PSI. It's too slow grinding around Pergador to be profitable, especially with a clinic that's 100 arca. :-/

Honestly, though, I'm still enjoying myself.

Edit: I've crossed the Great Divide, gone through the Rail place with robots, and found the town in the desert... that was a long, long, long trek that I wasn't expecting. Fortunately, I was lucky.

I just wanted to say that, as far as I know, a fission reactor would just be a normal nuclear reactor. Nuclear reactors work by nuclear fission, splitting atoms.

Edit again: I'm at Sansia, the PSI cost 20k arca apiece... and the monsters still seem to average 40 arca apiece. Am I just missing something here? Personally, I'd really recommend that you'd up the arca on later monsters. It's particularly UNrewarding to travel a long way and find that you're making slightly more than if you had just stayed home... especially when a stay at the inn is 500 Arca in and of itself.

And a bit later, I'm seeing that some monsters actually award you with a fair amount of Arca, like the Feros. The problem just seems to be running into them often enough.

Speaking of the Feros, it seems particularly prone to damage range problems I've seen on a couple of other monsters (Mound and Vorzok, for example). They consistently peg different values over a huge range when it comes to damage. My first few fights against Mounds and Vorzoks, they would do 2-5 damage, then all of a sudden, they started hitting the 15-20 range consistently, with no change in my equipment. The Feros seems prone to this in a single battle, hitting anywhere from 2 to 48, with no consistency around any one value. It's almost like its damage is calculated from a 1d50 instead of 5d10 or something. It's really all over the place sometimes, and I'm not sure if that's what you want.

Edit yet again: Sorry about all the edits, but I haven't yet gotten approval, so I can't actually make more posts for you.

Having tried Schism a number of times (18, actually) on groups of monsters, I can say that it seems more like a... hit-or-miss group Stare than the traditional Confusion effect. While monsters do seem to attack each other (or perhaps themselves?), no damage is dealt -- instead, it always says "No Effect". Is this intentional?

Edit: Found a typo in the instruction booklet under Statistics. Defense should "absorb" attack damage, not "absord" it. It might be nice to include a notation near Pills and SRAM that goes along the lines of "A less common item, Beta, is said to exist outside of Hylis. The rumors say that it can restore the abilities of a PSI-using warrior to full power almost instantaneously." It's a lot to ask of a player to pay 10000 arca for a nondescript item that may or may not be good...


(edited by srothroc on 10-19-06 09:28 PM)
(edited by srothroc on 10-19-06 10:12 PM)
(edited by srothroc on 10-20-06 02:17 PM)
(edited by srothroc on 10-20-06 04:48 PM)
(edited by srothroc on 10-20-06 04:50 PM)
(edited by srothroc on 10-20-06 08:35 PM)
(edited by srothroc on 10-21-06 01:03 PM)
(edited by srothroc on 10-21-06 01:04 PM)
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-20-06 02:12 PM, in Requesting Approval for SMW Hacking Forum Link
I'd like to request approval for the SMW Hacking Forum. I used to post off-and-on before the approval system debuted; I've read the rules both before and after the system kicked in. I'd like to think that my English is at least passable.

While I don't hack (much) myself, I am an avid consumer of hacks and would like to be able to provide input/criticism on works-in-progress and learn from the byplay in the forum. I am working on my own SMW hack, but since I don't have much to show for it, I haven't made a thread, as per the rules.

I am currently approved (apparently) for the ROM hacking forum, and have not received any notices or reprimands there, that I know of -- so hopefully that counts for something.

Thank you for your consideration!

Edit: I just realized that the approval from ROM hacking must be brand, brand new, because I made a post about DXO II the other night, and now I can no longer post -- oops. I'd also like permission for the ROM hacking forum, then, so I can post at least in the DXO II and MegaFLE X threads. Thanks!

Edit 2: I realized that I do have something I could contribute, in a way. I can translate or help translate Japanese. While I can't create a translation of a game on my own, since I don't have the coding abilities necessary, I can assist in checking or providing translation for a team.


(edited by srothroc on 10-20-06 04:20 PM)
(edited by srothroc on 10-20-06 05:00 PM)
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-21-06 01:40 PM, in MegaFLE X version 0.4 release! Link
Something I wanted to say since I saw your post, though I wasn't able to for lack of approval.

What's special about the SBD Editor? I haven't been able to figure it out much myself -- or more importantly, I haven't been able to figure out what it has over the Screen Editor. The two windows confuse me...

If enough people chime in about their favorite features and how to use them, actually, I was thinking about culling the important parts from the thread and putting them all together in a HTML-based guide/instruction book/FAQ -- if Matrixz had no objections, that is.
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-21-06 07:04 PM, in F-Zero Climax - Translation Link
If you need/want another eye and are able to, you could try posting the unknown characters from 8600-87FF and 8840-8850.
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-22-06 08:59 PM, in Super Mario World Déjà Vu Demo Link
Not sure if you care about this particular one, but the secret exit in Donut Plains 1 is perfectly accessible without the Green Switch Palace while Mario is still in small form.
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-23-06 05:26 PM, in FFHackster Specific Questions Link
I remember asking most of these questions in the past -- there's actually a wealth of information available if you use the search function for the forum. I remember that the text editing in particular was ridiculously easy as the opening is very, very well-documented. All I had to do was pop open the ROM in a text editor and start typing away at the selected location, replacing the original text.

I also do remember that there are tables for various things already available.

Search the forum, I can't remember where the threads are, exactly. Or, if you look at my posts (there aren't many), the first few should all be FF1-related.
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-29-06 09:53 AM, in A demo of my new hack Link
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?
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-29-06 02:18 PM, in A demo of my new hack Link
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!
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-29-06 02:58 PM, in A demo of my new hack Link
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)
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-29-06 05:34 PM, in A demo of my new hack Link
Well, he is kind of right... your levels are more or less linear jumping challenges with a couple of enemies thrown in, no real obstacles.

A couple bugs that I forgot to mention; your ghost house; when exiting it, if you run away and dodge bullets, the door and exit of the ghost house flicker on the left side of the screen, for some reason. Additionally, in the castle, sometimes the moving stone platforms don't show up properly; I'm not sure if it's a sprite thing or not.
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 10-30-06 09:18 PM, in A demo of my new hack Link
Like I said earlier, you can solve two problems at once by putting in stepping-stone platforms or something. Hitting the ground destroys your ability to chain kills, and the platforms will also vary the experience and challenge.

Just because the original SMW did something doesn't mean that it's a good idea. >.>
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 11-01-06 12:38 PM, in Sprite Remake; first try Link
I have to agree with Hyperhacker about the spiny... I completely thought it was a redone goomba, and liked it at that. But now that I know it's a spiny... well, it's not very spiny, is it? :-/
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 11-09-06 09:32 PM, in Bonus! SMW Deja Vu Demo 3. Link
I watched Bullet Bill Frenzy this morning and definitely thought there were way too many mushrooms -- and I don't think it's that you need them, but rather that the player just ran through the level and hit crap instead of stopping at key points.
srothroc

Red Paragoomba


 





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

Last post: 6309 days
Last view: 6295 days
Posted on 11-20-06 09:41 PM, in A demo of my new hack Link
So make a regular platform. They can stand around as long as they want and they can move on whenever they want. Don't force them to stand around as long as YOU want on a skull-on-lava raft.
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