(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-19-24 04:06 AM
Acmlm's Board - I3 Archive - - Posts by Knight of Time
Pages: 1 2 3 4
User Post
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 06-24-06 08:15 PM, in Venus Fire Traps are glitching other sprites Link
Oh wow, a Block Tool for sprites sounds really, really cool.

Could I possibly be one of the first few to be able to try out the program please, mikeyk?

I have a funny feeling I may really enjoy using this with my current three world hack (if I get to use it, that is).
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 06-29-06 11:41 AM, in Slow down in my hack Link
Originally posted by BMF54123
Originally posted by joh
In other hacks this slowdown does not appear so extremely.
Probably because the other hacks have far fewer custom blocks than yours.

How many do you have, anyway? I suspect "a metric f*ckton" because the original game could show eight or more Koopas without slowdown...



I'm betting he (joh) must have at least two of any of the custom blocks in his hack (I know I did at one time, I had at least four of each movement block I wanted to use in my hack, including the on/off movement blocks davros made for my use (and the use of others as well)). The real solution for this problem is simple, if you have more than one of any custom block (which I'm sure you do, joh), just get rid of all the excessive blocks of one kind except for the very first one (I did this with movement blocks for starters), and have the rest of the blocks act like the first one (just take the map16 tile for your lone block of any kind, and make the other similar custom blocks act like that map16 tile). That's what eliminated most of the slowness in certain levels in my hack.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 06-29-06 09:35 PM, in how do you make a thunder lakitu Link
Did you see davros' topic on making Thunder Lakitus?

You should read that topic first, it's right here.

'is sure this will be closed'
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-02-06 09:39 PM, in Sprite Tool teaser screens Link
Wow, I see that you added Snifits and Sledge Brothers to the list, nice job mikeyk.

One question though, when a Sledge Brother lands on the ground, is the player stunned just like in SMB3? I'm really curious.

Again, great job with the new sprites. Despite the fact I already have Sprite Tool thanks to you, I'm looking forward to hopefully using donut lifts someday, as one level in my hack could probably make good use of them.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-04-06 12:40 PM, in I need some more resources.... Link
C'mon NintenDS, you ought to know that virtually none of us are going to help you make a hack, any level that any of us makes, is part of that hack only, NOT yours. You just can't expect to steal others' work and claim it as your own, that will get you in a lot of trouble, not just with the owner of the hack a said level is in.

If you want to make a hack, for pete's sake, do it yourself, that is, if you can learn how Lunar Magic really works. Only come to us if you need help with something other than to make your hack, nobody, and I mean nobody will help you that way.

Yeah, where is the BANvil when we really need it with this guy? 'insert rolleyes here'
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-04-06 05:09 PM, in Sprite Tool teaser screens Link
A couple of other things I thought of recently:

One, mikeyk, just wondering, but would it be possible for you to make the two roto-disc sprite (you know, where two roto-disc circle around a certain point, like in the later fortresses in SMB3).

Also, something else has me very curious. Are the custom sprites unusable in tide levels, and/or they unusable in levels with layer 3? I tested a few custom sprites on a tide level I am working on, and the level never loads (or crashes at the first point a custom sprite appears) unless the offending custom sprite(s) is/are removed.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-07-06 11:41 AM, in Where is it? Link
Yeah, and besides what peter_ac said, mikeyk allowed a few of us to try out the Sprite Tool program prior to its upcoming release (among others, I've tried the program, and I know Smallhacker has as well), which allowed for trying out certain custom sprites (I can't give a full list right now, but Hammer Brothers are included).
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-08-06 02:57 PM, in Sprite Tool teaser screens Link
Originally posted by Dragon Master Luigi
Would it be great if these guys were in the greatest hacks made today using Spritetool? Big Bertha,Bloopers, Buster Beetles, Nipper Plants, Fire Bros, Chain Chomps, Fire Chomps that fly, and Spikes.



Yes, any of those would be nice to see in Sprite Tool (if mikeyk adds any of them, that is), but just a little reminder about Big Bertha:

This enemy in SMB3 is found in underwater levels, and they occasionally spit out a mini Cheep Cheep enemy. The enemy that strongly resembles Big Bertha, that eats Mario/Luigi whole is called Boss Bass.

Just wanted to point that out to you, that's all.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-08-06 10:02 PM, in Annoying star tile problem in my OV- please help! Link
Hi.

I'm not sure if any of you guys had this strange (not to mention, really, really annoying) problem in your OV like the one I'm about to describe as best I can (using a couple of SS to show it better), so here goes.





In the two images above, I have run a test of this annoying bug. The first SS shows the star tile that is revealed when my second castle is cleared in my new remade second world's map. When the star tile is entered, the player warps to a corresponding one in the star world in my hack just exactly how I set it, but the moment the player takes that star tile in the star world, it takes them back, only it puts the player one space above the castle (strangely enough, no matter where I place the second castle, the result is the same; the player always reappears one space above the castle when they go through the second star world tile I have). I have set the cooridinates correctly for both so that they are connected to each other, and set this tile to appear when the secret exit from the castle is reached, but this problem absolutely has me baffled. Anyone know how I can overcome it?

Thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-21-06 11:06 AM, in Ideas needed for the future use of electricity in my hack Link
Hi.

I'm not sure how many of you guys have used electricity in your hack besides Anikiti (I know he did, I've seen electricity in one of his castles that instantly kills the player if they touch it), but what would be a good game to rip a horizontal or vertical 16 by 16 electricity tile (one that could be horizontally stretched or vertically stretched respectively if wanted to make my own electricity hazard for a later use in my hack for my fourth world) besides Super Bomberman (I know one of the arenas in that game has electricity in its border)?

If it's better to make my own 16 x 16 tiles to represent electricity, what colours would be best used to make the tiles?

Either way, thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-21-06 09:55 PM, in Ideas needed for the future use of electricity in my hack Link
Originally posted by Pas'ra'chilli
I’ve used electrified water in one portion of my hack. The first time you cross the room you need to get to a switch in a separate pipe room. The water is safe to cross, but once you return the water has sparks and bolts jumping out of it. I’m still tweaking that level, it needs a lot of extended animation to give enough visual cues to the player so they aren’t “shocked” when they die when they try to jump in.

Terrible pun, I know, but dying because of something that you couldn’t have known about is never fun.

Flashing bolts are easy. Extended Animation can do wonders in the right hands. You can't change the palette, but you can change the colors frame to frame.


Electrified water?

Now that actually sounds interesting...although I probably won't be able to use it in my hack (my third world is all about water like my first world, but it has currents, including some reverseable with on/off switches, and water whose level needs to be raised or lowered in the castle of that world).

I'm not planning of having electricity be an instant kill hazard in my hack, instead, I'm planning to have it simply hurt the player (anoyone ever play Sonic CD's Wacky Workbench Zone? That world is ruled by electricity, and the only time it kills Sonic (that is, when you don't have debug mode on) is when he has no shield or rings, and isn't under the influence of a smashed invincibility monitor). In fact, at times, I may have it go on and off occasionally (not necessarily by an on/off switch, I could use animated hurt blocks in this kind of situation), for a bit of an added challenge in certain areas I would want to make later on.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-22-06 04:03 PM, in Sprite Tool, public test release Link
Wow, thanks for bringing out the public release of ST, mikeyk, I really appreciate it (not to mention that custom sprites, like the venus firetrap finally can work right on tide levels in my hack).

I've got two questions though about the donut lift, one, when the player tries to jump on one from directly below it, they end up being pushed slightly left or right depending on the direction they're facing. Can you possibly fix that, please? I'm very sure donut lifts can be jumped on from below in SMB3.

Secondly, if a donut lift is in its falling state, can the player enter through a horizontal entrance for one of your SMB3 style pipes?

Again, nice work.


(edited by Knight of Time on 07-22-06 03:08 PM)
(edited by Knight of Time on 07-22-06 06:14 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-22-06 09:03 PM, in Has anyone thought of making an... Link
Hmm, I too am thinking some parts of this idea would be very difficult.

I mean, some of the circling lifts have Dragon Coins on them which are normally collectable in the GBA version, but I'm thinking that would be next to impossible to do in a SNES hack.

However, it's not impossible to have Dragon Coins moving with layer 2, like in the GBA version of the second part of Lemmy's Castle. In my hack, I used this trick to my advantage a couple of times to have moving Dragon Coins.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-23-06 11:13 AM, in What causes the overworld path glitching? Link
Hmm, I'm thinking this glitching happens when the next level you go to forces the OV screen to scroll. I've noticed this too when certain levels in the main OV in my hack are cleared, I guess what that really means is, that you shouldn't have two levels too far apart.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-28-06 09:04 PM, in Sprite Tool, public test release Link
Hi, I've got an important question I'd like answered please.

If someone wanted to make a request for a custom sprite made with Sprite Tool, would they be allowed to make the request directly in this topic, or would they have to make it in the stickified request ASM hacks/custom blocks topic?

Also, I noticed a couple of weird things regarding a couple of the custom sprites I successfully put into my hack.

Firsly, when using the triangular block in conjunction with a pipe on the wall the player climbs, if a sideways piranha plant is placed so that it comes out of the pipe, at times, when the player is climbing the wall with the triangular block, they get hurt by the sideways piranha plant just before they reach the pipe it's in, and I think on just one occasion, I noticed the player was able to run through the sideways piranha plant without being harmed while they were going up the wall.

Secondly, when using the Hammer Brother, I've noticed there are random times when it will jump down instead of up after throwing some hammers (they usually jump upward first). What causes this?

Thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-29-06 08:19 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Hi, I'd like to make another (hopefully) simple request for a couple of custom blocks please.

Anyone remember the hidden pipes in Yoshi's Island that could only be entered if Yoshi found a red switch, jumped on it and found an arrow pointing towards the ground, indicating a hidden pipe?

Well, I'd prefer to have this sort of concept in my hack, however, I'd prefer to have a couple of vertical (horizontal is optional, but it would be nice as well) pipe end tiles that can only be entered if a silver P-Switch is active, please.

Thanks in advance.


(edited by Knight of Time on 07-29-06 07:19 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 07-31-06 10:54 AM, in Sprite Tool, public test release Link
Originally posted by mikeyk
Knight of Time: You can post requests here. I'd prefer them to be original ideas for sprites, but I'll listen to anything as long as they're not enemies from SMB3. The hammer brother is supposed to jump up and down at random. If it seems to jump up more often, then that's the problem I may look into fixing. I'll check out the sideways piranha bug when I have a chance.


Hmm, wouldn't it be possible to make the hammer brothers jump up or down first depending on the extra bit set, and from there, have them always alternate their jumps (aka if they jumped up first, then they would jump down, then up, then down, etc)?

As for making a couple of sprite requests, I've got a few (can you also take requests for custom sprite commands? I'm really curious.)

First, could you possibly make a harmful, invincible sprite (be it either one block or two blocks in length) that bounces back and forth between either two horizontal surfaces, or two vertical surfaces? If so, I'd strongly prefer it to hurt even if the player spin jumps on it, that way, I could use it in my hack for bouncing electricity (think of the bouncing electricity in level 3 of Battletoads/Double Dragon).

Second, could you make a vertical version of the grey moving castle block, with the same range as the horizontal one, please? I may find them very handy in future castles in my hack.

Finally, could you make a vertical version of the non-line guided platform that moves to the right forever when you jump on it (sprite 5E) please? I'd really like to use such a custom sprite for a part of the sky castle I will eventually have in my hack, as in a part where this custom sprite would endlessly move up.

Anyway, thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 08-01-06 02:06 PM, in Club for the lonely-hearted Link
Meh, it's been quite a while since I posted in a topic like this one.

Some of you guys may remember the engaged girl I once had feelings for, well, as of last October, I stopped having feelings for her, permanently.

Now, I've recently met (on MySpace that is), a really nice blonde girl who at first had a boyfriend. This girl surprised me in quite a few ways, for one, it turned out that she's in her second year of a program I'm going into my first year in at a college (we're both in the same college, so we're going to meet for the first time in September. Concealing my excitement about meeting her for the first time is tough though, as she is quite a cute girl), and it also turned out, that after I saw her last name there, I was curious to know if she was related to a few people I went to school with, who had the same last name. Well, as it turned out, she's actually related to them all, they are cousins of hers.

However, in the days that this girl and I have been keeping in touch, I eventually learned that she no longer had a boyfriend, and now, she would prefer to be alone in life, without getting another boyfriend for a while. Is there no doubt to my thought that she is heartbroken?

If so, how long on average does it take for someone to heal from a heartbreak?

I just wish I could help her someday, because after all, I was heartbroken as well at one time (but right now, I've pretty much gotten over it).

Edit: Just a typo...


(edited by Knight of Time on 08-01-06 01:06 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 08-01-06 02:35 PM, in Sprite Tool, public test release Link
Originally posted by HyperMackerel
Originally posted by Ice Man
the pirahna that jumps when Mario jumps over it.

I believe it's called a Nipper Plant.


I also recall there was a version of the Nipper Plant that spit out fireballs at the player (in SMB3, they were only in 7-8 I believe).

If regular Nipper Plants were possible to create in Sprite Tool, would the fireball spitting kind be possible too? I'm curious.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
Last view: 6300 days
Posted on 08-01-06 06:25 PM, in is there any way to put magi koopa in funky without her getting glitched up? Link
Yes, just use ExGFX. It's the only way to go if you want enemies normally from one type of level to be completely unglitched in a different type of level.

Edit: But why would you want Magikoopas in regular levels anyway? Unless they are levels with Yoshi allowed in them, I don't think this may be such a good idea. Besides that, as far as I know, you can't use Magikoopas with a layer 2 translucent level (I know I couldn't, that's when I was in the early stages of working on my third castle before I decided to leave them out of it).


(edited by Knight of Time on 08-01-06 05:27 PM)
Pages: 1 2 3 4
Acmlm's Board - I3 Archive - - Posts by Knight of Time


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.014 seconds; used 447.17 kB (max 567.72 kB)