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04-23-23 11:31 PM
Acmlm's Board - I3 Archive - - Posts by Glyphodon
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Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 05-31-06 05:07 PM, in Lame sprite comic Link
I like where this is going. Almost every character is poorly resized, and "League of Completely Unrelated Characters" is so very telling of sprite comicry.

I bet if you left completely unrelated sprites alone for a while they'd eventually start a vast civilization with complex governmental systems.

No reason. Just sayin'.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-01-06 05:32 PM, in SMW ROM addresses Link
The thing is, even when standing still that address is wildly changing.

If I leave the code alone nothing particularily bad seems to happen, so I guess I don't need to know what it is to keep working on my hack anyway.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-01-06 05:37 PM, in I'm leaving. Link
Well, good riddance to bad rubbish, I always...

What? Alaska?
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-02-06 05:46 PM, in "Mario's Return" progress thread - NEW 5 World Demo Link
Oh, you mean that thing I helped you with and thus know all about? No, I'd never want to spoil that....

Mwa ha.

Mwa ha ha.

Mwa ha ha ha ha hah!
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-02-06 06:05 PM, in Lame sprite comic Link
I've got a suggestion: More cliches and quicker cliches.

#4 is good. The clone army is win, especially with the hidden mistake Luigi and the shadowy figure is a common entity in bad sprite comics.

#3 is bad. Chaos Emeralds are pretty funny additions, but the meandering after that isn't funny bad, just bad bad.

I think if you fit more hilariously stupid things in and more quickly the comic would be better. Keep it moving, and don't leave a panel or two without a blatantly cliched happening if you can.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-03-06 04:33 AM, in "Mario's Return" progress thread - NEW 5 World Demo Link
Originally posted by Alastor the Stylish
Thanks. I'm glad I can count on you.


Except you can't. Observe!

My patch + Side exit sprite + Big Boo Boss + Screen exit = Big Boo Boss who warps you when you hit him!

Attachments

bigboospecial.ips (65b) - views: 52



(edited by Glyph Phoenix on 06-03-06 03:36 AM)
(edited by Glyph Phoenix on 06-03-06 03:37 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-03-06 10:32 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
A moving block like that would be muchly impossible. Sprites can move around separately from the others; blocks can't. Changing the graphics of Thwimp is as close as you're going to get.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-03-06 10:42 PM, in SMW ROM addresses Link
I'd really love to be able to stop the screen from scrolling mid-level (and start it again) but I don't know what I could write to in order to make that happen. Does anyone know?

I would simply like the game to temporarily think the level is a "No vertical or horizontal scroll" level, if possible.

I am aware that the graphics glitch if Mario moves while scrolling is temporarily disabled. I can work around this.


(edited by Glyph Phoenix on 06-03-06 09:45 PM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-04-06 09:01 PM, in "Mario's Return" progress thread - NEW 5 World Demo Link
Originally posted by HyperMackerel
I still don't get why people think this causes problems. All it does is emulate faster. It doesn't affect how the game processes things at all.


It obviously does when it comes to Kyouji's hack, because events only glitch when the speedup key is used.

It's not like that makes much sense, it's just what happens.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-04-06 09:13 PM, in SMW ROM addresses Link
What do LevelASM, HDMA, custom blocks, or backgrounds have to do with anything? I just wanted somewhere in RAM to write.

SnifflySquirrel, thanks. I'll use that.


(edited by Glyph Phoenix on 06-04-06 08:14 PM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-05-06 12:26 AM, in Random Hack - extremely early preview featuring Shadow Jump Link
So, I came up with this hack where Mario would switch between two forms, Super Mario and Shadow Mario. I did a bit of coding on it, but I'm still not sure how to change Fire Mario's palette to a shadowy palette and I still don't have a Special Jump for Shadow Mario.

Well, actually, I do, and that's why I made this thread. I call it the Shadow Jump, and it activates when the former Spin Jump button is pressed when Mario has the secondary palette. When used, scrolling is disabled. Mario can move around in the unscrollable level, and when he presses select, he snaps back to where he was when he used the Shadow Jump. It's designed to allow Mario to avoid danger on the snap back, like if he were falling or some such.

I wanted to show this interesting jump to you guys because I'm going to get rid of it. It's not as useful as I'd like, it breaks up the action a bit, and you shouldn't have to press select to use it. It's neat, but not final version neat. If anybody has any better ideas for this secondary paletted Mario, I'd like to hear them.

There are a couple of other things the patch does like make regular Mario's jump into a high jump that makes him invincible on the way up, a jump designed to reach high places and avoid danger.

The patch should be attached. I've done some other mucking around so only an unmodified SMW will do. For any wondering about the only level's name, it's a pun-- I'm going to put a key in the level.

Attachments

shadowjump.ips (230782b) - views: 126
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-05-06 06:37 PM, in Random Hack - extremely early preview featuring Shadow Jump Link
Originally posted by Koneko
It really screws up if you do the shadow jump later in a level, then die, then come back in and press select. You move to the right position but then the collisions are all wrong. I suspect that this is because it doesn't scroll the foreground when you teleport.

Yeah, Shadow Jump's got quite a few problems, really. I don't plan on fixing it because I just don't want the jump around anyway. Why bother?

Originally posted by Koneko
A "go through enemies and some walls" effect might be nice, like the Vanish Cap.

That would be unbalanced. If Shadow Mario were invincible to enemies, who'd want too play as anything else? Besides, enemies are too avoidable anyway. Mario should get something for fighting them.

In fact, I've been thinking about switching the timed charge meter for one that only goes up when Mario beats an enemy. Waiting may be a gameplay element in certain situations but when there aren't enemies around, it's just an inconvinience. Games and inconvinience don't mix.

Anyway, I opted for the Metal Cap's falling through water like air instead...

Originally posted by Bio
why shadow mario can't swin

...which brings us to this comment.

I think this could be a very good gameplay element. Water levels could have a new level of depth if one type of Mario can walk along the bottom of watery trenches and the other can swim through it. Shadow Mario moves faster than regular Mario in water and would be able to use all his abilities like normal while Mario has obvious advantage of being buoyant.

Originally posted by Bio
also, how about making shadow jump temporary put you behind the scenery?


Sometimes you can see Mario's outline when he's behind the scenery and an enemy rolls past him. Also, I can't imagine it looking good when Mario pops out of the scenery out of nowhere, or when you have to navigate parts of the level without being able to see Mario. Also, I think I might end up making parts of the level Mario's supposed to always be in front of that would fall behind him when he used his powerup.

Finally, I have a classic example of overthinking: for all the effort I have put into this hack, it never occured to me that Lunar Magic could edit Fire Mario's palette until Kyouji pointed it out to me.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-05-06 06:44 PM, in If the world really is ending tommarow I want to say goodbye to everyone Link
Originally posted by S.N.N.
couldn't the number be 7/7/7?


No, all that happens on that day is everybody automatically attacks for 7777 damage.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-06-06 08:52 AM, in Random Hack - extremely early preview featuring Shadow Jump Link
I think I might make a super special available once Mario or Shadow Mario has charged up a lot, and for Shadow Mario temporary blinking status will probably be it. It's not a terribly interesting ability and I wouldn't want it widely availiable alongside Mario's high jump. I also don't plan on using Blocktool at all, so no blocks only vanished Shadow Mario can cross.

Don't worry about replacing powerups; shadow can work alongside existing powerups. Mushrooms do indeed do something, as they change small Mario to Big Mario. I might even leave Fire and Cape Mario in, but I don't like either of those because flying across levels or tearing through enemies you could easily have jumped on is no fun.

The system doesn't quite work right yet because I replaced the item box flag with the shadow/not shadow flag, and sometimes that byte is still written to when Mario gets a powerup. Some more time with the debugger should easily fix that, though.

Kyouji, yes, Super Mario Illiad's cape replacement sucked. That hack wasn't good all around, and if I were to do more work on this hack it would turn out better than SMI. I agree that reusing the cape is no good. It'd still just be the cape spin, and giving players an ability they've already seen but without the more useful but unbalanced flight along with it is no good. I sure don't want to make flight available in normal levels.

Also, I've been thinking of just disassociating this secondary Mario with Shadow Mario altogether. I was going to tie that into the story somehow with that paintbrush or something but it'd really just be confusing. Maybe I'll break down and do Boo Mario like Chaos Force suggested way back in the nbase thread.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-06-06 08:23 PM, in ExAnimated Overworld! Link
I think it's hilarious that two radically, radically different things have the same internet slang abbreviation. I mean, I know it was bound to happen given the wide variety of things people don't like to spell out, but it's hilarious.

Originally posted by Tatrion
More power to the good Overworlds and just ignore the bad ones


Amen. It's about time more people adopted this philosophy.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-06-06 08:27 PM, in SMW2RPG Link
I really should play hacks before I post in their threads like before. I went off on some tangent on incongrous hack elements which is still true but I really should have played the damn demo first.

SNN, Blackhole was referring to all of the decent things mentioned that the guy never went through with. Where's the Player House? Why can't we buy things? Those were the cool, decent things that supposedly were already added but yet are nowhere to be found.

And the things that do exist suck. Fog of War is just a fancy name for the already existing overworld event system. The friendlies are just Koopas with the interact with Mario bit changed. This is bullshit.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-06-06 08:30 PM, in SMW: Return to the Mushroom Kingdom Screenshots Link
Originally posted by Bio
so... this is really the end of world, because, the ultimate noob have been created


No, the forces of justice will defeat it so in the next storyline there gets to be an even more ultimate n00b to fight.

It'll take a couple dozen episodes, though.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-07-06 04:05 AM, in now THIS is a game Link
Boo. rRootage, TUMIKI Fighters, and Parsec47 totally kick this game's ass.

Time limit instead of health = bad.

Oh, and Kyouji...

SIGNATURE'D


(edited by Glyph Phoenix on 06-07-06 03:05 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-07-06 05:21 PM, in now THIS is a game Link
Originally posted by Alastor the Stylish
But the quote is terrible, and the game isn't even close to as awesome as it looks.


Of course that quote is terrible. That's why I'm putting it on display so everybody who reads my signature will pity you that much more.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-08-06 01:09 AM, in SMW: Return to the Mushroom Kingdom Screenshots Link
It marks the gates of hell, you rube.

Xkeeper had the hilarious idea to put it on the SMW sign.
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Acmlm's Board - I3 Archive - - Posts by Glyphodon


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