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| Acmlm's Board - I3 Archive - - Posts by Glyphodon |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by asdf That's not what I meant. In Super Mario 64 you had to slide downward and any efforts to do otherwise were futile and might send you off the edge if you weren't careful. In SMW, try holding down all the time on ledges. Sliding can be completely canceled by jumping and if you jump enough you can go *up* the slide as well as down. Things like Mysterious Mountain's dead end would be useless since you can always get back up, always slow down. So no, that wouldn't help. As awesome as Mysterious Mountainside was, it can't be accomplished in SMW without some more engine hacking that I really don't want to do. It's not like it would be as good anyway without a third dimension to slide back and forth in: Jumping would have to be your only option and that wouldn't be cool. I might do a "Forced March" hack at one point. It still doesn't seem terribly interesting for me to do, though, so I don't see it coming soon. Now, I was planning on turning fireballs into boomerangs like Kyouji said. But the game fought me on this one. Any incrementing or decrementing to the fireball speed wouldn't work for some reason, yet setting the speed to 0 worked fine. Not that I was concerned with setting the speed to 0. I didn't come back quite empty handed, though. Here's a simple hex hack (read: no assembly manipulated) that makes Mario's fireballs arch. You can't hit enemies directly ahead of you, but enemies above you are easier to hit with this hack. ![]() |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Clockwork JB Ha ha ha. Super Mario World is glitchy as hell, the enemies are either boring or reused, they messed up the tried and true Goombas, Mario doesn't control tightly enough, and the levels aren't nearly as varied or interesting as most Mario games. Let's face it: LM's the reason we're here. Now, SecretGlitch: Kyouji (Alastor the Stylish) does know a lot about Mario. He's just, well, stupid like that. He tends to get these easy things wrong for some reason. (dropped on head? paint chips?) You never do see Bowser actually use magic, though. He always gets Kammy or Kamek or somebody to do it for him. So... he's turned the place into black and white for no real reason so we're now looking at colorless graphics. Great plot. Really. Even if those chain chomp graphics were only for a demo or something, they'd still be terrible. They don't look anything like the black wide eyed metallic barking things that we know from Super Mario 64, the Mario RPGs, Yoshi's Island, etc. That "weird thing" isn't cool either. He looks like something a 6 year old might whip up in Microsoft Paint and not, well, an enemy. Your ropes should be shaded. They're nice, but definately should be shaded. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Not with black outlines. Hooray for a readable HUD!
But the exclamation point is the best part. Anybody can be Toad. That dude from The Wind and the Willows, one of those thousands of dudes just hanging around who are somehow different from the one guy you played as in SMB2, Toadsworth, the Battletoads, anybody. I could walk up to somebody and say, "Hey! I'm Toad!" and everybody'd be "Whatever, freak." But, now, "Toad!" is charismatic. You leave people wondering. If you say "Hey, I'm Toad!" do you mean your name is Toad! period or you name is "Toad"!? See, when using it with a question mark it gets even better. But that's not all. Just see what it's like to say Toad! with an interrobang. Toad!‽ Yeah. That's awesome. I'd have to say that the choice of an exclamation point is far more impressive than all your rips combined. I've seen all those rips done by others for other hacks, but I've never seen "Toad!" before. That's how lame All-stars rips are. Boo. (edited by Glyph Phoenix on 02-15-06 02:56 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Clockwork JBOriginally posted by Radiation That's BS. First off, Nintendo coded the whole system and it was most likely rushed for a deadline. You, who have all the time in the world and edit only levels and graphics, should not be making their mistakes. Second, Nintendo's made so many mistakes in Super Mario World that I can't even say I like the game. I bet Nintendo's mistakes have bothered others, too. So don't freaking make them. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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I love this thread. Mad props to you, peter_ac, for creating it.
Originally posted by The Kins QFT |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by BMF54123 EX Alpha + Um. Which SMW hacking community do you go to, BMF? ...and can I come? |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| To be fair, Crysillion actually had some good points. They were just kinda hard to see because a great deal of his post is utter crap.
Roms aren't meant to be turned into other games, obviously. It's an uphill battle. But for SMW everybody's going to be attempting much fancier things in their hacks because they're standing on the sholders of giants like FuSoYa, DJ Bouche, Jonwil, BMF, and maybe d4s. But maybe that's stupid. Maybe we should have stopped with, well, Mario. Adding all these other things to SMW is like building a pyramid upside-down: eventually SMW's simplicity and balance is going to be corrupted by all these new features. I should know; I built this bizarre powerup system, probably my most advanced hack, but it corrupted the gameplay so much it just wasn't worth using. Forcing Small Mario because your plot calls for it? That doesn't sound good. And Crysillion was right about the SMW text sounding like a recipe for disaster. Also, why, exactly, would we want Yoshi if he doesn't have his trademark tongue ability? Even if you hacked away those problems, gave SMW advanced text, deftly handled the Small Mario situation, and gave the vehicles some awesome ability, you'd still have problems. Problems with SMW not handling NPCs. Problems with the enemies all having to be SMW's enemies. Problems with there being not nearly enough new material and too much SMW material. Originally posted by Crysillion QFT On the other hand... Originally posted by richyawyingtmv Even if trying to make SMW something it's not prevents this hack from reaching its full potential, it'll still kick the crap out of most of the competition. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| For the record, I was riding the rip hating train back way back before it was cool along with Kyouji. And possibly Smallhacker; I don't quite remember.
And Techokami's gold comment is win. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by jp If it's not too late to say so... Hell, yes. I mean... No, that about sums it up. Just look at the japanese Mario text. Look at some of the poor level designs. Look at the terrible glitches that made the final release. Look at, well, everything. Barf! Clockwork's comment about changing the genre being groundbreaking really annoys me. I made a terrible, terrible hack called Mariostrocity. It kinda changed the way the game worked. You went through level after level without an overworld and with an extremely small time limit and Mario was replaced with Goomba graphics. Was it different? Sure. Groundbreaking? Of course not. Good? It was terrible. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Fix NOVA. Fix NOVA now.
See, Nova's this bright eyed sunlike contraption. Not that ugly brown black-eyed monstrocity you have there. The water in ???? is just plain fugly. The rest, however, is above average. I can't say all your overworlds work together, I mean... from space to regular overworld to sharp Zelda graphics? But I'd definately rather play your areas than regular old SMW style. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| It is infinitely easier to criticize than to create. Therefore, only chumps create. Here are some criticisms in order from most urgent to least. SMW should have had...
...better bonuses. 1ups don't work in SMW since you can walk off the edge all you want -- you'll only end up having to start a few levels back, if any. This goes double for the Dragon Coin situation: anybody can ride a Yoshi through a Yoshi level to snag a 1up, so why in the hell would we want to collect all 5? ...no Spin Jump. It's just so stupid. So very stupid. Do I even need to mention why? Spikes and fire are there to make the game trickier. You should not be invulnerable to them. ...a reason to beat enemies. Sure, there's the warm fuzzy feeling you get when you beat up everything in your path and a miniscule score increment, but that's not nearly enough. Since fireballs give you coins when you beat them, too, there's even less of a reason to bother jumping on them. ...no way to jump back to an earlier level to snag all the bonuses you want. Yes, level select can be cool. But items become less fun to grab when you can simply start, select, and restart until you've got everything. ...better Charging Chucks. Charging Chucks require three hits to finish off, each with a rather generous stun timer, which means you end up either just standing still so you can land the other two or you avoid them altogether. ...differently defined koopas. As it is, there are only slight differences. Yellow jumps shells and becomes super koopa. Red doesn't walk off edges. Blue kicks shells instead of entering them. Different AI and more cool tricks would be nice. Actually, I think I'm on my way to fixing these. I believe I'll come out with a patch that disables item carrythough, I've already created one that makes Dragon Coins more useful, and I might check out the spin jump controller code and find out how to disable it. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Right. Because we all know those who take the time to think up and change the graphics have no imagination and those who don't bother obviously do.
You make my brain sad. Please die. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I still don't have a solid solution to prevent the ugly stockpiling that's so present in the game, but I have a simple solution to prevent cheat-saving that only requires LM.
Ghost houses always ask you if you want to save once they are completed, even if it's the second, third, nineteenth, fiftieth time. That's going to mean whenever you're on an extremely hard level that isn't right after a save point you can always go back to the ghost house and save. That's not cool. The solution here would be to end every secret path and every world with a fortress or save point level and remove ghost houses. Now there is no way to complete every level yet lack the ability to save, and no way to go back and save just whenever you want. The drawbacks: *No ghost house. You can replace one of the abundant dot tiles with ghost house tiles, but that's a shaky solution at best. *Saves in hidden worlds. Kyouji points out that this means that if you know an early, easier level with a save point you can avoid it until you face an extremely hard level, at which point you can go back and play the easier level for an instant save. The former can be solved if somebody changes the code so Ghost Houses only save your game once. I don't know if I'm good enough to track down that bit of code, though. But I do know I'm too lazy to try. Hey. If I released a patch where your powerups, items, coins, and Yoshis weren't carried from level to level, would you guys use it? I'd solve the No Yoshi areas for all levels and it'd force players to be really alert if they wanted to collect *all* 100 coins in a level. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| This question doesn't just apply to rom hacks, but that's what I need it for so this is the forum I chose.
I could really use a tool that can compare two files and give me the hexadecimal difference. It sounds simple enough, but I know of no tool that does so and I know that Kyouji could use a tool like that as well. Does anybody know of any programs that do this? |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I made this hack that resets Yoshi status, powerup status, item box status, and coin status every time you change levels. There is no screenshot since it doesn't really change the way anything looks.
I call it Counter Break. I have a couple of other hacks I've been juggling in my mind, now. A hack where you can't choose where you go on the overworld and you can only move by completing levels and automatically moving forward. I'd probably call it Forced March. Another would be called Turbo Charge and it'd basically change time into a fast-moving charge meter. Once full, Mario can shoot a fireball. If Mario has fire power, he would be able to shoot twice as quickly. But for now, enjoy Counter Break. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| If you knew where the overworld movement code was so I could redirect it, Sukasa, that's be cool.
FPI sent me a private message asking if I could make a version of Counter Break that disabled only Yoshi carry-through. So I did. Here's Counter Break Y. If there are any other variations you guys might want, speak up. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Ah, that did not occur to me. So, reviewing, this means that with that option selected and with clever tile placement hacks will never again have to suffer from players saving and resaving.
Stockpiling, however, is still a concern. Hopefully Counter Break will help to fix that, and if ever released Forced March. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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ASDF... if you want a real story, you really, really do need to change the text boxes. A single one of my posts often takes up several levels worth of message boxes.
Originally posted by HyperMackerel Damn straight. Building an unrelated story with obvious SMW enemies and bosses with minor graphical changes is bad. Originally posted by HyperMackerel Uh, yeah. Mostly the same enemies, music, tiles, and physics too. jp has done a lot to fix these problems. I respect that. But extensive hacks that would wow in a regular SMW hack are necessary to make a hack like this work, and that's why I think this is a bad idea. Just try making a story type hack without ASM. You're forced to face something remarkably like Bowser to end the game, forced to deal with the blips, beeps and whirs of SMW, forced to deal with blocks, Mario's physics, Mario's powerups, and all kinds of other things that make a serious hack look bad in general? Sure, ASM can fix the little things. But there's just too much to fix. You'd have to devote incredible amounts of time to stop SMW from still being SMW at heart. More time than, I believe, anyone has ever spent on SMW hacking. Even Fu. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Too bad. I love NOVA. A talking mechanical star with a heart shaped fighting core and a tendency to try and grant people wishes can't be much cooler. I guess it makes sense that he wouldn't be around anymore since he was exploded in the battle with Marx.
Your graphics don't look right when you mix SMW BGs and All-stars looking FGs. That vase doesn't look right below ground, even though I believe that's just how they did it in SMB2. And I've seen that damn pyramid in the background too many times. TOO MANY TIMES. Your craptacular Koopa Spaceship is, well, craptacular. I didn't find it very funny either. It's a step up from your NOVA, though. A small step. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| That opinion is as valid as a 20 year old supermarket coupon. Since you were kind enough to announce it as opinion, I will be kind enough to bring up all the reasons exactly your opinion does not work.
If you meant the "crazy" restrictions on my overworld, they are far from a hundred. They are just a few and they wouldn't take more than a few minutes to implement to an existing hack. Simply change LM's save options and at the end of each world or secret path check the save box. I don't know about you, but to me they don't sound so crazy, either. Unbalanced gameplay is usually bad gameplay. Do you know why most games throughout history, from sports to board games to video games, try to balance things as much as possible? Because if football stars were allowed to stockpile on capes that allowed them to fly or run back a few levels and save each time they made a pass that would really suck. You know why SMB the first plays well and is one of the most popular games of all time even though it's very, very restricted? And why Super Mario World inevitably holds a lower post in Top 100 lists? Or why Wikipedia does not note here the Super Mario Franchise as having peaked in the SNES era but does note Zelda, Metroid, and Final Fantasy? Sure, you can discredit SMB because, after all, it's the first. People remember it and love it the most. But perhaps maybe, just maybe it is because SMW's unbalanced but unrestricted gameplay wasn't as good. |
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| Acmlm's Board - I3 Archive - - Posts by Glyphodon |