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05-18-24 05:37 PM
Acmlm's Board - I3 Archive - - Posts by Kiwisauce
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Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-16-06 11:19 AM, in Super Challenge World Released! Link
Originally posted by Tatrion, not Tarton
Easy way to fix breaking levels with capes - Put invisible cement blocks at the top of the level, and have the occasional full-height pillar in there, like a tree with a tunnel carved through it, a dirt hole, whatever.

Another way- make levels that don't scroll vertically. It's more difficult to fly when you can't see Mario, unless you have the tempo of the cape memorized perfectly.

On-topic, I've played a bit of this hack, but I didn't go to terribly far. This post kind of made me feel like playing it again, though.

EDIT: I especially liked the yellow switch palace. The part where you had to juggle two POWs to the other side of the palace was really clever.


Well, thank you! If you liked the yellow one, you're really going to like the blue one.

Originally posted by 3.14159265358979323846
Another several problems I found:
- Yep, your world is challenging, but please don't make like death corners and unwarned Layer 2 objects falling down (players will find this one very annoying and they will become angry)
- You say you don't understand what do I mean by "connecting the Layer 2 event tiles together", right? Here's a screenshot, and this problem exists in many other places.
- Castle 7 is rather fun to play, I like it!
- A VERY GOOD OW designing on World 8 - makes a quiet and terrible atomsphere. (maybe it is "atomsphere' or something else)
- Acid pools pallete is bad(and you know few kinds of acid is green, for example, H2SO4 is transculent, ha)


Well, there's only one death corner in the game, and as for falling Layer 2 stuff, it's hardly unwarned if you can recognize the background as a Layer 3 background. Also, I thought I was fairly generous with midpoints in this hack.

As for the Layer 2 event tiles problem, I wasn't very familiar with GFX hacking at the time I made this hack, so I couldn't get the right tiles to make the path go along the edge of the pool, but if this really bugs a lot of people I suppose I could change it for the next version.

Originally posted by x1372
It's kind of telling about the original game - name one time you would rather have fire power over a cape. I'll tell you. Fighting Ludwig Koopa. In every other situation the cape is either just as good as, or better than, fire power... and in that situation, fire only makes an easy battle easier.


Two words: Water levels.

Oh, and on that whole "balanced cape/yoshi" debate you're having, I agree completely with wtfweb. Yoshi and capes are fun, and the tricky things you can do with them are difficult and not-well-known enough that only an expert player can really use them to break levels. Also, part of the problem with capes is that designers sometimes give them to the player too soon. Look at Super Demo World: Capes in level four, plus infinite capes in the first secret house. That hack was just asking to be flown over. And I'm not saying to not put them in, just restrict them. Like in Stranded, with the blue tornado thingies that couldn't be taken out of the room you got them in. (I think this was in Stranded; someone correct me if I'm wrong.)

Anyway, Yoshi and cape flying add a great element to the game, and SMW wouldn't be the same without them.


(edited by Kiwisauce on 10-16-06 10:28 AM)
(edited by Kiwisauce on 10-16-06 10:40 AM)
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-16-06 11:46 AM, in ACMLM Adventure Link
Nice graphics! That fuzzy looks even more evil than the original one.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-17-06 12:07 AM, in Super ZTaimat World: The Next Generation Link
Originally posted by Shane
I rather like the overworld I just hate the way he's using icegoom's graphics while icegoom himself hasn't gotten a chance to finish his own hack with his own graphics.


Well, icegoom did say he was offering his graphics to the general hacking community, no credit needed. I think this is the kind of thing he had in mind.

As for Super ZTaimat World, the screenshots look great! I'll try it when I get a chance.

EDIT: Alright, I tried it. Very nice level design! I like your overworld a lot also. Here's some weird things I noticed:

Mud Mountain 1: Even after getting the midpoint, I was sent back to the beginning when I died.

Goombeach 2: You can skip all the underwater sections by simply flying over the top of the barrier. This is why putting multiple sections of a level in one area is a bad idea. (I found this out the hard way...)

Other than that, great hack!


(edited by Kiwisauce on 10-17-06 10:55 AM)
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-17-06 10:47 AM, in CPU usage meter! Link
Wow! Thanks! This is sure to come in handy.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-19-06 11:11 AM, in Super ZTaimat World: The Next Generation Link
Originally posted by x1372

3) In the first stage with layer 3 water, you should have a lowered platform at the bottom left where the sinking tree platforms are. That way if you fall you have somewhere to get back out of the water (without slowly swimming way under the bottom of the screen past three dividers to get to land like I did).



Yeah, I did that too. Also, that level is just a little boring. I could beat it just by standing on some safe block and frame skipping until the screen had scrolled enough. Maybe you should step up the auto-scroll pace? Or (if you dare) put the evil cheep-cheeps of doom, but not for the whole level.

Another thing I noticed with your hack was that there was a lot of lag. I don't know if this is fixable - I'm guessing it's the SMB3 pipes. Oh well, it wasn't that bad.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-19-06 11:13 AM, in A few glitches Link
Originally posted by pikaguy900
Okay... But just so you know, I'm not using the ones mikeyk made.


Um... correct me if I'm wrong, but aren't those the best ones to use?
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-27-06 11:04 AM, in Confused... Link
I am stumped on a seemingly simple ASM project. I'm trying to make a save block that will call the save game function when hit from below. Here's the code:

JSL $009BC9
RTS

It seems like it should be simple, but it doesn't work (otherwise I wouldn't be posting this). Could the problem be some fundamental property of ASM that I don't know about? (e.g. is it possible to call this subroutine from a block?) Any help would be greatly appreciated.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-27-06 11:14 AM, in SMW Deja Vu Demo 2 released! Link
Interesting screenshots! I'll try this later, but I have too much homework now...

Does that Thwomp in screenshot 4 fall into the pit and die? That always makes me laugh...
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-29-06 03:25 PM, in A demo of my new hack Link
Originally posted by pikaguy900
Anyways, is there an option in LM to make a screenshot of the current level you're viewing?


Not exactly, but you can export the level as a bitmap, which basically leads to the same thing. Just go to File - Levels - Export Level to Bitmap File.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 10-30-06 12:23 AM, in Confused... Link
Originally posted by Smallhacker
1) Make sure that the address is in SNES format. (Also, if you're writing the hex code yourself, the address should be written in reverse byte order. The address ABCDEF would be written as EFCDAB)
2) Make sure that 9BC9 is a long subroutine.


I'm writing the code in ASM just how I posted it and then compiling it. I checked SMW Central several times; it is the correct address in SNES format. And shouldn't the long subroutine $009BC9 be the same as the zero bank subroutine $9BC9?

Originally posted by ghettoyouth
yes, but it will be only executed as long as mario touches the block


What? That doesn't really make sense... Shouldn't the entire subroutine be executed when it's called?
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 11-08-06 11:19 AM, in New Screenshots of Mario's Awakening Link
Originally posted by Tatrion

If it involves a glitch to get that key, that's a big no-no. You shouldn't ever have to use a glitch to get anywhere in a game. If it's not a glitch, of course, carry on



What's wrong with glitches? I think having to use glitches to progress can be really fun! Of course, I agree that requiring the player to know some obscure glitch to progress normally is extremely evil, but what's the harm in requiring a glitch for a secret exit? Also, if the glitch is explained in the game, it can lead to interesting scenarios that would take very complicated ASM hacking to achieve otherwise. Basically, my point is that, when done right, glitches can be an interesting addition to a hack.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 11-14-06 11:13 AM, in Super Mario: Oblivion (idea thread!!) Link
Originally posted by The 13th Prodigy

Seperations:
Fire Mario, Feather Mario, (Laser Mario), 4 Switch Palaces, Renzor, Big Boo, 7 Koopa Kids, On/Off switch, locked doors



Since you're only going to have one big level, it might be interesting to use some of the exit flags as other flags. They are already saved by the save routine, so no difficult ASM would be needed for that. Unless you're already using these flags for something, they would probably be the easiest way of creating seperations.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 12-05-06 10:58 AM, in Yoshi Questions and other questions Link
I'd recommend downloading Blocktool and then disassembling some of the blocks to figure out how they work. That's how I learned assembly.


(edited by Kiwisauce on 12-05-06 09:59 AM)
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 01-03-07 06:26 PM, in Harder Bosses? Link
Originally posted by 3.14159265358979323846
Oh, right, and the Lemmy & Wendy can be harder: Use Layer 2 scroll and then put something like lava and ... whatever you like it to be. I've tried it and it worked a little better


Actually, since Lemmy and Wendy can be used in a normal level, their boss battles can really be as hard as you want. I've seen hacks (e.g. Rob-omb's Quest) that just stick them in an ordinary (yet difficult) room as the boss.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 01-11-07 04:18 PM, in SMRPG rips Link
I have to say, that looks really, really cool. I never thought I'd see SMW so pseudo-3-D-ish. Nice work! If you do decide to continue with this project, I'd suggest making the edges of the blocks and floors a bit darker or something.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 02-01-07 04:47 PM, in Vengeance of the Koopa Kids (DEMO) Link
Haha, I was just over at SMW central looking at this hack, and then I came over here and it's the first thing I see. Anyway, the screenshots look very nice. I'll probably try this when I'm not swamped with homework. The only complaint that I have is that your stone-ish blocks in the first castle look a little bland. A little shading might go a long way. Other than that though, it really looks great!
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 02-13-07 05:24 PM, in Mystery of the Seven Orbs Link
Well, I've released a demo of the first two worlds of my second hack. (Some of you might remember my first hack, Super Challenge World.) This one differs a lot from SCW; I've done a major graphics change, I'm using several custom blocks, and this hack is not a challenge hack (though it is fairly difficult). Really, I'm quite happy with how it has turned out. The graphical style is a mix of my own custom graphics and rips from Yoshi's Island. Also, it has several non-linear levels, which I think are the most fun. The gameplay in general is very non-linear as well - Mystery of the Seven Orbs is exploration-based, so the levels are naturally quite long, and there are no time limits in any level (I find that pressure inhibits exploration). There are tons of puzzles as well as tests of skill. Like SCW, I'm spacing the power-ups out between several worlds, so there technically shouldn't be any fire flowers in this hack, but I put a level in what is going to be world 3 to provide one, as it is necessary for some previous levels.

You can download Mystery of the Seven Orbs by clicking here.

Here are some screenshots:


The title screen. This shows the first castle-ish-not-really level, which is the inside of a rocketship. This is a fun level, full of custom blocks.

Another shot of the rocketship's interior. The goombas in black are all over in here.

The overworld for Fruity Forest. I've really tried to make every level different, so you'll find some very unexpected surprises!

The Forest Shrine. Those flowers are Yoshi Coins.

This is one of the non-linear levels. It's a town with several houses, and almost every one can be entered.

This is a level called Pistachio Passage.

Mt. Marshmallow 1. Beware the Marshmallow goombas!

Some custom blocks in a ghost house.

An ice cave.

Popsicle Pass 1 and...

Popsicle Pass 2!

Yes, that POW block is fully functional.

A pipe that leads to something very secret...


(edited by Kiwisauce on 02-13-07 01:51 PM)
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 02-13-07 07:43 PM, in Mystery of the Seven Orbs Link
Okay, I think it's fixed now. Sorry about that. The same thing happened to me when I uploaded my last hack .
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 02-14-07 12:37 AM, in Mystery of the Seven Orbs Link
Originally posted by AlexAR
There were a couple spots where you can get stuck and have to reset the game.


Oh no! I thought I got rid of all of those... could you tell me where they are?
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6301 days
Last view: 6300 days
Posted on 02-14-07 09:17 PM, in Mystery of the Seven Orbs Link
Originally posted by Trans Arctica
Very creative. The rocketship level looks extremely exciting; nice work on the ExGFX and custom blocks. Also, I like your Mario--although those (sunglasses?) look a little strange...

Other than that, it looks promising! ^^


Haha, yes, those are sunglasses. The general idea is that this is a 22nd or so century Mario, so he wears Matrix-style sunglasses.
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Acmlm's Board - I3 Archive - - Posts by Kiwisauce


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