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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 |
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Originally posted by Tatrion, not Tarton Well, thank you! If you liked the yellow one, you're really going to like the blue one. Originally posted by 3.14159265358979323846 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 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) |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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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 |
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Originally posted by Shane 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) |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Wow! Thanks! This is sure to come in handy. | |||
Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Originally posted by x1372 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. |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Originally posted by pikaguy900 Um... correct me if I'm wrong, but aren't those the best ones to use? |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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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. |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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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... |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Originally posted by pikaguy900 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. |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Originally posted by Smallhacker 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 What? That doesn't really make sense... Shouldn't the entire subroutine be executed when it's called? |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Originally posted by Tatrion 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. |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Originally posted by The 13th Prodigy 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. |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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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) |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Originally posted by 3.14159265358979323846 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. |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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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 |
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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 |
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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) |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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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 |
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Originally posted by AlexAR Oh no! I thought I got rid of all of those... could you tell me where they are? |
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Kiwisauce Red Goomba Since: 09-23-06 Last post: 6301 days Last view: 6300 days |
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Originally posted by Trans Arctica 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 |