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Acmlm's Board - I3 Archive - - Posts by Chef Stef^n |
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Chef Stef^n Newcomer Since: 10-09-06 Last post: 6352 days Last view: 6317 days |
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I am requesting approval to post in the Super Mario World Hacking forum. I intend to play others' hacks and offer advice to help improve them. I am currently working on a hack, which includes custom backgrounds and graphics, that I hope to release sometime in the future. I enjoy creating puzzles, both tricky puzzles and those that have clever solutions. I am also learning how to use more advanced hacking tools, such as ASM and Blocktool. Thank you for considering my request. | |||
Chef Stef^n Newcomer Since: 10-09-06 Last post: 6352 days Last view: 6317 days |
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My method for changing Mario's graphics is:
-Change the palatte in Lunar Magic to the new colors you need (I've heard, however, that you shouldn't touch the three shades of brown at the beginning, since they're used for some blocks) -Save the palatte to an external file (using Lunar Magic, as a .tpl file) -Load AllGFX and the palatte in Tile Layer Pro, and switch to the palatte you just changed -Using a spritesheet, copy the tile you want to use and save it as a separate image file(the dimensions should be in multiples of 4). For example, if you wanted a new sprite of Mario ducking, copy the 16x16 tile of Mario ducking from the spritesheet and save it as a separate image file (I think it has to be a bitmap) -Using Tile Layer Pro, import the tile and paste it to the spot you want to replace. Going with the above example, you would import the new "ducking" sprite and drag and place it over the old ducking sprite. -Since the colors of your sprite are messed up, just draw the correct colors over the "bad" colors. This method might be a bit more complicated than one of the above poster's method, but I think it's better because it's easier to recolor a sprite than draw it from scratch. (I hope that explanation wasn't too complicated...) As for the spritesheet, I find that http://www.spriters-resource.com is a good resource for game sprites. |
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Chef Stef^n Newcomer Since: 10-09-06 Last post: 6352 days Last view: 6317 days |
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Comments on the screenshots alone:
1) Interesting idea. 2) Hmm, are those powerups meant to be inaccessible? Unless some of those cement blocks are in the background... 3) Ooh, complicated. Looks pretty nice. 4) I think the palatte looks good, it's a nice change. Good layout of platforms and enemies, too. 5) If you're going with the "Deja Vu" theme, then this more difficult twist should fit in well, I suppose. 6) Heheh... I personally like that kind of humor in levels. 7) Hmm, I'm not sure if I like this change. The goal post pieces really stick out. 8) Wow, this looks odd. What's with the unfilled blue switch blocks? Also, you should try to make the background more interesting, or at the very least try to get rid of the wierd garbage tiles at the bottom of the screen. 9) When you "stack" platforms, you should try to eliminate the little imperfections, like unfinished sides and the corner tile with space around it. 10) Again, nice palatte change; I, at least, like some of the less-used palattes in SMW. 11) Seems a little pointless (but that's just me) 12) This palatte change seems to fit particularly well with the theme you're using in this level. Again, you should try to eliminate the spacing between rope and platform tiles, or just use them in different places altogether. Overall, this looks like an interesting change to SMW (I like some of the palatte changes), but I can't really tell without playing it. I'll download it later tonight and give more feedback. You should also think about starting an original hack instead of just basing it off the original game. I personally believe that great hacks can be made without ExGFX; there are plenty of interesting possibilites with the game you start out with. |
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Chef Stef^n Newcomer Since: 10-09-06 Last post: 6352 days Last view: 6317 days |
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Yeah, I think glitches add something unexpected to the game. They can easily make puzzles more interesting. I would oppose "pure" glitches, like forcing a player to squeeze into the floor or a wall, but I think most of the glitches people tend to use can be called "obscure properties". Examples: getting yoshi wings by letting a yellow koopa hop back into its shell, having a blue shell-less koopa continuously kick a shell, etc. | |||
Chef Stef^n Newcomer Since: 10-09-06 Last post: 6352 days Last view: 6317 days |
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Your ideas are very interesting. It sounds complicated to do what you plan to do... but I presume you have enough programming knowledge at least to attempt to program a new engine for a game. I hope you plan to follow through with your ideas - too often people get an idea, work on it for a short time, and then give up because it was too dificult or they lacked the motivation to complete it. | |||
Chef Stef^n Newcomer Since: 10-09-06 Last post: 6352 days Last view: 6317 days |
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I've played through a good portion of this hack, and I have to say that all your GFX rips are very impressive... it must have taken a lot of work to get them to work correctly. I also like your varied use of backgrounds - they just seem to fit well with the themes of the levels. The only complaint I have, as some other people have mentioned, is that your levels are somewhat drawn out. You sometimes introduce a gimmick in the level, and use it consistently throughout the level. Aside from that, though, this is a very well-done hack.
Oh, and I find your "bonus" areas fun simply because there are so many of them. Since you usually have just coins in the bonus areas, you can afford to put several in a level without worrying about power-up saturation. It's pretty fun to find a secret pipe that leads to an area with some coins - it reminds me of the original SMB. |
Acmlm's Board - I3 Archive - - Posts by Chef Stef^n |