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05-20-24 02:19 PM
Acmlm's Board - I3 Archive - - Posts by FirePhoenix0
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FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-21-06 11:50 PM, in Super Mario World Déjà Vu Demo Link
All right, I'm working on releasing Demo 2 of Deja Vu soon. It's going to be through all of World 3 and the Star Road. That may seem like a lot for a demo, but I started fooling around and making entirely new levels for Star Road. I enjoyed doing that so much, especially Star Road 1, (or Pipe Atmosphere as it's now called) I'm now thinking of going back and re-doing all the levels from before.

Here's a short list of things to watch for in Demo 2:

New level names.
Pallette changes in some levels.
Minor OW changes.
Entirely new Star Road levels.

I haven't really changed around Ghost Houses. Those require lots of puzzles/entrances and exits and I'm not too great yet at level transitions. If possible, I'd like to recruit someone to help me with those levels. If you are interested, drop me a PM on the subject.

Now, I need to download a pallette editor. The fact that changing one pallette changes all the other levels using that pallette annoys me and, I've seen that using an imported pallette doesn't make every level look the same if you make a change.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-22-06 08:30 PM, in Super Mario World Déjà Vu Demo Link
Originally posted by BooUrns
I, too, am tired of hacks where you have to press the savestate button every 30 seconds, so I applaud you intentions in making this hack. Overall, Demo 1 is pretty good. One thing I would suggest for Demo 2 (besides the changes you already have listed) is changing the text in the information boxes. Lunar Magic can do it easily, and players won't want to read the same text from the original game telling you what a midpoint is. I always enjoy finding an information block that is funny or unexpected.
Thanks for your comments.
Yeah, I'm planning on changing around the message blocks. I might even add the block from DW:TLC the gives you a message block in the item box so you can read commentary of mine in each level.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-23-06 07:37 AM, in Super Mario World Déjà Vu Demo Link
Originally posted by srothroc
Not sure if you care about this particular one, but the secret exit in Donut Plains 1 is perfectly accessible without the Green Switch Palace while Mario is still in small form.
Yeah, I've noticed this. I'll probably change it for Demo 2 because the whole thing is too convoluted at the end.

@Pikaguy900: Yeah, I remember that thing about the layer 3. Though when I found out in DW:TLC, at least FuSoYa made it funny. I might do something like that. And don't worry about the switch palace thing. I'm only going to give the message block after beating the Special World and you can't even enter the Special world without all the Switch palaces.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-26-06 04:27 PM, in SMW Deja Vu Demo 2 released! Link
All right! I finished demo two of my hack.

I've included a readme with the IPS Patch so I'm not going to explain everything here. The demo may seem long, spanning 30 levels and 41 exits, but I'm going to go back and actually change around a lot more in the first two worlds so they aren't just a bunch of levels from SMW with minor changes to them. If I release a demo 3, I'll make it with less levels than now.

Just a note, you can actually go fight Bowser and beat the game because all of the Star Road except the Special World entrance is accessible. Bowser's Castle has not been edited at all so expect nothing new there. The only thing new there are the credits at the end, and even then I only added a very small bit to them.

Pictures:



POW Staircases.



The new Top Secret Area.



This was my first entirely overhauled level. I even made the background different to fit the level's name: Pipe Atmosphere.



My first redone castle: Lemmy's Castle.



This is Vanilla Dome 4, except harder. I challenge you to make it through without flying or getting hit by Bullet Bills.



Thought you were done did you?



Spearmint Ghost House. Those are Goal Posts by the way. The pallettes for them have always looks sort of minty to me so I decided to use them as the platform columns. You still go behind the dark blue ones though.



This is a fun little level.The exit to Special World is currently here but it is unaccessable at the time.



Another of my overthauled levels. Ever heard of spelunking?



This is later on in Lemmy's Castle. Be careful!



An old pic, it's just something in the way on Yoshi's Island 2.



I hope that from the pallette change you can tell that the level is frozen. I like the pallette change here; it's very wintery.


Hope you enjoy the hack. I had fun making it and testing it.

If there you find any glitches not listed in the readme, e-mail me about them at ctrlalxdel@aol.com



Attachments

SMW Déjà Vu Demo 2.zip (179923b) - views: 55
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-26-06 10:24 PM, in SMW Deja Vu Demo 2 released! Link
I thought I'd answer to some of what's been mentioned.

Picture 7: I'm not sure if the Map16 will work. I could try making a custom pallette and then importing it. Then I could use the normal level blocks with different colors instead of the Goal posts.

Picture 8: Yeah, I know I need to get rid of the Garbage at the bottom. I'm unsure how to get it right but I'm guessing it has to do with BG Scrolling. I'll try some different BG Scrolls and see if that fixes it. The unfilled switch blocks are legit ones and are unfilled because I haven't hit the Blue Switch yet. Those two filled ones are there just to block access to the Special World.

Picture 9: My reasoning behind the ledges being the way they are is that in real life, not all ledges touch the ground. Some just jut out from the cliff face they are on. That's kind of what's going on here. It's just my way of doing those ledges. As for the corner tile with the space, there was no Map16 tile for a tile of that style with a filled in corner. There was none in the original game either. Just look at the water in Vanilla Dome 2. I guess I could open the 16X16 Editor and try my luck at it.

Picture 11: Yeah this is pointless now that I realize it. Expect it to be gone for the final version and Demo 3 (if there is one.)

I like some of the pallette changes I've done too. I especially like the "Grape Soda" pallette in the castle. I originally thought of it as boiling licorice and so that's what you'll read it as in the Castle 3 ending text.

I'm considering starting my own original game. I'm just not very good at editing the overworld yet so until I learn to do so well, I won't be changing it around much. Only levels for now.

Thanks for your comments on the pictures and I hope you enjoy playing the game!
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-26-06 11:39 PM, in SMW Deja Vu Demo 2 released! Link
Originally posted by pikaguy900
If your hack is called "Deja Vu", why not add a pipe or two (or more) that lead to past levels, but in parts you never could get to before? That way, you can call it "deja vu". Remember: Deja vu is when you feel like you've been somewhere before, but haven't really, like in a dream. I get deja vu a lot. Think about it...

Edit: Also, about pic 7, do this:

1: In Map16 editor, find the Dark Blue Gaol Post piece and copy it.
2: Find an empty spot and click on 16x16 Properties.
3: If the Layer Priority box is checked, uncheck it. While you're there, set the block to act like Block 25 if it isn't already.
4: Right-click that empty spot.
5: Press F9 to save the block, and close the Map16 16x16 Editor.
6: Place the block in your level!

As an alternative, Mint is green. Use a VERY light-green color instead. Or use your blue. It doesn't matter, but Green is preferred Mint. Peppermint is an odd one for me... I only associate it with Candy Canes, which are Red-and-White.
Thanks, I'll try that with the Goal post.

I've also thought of adding pipes that jump back to levels you've been to before like you mentioned, and I'm pretty sure I'll do it. Now to just implement it.

I actually was going to call the level Peppermint Ghost House and had changed the pallettes when I found out that the goalposts aren't the only objects to use those colors. I had strange red and white purple coins.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-27-06 04:07 PM, in SMW Deja Vu Demo 2 released! Link
Originally posted by Kiwisauce
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...
Actually, you have to jump up under the Thwomp before it lands on your head. You'll find a good deal of them in the castle. I found that I like using them.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-27-06 04:27 PM, in Layer 2 Vertical Scroll Question Link
I'm thinking of putting a vertical volcano level in my hack but none of the scrolling commands seen to work. Basically, I want to put lava on layer 2 and have it scroll up automatically, making you escape out the volcano without getting scortched alive. Is there a command in Junar magic that would do this kind of thing? Or would I have to create one, if I can, using ASM?
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-28-06 08:04 PM, in SMW Deja Vu Demo 2 released! Link
Well, as of late last night, I officially started going back and re-doing all the levels that had only minor changes done to them.

First to go was Rex Flatlands, aka. Yoshi's Island 1. It's much different now. When you start, you go forward and fall down a shaft. As you fall you pass the goalposts but can't reach them because there are 'used' blocks in the way. You need to loop all the way around to find the POW and reach the end. Also, marking the halfway point is a building that has growth in it from lack of maintenance over time.

Second is the Yellow Switch Palace. It sports a bit more of a puzzle feel now.

I''ll try to post a picture of the new Rex Flatlands soon.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-30-06 07:38 AM, in Backgrounds with Map16 Link
Ok, I've been trying to make backgrounds using normal objects from the Map16 and the 16X16 Editor, but when I play the game, the objects are glitched up. For example, I made a building and for windows I used those transparent changing item blocks. Inside the building, I tried putting those "windows" on the background but they came out totally glitched up when I tested the level.

How exactly do I create a background with these tiles? I know it's possible because I've seen it in other hacks and want to do the same thing to mine.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 10-31-06 03:59 PM, in Backgrounds with Map16 Link




These show to the problems in the game, aside from showing what i think is a pretty cool sub-area.

I don't know. It could be that I'm not saving the Map16 but was pretty sure that I did.


(edited by FirePhoenix0 on 10-31-06 02:59 PM)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-02-06 07:11 PM, in Bonus! SMW Deja Vu Demo 3. Link
I wasn't really planning on releasing a new demo soon but work went along faster than expected, with all of World 1 completely changed. So, here's Demo 3 for you

The demo has:

6 exits.
Every level changed.
Overworld changes. They aren't drastic, but you'll notice them right away.
Background changes.
Pallette changes.
Message block text changes.


Pictures:



This is a plant overridden building. Obviously, it has been vacant for some time by the local people.



Inside the Switch Palace. Pay attention to the overworld as you climb to the level; you'll be traversing that in the actual level.



The one screen cave here reminds me of SMB1...



What's with all the stuff behind the Goal Point? You'll have to play the next level to see!



This is one of the side areas in level 3. It actually looks like a miniaturized version of the screen on the main part of the level if you pay attention to detail.



Now this is interesting...



Outskirts of Iggy's Castle. Be quick to get in the castle before time runs out!



Inside the castle. Looks like Mario's in a secret passageway.

As I was creating this game I had the idea for the game to play in a sort of day-night style of play. You'll see the back area colors go from blue to orange (sunset) to black (night) to deep purple (almost sunrise) to pink (sunrise). It's just a little easter egg of mine in the game and some of the level names will reflect what the time of day it is inside the level. (aka., Nighttime Plateaus)

My goal for this game is to show that you don't need ExGFX or fancy graphics edits to have a great game. I'm enjoying making the game and so far positive reviews are coming in so I have good hope for this game reaching my goal.

The demo is attached below. Hope you enjoy it!

Attachments

SMW Deja Vu Demo 3.ips (325169b) - views: 72



(edited by FirePhoenix0 on 11-02-06 07:02 PM)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-02-06 07:37 PM, in Bonus! SMW Deja Vu Demo 3. Link
Originally posted by pikaguy900
Here's my opinions:

1: EWW!!! That screen makes you lose automatically! Take those vines away and try to get them sticking out from behind those bushes!!! You don't know how many n00bs do that to SMW! They don't care that it looks terrible, and makes a level way too easy!
2: Now how will the player get past that? Oh right, they pick up the spring. My bad. It's so-so.
3: ...Boring.
4: Interesting... I did something like that once, where each level is "connected", like when you exit, say, Level 1, you see a pipe, which tells you that Level 2 is underground, and when you enter it, you come out of a pipe.
5: That caption of yours confuses me.
6: You lose AGAIN. At least make the background look like you're underwater!
7: My gosh.
8: That doesn't look like an air duct to me.

I'll play it later, but looking at the very first screen, I don't think I want to. O_o
Ouch, harsh.

Well, I guess I'd better get used to criticism. :|

Towards the pictures:

Pic 1. I'll work on the vines. I probably won't have the switch palace theme there for the final. It doesn't fit. Maybe the ghost house FG/BG GFX.
Pic 2. I'm not trying to make the game terribly difficult in its first world. However, in the switch palace, you have to do things right or else you have to restart because you can't enter the pipe.
Pic 6. The level switches from being above water with that background to being below water. It isn't entirely an underwater level plus I gave layer 2 a vertical scrolling generator to hopefully give it an underwater feel.
Pic 8. I don't have ExGFX for an actual air duct. Maybe I should have just said nothing about where he was.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-02-06 08:00 PM, in Bonus! SMW Deja Vu Demo 3. Link
Originally posted by pikaguy900
Originally posted by ibz10g
That really isn't too bad.

@Pikaguy900: I think you need to work on your constructive criticism.

But with the 1st screenshot, It would be better if you had like undergrowth on the foreground. Also, change the background. Otherwise I think it's just fine.

Hmm? You're right. Sorry about that, FirePhoenix. I couldn't help myself...

Now, let me try again:

1: You really need to work on this more. Let's see... Too many vines, some just hang in midair, and some cut off at the bushes. Here are some suggestions:
A: Make ExGFX to make it look like the vines are going into the background and coming back into the foreground, and make the vines above the bushes go behind the bushes (or come out of them, whichever).
B: Get rid of the Switch Palace-ish background. Put some vines in the background, too. That'd make it look better.
C: Change the Black Piranha Plants into something more plant-ish, like Venus Fly Traps (Not Venus FIRE Traps).
2: I just played this level, it's great, but did you know that sprites can go through the corner edges? Try to fix that, please.
3: There's really nothing wrong here.
4: Same as before, but in the very next level, those same platforms on the right are red. I don't exactly like that, so try to use custom palettes to make them "dark". Red just seems... creepy.
5: This was a funny level. ...Yes, that's it. There's nothing wrong here, except the thought that maybe those pipes change Mario's size... Creepy. So technically, nothing's wrong there.
6: Now that you've mentioned what goes on in that level, it's alright, but it'd look better if you could find a way to change the background when the level "floods". Or, you could use Layer 3 tides, but when you scroll the screen up and down, the water level changes with it, so... I'd try not to use that...
7: Again, nothing wrong here.
8: Now, let me explain what I meant last time: When I think of air ducts, I think "hollow metal things", not hollow stone things. You could leave it as it is (it's fine the way it is, it just doesn't look like an air duct that much. It looks more like a hidden passageway), or try and make some ExGFX of metal. That'd look better.

I hope that's better.

Don't worry too much, criticism helps make things better.

I know about the corners in the switch palace levels. That's because they are only rotations and not actually new objects. I haven't figured out how to change that yet so it'll stay like that for some time.

Which ones are the fly traps? I don't know them by name.

I could try for more BG editing on the river level. I did a little, trying to use cloud corners as bubbles but I don't know if that cuts it.

I understand what you mean by air duct. I'm not even sure that's what I was thinking of when I created the level. I'll change it to secret passage because that's really what it is.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-02-06 08:14 PM, in Bonus! SMW Deja Vu Demo 3. Link
Originally posted by pikaguy900
Originally posted by FirePhoenix0

Don't worry too much, criticism helps make things better.

I know about the corners in the switch palace levels. That's because they are only rotations and not actually new objects. I haven't figured out how to change that yet so it'll stay like that for some time.

Which ones are the fly traps? I don't know them by name.

I could try for more BG editing on the river level. I did a little, trying to use cloud corners as bubbles but I don't know if that cuts it.

I understand what you mean by air duct. I'm not even sure that's what I was thinking of when I created the level. I'll change it to secret passage because that's really what it is.

Are you seriously saying you've never seen any venus fly traps in stores? I mean the real-life ones, not Mario enemies. The closest thing to a venus fly trap in Mario's world is the Venus Fire Trap. Also, I just finished the demo. It's great. Especially the special secret you hid...
Oh I thought you meant in the game. Yeah I know what fly traps are.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-02-06 09:21 PM, in Label the colors Link
Yellow: The number of noobs on Metroid Prime Hunters Wi-Fi.
Purple: The number of decent players on MPH Wi-Fi. If even that many,
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-03-06 04:08 PM, in A demo of my new hack Link
Ok, I finished playing and here are my comments:

In Jungle of Mesh 3, is the key there for a reason? I carried it with me but found no keyhole.

Jungle of Mesh 2 was annoying. To find the exit from the first area I had to do a lot of guesswork.

I thought the fake wall trick was interesting and should be used in more games, but not to the extent of the level in that other game that's been mentioned.

The castle seemed overly long but that's only my thoughts on it.

Overall, good job. It was interesting to see that the first boss wasn't who you expected to see.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-03-06 04:20 PM, in Count Down from 1,000 Link
763.
Nothing witty from me.

Hey that rhymes!


(edited by FirePhoenix0 on 11-03-06 03:20 PM)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-03-06 05:32 PM, in A demo of my new hack Link
Originally posted by pikaguy900
Originally posted by FirePhoenix0
Ok, I finished playing and here are my comments:

In Jungle of Mesh 3, is the key there for a reason? I carried it with me but found no keyhole.

Nope, and I left it there on purpose. It's a trick.

Jungle of Mesh 2 was annoying. To find the exit from the first area I had to do a lot of guesswork.

This is the last time I'm going to say this: QUIT MAKING COMMENTS ON JUNGLE OF MESH 2. I've already changed it (as seen in the last screenshot I showed), so there's no point in telling me what problems you had with it or what I should change, as they're null and void now.

I thought the fake wall trick was interesting and should be used in more games, but not to the extent of the level in that other game that's been mentioned.

Thanks. You'll see that wall again in Lime Caverns 1, but you'll start in it, so that's not really a hidden wall. You know, I just thought of something: Couple that wall with a block you can't go left through. You could make a seemingly non-solid wall magically become solid! Too bad BlockTool won't let me insert custom blocks into this hack...

The castle seemed overly long but that's only my thoughts on it.

It's long because it's a tall castle. Hey, towers are generally tall, and taking that first pipe leads you into the West Tower. I was planning on making the top of the castle a seperate OW level, but I thought that it wouldn't look right when going left or right. Plus, it'd mean I'd have to give up being able to destroy the castle. Oh well.

Overall, good job. It was interesting to see that the first boss wasn't who you expected to see.

I told you it wouldn't be who you expected!


My comments are in bold.

Originally posted by KPhoenix
More screenies, please.

Not until Demo 2. Why would I show pictures of an area I already showed pictures of? Besides, I don't want to show off too many levels. Also, has anyone found the secret exit in Jungle of Mesh 4?
I hadn't noticed what you had written about Jungle of Mesh 2 so that's my fault for commenting. That's good that you've decided to change it.

I found the secret exit in JoM4. But I had to defeat the Pirhana Plants first to make the keyhole re-appear! Was that idea on purpose?
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6303 days
Last view: 6300 days
Posted on 11-05-06 09:42 PM, in Bonus! SMW Deja Vu Demo 3. Link
Ok, I re-did the Vine House. It now uses Ghost House FG/BG but I edited the background so the whole house doesn't look so eerie. Only problem is that I can't put vines in the background anymore because they won't overlap the BG tiles--instead they just take the place of the tiles, leaving a spot for back area color to come through. So, there won't be any vines in the background, but there are some in the foreground. I also added Volcano Lotuses and Jumping Pihrana Plants to act as plant enemies, thereby completing the 'infested' feel.

I also decided that not enough was going on with Iggy's Castle so I opened up the main castle door. The secret entrance is still hidden but good luck finding it. I did a little 16X16 editing to get the tiles I needed.

I might give a Demo 3.1 to you guys. It would still contain only World 1 of course. Other than the two things I explained above, there are just a few changes I made to make the game flow better like consistent music (ex. Under the River. ).
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