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04-24-23 12:37 AM
Acmlm's Board - I3 Archive - - Posts by FirePhoenix0
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FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-06-06 12:14 PM, in Bonus! SMW Deja Vu Demo 3. Link
Wow, thanks for the generous comments.

I agree that too many ExGFX and stuff can make a game convoluted and if you aren't very good at putting them in decently, it can make the game much worse. Plus, sometimes too many of those things can take away the feeling that you are playing a SMW game.

That was the beautiful thing about Super Mario Odyssey. There were plenty of ExGFX but they were placed in such a way that the game is amazing to play.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-06-06 04:04 PM, in Bonus! SMW Deja Vu Demo 3. Link
Originally posted by pikaguy900
Look, if you're not going to use ExGFX to put vines in the background (what you'd do is take a tile of the BG and overlap a vine tile ontop of it in a tile editor, then take away some of that vine and round out the ends), then don't use them at all. Seriously, it doesn't look right with them just hanging like that. Or, do something else: Change what the vines look like. Make them thinner, and make them all hang from the ceiling, so it looks like vines are coming out of the floor/ceiling. Though, you'd have to find a way to make those vines appear on the floors, walls, and ceilings, so it's really a plant-infested house.
Maybe you're right. I'll probably not be any good at creating ExGFX for this house and to go through all of that for just this little bit, I dunno. I might just take out the infested idea and just leave it as a vacant house.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-07-06 12:59 PM, in Is there a YY-CHR Help file or document somewhere? Link
I've been looking on Google and here on Acmlm's board but haven't found anything yet. Is there anything that explains how to use the whole program or am I on my own?
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-07-06 03:12 PM, in Is there a YY-CHR Help file or document somewhere? Link
Originally posted by Googie
Which version of YY-ChR you have? Cause the program comes with 2 help files, one in english and one in japanese. Well, here's the english help file.
I have those two files but they didn't seem very helpful as I read through them. Maybe if I read a bit more carefully...
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-07-06 06:50 PM, in How do I convert ZSNES movies to other formats? Link
I know it's possible unless Youtube can upload .zmv files. I'm just not sure how to do so. I just recorded two and want to put them up but as I just said, I'm not sure how to.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-07-06 07:14 PM, in Mario's Lost World, first screens Link
I've been paying silent attention to this for a while.

I have to say that your work is amazing, Icegoom. I could never make graphics anything like what you have done.

As for your game, I'll say that it looks really great so far. It also looks very difficult. I saw those two videos that you made and all I have to say is *whew.*

Those. Look. Hard.

Treetop Tussle looks crazy difficult, yet at the same time, a blast to play.

Looking forward to a demo!
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-09-06 07:52 AM, in Bonus! SMW Deja Vu Demo 3. Link
Well, I went ahead and created two movies on Youtube showcasing two levels from Deja Vu. For some reason though, I can't access them normally by putting in search tags...

Either way here are the links to the levels.

Bullet Bill Frenzy!
Flight Training.


I'm happy now. I have a newer version of ZSNES now because 1.36 didn't having movie dump options. Now I have 1.42 and the 10/12/06 WIP build.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-09-06 11:00 PM, in Bonus! SMW Deja Vu Demo 3. Link
Originally posted by srothroc
I watched Bullet Bill Frenzy this morning and definitely thought there were way too many mushrooms -- and I don't think it's that you need them, but rather that the player just ran through the level and hit crap instead of stopping at key points.
Yeah, i ran through the level kinda quickly. Though, you have to be careful when and where you stop because Bullet Bills will still be coming and if you aren't careful they'll pin you somewhere.

I did end up taking more hits than I intended to. Right before I recorded the movie, I ran the level and ended up with Cape Mario and a Fire Flower in the item box. *shrugs*
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-10-06 08:28 PM, in Problems with Exit Tiles Link
Ok, first off, I did read the Lunar Magic Help file. Lots of times too. I'm still having problems after that.

Anyway, today I decided to experiment. Basically, I stuck Mario somewhere else than Yoshi's Island. Then I changed around the events and such to fit the new progression I made.

My problem is this. I want to get back into Yoshi's Island to beat Iggy/hit the Yellow Switch. But when I try to enter it, all that happens is I go into the submap for a brief seconds then get spat back out on the main map in the same location as I entered. I checked the pixel alignment like LM says to do and that was fine. I didn't even move or delete the exit tiles. The only thing I did do was change the overworld so that the bridge connecting the two maps was instead a land mass, but even then I changed that only after i had the initial problem with the exit tiles.

Does anybody have any suggestions for what I can do to fix this?


(edited by FirePhoenix0 on 11-10-06 08:15 PM)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-10-06 09:11 PM, in Problems with Exit Tiles Link
Originally posted by pikaguy900
What direction did you set? Let me make an example:

Let's say your exit tiles are vertical. Let us also say that you go north to reach a level and south when going to Yoshi's Island. When you set the tiles to link each other, did you set the direction of the main-map exit tile to Bottom? If so, change it to Top. No, it doesn't make you appear at the top of THIS exit tile. Direction tells you where to appear on the other exit tile and which direction to go, so if you had bottom, you'd appear at the bottom of the exit tile on Yoshi's Island, walk north, and go back to where you came from. Silly.
I believe that I made that main map exit direction Top and the Yoshi's Island one Bottom but I'm not 100% sure. Let me go check it. I'll edit it in. (LM isn't on this computer that I'm using. Curse my not having Internet on my computer!)

Edit: Ok, it says that the "Direction to enter from" for the main map is Top and the "Direction to enter from" for the Yoshi's Island submap is Bottom.


(edited by FirePhoenix0 on 11-10-06 08:14 PM)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-10-06 09:22 PM, in Mario's Lost World, first screens Link
Originally posted by icegoom



Hmm, something about the bush looks odd to me. To me, the part of the bush where it transitions from light green to dark green looks squarish and unnatural. That and there are a few black single pixels at those edges too.

Well, I like the new Yoshi sprites a lot. I also think it's a neat touch how Yoshi looks a little towards the player when he's chewing.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-11-06 08:38 PM, in Bonus! SMW Deja Vu Demo 3. Link
Originally posted by Kapow
Pretty good level design. The background in Rex Flatlands blends in with the actual platforms - maybe use a lighter background palette?


The exit pipe to this room is kind of strange, it almost seems like it would lead up to the dragon coin.


Yeah I'll probably do something about the Rex Flatlands BG pallette.

I'm not quite sure what you mean by the exit pipe is strange. Could you explain a little more?
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-12-06 10:35 PM, in SMB3 Pipes Patch Link
Yeah I found the bug in there too and was going to notify you but someone else beat me to it. Other than the bug, it worked very nicely. I'll consider using these in the future.

Maybe the reason the bug occured was because it was too close to the bottom of the screen? Maybe Big/Cape Mario can't fit in the area between the pipe and the bottom of the screen and so that's why he gets killed. It's a simple sqeeze death.

Of course that's all just an idea.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-12-06 10:52 PM, in Joshua's LM-related Problems Link
I'm not as experienced as some of the people here but I can answer these questions for you.

1. First, the opening movie uses level C7. So, you must make it so at some point you can get to that level so you can record. The opening movie can be modified by opening your game in ZSNES and doing a complicated series of playing level C7 and using savestates, then loading the savestate back into Lunar Magic. I personally haven't done this yet so I'd get confirmation of this from the LM help file or someone else.

2. The opening screen uses level C5. Just edit it like you would a normal level but don't get rid of the "display message #1" sprite near the top because that tells the game when to end the level and go to the overworld. You can move it around but don't delete it.

3. In the overworld editor, go to Layer 1 editing and then for castles, click the top of the tower so it's highlighted and then click the destroyed castle button at the top of the editor. Use that dialog to set the castle destruction. Do the same thing for the switch palaces except just highlight the whole tile.


Also, you can just attach the game file (NOT the .smc file, only a .ips/.zip/.rar file) to the post that you are making instead of sending it by e-mail. Just a hint.

Hope I helped.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-13-06 10:40 PM, in Super Mario: Oblivion (idea thread!!) Link
I've thought of something like this before but not on the scale that you are thinking of. This would definitely be an awesome game if pulled off right.

For something like this, I'd think that a team effort would be best because this seems like it would require a lot of ASM or something similar.

Let's see, things you'd need...

You'd need to dump most of the Super Metroid, Metroid Fusion and Metroid Zero Mission graphics, plus probably make some of your own for areas that haven't been featured in a Metroid game.

For the Laser Mario idea, I suggest contacting KPhoenix. He just created a Laser Suit power-up for Mario.

For just plain moving around, you'll probably have to hack the physics of the game a little. You can either go for the "floaty" feel in SM and MF or you can choose the more natural drop in MZM. Also, you'll need to change it for sure if you plan on adding a Hi-Jump item of sorts.

I'm definitely interested in this and if you decided to go with it and make this a team effort, I'd be happy to help. Metroid is my favorite series and I've always wanted to create a Metroid game in some way.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-14-06 03:44 PM, in Super Mario: Oblivion (idea thread!!) Link
Originally posted by The 13th Prodigy
I'd be really happy with your help, is there a particular time you can talk about this on like IM or something, or should I just PM you?
You can IM me or send me a PM. Today, I'd say PM me cause I have something and won't be on for a while. Tomorrow though, you can IM me around 3:00 Eastern Time. My AIM is ctrlalxdel.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-14-06 09:00 PM, in Bonus! SMW Deja Vu Demo 3. Link
Responses in bold.
Originally posted by Joshua368
Okay, so I'm playing this thing. And I'll post whatever I feel about each level.

Opening: The opening being playing is cool idea, but a bit awkward. Expecially when I had to wait for the no-longer-playing music at the end. It was awkward. I've changed it now but the music is still a problem. It's hardcoded into the game from what I've seen because I couldn't change it.

Rex: Having the background feature pieces of the floor wasn't a very good idea. With no way to tell them apart, they're a bit confusing. The house was very cool though... was any of that custom graphics? (got all five dragon coins) I recently tried to make the background area lighter but because I used foreground tiles in the background, they change only if I change the foreground, which wouldn't help at all...

Mt: Average level, I suppose. Upon entering the palace, I accidentally hit the Koopa with the Goomba and I was stuck until my time ran out. Not fun. There should be a way to die...Um, did you try jump around near where the Koopa is? There's an invisible note block near the wall that allows you to continue.

Yoshi: Seemed a little easy, short and normal compared to the Rex level, but nothing really bad about it either. The secret room was nicely hidden. (got all five dragon coins)flatland is it? It's now taking the place of Dount Plains 4.

Plateau: It had a mound with one side solid and another side passable. That's awkward. The bouncing Koopa Shell thing was cool.I'm not too worried about the mound like that. It doesn't really affect the gameplay. If it bothers a lot of people I'll change it.

River: The idea is nice, but the underground doesn't really look like water. I'm not sure how you could fix it without some serious coding skills, though. On a side note, I was able to cheat by swimming underneath the pipes. While not a big deal in this instance, you might want to look out for that in the future. (got moon and all five dragon coins)

Castle: The courtyard was fun and exciting, with all the rushing and stuff. I almost missed the secret door. But then I was disappointed that that was all there was. It was short, and castles are supposed to be... a bit longer, you know? (Was the "Iggy Loopa" spelling intentional?)I realized that the castle was kinda short, especially compared with Lemmy Koopa's Castle (see demo 2 for that one). I've changed it now, but I did leave the secret door. It's not in the open anymore though... Oh, and Iggy Loopa? Sheesh, I didn't catch that at all.X_X

All in all, a very fun game. It shows that it's level design and creativity that matters, and you can make really cool things without adding in custom graphics and foes. Maybe I'm just being partial because it reminds me a lot of the hack I'm making, but I'll definitely be sticking around for more updates.

(I was able to beat the demo without using save states, even though it meant doing a level over when I lost on that evil Plateau.) I hope you didn't need savestates. It's not that tough. I very rarely use them when I'm testing. I will use the rewind key sometimes though but that's it.

Thanks for your comments. Here's a hint of something I hid in the game: The message in Yoshi's Home is a subtle hint.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-14-06 11:26 PM, in Bonus! SMW Deja Vu Demo 3. Link
There's nothing with the message block at the end of the Yoshi Forest. If you look carefully at the end of the level and the start of the next level you'll see that they are the same, down to the message block as well.

@Joshua368: Carefully read the hint. Eating the berries has nothing to do with it.

Also, this is not a sequel of any sorts. The other two demos were just earlier versions of Deja Vu. Demo 2 had all of Demo 1 in it so if you want to download it, just find it on this board or SMWCentral (it's called Super Mario World Deja Vu on there. There's a demo 3 version there also but you already have that from here.)
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-14-06 11:41 PM, in I keep getting a "YOU LOSE!! GAME OVER" image Link
What is this? All I'm trying to do is access the second page of my hack thread on the SMW Hacking board, but it gives me a YOU LOSE GAME OVER image with what looks like a pig of sorts on it. It's making me mad! (Not the You Lose part, just the fact that it's there.)

What causes this to appear? I know that it's not that the page no longer exists or such because I'm IMing KPhoenix right now and he could see the page. Did I do something?

I also get this same image when I try to log out. So I can't get out.

This is annoying me. Someone help me out.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 5911 days
Last view: 5908 days
Posted on 11-15-06 04:06 PM, in Bonus! SMW Deja Vu Demo 3. Link
Yeah when I designed the level I wasn't intending that I confuse people with the Message block behind the goal post. That was just a coincidence. What I've said before is that I made it so the beginnings and ends of levels look alike. That was all.
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Acmlm's Board - I3 Archive - - Posts by FirePhoenix0


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