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Acmlm's Board - I3 Archive - - Posts by FirePhoenix0 |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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Is anything going to happen with this? Nothing's been said for two days... I'm still willing to help if we get this off the ground. | |||
FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I have to agree about the first level. There was too much jumping across platforms. The whole second half of the level was just jumping across until the end.
For ideas of what to do, throw in hills, walls, use the triangle blocks, make little bonus areas to go into and come out a little bit later in the level. Do things like you did the first part of the castle. I enjoyed it because you go all the way one way and then back the other way, but there were plenty of distractions along the way to make it fun. For the rest of the castle, I'm not going to say take out the platform ride. But maybe you could add a section where you actually move around a bit. Like, jump up some platforms to the next platform ride or you could make it so the platform goes through an area where you can't follow it and have to catch up to it in a little bit. Overall, just explore any ideas that hit you, try things that are strange, play around with palettes, don't be afraid to go back and redo levels. Another thing to try is creating your own tiles with the 16x16 Editor. I've been doing plenty of that for my game. Half of page 0x300-3FF is taken up with tiles I've custom made. Most importantly, don't be afraid to take a lot of time when designing a level. I spend an average of 4 to 6 1/2 hours per level. I actually spent an hour today creating just one room in my Ghost House. An level that has a lot of time put into it is a good level. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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(Before I start, if any of these ideas do exist here just tell me. I haven't seen them yet, but I also haven't looked all over.)
First, I was thinking, why don't we have an option to edit the thread titles of our threads? There are definitely some cases here where I would like to be able to edit the title so if I have an update to, say, my game, I could go and edit it to reflect the update I've made. I've had this option available on other forums I'm a part of and it's a nice little convenience. Second, on other forums I'm on, signatures aren't really part of a message, but more just predefined text that get applied to every post you make and have made in the past. Here, I've noticed that the signatures only shows changes if you make a new post. This is a little annoying, even though that's a +1 post count for me, because I have the progress of my game listed in my signature but I have to make a new post to show the updated progress. And sometimes this post with the update gets posted somewhere where nobody would really be paying attention to it. It might be a nice idea to implement a signature method where your signature is a uniform group of text or pictures that apply to all the posts you've made. EDIT: Ok, I'm stupid. I just figured out what the auto-updating feature in the profile does and it does just this. X_X These are just some ideas that I've been thinking about the past few days. I dunno if anything I've said here will go into effect but at least they can be thought about. (edited by FirePhoenix0 on 11-21-06 08:43 PM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I thought it was ok but there were definitely some things that can be changed.
The whole "Gangsta" tone doesn't fit with a Mario game, especially when only the text is done in that tone. If the graphics and sprites were redrawn to reflect that tone then it would work better. Yoshi's Island 1, 4 and the Yellow Switch were stupid long. I got so bored of them as I went through them. Plus there weren't even any real landscape changes as you moved on. It was just the same puzzles and/or landscaping that kept getting re-hashed through the whole (long) level. It didn't strike me as neccesary to put a message block every so often with Bowser saying "I can't believe you made it this far" or some variation of those words. Maybe one at the castle, but not twice in every level. Overall, it was very hard. For the first level, that was way too difficult. It's the first level; give us some slack! (Also, was the name of the level "Chuck You, Nicca" really neccesary? Some people might get offended...) Don't get me wrong--there were good things about it. For example, the Canyon level was an interesting design and not as repetitive either. Same for the Castle. The way some of the Dry Bones were placed made it difficult to get around them. I hope you take some of these and others' suggestions and continue on successfully. Good luck and I'll look forward to the next release! |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I'm going to continue updating this thread as I go instead of making a new one everytime I have a new demo. Any demos released will be shown in this thread.
Speaking of demos, check page 4 for the demo I just released today! Well, after I did some thinking about how I should continue Deja Vu, I decided to tackle a whole new approach to the game. I scrapped the Deja Vu idea of just redoing the levels only and actually creating a plot of sorts for the game, along with creating a modified overworld to fit the new plotline. The worlds will be connected through the Star Road and Switch Palaces will enable you to reach new areas as well. Some of the levels from Deja Vu are still in the game, like Rex Flatlands, Yoshi Forest and Under the River, though they may now be in different locations. Ok, enough chatter, here are some pictures from the game: Take that! The plumbing of the Preserve. I'm working on changing the background because right now it looks pretty bad and shoddy. I think that I got the darkness of the area about right. Looks like this Koopa is in for it. The first Ghost House I've re-done. The part of the level before here took a long time to do because of the layer 2 I wanted. Plus I had to fit in a secret exit only accessible later in the game. Koopa: Why Me? Yeah this is all custom palettes in the background, though I've changed the back area color from blue to orange since I took the picture. What's this now...? Walking on clouds? Three-pronged attack! This is for what happened underground! Finally, a shot of the modified overworld. Though this picture doesn't show all the changes. Playing through is the only way to see for yourself! Here are some links to the recent videos I've made of some of the levels. Keep in mind that not all of the things seen in the videos are the same as now because I've gone and made changes to both some of these levels and the overworld around them. Dirt Chuck Hills. Flight Training. Green Switch Palace. Warning: The Switch palaces play a very important role in the game. Do not watch the Green Switch Palace movie if you don't want to spoil some of the level for yourself. There's no demo this time, because I'm not at a decent point to give a demo yet. Maybe later. If you're interested in the progress of the game, either keep track of my signature or check this thread. I'll post more pictures and updates as I continue working. Happy Thanksgiving everyone! (One day early.) -------------------------- Levels completed progress: World 1: Yoshi's Home Koopa Preserve Flight Training Yoshi Forest Under the River Nighttime Plateaus Dirt Chuck Hills Dawn Raid on Iggy World 2: Yellow Switch Mt. Flight Training (secret exit) Forest River Local Ghost House Autumn Treetops Rex Hillocks Morton's Tower World 3: (edited by FirePhoenix0 on 11-28-06 01:17 AM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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Originally posted by Joshua368Though it's not a complete overhaul, (I'm not that good yet) you still have to play through to fully experience the new overworld. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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Originally posted by Mr. SaturnYeah, I've noticed that I seem to have way too many 1-ups in just the first areas of the game. I'm planning on taking some of them out. With the sapphire coin idea, it started out innocently enough but grew to way too many coins in the level. The hidden 1-up I'm going to keep in though, but I'll place it in a harder to find location. With the slowdown at the end, I guess I'll take some of the Chucks out. The level is only the sixth one... I wish I could figure out why game slows down in places and how to that. If it has anything to do with the sprite memory thing in hex, I'll need someone to explain it to me because I don't know hex code. Originally posted by Sonicandtails Yeah, I've been getting better at creating custom tiles with the Map16 editor. I just filled the entire 0x400-4FF page with different color pipe tiles so I can if I want have continual pipe color instead of them always changing on different screens. I also ended up with some rather interesting pipe colors as well... |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I'm not even just talking about the chucks. In Koopa Preserve's plumbing area, there must be only six Red Koopas and I get slowdown. | |||
FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I only have two custom blocks inserted and neither are in the level, again there's only six Koopas in the entire area including ones that would be offscreen as I go by and I haven't used any ASM Hacks either. Nor have I inserted any ExGFX, thugh I don't know if that would do anything if I had. (edited by FirePhoenix0 on 11-23-06 04:36 PM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I'm pretty sure about the patches. In fact, I don't even think I used any patches at all...
As for the sprties, ok it's the six Koopas, a fire flower in the open, a 1-up, and five or six portable springboards. (yeah, that's a lot.) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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Deleting the springboards worked. Now I have no slowdown in the plumbing.
--------------------------- Ok, I got some new screens to show. They're from Morton's Tower and some other levels where I made changes and stuff. First off, I changed the palette on Dawn Raid on Iggy to look more dawnish. It might be too red though... Let me know what you think. I took the problem noted that Iggy's Castle was too short and did something about it. For those of you who played Deja Vu Demo 3, remember walking over these guys? Oh and the secret entrance is still accessible, just much more hidden. Old: New: Koopa Preserve's plumbing got a new look. Now it looks like actual plumbing with water and all. Plus the background is infinitely better now: See? Much better. Though I hope people will be able to differentiate between the foreground and the background. I did use a Dark BG effect but it might not be enough... I may also take out the coins because they don't really do anything. Now here's the new level. This is inside Morton's Tower about halfway through. Not much going on at the moment but it has a couple pools of lava and a few falling spikes, as well as what I think is decent design for the castle. ------------------ I actually have a small issue I want to try and solve. As you can see in these pictures, Mario enters the castle and it's daylight. But when you're climbing up the outside of it, it's evening. Is there any way to change the back area color of the intro scene? If not, I guess I could say that time passed really quickly while Mario was inside the tower... |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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For the castle, I think I might just make it daytime in the outside area because I already have two underground castles and am not planning on moving them around at the time.
For the water, I think I'll skip the "flowing" water idea and just go with standing pools of water. Like maybe there's a leak in some of the piping. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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Originally posted by HyperHackerI think I'll tone down the red. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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Originally posted by Joshua368The water does animate in the background. I don't think I can really it darker though, it only changes if I make the foreground change. I can try some stuff though and see how it all comes out. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I got an update for you right here!
I've done a lot of minor fixes to the game over the past two days such as less 1-ups, less slowdown in places (end of Dirt Chuck Hills), a few palette changes and such. I took a few new pics to show you all. Enjoy. How to get there? Toned down the colors here, now it's less bright. I really want to thank being able to have two layers of editing available in Lunar Magic. You'll need the Green Switch Before you can do anything here... Nothing here but palette change from a blue back color to an orange one. I finally got around to changing the Rex Hillocks (previously Rex Flatlands) house area, though only now as I type this, after I created the patch, I just realized I didn't change the message... So it still says the house is infested but it's really only vacant. Another section of Morton's Tower: lava pipes, ceilings, climbing, it's got it all. Oh there are enemies too. Ok, here's what you've been waiting for: I've got a demo for you all. Just look below for it. It goes through all of worlds 1 and 2. Enjoy! Also, there's a bug that I know about where the Nighttime Plateaus level tile disappears after it's releaved and you leave the Yoshi's Island sub-map. You can still access the level but as a strange side affect the game reveals a level on the main map that I'd rather not have had revealed. I can't figure it out but I think it has something to do with tile revealing. I left the game unlocked somaybe someone can figure something out. Any other glitches or bugs found, just let me know here. EDIT: I totally forgot that I left you all with an incomplete Bonus Game! I'm working on a "Race to the Finish" style Bonus Game but forgot about completing it before releasing the demo. Luckily I added the Goal Point Spheres as I went, otherwise you would've been screwed... EDIT 2: I've updated the problems with the patch. (edited by FirePhoenix0 on 11-28-06 01:14 AM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I never ran into any of those problems before in the Ghost House. The thing with the door that can go to two places, yeah it's on an edge. I'll fix that. As for the other thing, I'll check the entrance points and such but I don't know why you're getting garbage in the back. I was pretty sure it was at the appropriate BG level for the entrance. | |||
FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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@ Pikaguy: I have no clue why the thing is doing that to you. PM me your e-mail and I'll send the IPS that way.
Ok I made a quick fix of the problems listed before. E-mail me for the patch until someone else posts and I can get past the no double posting rule. E-Mail: ctrlalxdel at aol dot com There's a couple things different from the demo from yesterday. I've been experimenting with YY-CHR and minorly changed the look of the score numbers from getting stuff, 1/2/3-up lettering, mushroom, turn block (partially) and fireflower. Also, I darkened even more the pipe area. If you have trouble seeing the foreground vs. the background, I can't help you anymore. Any darker and it will be a solid black background. For the heck of it, I'll send, if you want, an old Deja Vu IPS that covers about the same ground as the new SotSP IPS does. Just so you all can see how far this game has come. (edited by FirePhoenix0 on 11-27-06 11:46 PM) (edited by FirePhoenix0 on 02-07-07 08:16 PM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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Originally posted by BooUrns How did you get there? You shouldn't be able to without getting the Green Switch and I made it so the thing is inaccessible in this demo... Crap. I just saw it is possible to get the key in the Ghost House without the Green Switch... Yeah, the area with the blue switch was remnants from a long time ago when I was making Deja Vu. I just used the same Rom from Deja Vu when I made this so it stayed there. There's not supposed to be anything there other than a Star Road warp, nor will there ever be a level there. Ok, now I can include the two patches in the attachments here. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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I'm trying to find the GFX for the used block, the turn block and all its turning animations, the cement block, and all the text in SMW. There seems to be more than one for the turn and used blocks. I've found one for each but for the turn block, only the blocks without any item inside shows my changes. For the used block, it doesn't even show it at all. I have no clue where the cement block is at all.
For the text, I've seen some, but it only seems to be about half of the letters and numbers in the file. Where are the rest? Finding the text isn't as crucial as the blocks but I would really like to know where they are. I went searching through all the files twice last night and found nothing I was looking for. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6315 days Last view: 6312 days |
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Thanks you two. I'd found the ones in GFX00 and I think the one in 14 but never would have checked 33 because I knew those were the Mario GFX. I didn't know there was more than just Mario in there.
Moderator, you can close this now. (edited by FirePhoenix0 on 11-28-06 02:40 PM) |
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Acmlm's Board - I3 Archive - - Posts by FirePhoenix0 |