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04-30-24 05:29 AM
Acmlm's Board - I3 Archive - - Posts by Joshua368
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Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-12-06 09:45 PM, in Request for Approval Link
Hello, my name is Joshua. I began making a Super Mario World hack with Lunar Magic last weekend. While I've been able to figure out most of the stuff myself, sometimes I get stumped at certain areas and I'd like help from more experienced hackers.

I've done and learned a lot the past week. I've got the level editor almost entirely mastered, just experiencing some problems with the overworld. I know how to set up the layers, build an island, and create Layer 2 events with full-fledged roads.

I have my SMW hack on my computer - it's still in its infancy with only four real levels and one world, but at least it looks good and works well. The idea is that Mario is searching for treasure (pirate style) when he gets shipwrecked on an island... I don't have an online host but I'll email it to you if you want. (Just supply your address.)

So can I have access to the SMW hacking thread?

Thank you for your time,
Joshua368
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-12-06 10:25 PM, in SMB3 Pipes Patch Link
"Clean" means it won't work on a version of the game I already modified, right?


(edited by Joshua368 on 11-12-06 09:25 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-12-06 10:36 PM, in Joshua's LM-related Problems Link
Hey guys. I'm making a hack of Super Mario World using Lunar Magic. For the most part I've been able to figure it out by myself, by exploring, testing, and using its help section. But sometimes I get a little stuck, I've only been at this for a week.

So here I'll post any problems I currently have (and can't figure out after lots of searching and trying). Hopefully some of you who are more experienced than me will be able to help. I'd really appreciate it.

Okay, so here they go.

1. The opening movie: How do I modify it?
2. The subsequent opening screen: I can change the text, but not the image. Help?
3. Switch Palaces, Castles, etc...: I can make them get beaten and disable reentry, but I can't seem to get them to flatten right.

That's all for now. Thanks for any help.

And of course, I'll let anyone who wants to test my game. Just give me your email address so I can send it to you.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-12-06 10:57 PM, in Joshua's LM-related Problems Link
Originally posted by FirePhoenix0
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.


Yeah, I know that. (or at least the .zip solution) It's just so early in production that I'd rather not release it to the public just yet.

Anyway, thanks a ton.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-13-06 10:33 AM, in Joshua's LM-related Problems Link
I know. I've used it a lot. But it doesn't cover everything... and sometimes it's hard to find what I'm looking for.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-14-06 12:32 PM, in Joshua's LM-related Problems Link
Okay, I've fixed problems #2 and #3. Thanks for the help. Only problem is with #1... I've been able to edit its level, but not the movie.

Originally posted by pikaguy900
In the Overworld Editor, go into the File Menu. Click on Title Screen, then that playback recording thing.


Overworld Editor's "File" tab only has "Reload & Discard..." and "Save". I can't find "Title Screen" or anything like it on any of the overhead tabs. Where should I look?

Also, when I edit the background palette of the level, it flashes the new colors for a second in the opening movie, but then reverts back to the old palette. Why? Can I fix it?

(I'm using v1.01 of the overworld editor and v1.62 of Lunar Magic. That's not problematic, right?)


(edited by Joshua368 on 11-14-06 11:40 AM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-14-06 12:55 PM, in Joshua's LM-related Problems Link
0.01 version off from what I need? Evil. I guess that's what I get for downloading it off a third party.

Anyway, I use the outside Ghost Ship background, except changing the black to light blue. It works fine everywhere except for the movie itself. Even when the character dies and I get trapped in the level it's light blue, but the movie switches back to black in the first second, completely ruining the atmosphere.

Is there any way to mix and match sprite and background palettes? Like, put the "Water" sprite pallette against a "Cloud" background without the sprites going all awry? That'd solve my problems there.

And I hate having to ask so many questions, but... where do the state save files go/how do I get them on my computer? Because after installing, saving and reloading... it doesn't seem to do anything special to save stats or the world map. And nothing appears when I save state.

------------------------------------

Edit: Nevermind guys, I managed to figure it out myself. Redownloading ZSNES seemed to fix the problem. I'd still like to know if (and if so, how) you can mix and match background and sprite palettes, so if you know about that, please tell.


(edited by Joshua368 on 11-14-06 12:11 PM)
(edited by Joshua368 on 11-14-06 01:10 PM)
(edited by Joshua368 on 11-14-06 09:16 PM)
(edited by Joshua368 on 11-14-06 09:17 PM)
(edited by Joshua368 on 11-14-06 09:17 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-14-06 03:31 PM, in Mario's Lost World, first screens Link
I'm not going to look through all eight pages, so was this ever released in playable form? If not, how much do you plan on finishing before you do?
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-14-06 08:08 PM, in Bonus! SMW Deja Vu Demo 3. Link
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.

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)

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...

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)

Plateau: It had a mound with one side solid and another side passable. That's awkward. The bouncing Koopa Shell thing was cool

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?)

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.)


(edited by Joshua368 on 11-14-06 07:09 PM)
(edited by Joshua368 on 11-14-06 07:11 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-14-06 10:23 PM, in Bonus! SMW Deja Vu Demo 3. Link
I did have Yoshi eat all the fruits in response to that measage... I didn't get anything. I'm obviously not looking hard enough. >.>

Wait, this is the third of three? Are the other two full versions with this being a sequel, or are you completely redoing your past work?

Edit: Hooray, I'm a... Micro-Goomba.


(edited by Joshua368 on 11-14-06 09:23 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-15-06 01:00 AM, in Bonus! SMW Deja Vu Demo 3. Link
Seriously, what is with that message in Level #2? Is it a mistake on your part? It talks about Vanilla Spelunking, and that you don't need the blue switch the find the secret exit. And then it points to help block #1 which doesn't exist.

And then by using OMGSPOILERZ I checked out message block #1. It told me of a hard glitch to exploit.

Horray for finding things I'm probably not supposed to find!

And then I saw water drainage, credit givage, and dragon coin wonderage.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-15-06 01:29 AM, in A demo of my new hack Link
I'm not sure if you know this already, but from the start (before you unlock it), you can go right and take the secret path to the ghost house... and then all the way to the castle.

Anyway, as a lot of people have said, your problem is in repition. Can't you make the levels more dynamic? Almost all of the levels were boring... you took one or two different challenges and then just repeated them over and over to make a full level. You have to be more interesting! Think up many puzzles, many challenges, and merge them into one level. Never stay on the same thing too long.

The old Level 2 is a prime example of this problem, but it's hardly the only case. Hate to say it, but I got bored and quit this thing.


(edited by Joshua368 on 11-15-06 01:23 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-15-06 09:11 AM, in Mini-Mario Hack. Idea Thread Link
Maybe the mushroom could make your guy be... two guys... stacked on top of each other?

Eh, or disable it.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-15-06 10:37 AM, in Super Mario's Treasure Hunt - Playable Demo Link
And now with the opening movie figured out, I'm ready to release the first demo of the game to the public. As most first demos go, it only features the first world, but that's still a solid 4 or 5 levels, depending on how you count them.

Now I'm still getting the hang of this thing, so this world features no custom graphics and follows a standard "Yoshi's Island" theme. But at least it's a redesigned "Yoshi Isle". Now that I know how to make worlds, the next ones should be more interesting. But for now, you should still be able to enjoy this. Here are some screenshots just for you!



So the plot premise is that Mario is on the high seas searching for treasure when he crashes his ship into a reef near Yoshi Isle. It's a pretty basic plot to simply get the game moving, but hey, it's a Super Mario game. Plots are not primary.

So anyway, here's the demo. Feel free to post constructive criticism, reviews, tips, goodies you found, etc. Hope you enjoy it!

Attachments

SM Treasure Hunt (demo v5).IPS (113010b) - views: 95
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-16-06 08:36 AM, in Super Mario's Treasure Hunt - Playable Demo Link
Originally posted by BooUrns
Yoshi's House: I like the idea of one free save. Maybe put a couple more of these in other worlds, but not too many... Also similar to the Top Secret Area.

I would have made it endless if I knew how. (So like, wherever you are, you can save your game. You just have a long walk.) I'm not sure if I'll be able to put one in every world... I'll have to see how that turns out.

Originally posted by BooUrns
Monty Moleville: Monty Moles have always annoyed me... oh well. Nice coin obstacle course!

So I'm not the only one who hates those little boogers. Also I'm happy someone liked the coin obstacle course. It was always too hard for my siblings.

Originally posted by BooUrns
Musical Lake: Most of this level ran painfully slow. Remove some sprites please. Also, the ending sequence of the level looks funny with the Layer 3 water. Maybe there should be a pipe at the end of the level, taking you to a separate area with no water where you can exit the level.

Well I'm not so sure about this... must be your computer, because for me only one small place went slow (the midway point) and the rest was perfectly fine. And my computer sucks. As for the end, yeah, I noticed that as well. I'll see what I can do.

Originally posted by BooUrns
Green Yoshi Nest: Nice place to get a Yoshi, I assume the other colors will be in the different worlds. You should put a secret at the top of the level that can only be reached by eating the blue shell and flying up.

Well I'm not sure how useful a secret would be when it was suggested by someone else and posted on a public forum.

Originally posted by BooUrns
Brass Egg Castle: I liked the 3-up moon location. Thwomp-bouncing = awesomeness (as long as it's not overused).

Thwomp-bouncing is very awesome indeed.

Originally posted by BooUrns
Overall, it's coming along great. The one-world-per-island theme works well and your overworld looks good. Keep it up!

Hooray! *goes to work on next level*
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-16-06 12:57 PM, in Super Mario's Treasure Hunt - Playable Demo Link
Originally posted by Raccoon Sam
Although I detect a flaw.
In the second - to - last level, grab the key, but instead of putting it into the Keyhole, go to the pipe and back to the surface. Repeat the pipe process, and go back to the Key room. The Key's on its default position, but you have another one in your hands.
That's two keys, and I consider is as a design flaw. Either remove the possibility to escape the Key room, or modify the pipe so you can't carry anything to it.


I actually found that in my initial testing, and decided that the only way it would happen would be if the person specifically wanted to do the glitch. I don't see it happening to the casual player.

Plus I have to weigh having two keys together to trapping someone in the key room or using an inappropiate transition scene... but if you think it's a really big deal, I'll remove the way out.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-16-06 04:50 PM, in Super Mario's Treasure Hunt - Playable Demo Link
Uh... whenever the next world is done. I've already got one level finished and learned basic sprite editing so, I estimate in one or two weeks.


(edited by Joshua368 on 11-16-06 03:51 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-16-06 10:21 PM, in Mario's Lost World, first screens Link
Originally posted by icegoom
Let's see... Of the 21 levels I'd been planning to include in my first demo release, eight are completed to my satisfaction. I'm just too slow-working and perfectionistic for my own good. I keep going back and tweaking my old levels instead of generating new areas like I need to. Right now, for instance, I should be making a hilly area full of Birdos, but when a whole blank level is staring me in the face, I freeze up. I dunno, maybe I should collaborate with someone to do skeletal levels for me that I can then flesh out on my own. Anyone interested?


Eight levels in, what, two or three months? Yeah, you should probably partner up with someone. I'm just finishing up a six-or-so month project with a friend, and there's no way I would have been able to make something of its magnitude alone. Partnering makes things much easier.

Of course, I'm too busy (and unworthy ) to help design levels for you.


Also, is that road on the overworld fixed yet? Incorrectly connected paths bug the crap outta me. It probably wouldn't be too hard to move the road around into some path that fits.


(edited by Joshua368 on 11-16-06 09:22 PM)
(edited by Joshua368 on 11-16-06 09:24 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-17-06 11:55 AM, in Mario's Lost World, first screens Link
If I recall, you liked making things repetitive. I don't know if you changed since then, but still...

Eh, this definitely isn't the place for a flame war.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6302 days
Last view: 6280 days
Posted on 11-17-06 01:51 PM, in Mario's Lost World, first screens Link
Well, whenever you take the same thing and multiplay it repeatedly it becomes repetitive.

For example, your castle had about a five minute long sit on a moving platform, and I was able to fast forward through most of it because the bad guys barely hit.

If you have any further questions about how I felt about your hack, ask them on its own thread.
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Acmlm's Board - I3 Archive - - Posts by Joshua368


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