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05-21-24 10:50 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: 6323 days
Last view: 6301 days
Posted on 11-17-06 09:16 PM, in Super Mario's Treasure Hunt - Playable Demo Link
Okay, so, uh, status report:
One new level built, new island built, various bugs and such fixed

Also, pipe exit at Musical Lake = Fixed

But the secret in Yoshi Nest isn't gonna work. For some reason I can't figure out, the baby Yoshi will only disappear for the big Yoshi when vertical and horizontal scroll are turned off. Otherwise they can appear together and... strange things happen.

So that's that. Anybody else have something to say?
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-17-06 10:24 PM, in Super Mario's Treasure Hunt - Playable Demo Link
Hmmm... well, that's an interesting idea, but there's a problem with it.

Say a player explores the little tube room (pushing against all possible tubes) and accidentally exits. Oops. So they circle back around but for no apparent reason they can't reenter unless they die or win. I don't want that inconvenience.

Plus I'd have to make two new rooms, becaue of the cave with the flashing shell. Not worth the effort and space, methinks.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-17-06 10:35 PM, in Joshua's LM-related Problems Link
Alright guys, another question.

I'm using whirlpools as pipes, so is there any way for me to modify the Layer 1 pipe so that it's water-based (as in Mario swims instead of stands)? If not, that's okay, I'll live with it, but if there's any modification program out there...
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-18-06 09:39 PM, in A demo of my new hack Link
Well, it's kind of hard. You just gotta be creative, you know? Mix up the challenges, think up new puzzles for each step of the way. Don't force the player to do the same exact thing over and over again for too long. In your first level, it was almost nothing but jumping challenges. Long stretches of just jumping from platform to platform. Now there's nothing wrong with that in essense, but you should try to mix it up a bit. Maybe make many of the platforms behave differently, or put some enemies on the platforms. Maybe throw in a mesh.

Keep things unique not only from level to level, but within the levels themselves. Picking a theme for a level is fine, but you have to cover a wide range of it.

And yes, it takes time. It takes me about two to three hours to make a single level. But really, nothing excellent is made without lots of time and effort.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-19-06 01:27 AM, in Mario's Lost World, first screens Link
Did you ever release it in some sort of playable form? It sounds interesting.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-19-06 09:16 PM, in A demo of my new hack Link
Originally posted by pikaguy900
As for the vertical Tower ride, I think I'll make it TALLER so I can add more in. XD

No, it was too tall already. Unless you can make the ride unique and fun the whole way up (including the part you already made), you're probably better off shortening it.

Originally posted by pikaguy900
For the second half of the first level, I think I can add in some distractions. Maybe a Bullet Bill generator that generates them from all sides. (Except Diagonally.)

Maybe, for one small part of it. But if the whole thing is just jumping and avoiding bullet bills, it'll still be as monotous as ever.


And there is such a thing as too hard, so keep that in mind. Enjoyability should come first.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-20-06 09:47 PM, in My SmW hack demo... Link
Yeah, definitely a bit too far on the hard side. I love a good challenge, but when I have to use dozens of save states just to be a level, there's a problem.

See if you can tone it down. The best levels are the ones that are fun and challenging, yet don't require experienced players to save state.

Edit: The canyon level and castle level didn't seem so bad, actually. They weren't too long and hard.

On a side note, the messages completely ruin the atmosphere. It's a bright and cheery Mario game, so bringing "gansta" talk into it... clashes, you know?


(edited by Joshua368 on 11-20-06 10:27 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-21-06 12:04 PM, in Mario's Lost World, first screens Link
Well, most good games (including the original) pick a single wide theme for each world and then expand on that theme throughout the levels. That way the levels seem connected, and there's always something new and interesting on the horizon.

Of course, backgrounds and themes are always reused eventually. You just gotta spread things out somewhat so you reward players who get far in the game with new stuff every now and then.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-22-06 11:09 AM, in Mario's Lost World, first screens Link
Originally posted by mikepjr
One question, how do your birdos act?
I mean, can you stand on them like in SMB2?
Can you have Yoshi suck in an egg and shoot it back at her 3 times to kill her?


If they're the ones that come free with Sprite Tool, then you probably can't stand on them and the eggs get swallowed. (the eggs are actually recolored Bullet Bills) It moves pretty much the same way though, walking back and forth and jumping slightly.

The graphics still look great, my only complaint is that Mario seems to be floating a bit when he sits on Yoshi... but that's probably a technical issue.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-22-06 06:49 PM, in SMW Secret of the Switch Palaces--first screens and info! Link
Well, it looks interesting enough, knowing your level design skills. I look forward for a demo release. (I didn't watch the movies because I want to discover the levels myself.)

My main suggestion is to work on your overworld. It still looks way to similar to the original. I'm not sure if that was your intention or not, but you should probably do a complete remodel rather than just minor modifications.


(edited by Joshua368 on 11-22-06 05:50 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-22-06 06:56 PM, in Mario's Lost World, first screens Link
Could you copy the giant Moles' code to make Birdo's completely ridable like in SMB2? It'd also make them more durable... those Moles are tough.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-23-06 01:14 PM, in Super Mario's Treasure Hunt - Playable Demo Link
Originally posted by Sonicandtails
The new title screen is a nice touch also, simple, but different. The "Apostrophe S" after Mario though should go I believe, although, I'm not so hot with punctuation... I just remember something about "Apostrophe S" meaning something along the lines of ownership. Eh. Whatever


The 's is grammatically correct. It could be removed because it's a title, but it still is Mario's treasure hunt. So I'm fine with having the hunt be Mario's rather than having it named after Mario.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-23-06 01:19 PM, in SMW Secret of the Switch Palaces--first screens and info! Link
Originally posted by FirePhoenix0
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.


I'm pretty sure it just boils down to common sense - how much action you have onscreen at once. The chucks are a lot of sprite pieces...
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-23-06 05:46 PM, in Mario:Quest on Quiet Island (final demo) Link
SMB3 graphics on a SMW engine? Well, it looks interesting enough. I'll check it out later tonight.

(On a side note, the circled C "copyright" sign goes before "Nintendo", not after.)


Edit: Alright, review time.

It's okay. It has potential, but minor problems and mistakes stop it from being spectacular.

The graphics are okay, it's always nice for a chance of pace. However, some of them clash. Not all graphics fit well together. For example, SMB3 Mario doesn't go well with, say... the SMW Charging Chucks. And some of the non-ripped graphics are subpar. But they're still different, so that's fun. Just work on 'em.

The level design was okay... but nothing exciting. For the most part the challenge was good, but a few levels such as Quiet Skyrail leaned towards nigh-impossible (at least without the fox ears). I prefer to not have to use save states. Also, only three lives? You're just begging us to use save states between levels!

Fixing the small non-fatal glitches and problems would help at lot at presentation. The roads don't fit perfectly, there's that blue bar of background that stands out in the ending scene, and a weird glitch No Yoshi place before the switch palace. Sprites that clip or disappear. Things like these that you could fix with a little extra effort to make your game shine.

All-in-all, I'd give it a B-/C+. Your pretty average "exGFX over gameplay" SMW hack. My suggestions? Make the level designs more interesting, fix up all the tiny little glitches, mistakes and details (just play the game; they're easy to find), and be wiser with your graphics. There's potentional here, but you'll have to try a bit harder to use it.


(edited by Joshua368 on 11-23-06 07:59 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-24-06 02:21 PM, in Stinkoman 20X6: Reloaded -- The Comic Link
Here's a sprite comic based off of the popular Internet game "Stinkoman 20X6" from HomestarRunner.com. If you haven't played the game before, you should. But anyway, here's a comic I've made. It follows the adventures of the game's characters - Stinkoman, 1-Up and Pan Pan - as they live in a futuristic anime-style fighting world.

The plot follows the outline used in the game itself, but expands on it greatly. I have a bit of a backlog, but I won't flood you guys with too many comics at once. If you guys like what you see, let me know, and I'll post daily updates.

Even if you haven't seen HomestarRunner.com before, you should still be able to follow the comic. It isn't dependant on the base site. Most of the sprites are taken (or modified) from the game, but some such as many of the props and Pan Pan are made by me.

Enjoy the first ten. :-)










Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-24-06 03:07 PM, in NexGenWars.com Link
Err... anyone know why the website now says ~400,000 Wiis sold when it was at ~700,000 yesterday?
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-24-06 04:30 PM, in Stinkoman 20X6: Reloaded -- The Comic Link
Originally posted by Smallhacker
However, it lacks the true Chapman Brothers feeling.


Well that's probably because I'm not a Chapman Brother. The general quality does improve later on in the series... these ones are from, like, a year ago.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-24-06 08:59 PM, in SMW Secret of the Switch Palaces--first screens and info! Link
WIth the pipe level background, I'd say take out the coins and then darken it further. And does it animate? The water would probably look weird frozen in motion.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-25-06 10:01 AM, in SMW Secret of the Switch Palaces--first screens and info! Link
Well, upping the foreground to normal brightness would fix your problems too.

Oh wait, you just said that. Bye, then.


(edited by Joshua368 on 11-25-06 05:02 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-26-06 12:15 AM, in Stinkoman 20X6: Reloaded -- The Comic Link
Quite frankly, I'm at comic #148. I feel like I'm burying through ancient history here. But I know that flooding people with too many comics at once isn't a good idea.

Here are two more for today.




Here it reveals that, in my comics at least, Stinkoman is a robot/cyborg. There's no definite canon proof to back this up, but it isn't impossible either, so since he appears robotic to me... that's just the way it is. 1-Up is robotic too. Pan Pan isn't.

Also, I think this is my last fourth-wall breakage in the comic.


(edited by Joshua368 on 11-26-06 07:16 AM)
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Acmlm's Board - I3 Archive - - Posts by Joshua368


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