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05-21-24 02:55 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 11-26-06 02:23 PM, in My SmW hack demo... Link
The graphics are from a patch by IceGoom. IceGoom's hack (and graphics) can be found here.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-27-06 12:23 AM, in SMW Secret of the Switch Palaces--first screens and info! Link
Sweet. I'll download and play it now.

It's late, so review/feedback will probably have to wait until tomorrow.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-27-06 11:50 AM, in SMW Secret of the Switch Palaces--first screens and info! Link
Okay, so as people (and me) have said, the level design is top notch. The levels are fun, unique, challenging and non-repetitive. This alone propells the hack into a high quality adventure.

The unique twist of having to find the switch pallaces is cool. Starting out at Bowser's castle was interesting.

However!! (you knew something like this was coming) The overworld could use some work. Having to explore the familiar Super Mario World from a different angle with changes in level order could be interesting, but having SMW be mutated rather ruins this potentionally interesting effect. Meanwhile, the layout is much too similar to feel unique.

I'd suggest going one way or the other there - Use the old SMW and make the most out of the angle you chose, or simply redesign it entirely and give us a whole new world to explore. Of course, the latter would be the most fun. Designing new islands and continents isn't too hard to do.

Also, the old movie over the new title screen seems odd. I suggest creating your own movie.

Edit: Also, the pipe place needs some work. I suggest making the foreground have normal brightness. As it is, it's much too easy to get the foreground and background mixed up, and it creates some inconvenience (at least for me).


(edited by Joshua368 on 11-27-06 06:51 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-28-06 10:47 AM, in SMW Secret of the Switch Palaces--first screens and info! Link
Oh... we weren't supposed to get that key? :-P

Well, I'm happy I did it anyway. Otherwise I would've missed out on all those cool Star World levels.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-30-06 01:01 AM, in Super Mario's Treasure Hunt - Playable Demo Link
Well, it's been a while since I last gave you guys an update, so here it goes. The new world isn't quite done yet, so there's no new demo, but I got some images!

Since the demo, I have created six new levels. Three more and the world is complete. Also, there is a sort-of Star Road you can reach, but it isn't exactly usable yet.



Screen 1: Welcome to what is predominantly called Drought Valley. It'll be your second island, and it is mostly based along a desolate wasteland theme. There are still quite a few hardy creatures that survive... and they aren't friendly. If only the river would flow again.
Screen 2: The highlands of drought valley are wrought with danger. Even the midway points can be tricky at times!
Screen 3: Night can fall, but it isn't much relief to the parched lands. Plus nasty bob-ombs come out at night. ...what could be the purpose of this large maze?
Screen 4: The only new level added to Yoshi Isle (world 1). It takes place in the bay and comes after the castle. It seems to revovle around that little Yoshi tyke. If you don't hate them now, you will soon...

Aside the levels shown here, there is a beach level, a treasure cavern, and a ghost house built. I hope to have a playable version soon.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-30-06 09:24 AM, in Title Screen Link
I wouldn't call it boring, it's definitely unique. But it's nothing extraordinary either.

And be careful when mixing graphics from different games. Backgrounds usually don't matter too much, but different graphics can easily clash.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-30-06 01:02 PM, in Mario's Lost World, first screens Link
Personally I think the watery moles are a nice unique approach to the usually grasslands-based enemy. They don't seem to clash too much.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 11-30-06 10:53 PM, in Mario's Lost World, first screens Link
You're not alone -- I had always liked the coral as well. Never bugged me. I think I prefer the "donut" version.

And I think sunglasses could work on Mario, but it might be tricky. He's gonna need some emotion...
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-02-06 02:11 PM, in Mario's Lost World, first screens Link
Originally posted by Sgraff87


This is my quick version of the sunglasses. My suggestion is to make the sunglasses larger, more focus on the shine, and get rid of the earpieces.

I like the idea of sunglasses, but it is up to you.


It still makes him look robotic and emotionless. Sunglasses probably are not going to work.

(And why can't the demo just be one world like most first demos so we can play it faster? )


(edited by Joshua368 on 12-02-06 01:12 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-02-06 02:15 PM, in Stinkoman 20X6: Reloaded -- The Comic Link
Oops, almost forgot about this little thread.


Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-02-06 07:04 PM, in Mario's Lost World, first screens Link
I don't think it's just the arms. Eyes are the windows to the soul, as they say. When you're dealing with a small silent sprite, it's where most of the personality of a character comes from.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-02-06 08:31 PM, in A new idea for creating SMW hacks Link
Originally posted by Simion32
6) Able to add level effects like rain/snow/lightning


While I don't know anything about coding and therefore cannot answer your questions, I'd justl ike the point out that this feature can be done. At least, I've seen snow/rain/lightning on some SMW hacks.

(For example, snow in Super Demo World: TLC and rain and lightning in Oddesey.)


(edited by Joshua368 on 12-02-06 07:32 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-06-06 02:05 PM, in SMW: Untitled Link
He ripped graphics from another game. It's a nice touch, and does give his game a nicer and more unique feel, but really guys, it isn't amazing. It's been done before...
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-07-06 12:17 PM, in OW questions Link
I'm still pretty new to this whole thing, so I apologize in advance if I get anything wrong. But anyway, here's what I know.

It sounds like you want to create something similar to SMB3. Well..

1) I don't think so. I think you'd be limited to the six prepackaged minimaps.

2) I'm pretty sure the maximum number of levels is 77, and I know of no way to increase that.

3) I highly doubt it.

4) Not without some sort of level for the branch. You can't make Mario stop on blank spaces.

5) I don't think you can add any. You can make the ones you currently have apply to non-Koopa Kid bosses, but you're limited to the seven.
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-07-06 10:35 PM, in Redrawing every sprite... Link
I'm pretty sure, for this patch at least, he wants each bad guy to match their originals. As in, be the same species.

Edit: Also, just for fun, I decided to stick that patch onto a copy of my own hack. But for some reason, nothing loads beyond the shiny Nintendo logo. Any idea why this happens?

(I don't have any other patches into my game, and my sprite editing with YY-CHR was minimal and apparently unobtrusive. Is it because of the darker-than-normal palette of my opening movie?)


(edited by Joshua368 on 12-07-06 09:53 PM)
(edited by Joshua368 on 12-07-06 10:07 PM)
(edited by Joshua368 on 12-07-06 10:20 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-08-06 12:33 AM, in Redrawing every sprite... Link
I said "copy"; there was no way I was going to risk my hack's well-being for a brief playthrough with new graphics. Nothing was lost.

Although are you sure about that? It sure is limiting if this can only be used for the original game and things built off of that...


(edited by Joshua368 on 12-07-06 11:33 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-08-06 01:35 PM, in Redrawing every sprite... Link
Originally posted by icegoom
You can add them to any in-progress hack by extracting them from SMWRedrawn and then inserting them into your own game.


That's a good idea, I'll try that. Thanks.

(BTW, I'd prefer you keep working on Lost World than picking up on this again... but that's just me.)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-10-06 07:02 PM, in Super Mario's Treasure Hunt - World 2 Demo Link
Since I can't seem to edit the thread name or attachment of my first thread, I'm making another one. I hope that's allowed. Anyway, I finally finished all of World 2, and I'm eager to shall it with y'all.

In this demo, you'll be able to move on past the Brass Egg Castle and visit an entirely new island - Drought Valley. Can you get the Tin Egg of questionable value?

There are nine brand new levels for you to play through. I'd really appreciate any feedback you can give: what I'm doing right, what I'm doing wrong, what needs a little tweaking, etc. It's the only way I'll be able to improve. And it doubles as motivation to keep on working.

You're probably going to have to restart your game, so I'm sorry for any inconvenience. There have been some minor changes to the previous levels... *coughnewsecretpathcough* ...so it shouldn't be too boring. There's also a pseudo Star Road that you can reach, but you can't play it yet.

And here are some screenshots to give you a preview before the download. Hope you like what you see.





Comments and criticism, please.

Edit: There is a glitch in this version where the Yellow Switch Pallace doesn't go flat after being beaten. Sorry for the inconvenience, this has been fixed for future releases.

Attachments

SM Treasure Hunt Demo2.IPS (275429b) - views: 79



(edited by Joshua368 on 12-12-06 10:04 AM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-10-06 09:50 PM, in Super Mario's Treasure Hunt - World 2 Demo Link
Yeah, sorry about the gaps around the blue water... I have almost no exGFX experience, and my previous attempt ended pretty badly, so I'm kind of nervous about using it. I might try filling up the gaps sometime... and I'll replace those turn blocks in front of the hill with question blocks.

The small holes never really bugged me too much, personally.

I was worried if I made the levels too hard... expecially the ghost house. I have an ten-year-old little brother who tests all my levels, so I usually try to see if he can beat them without save states. A hint: If you reach the four-door hallway, you're near the end, but you'll have to be careful or you'll go back to start.

And for Boourns, those first two are simply a glitch that was in the original game, where if you make a sprite get unloaded while watching its respawn point, it'll disappear. Nothing really I can do there. Revisiting its respawn point should bring it back.


(edited by Joshua368 on 12-10-06 08:53 PM)
(edited by Joshua368 on 12-10-06 11:40 PM)
Joshua368

Shyguy








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

Last post: 6323 days
Last view: 6301 days
Posted on 12-12-06 12:35 AM, in Super Mario's Treasure Hunt - World 2 Demo Link
Ghost House: Look at the far wall of the beginning room. Look past it. That's where you need to go... and you'll have to use the four-door hallway to get there somehow.
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Acmlm's Board - I3 Archive - - Posts by Joshua368


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